public override void Read(BlamLib.IO.EndianReader s) { CacheFileBase cache = s.Owner as CacheFileBase; #region read body groupTagsCount = s.ReadInt32(); groupTagsOffset = (groupTagsAddress = s.ReadUInt32()) - cache.AddressMask; tagCount = s.ReadInt32(); tagsOffset = (address = s.ReadUInt32()) - cache.AddressMask; dependentTagsCount = s.ReadInt32(); dependentTagsOffset = (dependentTagsAddress = s.ReadUInt32()) - cache.AddressMask; s.ReadInt32(); s.ReadUInt32(); // seems to be the same address as the dependent tags s.ReadUInt32(); // crc? s.ReadInt32(); // 'tags' #endregion ReadDependents(s); ReadTagInstances(s); ReadGroupTags(s); #region fixup group tag info for (int x = 0; x < tagCount; x++) { var item = items[x]; if (!item.IsEmpty) { item.GroupTag = groupTags[item.Datum.Index].GroupTag1; item.GroupTagInt = item.GroupTag.ID; item.Fixup((ushort)x); // Fix the hacks Bungie did for Halo3 } } #endregion #region Load tag names s.Seek(cache.HeaderHalo3.TagNamesBufferOffset); string file_name; foreach (var ci in items) { if (!ci.IsEmpty) { ci.TagNameOffset = s.PositionUnsigned; file_name = s.ReadCString(); if (file_name == "") file_name = "NONE"; } else { ci.TagNameOffset = uint.MaxValue; ci.ReferenceName = DatumIndex.Null; continue; } ci.ReferenceName = cache.References.AddOptimized(ci.GroupTag, file_name); } #endregion }
public override void Read(BlamLib.IO.EndianReader s) { DataCacheFile cache = s.Owner as DataCacheFile; type = (DataCacheType)s.ReadInt32(); tagNamesTableOffset = s.ReadInt32(); tagInstancesTableOffset = s.ReadInt32(); tagCount = s.ReadInt32(); items = new DataItem[tagCount]; TagInterface.TagGroup tgroup = null; switch(type) { case DataCacheType.Bitmap: tgroup = TagGroups.bitm; break; case DataCacheType.Sound: tgroup = TagGroups.snd_; break; case DataCacheType.Loc: break; } s.Seek(TagNamesTableOffset, System.IO.SeekOrigin.Begin); DataItem item = null; for (int x = 0; x < TagCount; x++) { item = new DataItem(); items[x] = item; item.GroupTag = tgroup; item.ReferenceName = cache.References.AddOptimized(item.GroupTag, s.ReadCString()); } s.Seek(tagInstancesTableOffset, System.IO.SeekOrigin.Begin); for (int x = 0; x < TagCount; x++) items[x].Read(s); }
public override void Read(BlamLib.IO.EndianReader s) { CacheFile cache = s.Owner as CacheFile; tagsOffset = (uint)(cache.Header.OffsetToIndex + cache.HeaderHalo2.IndexStreamSize); bool is_alpha = cache.EngineVersion == BlamVersion.Halo2_Alpha; bool is_echo = cache.EngineVersion == BlamVersion.Halo2_Epsilon; bool is_pc = cache.EngineVersion == BlamVersion.Halo2_PC; bool is_mp = cache.HeaderHalo2.CacheType == CacheType.Multiplayer; Managers.BlamDefinition bdef = Program.GetManager(cache.EngineVersion); uint tags_addressmask; if(!is_pc) { cache.AddressMask = bdef[cache.EngineVersion].CacheTypes.BaseAddress - (uint)cache.Header.OffsetToIndex; tags_addressmask = (uint)(cache.Header.OffsetToIndex + cache.HeaderHalo2.IndexStreamSize); } else { // pc maps use virtual addresses which are actually offsets relative to // the start of the tag memory buffer. since these are offsets and not actually // addresses which we would normally mask the base off of, we have to do some // number magic so our subtraction operations actually end up working in reverse // to get the correct file offset tags_addressmask = 0 - (uint)cache.Header.OffsetToIndex; cache.AddressMask = tags_addressmask; } #region version dependant loading if (is_alpha) { groupTagsAddress = address = s.ReadUInt32(); groupTagsCount = 0; scenario.Read(s); s.ReadInt32(); // crc tagCount = s.ReadInt32(); items = new CacheItem[tagCount]; s.ReadInt32(); // 'tags' } else if(is_pc) { groupTagsAddress = s.ReadPointer(); // offset (relative to the tag index offset) groupTagsCount = s.ReadInt32(); uint offset = s.ReadPointer(); // offset (relative to the tag index offset) to the tag entries scenario.Read(s); gameGlobals.Read(s); s.ReadInt32(); // crc tagCount = s.ReadInt32(); items = new CacheItem[tagCount]; s.ReadInt32(); // 'tags' s.Seek(offset /*- 32, System.IO.SeekOrigin.Current*/); // go to the first tag entry } else { groupTagsAddress = s.ReadUInt32(); groupTagsCount = s.ReadInt32(); address = s.ReadUInt32(); scenario.Read(s); gameGlobals.Read(s); s.ReadInt32(); // crc tagCount = s.ReadInt32(); items = new CacheItem[tagCount]; s.ReadInt32(); // 'tags' s.Seek(groupTagsCount * 12, System.IO.SeekOrigin.Current); // go to the first tag entry } this.groupTagsOffset = this.groupTagsAddress - s.BaseAddress; #endregion CacheItem item; uint temp_pos = 0; uint sbsp_offset = 0; DatumIndex[] ltmps = null; Tags.scenario_structure_bsp_reference_block bsp_block = new Tags.scenario_structure_bsp_reference_block(); if (is_pc) // MP maps need this adjustment cache.AddressMask = tags_addressmask += cache.HeaderHalo2.PcFields.VirtualAddress; for (int x = 0; x < items.Length; x++) { item = new CacheItem(); items[x] = item; if (is_alpha) item.ReadAlpha(s); else item.Read(s); if (item.Location == ItemLocation.Unknown) items[x] = CacheItem.Null; else if (is_pc && item.HasExternalData) HasExternalTags = true; } if (!is_pc) { // While the tag definitions come right after the tag header in a cache file, when // finally loaded into game memory this isn't the case. The 'stream' size of the tag // header is how much actual memory is used by map's generated the tag header, but the // map's tag header may not utilize the entire memory space dedicated to it in game memory. // So, the game would read the tag header data using the offset and 'stream' size data from // the cache header, then it would seek to offset+stream_size to get to the tag definitions // which it would then read into game memory at the memory location defined by 'address' tags_addressmask = items[0].Address - tags_addressmask; cache.AddressMask = tags_addressmask; for (int x = 0; x < items.Length; x++) { item = items[x]; item.Offset = (int)(item.Address - tags_addressmask); #region on scnr tag if (!is_alpha && !is_echo && TagGroups.scnr.ID == item.GroupTag.ID) { temp_pos = s.PositionUnsigned; //if (is_alpha || is_echo) // s.Seek(item.Offset + 828); //else s.Seek(item.Offset + 528); bspTags = new Item[s.ReadInt32()]; sbsp_offset = s.ReadPointer(); ltmps = new DatumIndex[bspTags.Length]; s.Seek(temp_pos); } #endregion #region on sbsp tag else if (!is_alpha && !is_echo && TagGroups.sbsp.ID == item.GroupTag.ID) { temp_pos = s.PositionUnsigned; s.Seek(sbsp_offset + (uint)(bspCount * Halo2.Tags.scenario_structure_bsp_reference_block.kRuntimeSizeOf)); bspTags[bspCount] = item; bsp_block.Read(cache); if (bsp_block.RuntimeOffset != 0) { item.Offset = bsp_block.RuntimeOffset; item.Size = bsp_block.RuntimeSize; item.Address = (uint)bsp_block.RuntimeAddress.Value; //cache.BspAddressMasks.Add((uint)(item.Address - item.Offset)); } ltmps[bspCount] = bsp_block.Lightmap.Datum; item.BspIndex = bspCount++; s.Seek(temp_pos); } #endregion } } #region alpha tag name code if (is_alpha) { // following the tag datums in alpha builds is the tag names buffer foreach (Halo2.CacheItem ci in items) { ci.TagNameOffset = s.PositionUnsigned; ci.ReferenceName = cache.References.AddOptimized(ci.GroupTag, s.ReadCString()); } } #endregion #region retail tag name & bsp offset fixup code else { // Build the absolute tag name offsets s.Seek(cache.HeaderHalo2.TagNameIndicesOffset); int[] offsets = new int[tagCount]; for (int x = 0; x < offsets.Length; x++) { int offset = s.ReadInt32(); // Offset will be -1 if the tag in question is 'null' if (offset != -1) offset += cache.HeaderHalo2.TagNamesBufferOffset; offsets[x] = offset; } // Fixup all tag instances which are named for (int x = 0; x < tagCount; x++) { if (offsets[x] != -1) FixupTagInstanceHeaderName(cache, items[x], offsets[x], s); } // PC maps store all zones in the tag memory, they don't need to swap out and thus don't // need any fix ups (durrr, PCs have loltons of RAM) if (!is_pc && !is_echo) { var head = new Halo2.Tags.scenario_structure_bsps_header(); foreach (CacheItem tmp_item in bspTags) { s.Seek(tmp_item.Offset); head.Read(cache); // bsp uint bsp_address_mask = head.FixupBspInstanceHeader(tmp_item, s.Position); cache.BspAddressMasks.Add(bsp_address_mask); // ltmp DatumIndex ltmp_datum = ltmps[tmp_item.BspIndex]; if (ltmp_datum != DatumIndex.Null) head.FixupLightmapInstanceHeader(this.items[ltmp_datum.Index], tmp_item); } } } #endregion }