private static WadDirectoryEntry ReadWadEntry(ByteReader reader) { int offset = reader.Int(); int size = reader.Int(); UpperString name = reader.StringWithoutNulls(8); return(new WadDirectoryEntry(offset, size, name)); }
private static WadHeader ReadHeader(ByteReader reader) { bool iwad = reader.String(4).ToUpper() == "IWAD"; int entryCount = reader.Int(); int dirOffset = reader.Int(); return(new WadHeader(iwad, entryCount, dirOffset)); }
public static Optional <TextureXImage> From(ByteReader reader) { try { UpperString name = reader.StringWithoutNulls(8); TextureXFlags flags = (TextureXFlags)reader.UShort(); Vector2 scale = new Vector2(reader.Byte(), reader.Byte()); Dimension dimension = new Dimension(reader.Short(), reader.Short()); int columnDirectory = reader.Int(); int patchCount = reader.Short(); List <TextureXPatch> patches = Range(patchCount).Map(i => { Vec2I offset = new Vec2I(reader.Short(), reader.Short()); short patchIndex = reader.Short(); short stepDirection = reader.Short(); short colormap = reader.Short(); return(new TextureXPatch(offset, patchIndex, stepDirection, colormap)); }).ToList(); return(new TextureXImage(name, flags, scale, dimension, columnDirectory, patches)); } catch { return(Empty); } }
/// <summary> /// Reads a TEXTURE1/2 entry. /// </summary> /// <param name="number">The index of the X in the textureX. Should be /// either 1 or 2.</param> /// <param name="data">The data to read.</param> /// <returns>All the processed texture definitions, or null if the /// entry is corrupt.</returns> public static Optional <TextureX> From(int number, byte[] data) { Debug.Assert(number == 1 || number == 2, "TEXTUREx should have only 1 or 2 as a number"); try { ByteReader reader = ByteReader.From(ByteOrder.Little, data); Dictionary <UpperString, TextureXImage> images = new Dictionary <UpperString, TextureXImage>(); int numTextures = reader.Int(); List <int> offsets = new List <int>(); for (int i = 0; i < numTextures; i++) { offsets.Add(reader.Int()); } foreach (int offset in offsets) { reader.Offset = offset; Optional <TextureXImage> imageOptional = TextureXImage.From(reader); if (!imageOptional) { return(Empty); } // Unfortunately we have to follow the specification as per // the ZDoom wiki: "...however if a texture is defined // more than once in the same TEXTUREx lump, the later // definitions are skipped". TextureXImage image = imageOptional.Value; if (!images.ContainsKey(image.Name)) { images[image.Name] = image; } } return(new TextureX(number, images.Values)); } catch { return(Empty); } }
/// <summary> /// Reads a pnames data from the entry provided. /// </summary> /// <param name="data">The data to read from.</param> /// <returns>A read pnames object from the entry, or an empty value if /// the entry has the wrong data amount or is corrupt.</returns> public static Optional <PNames> From(byte[] data) { try { ByteReader reader = ByteReader.From(ByteOrder.Little, data); int numStrings = reader.Int(); List <UpperString> pnames = new List <UpperString>(numStrings); for (int i = 0; i < numStrings; i++) { pnames.Add(reader.StringWithoutNulls(8)); } return(new PNames(pnames)); } catch { return(Empty); } }
/// <summary> /// Creates a palette image from a column-based image. /// </summary> /// <param name="data">The data for the image.</param> /// <param name="resourceNamespace">The namespace this image belongs /// to.</param> /// <returns>The palette image for the data, or null if the image is /// corrupt and would not make a valid column image.</returns> public static Optional <PaletteImage> FromColumn(byte[] data, ResourceNamespace resourceNamespace) { // OPTIMIZE: Short circuit if it's likely not a column image. // OPTIMIZE: Write posts horizontally, then rotate for speed? try { ByteReader reader = ByteReader.From(ByteOrder.Little, data); int width = reader.Short(); int height = reader.Short(); Vec2I offset = (reader.Short(), reader.Short()); if (offset.X < 0 || offset.Y < 0) { return(Empty); } int[] offsets = new int[width]; for (int i = 0; i < width; i++) { offsets[i] = reader.Int(); } short[] indices = Arrays.Create(width * height, TransparentIndex); for (int col = 0; col < width; col++) { reader.Offset = offsets[col]; while (true) { int rowStart = reader.Byte(); if (rowStart == 0xFF) { break; } int indicesCount = reader.Byte(); reader.Skip(1); byte[] paletteIndices = reader.Bytes(indicesCount); reader.Skip(1); int indicesOffset = (rowStart * width) + col; for (int i = 0; i < paletteIndices.Length; i++) { indices[indicesOffset] = paletteIndices[i]; indicesOffset += width; } } } return(new PaletteImage(width, height, indices) { Namespace = resourceNamespace, Offset = offset }); } catch { return(Empty); } }