mirror of
https://github.com/SabreTools/BinaryObjectScanner.git
synced 2026-02-15 13:46:44 +00:00
191 lines
5.6 KiB
C#
191 lines
5.6 KiB
C#
using System.IO;
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using BurnOutSharp.Models.BSP;
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using BurnOutSharp.Utilities;
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namespace BurnOutSharp.Builders
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{
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public static class BSP
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{
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#region Constants
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/// <summary>
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/// Number of lumps in a BSP
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/// </summary>
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private const int HL_BSP_LUMP_COUNT = 15;
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/// <summary>
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/// Index for the entities lump
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/// </summary>
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public const int HL_BSP_LUMP_ENTITIES = 0;
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/// <summary>
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/// Index for the texture data lump
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/// </summary>
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public const int HL_BSP_LUMP_TEXTUREDATA = 2;
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/// <summary>
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/// Number of valid mipmap levels
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/// </summary>
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public const int HL_BSP_MIPMAP_COUNT = 4;
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#endregion
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#region Byte Data
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/// <summary>
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/// Parse a byte array into a Half-Life Level
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/// </summary>
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/// <param name="data">Byte array to parse</param>
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/// <param name="offset">Offset into the byte array</param>
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/// <returns>Filled Half-Life Level on success, null on error</returns>
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public static Models.BSP.File ParseFile(byte[] data, int offset)
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{
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// If the data is invalid
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if (data == null)
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return null;
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// If the offset is out of bounds
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if (offset < 0 || offset >= data.Length)
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return null;
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// Create a memory stream and parse that
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MemoryStream dataStream = new MemoryStream(data, offset, data.Length - offset);
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return ParseFile(dataStream);
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}
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#endregion
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#region Stream Data
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/// <summary>
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/// Parse a Stream into a Half-Life Level
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life Level on success, null on error</returns>
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public static Models.BSP.File ParseFile(Stream data)
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{
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// If the data is invalid
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if (data == null || data.Length == 0 || !data.CanSeek || !data.CanRead)
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return null;
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// If the offset is out of bounds
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if (data.Position < 0 || data.Position >= data.Length)
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return null;
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// Cache the current offset
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int initialOffset = (int)data.Position;
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// Create a new Half-Life Level to fill
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var file = new Models.BSP.File();
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#region Header
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// Try to parse the header
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var header = ParseHeader(data);
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if (header == null)
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return null;
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// Set the level header
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file.Header = header;
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#endregion
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#region Lumps
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// Create the lump array
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file.Lumps = new Lump[HL_BSP_LUMP_COUNT];
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// Try to parse the lumps
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for (int i = 0; i < HL_BSP_LUMP_COUNT; i++)
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{
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var lump = ParseLump(data);
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file.Lumps[i] = lump;
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}
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#endregion
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#region Texture header
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// Try to get the texture header lump
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var textureDataLump = file.Lumps[HL_BSP_LUMP_TEXTUREDATA];
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if (textureDataLump.Offset == 0 || textureDataLump.Length == 0)
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return null;
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// Seek to the texture header
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data.Seek(textureDataLump.Offset, SeekOrigin.Begin);
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// Try to parse the texture header
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var textureHeader = ParseTextureHeader(data);
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if (textureHeader == null)
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return null;
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// Set the texture header
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file.TextureHeader = textureHeader;
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#endregion
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return file;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life Level header
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life Level header on success, null on error</returns>
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private static Header ParseHeader(Stream data)
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{
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// TODO: Use marshalling here instead of building
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Header header = new Header();
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// Only recognized versions are 29 and 30
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header.Version = data.ReadUInt32();
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if (header.Version != 29 && header.Version != 30)
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return null;
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return header;
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}
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/// <summary>
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/// Parse a Stream into a lump
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled lump on success, null on error</returns>
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private static Lump ParseLump(Stream data)
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{
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// TODO: Use marshalling here instead of building
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Lump lump = new Lump();
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lump.Offset = data.ReadUInt32();
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lump.Length = data.ReadUInt32();
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return lump;
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}
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/// <summary>
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/// Parse a Stream into a Half-Life Level texture header
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/// </summary>
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/// <param name="data">Stream to parse</param>
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/// <returns>Filled Half-Life Level texture header on success, null on error</returns>
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private static TextureHeader ParseTextureHeader(Stream data)
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{
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// TODO: Use marshalling here instead of building
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TextureHeader textureHeader = new TextureHeader();
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textureHeader.TextureCount = data.ReadUInt32();
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var offsets = new uint[textureHeader.TextureCount];
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for (int i = 0; i < textureHeader.TextureCount; i++)
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{
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offsets[i] = data.ReadUInt32();
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}
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textureHeader.Offsets = offsets;
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return textureHeader;
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}
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#endregion
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}
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}
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