예제 #1
0
		internal override Item AddFeignItem(BlamLib.Blam.CacheFile cf, string tag_name, BlamLib.TagInterface.TagGroup group_tag)
		{
			var last_item = items[items.Length - 1];
			CacheItem item = new CacheItem();
			item.InitializeForFeigning(last_item.Datum, group_tag);

			// We don't use the optimized version
			item.ReferenceName = cf.References.Add(group_tag, tag_name);
			if (item.ReferenceName == DatumIndex.Null)
				throw new Debug.ExceptionLog("Unable to create feign item's name reference!");

			Array.Resize(ref items, items.Length + 1);
			
			return items[items.Length - 1] = item;
		}
예제 #2
0
		static void FixupTagInstanceHeaderName(CacheFile cache, CacheItem instance, int name_offset, IO.EndianReader s)
		{
			s.Seek(name_offset);
			instance.TagNameOffset = s.PositionUnsigned;
			instance.ReferenceName = cache.References.AddOptimized(instance.GroupTag, s.ReadCString());
		}
 static void FixupTagInstanceHeaderName(CacheFile cache, CacheItem instance, int name_offset, IO.EndianReader s)
 {
     s.Seek(name_offset);
     instance.TagNameOffset = s.PositionUnsigned;
     instance.ReferenceName = cache.References.AddOptimized(instance.GroupTag, s.ReadCString());
 }
예제 #4
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
		}
        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
        }