Пример #1
0
        //==========================================================================
        //                      BSP File Read Functions
        //==========================================================================


        bspheader Readheader()
        {
            br.BaseStream.Seek(0, SeekOrigin.Begin);
            bspheader header = new bspheader();

            header.magic   = new string (br.ReadChars(4));
            header.version = br.ReadInt32();
            header.lumps   = new bsplump[SourceBSPStructs.HEADER_LUMPS];
            for (int i = 0; i < SourceBSPStructs.HEADER_LUMPS; i++)
            {
                header.lumps[i] = new bsplump();
                if (!Test.Inst.isL4D2)
                {
                    header.lumps[i].fileofs = br.ReadInt32();
                    header.lumps[i].filelen = br.ReadInt32();
                    header.lumps[i].version = br.ReadInt32();
                    header.lumps[i].fourCC  = new string(br.ReadChars(4));
                }
                else
                {
                    header.lumps[i].version = br.ReadInt32();
                    header.lumps[i].fileofs = br.ReadInt32();
                    header.lumps[i].filelen = br.ReadInt32();
                    header.lumps[i].fourCC  = new string(br.ReadChars(4));
                }
            }
            Debug.Log(header.magic + " version: " + header.version);
            return(header);
        }
Пример #2
0
        public BSPFile(BinaryReader nbr, string name)
        {
            LevelName = name;
            br        = nbr;

            header = Readheader();
            if (uSrcSettings.Inst.entities)
            {
                entitiesLump = ReadEntities();
            }
            //ParseEntities (entitiesLump);

            //planesLump = ReadPlanes ();
            texdataLump  = ReadTexData();
            vertexesLump = ReadVertexes();
            //
            //
            texinfosLump = ReadTexInfos();
            facesLump    = ReadFaces();
            if (uSrcSettings.Inst.lightmaps)
            {
                lightingLump = ReadLighting();
            }
            else
            {
                hasLightmaps = false;
            }
            //
            //
            //
            edgesLump     = ReadEdges();
            surfedgesLump = ReadSurfedges();
            modelsLump    = ReadModels();
            //Debug.Log ("World lights lump length: " + header.lumps [SourceBSPStructs.LUMP_WORLDLIGHTS].filelen);
            if (uSrcSettings.Inst.displacements)
            {
                dispinfoLump = ReadDispInfo();
                //
                dispVertsLump = ReadDispVerts();
                //
            }
            if (uSrcSettings.Inst.props)
            {
                gameLump = ReadGameLump();

                ParseGameLumps();
            }
            //
            //
            //
            if (uSrcSettings.Inst.textures)
            {
                readTexdataString();
            }
        }
Пример #3
0
        //==========================================================================
        //                      BSP File Read Functions
        //==========================================================================


        bspheader Readheader()
        {
            br.BaseStream.Seek(0, SeekOrigin.Begin);
            bspheader header = new bspheader();

            header.ident   = br.ReadInt32();
            header.version = br.ReadInt32();
            header.lumps   = new bsplump[SourceBSPStructs.HEADER_LUMPS];
            for (int i = 0; i < SourceBSPStructs.HEADER_LUMPS; i++)
            {
                header.lumps[i] = new bsplump();
                if (!Test.Inst.isL4D2)
                {
                    header.lumps[i].fileofs = br.ReadInt32();
                    header.lumps[i].filelen = br.ReadInt32();
                    header.lumps[i].version = br.ReadInt32();
                    header.lumps[i].fourCC  = new string(br.ReadChars(4));
                }
                else
                {
                    header.lumps[i].version = br.ReadInt32();
                    header.lumps[i].fileofs = br.ReadInt32();
                    header.lumps[i].filelen = br.ReadInt32();
                    header.lumps[i].fourCC  = new string(br.ReadChars(4));
                }
            }
            if (header.ident == SourceBSPStructs.VBSP)
            {
                Debug.Log("VBSP version: " + header.version);
            }
            else
            {
                throw new Exception("Unknown format");
            }
            return(header);
        }
Пример #4
0
        public BSPFile(BinaryReader nbr, string name)
        {
            LevelName = name;
            br        = nbr;

            header = Readheader();
            if (uSrcSettings.Inst.entities)
            {
                entitiesLump = ReadEntities();
            }
            //ParseEntities (entitiesLump);

            //planesLump = ReadPlanes ();
            texdataLump  = ReadTexData();
            vertexesLump = ReadVertexes();
            //
            //
            texinfosLump = ReadTexInfos();
            if (uSrcSettings.Inst.lightmaps)
            {
                if (!Test.Inst.forceHDR & header.lumps[SourceBSPStructs.LUMP_LIGHTING].filelen > 0)
                {
                    hasLightmaps = true;
                    lightingLump = ReadLighting();
                    onlyHDR      = false;
                    if (header.version > 17)
                    {
                        facesLump = ReadFaces(SourceBSPStructs.LUMP_FACES);
                    }
                    else
                    {
                        facesLump = ReadFaces17(SourceBSPStructs.LUMP_FACES); // Vampire: The Masquerade - Bloodlines
                    }
                }
                else if (header.lumps[SourceBSPStructs.LUMP_LIGHTING_HDR].filelen > 0)
                {
                    hasLightmaps = true;
                    lightingLump = ReadHDRLighting();
                    onlyHDR      = true;
                    if (header.version > 17)
                    {
                        facesLump = ReadFaces(SourceBSPStructs.LUMP_FACES_HDR);
                    }
                    else
                    {
                        facesLump = ReadFaces17(SourceBSPStructs.LUMP_FACES_HDR); // Vampire: The Masquerade - Bloodlines
                    }
                }
                else
                {
                    hasLightmaps = false;
                }
            }
            else
            {
                hasLightmaps = false;
                if (header.version > 17)
                {
                    facesLump = ReadFaces(SourceBSPStructs.LUMP_FACES);
                }
                else
                {
                    facesLump = ReadFaces17(SourceBSPStructs.LUMP_FACES); // Vampire: The Masquerade - Bloodlines
                }
            }
            //
            //
            //
            edgesLump     = ReadEdges();
            surfedgesLump = ReadSurfedges();
            modelsLump    = ReadModels();
            //Debug.Log ("World lights lump length: " + header.lumps [SourceBSPStructs.LUMP_WORLDLIGHTS].filelen);
            if (uSrcSettings.Inst.displacements)
            {
                dispinfoLump = ReadDispInfo();
                //
                //dispAlphasLumps= ReadDispAlphas();
                dispVertsLump = ReadDispVerts();
                //
            }

            vertNormalsLump       = ReadVertNormals();
            vertNormalIndicesLump = ReadVertNormalsIndices();

            int normalIndex = 0;

            faceNormalPointers = new int[facesLump.Length];
            for (int i = 0; i < facesLump.Length; i++)
            {
                faceNormalPointers[i] = normalIndex;
                normalIndex          += facesLump[i].numedges;
            }

            if (uSrcSettings.Inst.props)
            {
                gameLump = ReadGameLump();

                ParseGameLumps();
            }
            //
            //
            //
            //if(uSrcSettings.Inst.textures)
            readTexdataString();
        }