Move source into /Source rather than /src. Some documentation cleanup.

This commit is contained in:
Will
2015-11-02 21:48:07 -07:00
parent 3a2a493154
commit d66a5fa91b
50 changed files with 77 additions and 68 deletions

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using System;
using System.Collections.Generic;
namespace LibBSP {
public enum GameLumpType : int {
sprp = 1936749168,
}
/// <summary>
/// Class containing the identification and information for the various Game Lumps in Source
/// engine BSPs. The only one we're really concerned with is the Static Props.
/// </summary>
public class GameLump : Dictionary<GameLumpType, GameLump.GameLumpInfo> {
public struct GameLumpInfo {
public ushort flags;
public ushort version;
public int offset;
public int length;
}
private byte[] _rawData;
private int _gameLumpOffset;
/// <summary>
/// Byte array representing the raw data read from the BSP for the game lump
/// </summary>
public byte[] rawData {
get {
return _rawData;
}
}
/// <summary>
/// The amount to subtract from all the <c>GameLumpInfo.offset</c> values to find the offset relative to the start of the Game Lump data. May be 0.
/// </summary>
public int gameLumpOffset {
get {
return _gameLumpOffset;
}
}
/// <summary>
/// Creates a new <c>GameLump</c> object by parsing a <c>byte</c> array into a <c>Dictionary</c> of <c>GameLumpInfo</c> objects.
/// These objects contain offsets, lengths and versions of the GameLump lumps.
/// </summary>
/// <param name="data">The data to parse</param>
/// <param name="type">The map type</param>
/// <exception cref="ArgumentNullException"><paramref name="data" /> was null</exception>
/// <exception cref="ArgumentException">This structure is not implemented for the given maptype</exception>
public GameLump(byte[] data, MapType type) {
if (data == null) {
throw new ArgumentNullException();
}
_rawData = data;
int structLength = 0;
switch (type) {
case MapType.Vindictus:
case MapType.TacticalInterventionEncrypted:
case MapType.Source17:
case MapType.Source18:
case MapType.Source19:
case MapType.Source20:
case MapType.Source21:
case MapType.Source22:
case MapType.Source23:
case MapType.Source27: {
structLength = 16;
break;
}
case MapType.DMoMaM: {
structLength = 20;
break;
}
default: {
throw new ArgumentException("Map type " + type + " isn't supported by the GameLump class.");
}
}
int numGameLumps = BitConverter.ToInt32(data, 0);
if (numGameLumps > 0) {
int headerLength = 4 + (numGameLumps * structLength);
int lowestLumpOffset = Int32.MaxValue;
for (int i = 0; i < numGameLumps; ++i) {
GameLumpInfo info = new GameLumpInfo {
flags = BitConverter.ToUInt16(data, (i * structLength) + 8),
version = BitConverter.ToUInt16(data, (i * structLength) + 10),
offset = BitConverter.ToInt32(data, (i * structLength) + 14),
length = BitConverter.ToInt32(data, (i * structLength) + 18),
};
this[(GameLumpType)BitConverter.ToInt32(data, (i * structLength) + 4)] = info;
if (info.offset < lowestLumpOffset) {
lowestLumpOffset = info.offset;
}
}
// If the offset values are given relative to the beginning of the lump, this should give 0.
_gameLumpOffset = lowestLumpOffset - headerLength;
}
}
/// <summary>
/// Passes a <c>byte</c> array into the constructor for <c>GameLump</c>.
/// </summary>
/// <param name="data">The data to parse</param>
/// <param name="type">The map type</param>
/// <returns>A new <c>GameLump</c> object</returns>
/// <remarks>This is only here for consistency with the other lump structures.</remarks>
public static GameLump LumpFactory(byte[] data, MapType type) {
return new GameLump(data, type);
}
/// <summary>
/// Gets the index for this lump in the BSP file for a specific map format.
/// </summary>
/// <param name="type">The map type</param>
/// <returns>Index for this lump, or -1 if the format doesn't have this lump</returns>
public static int GetIndexForLump(MapType type) {
switch (type) {
case MapType.Vindictus:
case MapType.TacticalInterventionEncrypted:
case MapType.Source17:
case MapType.Source18:
case MapType.Source19:
case MapType.Source20:
case MapType.Source21:
case MapType.Source22:
case MapType.Source23:
case MapType.Source27:
case MapType.DMoMaM: {
return 35;
}
default: {
return -1;
}
}
}
}
}

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using System;
using System.Collections.Generic;
namespace LibBSP {
/// <summary>
/// Class representing a group of <c>SourceDispVertex</c> objects. Contains helpful methods to handle Displacement Vertices in the <c>List</c>
/// </summary>
public class SourceDispVertices : List<SourceDispVertex> {
/// <summary>
/// Parses the passed <c>byte</c> array into a <c>List</c> of <c>SourceDispVertices</c>
/// </summary>
/// <param name="data">Array of <c>byte</c>s to parse</param>
/// <param name="type">Format identifier</param>
/// <exception cref="ArgumentNullException"><paramref name="data" /> was null</exception>
public SourceDispVertices(byte[] data, MapType type) : base(data.Length / 20) {
if (data == null) {
throw new ArgumentNullException();
}
int structLength = 20;
byte[] bytes = new byte[structLength];
for (int i = 0; i < data.Length / structLength; ++i) {
Array.Copy(data, (i * structLength), bytes, 0, structLength);
Add(new SourceDispVertex(bytes, type));
}
}
/// <summary>
/// Gets enough vertices from the list for a displacement of power <paramref name="power" />, starting at <paramref name="first" />.
/// </summary>
/// <param name="first">The first vertex to get</param>
/// <param name="power">The power of the displacement</param>
/// <returns>Array of <c>SourceDispVertex</c> objects containing all the vertices in this displacement</returns>
public virtual SourceDispVertex[] GetVerticesInDisplacement(int first, int power) {
int numVerts = 0;
switch (power) {
case 2: {
numVerts = 25;
break;
}
case 3: {
numVerts = 81;
break;
}
case 4: {
numVerts = 289;
break;
}
}
SourceDispVertex[] ret = new SourceDispVertex[numVerts];
for (int i = 0; i < numVerts; ++i) {
ret[i] = this[first + i];
}
return ret;
}
}
}

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using System;
using System.Collections.Generic;
namespace LibBSP {
/// <summary>
/// List of <c>SourceStaticProp</c> objects containing data relevant to Static Props, like the dictionary of actual model paths.
/// </summary>
public class SourceStaticProps : List<SourceStaticProp> {
public string[] dictionary { get; private set; }
/// <summary>
/// Parses the passed <c>byte</c> array into a <c>List</c> of <c>SourceStaticProp</c> objects
/// </summary>
/// <param name="data">Array of <c>byte</c>s to parse</param>
/// <param name="type">Format identifier</param>
/// <param name="version">Version of static prop lump this is</param>
/// <exception cref="ArgumentNullException"><paramref name="data" /> was null</exception>
public SourceStaticProps(byte[] data, MapType type, int version) {
if (data == null) {
throw new ArgumentNullException();
}
int structLength = 0;
string[] dictionary = new string[0];
if (data.Length > 0) {
int offset = 0;
dictionary = new string[BitConverter.ToInt32(data, 0)];
for (int i = 0; i < dictionary.Length; ++i) {
byte[] temp = new byte[128];
Array.Copy(data, (i * 128) + 4, temp, 0, 128);
dictionary[i] = temp.ToNullTerminatedString();
}
int numLeafDefinitions = BitConverter.ToInt32(data, (dictionary.Length * 128) + 4);
int numProps = BitConverter.ToInt32(data, (dictionary.Length * 128) + (numLeafDefinitions * 2) + 8);
if (numProps > 0) {
structLength = (data.Length - ((dictionary.Length * 128) + (numLeafDefinitions * 2) + 12)) / numProps;
byte[] bytes = new byte[structLength];
for (int i = 0; i < numProps; ++i) {
Array.Copy(data, (dictionary.Length * 128) + (numLeafDefinitions * 2) + 12 + (i * structLength), bytes, 0, structLength);
Add(new SourceStaticProp(bytes, type, version));
offset += structLength;
}
}
}
}
}
}

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using System;
using System.Collections.Generic;
namespace LibBSP {
/// <summary>
/// <c>List</c>&lt;<c>Texture</c>&gt; with some useful methods for manipulating <c>Texture</c> objects,
/// especially when handling them as a group.
/// </summary>
public class Textures : List<Texture> {
/// <summary>
/// Parses a <c>byte</c> array into this <c>List</c> of <c>Texture</c> objects
/// </summary>
/// <param name="data">The data to parse</param>
/// <param name="type">The map type</param>
/// <exception cref="ArgumentNullException"><paramref name="data" /> was null</exception>
/// <exception cref="ArgumentException">This structure is not implemented for the given maptype</exception>
public Textures(byte[] data, MapType type) {
if (data == null) {
throw new ArgumentNullException();
}
int structLength = 0;
switch (type) {
case MapType.Nightfire: {
structLength = 64;
break;
}
case MapType.Quake3:
case MapType.Raven:
case MapType.CoD:
case MapType.CoD2:
case MapType.CoD4: {
structLength = 72;
break;
}
case MapType.Quake2:
case MapType.Daikatana:
case MapType.SoF:
case MapType.STEF2:
case MapType.STEF2Demo:
case MapType.FAKK: {
structLength = 76;
break;
}
case MapType.MOHAA: {
structLength = 140;
break;
}
case MapType.SiN: {
structLength = 180;
break;
}
case MapType.Source17:
case MapType.Source18:
case MapType.Source19:
case MapType.Source20:
case MapType.Source21:
case MapType.Source22:
case MapType.Source23:
case MapType.Source27:
case MapType.TacticalInterventionEncrypted:
case MapType.Vindictus:
case MapType.DMoMaM: {
int offset = 0;
byte[] bytes;
for (int i = 0; i < data.Length; ++i) {
if (data[i] == (byte)0x00) {
// They are null-terminated strings, of non-constant length (not padded)
bytes = new byte[i - offset];
Array.Copy(data, offset, bytes, 0, i - offset);
Add(new Texture(bytes, type));
offset = i + 1;
}
}
return;
}
case MapType.Quake: {
int numElements = BitConverter.ToInt32(data, 0);
structLength = 40;
byte[] bytes = new byte[structLength];
for (int i = 0; i < numElements; ++i) {
Array.Copy(data, BitConverter.ToInt32(data, (i + 1) * 4), bytes, 0, structLength);
Add(new Texture(bytes, type));
}
return;
}
default: {
throw new ArgumentException("Map type " + type + " isn't supported by the Node class.");
}
}
{
byte[] bytes = new byte[structLength];
for (int i = 0; i < data.Length / structLength; ++i) {
Array.Copy(data, (i * structLength), bytes, 0, structLength);
Add(new Texture(bytes, type));
}
}
}
/// <summary>
/// Gets the name of the texture at the specified offset.
/// </summary>
/// <param name="offset">Lump offset of the texture name to find</param>
/// <returns>The name of the texture at offset <paramref name="offset" />, or null if it doesn't exist</returns>
public string GetTextureAtOffset(uint offset) {
int current = 0;
for (int i = 0; i < Count; ++i) {
if (current < offset) {
// Add 1 for the missing null byte.
current += this[i].name.Length + 1;
} else {
return this[i].name;
}
}
// If we get to this point, the strings ended before target offset was reached
return null;
}
/// <summary>
/// Finds the offset of the specified texture name.
/// </summary>
/// <param name="inTexture">The texture name to find in the lump</param>
/// <returns>The offset of the specified texture, or -1 if it wasn't found</returns>
public int GetOffsetOf(string inTexture) {
int offset = 0;
for (int i = 0; i < Count; ++i) {
if (this[i].name.Equals(inTexture, StringComparison.CurrentCultureIgnoreCase)) {
return offset;
} else {
offset += this[i].name.Length + 1;
}
}
// If we get here, the requested texture didn't exist.
return -1;
}
}
}