void InitializeBspTags(IO.EndianReader s, Blam.CacheFile cache)
        {
            // Seek to the scenario's scenario_structure_bsps_block tag_block field
            s.Seek(items[0].Offset + 1444, System.IO.SeekOrigin.Begin);
            bspTags = new Item[s.ReadInt32()];
            uint sbsp_offset = s.ReadPointer();

            // Seek to the scenario_structure_bsps_block definitions
            s.Seek(sbsp_offset, System.IO.SeekOrigin.Begin);
            DatumIndex    di   = new DatumIndex();
            CacheItemBase item = null;

            // Process each definition's runtime data
            for (int x = 0; x < bspTags.Length; x++)
            {
                s.Seek(28, System.IO.SeekOrigin.Current);
                di.Read(s);
                item       = items[di.Index];
                bspTags[x] = item as CacheItemBase;
                // Seek back to the beginning of the definition so the following stream code works
                s.Seek(-Halo1.Tags.scenario_structure_bsps_block.kSizeOf, System.IO.SeekOrigin.Current);

                // We're actually selectively reading scenario_structure_bsps_block fields here

                // The offset actually points to the bsp header, and the bsp comes after that header
                item.Offset = s.ReadInt32() + Halo1.Tags.scenario_structure_bsps_header.kSizeOf;
                item.Size   = s.ReadInt32();
                cache.BspAddressMasks.Add(s.ReadUInt32() - (uint)item.Offset);                 // won't count the header
                item.BspIndex = bspCount++;
                // Seek to the end of this definition, and thus, the start of the next definition
                s.Seek(20, System.IO.SeekOrigin.Current);
            }
        }
Example #2
0
		void InitializeBspTags(IO.EndianReader s, Blam.CacheFile cache)
		{
			// Seek to the scenario's scenario_structure_bsps_block tag_block field
			s.Seek(items[0].Offset + 1444, System.IO.SeekOrigin.Begin);
			bspTags = new Item[s.ReadInt32()];
			uint sbsp_offset = s.ReadPointer();

			// Seek to the scenario_structure_bsps_block definitions
			s.Seek(sbsp_offset, System.IO.SeekOrigin.Begin);
			DatumIndex di = new DatumIndex();
			CacheItemBase item = null;
			// Process each definition's runtime data
			for (int x = 0; x < bspTags.Length; x++)
			{
				s.Seek(28, System.IO.SeekOrigin.Current);
				di.Read(s);
				item = items[di.Index];
				bspTags[x] = item as CacheItemBase;
				// Seek back to the beginning of the definition so the following stream code works
				s.Seek(-Halo1.Tags.scenario_structure_bsps_block.kSizeOf, System.IO.SeekOrigin.Current);

				// We're actually selectively reading scenario_structure_bsps_block fields here

				// The offset actually points to the bsp header, and the bsp comes after that header
				item.Offset = s.ReadInt32() + Halo1.Tags.scenario_structure_bsps_header.kSizeOf;
				item.Size = s.ReadInt32();
				cache.BspAddressMasks.Add(s.ReadUInt32() - (uint)item.Offset); // won't count the header
				item.BspIndex = bspCount++;
				// Seek to the end of this definition, and thus, the start of the next definition
				s.Seek(20, System.IO.SeekOrigin.Current);
			}
		}
Example #3
0
        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
        }