55 Commits
1.4.7 ... 1.5.3

Author SHA1 Message Date
Matt Nadareski
a06ff8f8b3 Bump version 2024-11-20 14:03:14 -05:00
Matt Nadareski
7269e91913 Partially add VBSP lump 40 2024-11-19 14:34:32 -05:00
Matt Nadareski
c118271565 Add VBSP lump 29 2024-11-19 14:30:54 -05:00
Matt Nadareski
71ccbc6ab1 Fix issues found during Serialization update 2024-11-19 12:47:09 -05:00
Matt Nadareski
ed5c1a7173 Use array-of-array instead of multidimensional array 2024-11-18 23:35:47 -05:00
Matt Nadareski
0451af3eb4 Bump version 2024-11-18 20:37:56 -05:00
Matt Nadareski
7967eb29eb Move Deflate constants to new file 2024-11-18 12:09:48 -05:00
Matt Nadareski
6bbe904cc3 Move Deflate-specific models to separate namespace 2024-11-18 10:04:45 -05:00
Matt Nadareski
dce9d98885 Add GZIP models 2024-11-18 02:45:07 -05:00
Matt Nadareski
f862e018fb Update VPK models 2024-11-18 02:13:52 -05:00
Matt Nadareski
b4a5154da8 Update VBSP models 2024-11-18 01:59:46 -05:00
Matt Nadareski
077aa3c57e Update BSP models 2024-11-17 21:20:50 -05:00
Matt Nadareski
ea8630ba8c Update WAD3 models 2024-11-17 19:56:59 -05:00
Matt Nadareski
385491c67b Framework only matters for executable 2024-11-15 20:16:03 -05:00
Matt Nadareski
f57461e0c3 Make obsolete types NoWarn instead of ignore 2024-11-15 20:10:16 -05:00
Matt Nadareski
18f49ac43f It was correct 2024-11-14 11:19:21 -05:00
Matt Nadareski
28fd81adab Minor tweaks 2024-11-13 23:12:37 -05:00
Matt Nadareski
ecca68822d Bump version 2024-11-13 20:33:38 -05:00
Matt Nadareski
58c2dcbe4f Fix duplicate data bug in N3DS cart data 2024-11-13 17:03:57 -05:00
Matt Nadareski
f9b8717abb Add .NET 9 to target frameworks 2024-11-13 00:33:49 -05:00
Matt Nadareski
6a356a5874 Add .NET 9 to target frameworks 2024-11-13 00:19:00 -05:00
Matt Nadareski
88c6a0302f Add .NET 9 to target frameworks 2024-11-13 00:16:28 -05:00
Matt Nadareski
5282db965f Bump version 2024-11-13 00:12:59 -05:00
Matt Nadareski
33217a7efe Remove "overflow" fields finally 2024-11-13 00:09:20 -05:00
Matt Nadareski
c8583589d6 Add .NET 9 to target frameworks 2024-11-12 23:58:35 -05:00
Matt Nadareski
6ed2b406d7 Add .NET 9 to target frameworks 2024-11-12 23:57:23 -05:00
Matt Nadareski
4b08e0f5dd Add keys to Rom for MD2/4 2024-11-12 12:41:39 -05:00
Matt Nadareski
e8259fed12 Add placeholders to main hashfile 2024-11-12 12:40:17 -05:00
Matt Nadareski
d06df28f72 Add placeholder models for MD2/MD4 2024-11-12 12:39:38 -05:00
Matt Nadareski
f73ff87922 Make CHD headers (mostly) serializable 2024-11-12 12:31:23 -05:00
Matt Nadareski
dd6b79a21b Use collection expressions 2024-11-12 12:23:47 -05:00
Matt Nadareski
d3daa2c4aa Add GameHeader models 2024-11-04 13:45:05 -05:00
Matt Nadareski
1620d00edf Technically use CodecType 2024-10-31 13:42:37 -04:00
Matt Nadareski
5565fa2fc3 Bump version 2024-10-31 11:08:14 -04:00
Matt Nadareski
e088e203ea Tags are tags, use them 2024-10-31 00:26:46 -04:00
Matt Nadareski
acc8d95930 Correctly redefine const as enum 2024-10-31 00:15:43 -04:00
Matt Nadareski
1a76c59827 Port significantly more CHD info 2024-10-31 00:05:19 -04:00
Matt Nadareski
8725ec0337 Port more CHD info from SabreTools 2024-10-19 23:58:56 -04:00
Matt Nadareski
8991cc460d Correct info for IS-CAB components 2024-10-03 02:49:47 -04:00
Matt Nadareski
98ce8b65ec Correct info for IS-CAB file groups 2024-10-03 02:35:15 -04:00
Matt Nadareski
ca58343c30 Bump version 2024-10-01 12:32:33 -04:00
Matt Nadareski
2f637e0012 Remove ValueTuple requirement 2024-10-01 01:41:43 -04:00
Matt Nadareski
80172942fd Mark extended TAR header info 2024-09-26 14:08:55 -04:00
Matt Nadareski
aa0960b42f Separate entry from archive in TAR 2024-09-26 13:45:49 -04:00
Matt Nadareski
2554f64277 Add layout for TAR header 2024-09-26 12:15:59 -04:00
Matt Nadareski
4c5c960915 Slight tweak to TAR header (nw) 2024-09-26 12:03:20 -04:00
Matt Nadareski
1cb49163dd Upate MinValueTupleBridge to 0.2.1 2024-09-25 10:46:16 -04:00
Matt Nadareski
d144dd47a1 Bump version 2024-08-08 14:19:26 -04:00
Matt Nadareski
c4247c7ccb Move readme back to where it should be 2024-08-08 14:16:26 -04:00
Matt Nadareski
1e77437167 Fixup csproj a bit 2024-08-08 14:15:30 -04:00
Matt Nadareski
3d79e07d76 Move project to subfolder 2024-08-08 14:11:45 -04:00
Matt Nadareski
9d50d577ab Fix things found during NDecrypt usage 2024-08-08 13:18:47 -04:00
Matt Nadareski
494ca175fb Fix layout of ISv3 directory 2024-06-03 11:57:30 -04:00
Matt Nadareski
73b3d4a7a8 Bump version 2024-05-15 14:09:49 -04:00
Matt Nadareski
bd40158423 Forgot to check... 2024-05-15 14:08:14 -04:00
829 changed files with 6565 additions and 2556 deletions

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@@ -16,7 +16,7 @@ jobs:
- name: Setup .NET
uses: actions/setup-dotnet@v4
with:
dotnet-version: 8.0.x
dotnet-version: 9.0.x
- name: Restore dependencies
run: dotnet restore
@@ -28,13 +28,13 @@ jobs:
uses: actions/upload-artifact@v4
with:
name: 'Nuget Package'
path: 'bin/Release/*.nupkg'
path: 'SabreTools.Models/bin/Release/*.nupkg'
- name: Upload to rolling
uses: ncipollo/release-action@v1.14.0
with:
allowUpdates: True
artifacts: 'bin/Release/*.nupkg'
artifacts: 'SabreTools.Models/bin/Release/*.nupkg'
body: 'Last built commit: ${{ github.sha }}'
name: 'Rolling Release'
prerelease: True

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@@ -11,7 +11,7 @@ jobs:
- name: Setup .NET
uses: actions/setup-dotnet@v4
with:
dotnet-version: 8.0.x
dotnet-version: 9.0.x
- name: Build
run: dotnet build

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@@ -1,24 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.ArchiveDotOrg
{
[XmlRoot("files")]
public class Files
{
[XmlElement("file")]
public File?[]? File { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

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@@ -1,25 +0,0 @@
namespace SabreTools.Models.BSP
{
public static class Constants
{
/// <summary>
/// Number of lumps in a BSP
/// </summary>
public const int HL_BSP_LUMP_COUNT = 15;
/// <summary>
/// Index for the entities lump
/// </summary>
public const int HL_BSP_LUMP_ENTITIES = 0;
/// <summary>
/// Index for the texture data lump
/// </summary>
public const int HL_BSP_LUMP_TEXTUREDATA = 2;
/// <summary>
/// Number of valid mipmap levels
/// </summary>
public const int HL_BSP_MIPMAP_COUNT = 4;
}
}

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@@ -1,29 +0,0 @@
namespace SabreTools.Models.BSP
{
/// <summary>
/// Half-Life Level
/// </summary>
/// <see href="https://github.com/RavuAlHemio/hllib/blob/master/HLLib/BSPFile.h"/>
public sealed class File
{
/// <summary>
/// Header data
/// </summary>
public Header? Header { get; set; }
/// <summary>
/// Lumps
/// </summary>
public Lump?[]? Lumps { get; set; }
/// <summary>
/// Texture header data
/// </summary>
public TextureHeader? TextureHeader { get; set; }
/// <summary>
/// Textures
/// </summary>
public Texture?[]? Textures { get; set; }
}
}

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@@ -1,14 +0,0 @@
using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <see href="https://github.com/RavuAlHemio/hllib/blob/master/HLLib/BSPFile.h"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class Header
{
/// <summary>
/// Version
/// </summary>
public uint Version;
}
}

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@@ -1,41 +0,0 @@
namespace SabreTools.Models.BSP
{
/// <see href="https://github.com/RavuAlHemio/hllib/blob/master/HLLib/BSPFile.h"/>
public sealed class Texture
{
/// <summary>
/// Name
/// </summary>
public string? Name { get; set; }
/// <summary>
/// Width
/// </summary>
public uint Width { get; set; }
/// <summary>
/// Height
/// </summary>
public uint Height { get; set; }
/// <summary>
/// Offsets
/// </summary>
public uint[]? Offsets { get; set; }
/// <summary>
/// Texture data
/// </summary>
public byte[]? TextureData { get; set; }
/// <summary>
/// Palette size
/// </summary>
public uint PaletteSize { get; set; }
/// <summary>
/// Palette data
/// </summary>
public byte[]? PaletteData { get; set; }
}
}

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@@ -1,42 +0,0 @@
using System;
namespace SabreTools.Models.CHD
{
/// <see href="https://github.com/mamedev/mame/blob/master/src/lib/util/chd.h"/>
public enum CompressionType : uint
{
#region V1
CHDCOMPRESSION_NONE = 0,
CHDCOMPRESSION_ZLIB = 1,
#endregion
#region V3
CHDCOMPRESSION_ZLIB_PLUS = 2,
#endregion
#region V4
CHDCOMPRESSION_AV = 3,
#endregion
}
/// <see href="https://github.com/mamedev/mame/blob/master/src/lib/util/chd.h"/>
[Flags]
public enum Flags : uint
{
/// <summary>
/// Set if this drive has a parent
/// </summary>
DriveHasParent = 0x00000001,
/// <summary>
/// Set if this drive allows writes
/// </summary>
DriveAllowsWrites = 0x00000002,
}
}

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@@ -1,89 +0,0 @@
namespace SabreTools.Models.Compression.MSZIP
{
/// <see href="https://github.com/wine-mirror/wine/blob/master/dlls/cabinet/cabinet.h"/>
public static class Constants
{
/// <summary>
/// Window size
/// </summary>
public const ushort ZIPWSIZE = 0x8000;
/// <summary>
/// Bits in base literal/length lookup table
/// </summary>
public const int ZIPLBITS = 9;
/// <summary>
/// Bits in base distance lookup table
/// </summary>
public const int ZIPDBITS = 6;
/// <summary>
/// Maximum bit length of any code
/// </summary>
public const int ZIPBMAX = 16;
/// <summary>
/// Maximum number of codes in any set
/// </summary>
public const int ZIPN_MAX = 288;
#region THOSE_ZIP_CONSTS
/// <summary>
/// Order of the bit length code lengths
/// </summary>
public static readonly byte[] BitLengthOrder = new byte[]
{
16, 17, 18, 0, 8, 7, 9, 6, 10, 5, 11, 4, 12, 3, 13, 2, 14, 1, 15
};
/// <summary>
/// Copy lengths for literal codes 257..285
/// </summary>
public static readonly ushort[] CopyLengths = new ushort[]
{
3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 15, 17, 19, 23, 27, 31, 35, 43, 51,
59, 67, 83, 99, 115, 131, 163, 195, 227, 258, 0, 0
};
/// <summary>
/// Extra bits for literal codes 257..285
/// </summary>
/// <remarks>99 == invalid</remarks>
public static readonly ushort[] LiteralExtraBits = new ushort[]
{
0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4,
4, 5, 5, 5, 5, 0, 99, 99
};
/// <summary>
/// Copy offsets for distance codes 0..29
/// </summary>
public static readonly ushort[] CopyOffsets = new ushort[]
{
1, 2, 3, 4, 5, 7, 9, 13, 17, 25, 33, 49, 65, 97, 129, 193, 257, 385,
513, 769, 1025, 1537, 2049, 3073, 4097, 6145, 8193, 12289, 16385, 24577
};
/// <summary>
/// Extra bits for distance codes
/// </summary>
public static readonly ushort[] DistanceExtraBits = new ushort[]
{
0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10,
10, 11, 11, 12, 12, 13, 13
};
/// <summary>
/// And'ing with Zipmask[n] masks the lower n bits
/// </summary>
public static readonly ushort[] BitMasks = new ushort[17]
{
0x0000, 0x0001, 0x0003, 0x0007, 0x000f, 0x001f, 0x003f, 0x007f, 0x00ff,
0x01ff, 0x03ff, 0x07ff, 0x0fff, 0x1fff, 0x3fff, 0x7fff, 0xffff
};
#endregion
}
}

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@@ -1,94 +0,0 @@
using System;
namespace SabreTools.Models.Compression.MSZIP
{
/// <summary>
/// Compression with fixed Huffman codes (BTYPE=01)
/// </summary>
/// <see href="https://interoperability.blob.core.windows.net/files/MS-MCI/%5bMS-MCI%5d.pdf"/>
/// <see href="https://www.rfc-editor.org/rfc/rfc1951"/>
public class FixedCompressedDataHeader : CompressedDataHeader
{
#region Properties
/// <summary>
/// Huffman code lengths for the literal / length alphabet
/// </summary>
public override uint[]? LiteralLengths
{
get
{
// If we have cached lengths, use those
if (_literalLengths != null)
return _literalLengths;
// Otherwise, build it from scratch
_literalLengths = new uint[288];
// Literal Value 0 - 143, 8 bits
for (int i = 0; i < 144; i++)
_literalLengths[i] = 8;
// Literal Value 144 - 255, 9 bits
for (int i = 144; i < 256; i++)
_literalLengths[i] = 9;
// Literal Value 256 - 279, 7 bits
for (int i = 256; i < 280; i++)
_literalLengths[i] = 7;
// Literal Value 280 - 287, 8 bits
for (int i = 280; i < 288; i++)
_literalLengths[i] = 8;
return _literalLengths;
}
set
{
throw new FieldAccessException();
}
}
/// <summary>
/// Huffman distance codes for the literal / length alphabet
/// </summary>
public override uint[]? DistanceCodes
{
get
{
// If we have cached distances, use those
if (_distanceCodes != null)
return _distanceCodes;
// Otherwise, build it from scratch
_distanceCodes = new uint[30];
// Fixed length, 5 bits
for (int i = 0; i < 30; i++)
_distanceCodes[i] = 5;
return _distanceCodes;
}
set
{
throw new FieldAccessException();
}
}
#endregion
#region Instance Variables
/// <summary>
/// Huffman code lengths for the literal / length alphabet
/// </summary>
private uint[]? _literalLengths = null;
/// <summary>
/// Huffman distance codes for the literal / length alphabet
/// </summary>
private uint[]? _distanceCodes = null;
#endregion
}
}

View File

@@ -1,23 +0,0 @@
using System;
namespace SabreTools.Models.InstallShieldCabinet
{
/// <see href="https://github.com/twogood/unshield/blob/main/lib/cabfile.h"/>
[Flags]
public enum FileFlags : ushort
{
FILE_SPLIT = 1,
FILE_OBFUSCATED = 2,
FILE_COMPRESSED = 4,
FILE_INVALID = 8,
}
/// <see href="https://github.com/twogood/unshield/blob/main/lib/cabfile.h"/>
public enum LinkFlags : byte
{
LINK_NONE = 0,
LINK_PREV = 1,
LINK_NEXT = 2,
LINK_BOTH = 3,
}
}

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@@ -1,14 +0,0 @@
namespace SabreTools.Models.Listrom
{
public class MetadataFile
{
public Set[]? Set { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
public string[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

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@@ -1,25 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.Listxml
{
[XmlRoot("analog")]
public class Analog
{
[Required]
[XmlAttribute("mask")]
public string? Mask { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

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@@ -1,25 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.Listxml
{
[XmlRoot("device_ref")]
public class DeviceRef
{
[Required]
[XmlAttribute("name")]
public string? Name { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

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@@ -1,25 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.Listxml
{
[XmlRoot("extension")]
public class Extension
{
[Required]
[XmlAttribute("name")]
public string? Name { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

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@@ -1,28 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.Listxml
{
[XmlRoot("port")]
public class Port
{
[Required]
[XmlAttribute("tag")]
public string? Tag { get; set; }
[XmlElement("analog")]
public Analog[]? Analog { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

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@@ -1,25 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.Listxml
{
[XmlRoot("sample")]
public class Sample
{
[Required]
[XmlAttribute("name")]
public string? Name { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

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@@ -1,28 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.Listxml
{
[XmlRoot("slot")]
public class Slot
{
[Required]
[XmlAttribute("name")]
public string? Name { get; set; }
[XmlElement("slotoption")]
public SlotOption[]? SlotOption { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

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@@ -1,26 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.Listxml
{
[XmlRoot("sound")]
public class Sound
{
/// <remarks>Numeric</remarks>
[Required]
[XmlAttribute("channels")]
public string? Channels { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

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@@ -1,25 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.Logiqx
{
[XmlRoot("archive")]
public class Archive
{
[Required]
[XmlAttribute("name")]
public string? Name { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

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@@ -1,25 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.Logiqx
{
[XmlRoot("device_ref")]
public class DeviceRef
{
[Required]
[XmlAttribute("name")]
public string? Name { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

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@@ -1,25 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.Logiqx
{
[XmlRoot("sample")]
public class Sample
{
[Required]
[XmlAttribute("name")]
public string? Name { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

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@@ -1,24 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.OfflineList
{
[XmlRoot("canOpen")]
public class CanOpen
{
[XmlElement("extension")]
public string[]? Extension { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

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@@ -1,27 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.OfflineList
{
[XmlRoot("datURL")]
public class DatUrl
{
[XmlAttribute("fileName")]
public string? FileName { get; set; }
[XmlText]
public string? Content { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

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@@ -1,27 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.OfflineList
{
[XmlRoot("romCRC")]
public class FileRomCRC
{
[XmlAttribute("extension")]
public string? Extension { get; set; }
[XmlText]
public string? Content { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

View File

@@ -1,24 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.OfflineList
{
[XmlRoot("files")]
public class Files
{
[XmlElement("romCRC")]
public FileRomCRC[]? RomCRC { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

View File

@@ -1,24 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.OfflineList
{
[XmlRoot("gui")]
public class GUI
{
[XmlElement("images")]
public Images? Images { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

View File

@@ -1,24 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.OfflineList
{
[XmlRoot("games")]
public class Games
{
[XmlElement("game")]
public Game[]? Game { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

View File

@@ -1,24 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.OfflineList
{
[XmlRoot("search")]
public class Search
{
[XmlElement("to")]
public To[]? To { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

View File

@@ -1,28 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.OpenMSX
{
[XmlRoot("original")]
public class Original
{
/// <remarks>Boolean?</remarks>
[XmlAttribute("value")]
public string? Value { get; set; }
[XmlText]
public string? Content { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

View File

@@ -1,27 +0,0 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.OpenMSX
{
[XmlRoot("softwaredb")]
public class SoftwareDb
{
[XmlAttribute("timestamp")]
public string? Timestamp { get; set; }
[XmlElement("software")]
public Software[]? Software { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

View File

@@ -4,24 +4,6 @@ This library comprises of models that represent either directly serializable or
Find the link to the Nuget package [here](https://www.nuget.org/packages/SabreTools.Models).
In most completed models for serialization, there is a section that looks like the following:
```c#
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
```
This code should be removed before the models are used. This is only included during debugging and implementation as to ensure that there are no notable holes in the models that would disallow 1:1 replication of inputs.
## Missing Metadata Models
The following metadata file formats do not have models included in this library yet and, as such, do not have serializers:

View File

@@ -1,15 +0,0 @@
namespace SabreTools.Models.RomCenter
{
/// <remarks>[games]</remarks>
public class Games
{
public Rom[]? Rom { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
public string[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

View File

@@ -1,41 +0,0 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<!-- Assembly Properties -->
<TargetFrameworks>net20;net35;net40;net452;net462;net472;net48;netcoreapp3.1;net5.0;net6.0;net7.0;net8.0</TargetFrameworks>
<RuntimeIdentifiers>win-x86;win-x64;win-arm64;linux-x64;linux-arm64;osx-x64;osx-arm64</RuntimeIdentifiers>
<LangVersion>latest</LangVersion>
<Nullable>enable</Nullable>
<TreatWarningsAsErrors>true</TreatWarningsAsErrors>
<Version>1.4.7</Version>
<WarningsNotAsErrors>CS0618</WarningsNotAsErrors>
<!-- Package Properties -->
<Authors>Matt Nadareski</Authors>
<Description>Common models used by other SabreTools projects</Description>
<Copyright>Copyright (c) Matt Nadareski 2022-2024</Copyright>
<PackageProjectUrl>https://github.com/SabreTools/</PackageProjectUrl>
<PackageReadmeFile>README.md</PackageReadmeFile>
<RepositoryUrl>https://github.com/SabreTools/SabreTools.Models</RepositoryUrl>
<RepositoryType>git</RepositoryType>
<PackageTags>model models executable protection archive</PackageTags>
<PackageLicenseExpression>MIT</PackageLicenseExpression>
</PropertyGroup>
<ItemGroup>
<None Include="README.md" Pack="true" PackagePath="" />
</ItemGroup>
<!-- Support for old .NET versions -->
<ItemGroup Condition="$(TargetFramework.StartsWith(`net2`)) OR $(TargetFramework.StartsWith(`net3`))">
<PackageReference Include="MinValueTupleBridge" Version="0.2.0" />
</ItemGroup>
<ItemGroup Condition="$(TargetFramework.StartsWith(`net4`))">
<PackageReference Include="System.ValueTuple" Version="4.5.0" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="Newtonsoft.Json" Version="13.0.3" />
</ItemGroup>
</Project>

View File

@@ -3,7 +3,7 @@ Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.0.31903.59
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SabreTools.Models", "SabreTools.Models.csproj", "{51F0D5D9-7C2B-445A-8ECD-4A47B33609C4}"
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SabreTools.Models", "SabreTools.Models\SabreTools.Models.csproj", "{51F0D5D9-7C2B-445A-8ECD-4A47B33609C4}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution

View File

@@ -201,17 +201,5 @@ namespace SabreTools.Models.ArchiveDotOrg
public string? Width { get; set; }
#endregion
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
[XmlAnyAttribute]
public XmlAttribute[]? ADDITIONAL_ATTRIBUTES { get; set; }
/// <remarks>Should be empty</remarks>
[XmlAnyElement]
public object[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

View File

@@ -0,0 +1,12 @@
using System.Xml;
using System.Xml.Serialization;
namespace SabreTools.Models.ArchiveDotOrg
{
[XmlRoot("files")]
public class Files
{
[XmlElement("file")]
public File?[]? File { get; set; }
}
}

View File

@@ -47,12 +47,5 @@ namespace SabreTools.Models.AttractMode
public string? PlayedTime { get; set; }
public string? FileIsAvailable { get; set; }
#region DO NOT USE IN PRODUCTION
/// <remarks>Should be empty</remarks>
public string[]? ADDITIONAL_ELEMENTS { get; set; }
#endregion
}
}

View File

@@ -2,7 +2,7 @@ namespace SabreTools.Models.BFPK
{
public static class Constants
{
public static readonly byte[] SignatureBytes = new byte[] { 0x42, 0x46, 0x50, 0x4b };
public static readonly byte[] SignatureBytes = [0x42, 0x46, 0x50, 0x4b];
public const string SignatureString = "BFPK";

View File

@@ -0,0 +1,11 @@
namespace SabreTools.Models.BSP
{
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
public sealed class AmbientIndexLump : Lump
{
/// <summary>
/// Indicies
/// </summary>
public LeafAmbientIndex[]? Indicies { get; set; }
}
}

View File

@@ -0,0 +1,11 @@
namespace SabreTools.Models.BSP
{
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
public sealed class AmbientLightingLump : Lump
{
/// <summary>
/// Lightings
/// </summary>
public LeafAmbientLighting[]? Lightings { get; set; }
}
}

View File

@@ -0,0 +1,33 @@
using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <summary>
/// The brush lump (Lump 18) contains all brushes that were
/// present in the original VMF file before compiling.
/// Unlike faces, brushes are constructive solid geometry (CSG)
/// defined by planes instead of edges and vertices. It is the
/// presence of the brush and brushside lumps in Source BSP
/// files that makes decompiling them a much easier job than
/// for GoldSrc files, which lacked this info.
/// </summary>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class Brush
{
/// <summary>
/// First brushside
/// </summary>
public int FirstSide;
/// <summary>
/// Number of brushsides
/// </summary>
public int NumSides;
/// <summary>
/// Contents flags
/// </summary>
public VbspContents Contents;
}
}

View File

@@ -0,0 +1,11 @@
namespace SabreTools.Models.BSP
{
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
public sealed class BrushesLump : Lump
{
/// <summary>
/// Brushes
/// </summary>
public Brush[]? Brushes { get; set; }
}
}

View File

@@ -0,0 +1,48 @@
using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <summary>
/// Planenum is an index info the plane array, giving the plane
/// corresponding to this brushside. Texinfo and dispinfo are
/// references into the texture and displacement info lumps.
/// Bevel is zero for normal brush sides, but 1 if the side is
/// a bevel plane (which seem to be used for collision detection).
///
/// Unlike the face array, brushsides are not culled (removed)
/// where they touch the void. Void-facing sides do however have
/// their texinfo entry changed to the tools/toolsnodraw texture
/// during the compile process. Note there is no direct way of
/// linking brushes and brushsides and the corresponding face array
/// entries which are used to render that brush. Brushsides are
/// used by the engine to calculate all player physics collision
/// with world brushes. (Vphysics objects use lump 29 instead.)
///
/// The maximum number of brushsides is 65536 (MAX_MAP_BRUSHSIDES).
/// The maximum number of brushsides on a single brush is 128 (MAX_BRUSH_SIDES).
/// </summary>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class Brushside
{
/// <summary>
/// Facing out of the leaf
/// </summary>
public ushort PlaneNum;
/// <summary>
/// Texture info
/// </summary>
public short TextureInfo;
/// <summary>
/// Displacement info
/// </summary>
public short DisplacementInfo;
/// <summary>
/// Is the side a bevel plane?
/// </summary>
public short Bevel;
}
}

View File

@@ -0,0 +1,11 @@
namespace SabreTools.Models.BSP
{
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
public sealed class BrushsidesLump : Lump
{
/// <summary>
/// Brushsides
/// </summary>
public Brushside[]? Brushsides { get; set; }
}
}

View File

@@ -0,0 +1,66 @@
using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <summary>
/// The face lump contains the surfaces of the scene.
///
/// The first number of this data structure is an index into
/// the planes lump giving a plane which is parallel to this
/// face (meaning they share the same normal). The second
/// value may be seen as a boolean. If nPlaneSide equals 0,
/// then the normal vector of this face equals the one of the
/// parallel plane exactly. Otherwise, the normal of the plane
/// has to be multiplied by -1 to point into the right direction.
/// Afterwards we have an index into the surfedges lump, as
/// well as the count of consecutive surfedges from that position.
/// Furthermore there is an index into the texture info lump,
/// which is used to find the BSPTEXINFO structure needed to
/// calculate the texture coordinates for this face. Afterwards,
/// there are four bytes giving some lighting information (partly
/// used by the renderer to hide sky surfaces). Finally we have
/// an offset in byes giving the beginning of the binary lightmap
/// data of this face in the lighting lump.
/// </summary>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class BspFace
{
/// <summary>
/// Plane the face is parallel to
/// </summary>
public ushort PlaneIndex;
/// <summary>
/// Set if different normals orientation
/// </summary>
public ushort PlaneSideCount;
/// <summary>
/// Index of the first surfedge
/// </summary>
public uint FirstEdgeIndex;
/// <summary>
/// Number of consecutive surfedges
/// </summary>
public ushort NumberOfEdges;
/// <summary>
/// Index of the texture info structure
/// </summary>
public ushort TextureInfoIndex;
/// <summary>
/// Specify lighting styles
/// </summary>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)]
public byte[]? LightingStyles = new byte[4];
/// <summary>
/// Offsets into the raw lightmap data; if less than zero,
/// then a lightmap was not baked for the given face.
/// </summary>
public int LightmapOffset;
}
}

View File

@@ -0,0 +1,11 @@
namespace SabreTools.Models.BSP
{
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
public sealed class BspFacesLump : Lump
{
/// <summary>
/// Faces
/// </summary>
public BspFace[]? Faces { get; set; }
}
}

View File

@@ -0,0 +1,94 @@
namespace SabreTools.Models.BSP
{
/// <summary>
/// Half-Life Level
/// </summary>
/// <see href="https://github.com/RavuAlHemio/hllib/blob/master/HLLib/BSPFile.h"/>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
public sealed class BspFile
{
/// <summary>
/// Header data
/// </summary>
public BspHeader? Header { get; set; }
#region Lumps
/// <summary>
/// LUMP_ENTITIES [0]
/// </summary>
public EntitiesLump? Entities { get; set; }
/// <summary>
/// LUMP_PLANES [1]
/// </summary>
public PlanesLump? PlanesLump { get; set; }
/// <summary>
/// LUMP_TEXTURES [2]
/// </summary>
public TextureLump? TextureLump { get; set; }
/// <summary>
/// LUMP_VERTICES [3]
/// </summary>
public VerticesLump? VerticesLump { get; set; }
/// <summary>
/// LUMP_VISIBILITY [4]
/// </summary>
public VisibilityLump? VisibilityLump { get; set; }
/// <summary>
/// LUMP_NODES [5]
/// </summary>
public BspNodesLump? NodesLump { get; set; }
/// <summary>
/// LUMP_TEXINFO [6]
/// </summary>
public BspTexinfoLump? TexinfoLump { get; set; }
/// <summary>
/// LUMP_FACES [7]
/// </summary>
public BspFacesLump? FacesLump { get; set; }
/// <summary>
/// LUMP_LIGHTING [8]
/// </summary>
public LightmapLump? LightmapLump { get; set; }
/// <summary>
/// LUMP_CLIPNODES [9]
/// </summary>s
public ClipnodesLump? ClipnodesLump { get; set; }
/// <summary>
/// LUMP_LEAVES [10]
/// </summary>
public BspLeavesLump? LeavesLump { get; set; }
/// <summary>
/// LUMP_MARKSURFACES [11]
/// </summary>
public MarksurfacesLump? MarksurfacesLump { get; set; }
/// <summary>
/// LUMP_EDGES [12]
/// </summary>
public EdgesLump? EdgesLump { get; set; }
/// <summary>
/// LUMP_SURFEDGES [13]
/// </summary>
public SurfedgesLump? SurfedgesLump { get; set; }
/// <summary>
/// LUMP_MODELS [14]
/// </summary>
public BspModelsLump? ModelsLump { get; set; }
#endregion
}
}

View File

@@ -0,0 +1,23 @@
using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <see href="https://github.com/RavuAlHemio/hllib/blob/master/HLLib/BSPFile.h"/>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class BspHeader
{
/// <summary>
/// Version
/// </summary>
/// <remarks>Must be 30 for a valid HL BSP file</remarks>
public int Version;
/// <summary>
/// Lumps
/// </summary>
/// <remarks>15 entries</remarks>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = Constants.BSP_HEADER_LUMPS)]
public BspLumpEntry[]? Lumps;
}
}

View File

@@ -0,0 +1,67 @@
using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <summary>
/// The leaves lump contains the leaves of the BSP tree.
///
/// The first entry of this struct is the type of the content
/// of this leaf. It can be one of the predefined values, found
/// in the compiler source codes, and is litte relevant for the
/// actual rendering process. All the more important is the
/// next integer containing the offset into the vis lump. It
/// defines the start of the raw PVS data for this leaf. If this
/// value equals -1, no VIS lists are available for this leaf,
/// usually if the map has been built without the VIS compiler.
/// The next two 16bit integer triples span the bounding box of
/// this leaf. Furthermore, the struct contains an index pointing
/// into the array of marksurfaces loaded from the marksufaces
/// lump as well as the number of consecutive marksurfaces belonging
/// to this leaf. The marksurfaces are looped through during the
/// rendering process and point to the actual faces. The final 4 bytes
/// specify the volume of ambient sounds in Quake, but are unused in
/// GoldSrc.
/// </summary>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class BspLeaf
{
/// <summary>
/// Contents enumeration
/// </summary>
public BspContents Contents;
/// <summary>
/// Offset into the visibility lump
/// </summary>
public int VisOffset;
/// <summary>
/// Defines bounding box
/// </summary>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 3)]
public short[] Mins = new short[3];
/// <summary>
/// Defines bounding box
/// </summary>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 3)]
public short[] Maxs = new short[3];
/// <summary>
/// Index into marksurfaces array
/// </summary>
public ushort FirstMarkSurfaceIndex;
/// <summary>
/// Count of marksurfaces array
/// </summary>
public ushort MarkSurfacesCount;
/// <summary>
/// Ambient sound levels
/// </summary>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)]
public byte[]? AmbientLevels = new byte[4];
}
}

View File

@@ -0,0 +1,11 @@
namespace SabreTools.Models.BSP
{
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
public sealed class BspLeavesLump : Lump
{
/// <summary>
/// Leaves
/// </summary>
public BspLeaf[]? Leaves { get; set; }
}
}

View File

@@ -3,17 +3,18 @@ using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <see href="https://github.com/RavuAlHemio/hllib/blob/master/HLLib/BSPFile.h"/>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class Lump
public class BspLumpEntry
{
/// <summary>
/// Offset
/// File offset to data
/// </summary>
public uint Offset;
public int Offset;
/// <summary>
/// Length
/// Length of data
/// </summary>
public uint Length;
public int Length;
}
}

View File

@@ -0,0 +1,63 @@
using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <summary>
/// A model is kind of a mini BSP tree. Its size is determinded
/// by the bounding box spaned by the first to members of this
/// struct. The major difference between a model and the BSP
/// tree holding the scene is that the models use a local
/// coordinate system for their vertexes and just state its
/// origin in world coordinates. During rendering the coordinate
/// system is translated to the origin of the model (glTranslate())
/// and moved back after the models BSP tree has been traversed.
/// Furthermore their are 4 indexes into node arrays. The first
/// one has proofed to index the root node of the mini BSP tree
/// used for rendering. The other three indexes could probably be
/// used for collision detection, meaning they point into the
/// clipnodes, but I am not sure about this. The meaning of the
/// next value is also somehow unclear to me. Finally their are
/// direct indexes into the faces array, not taking the redirecting
/// by the marksurfaces.
/// </summary>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class BspModel
{
/// <summary>
/// Defines bounding box
/// </summary>
public Vector3D Mins;
/// <summary>
/// Defines bounding box
/// </summary>
public Vector3D Maxs;
/// <summary>
/// Coordinates to move the coordinate system
/// </summary>
public Vector3D OriginVector;
/// <summary>
/// Index into nodes array
/// </summary>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = Constants.MAX_MAP_HULLS)]
public int[]? HeadnodesIndex = new int[Constants.MAX_MAP_HULLS];
/// <summary>
/// ???
/// </summary>
public int VisLeafsCount;
/// <summary>
/// Index into faces
/// </summary>
public int FirstFaceIndex;
/// <summary>
/// Count of faces
/// </summary>
public int FacesCount;
}
}

View File

@@ -0,0 +1,11 @@
namespace SabreTools.Models.BSP
{
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
public sealed class BspModelsLump : Lump
{
/// <summary>
/// Model
/// </summary>
public BspModel[]? Models { get; set; }
}
}

View File

@@ -0,0 +1,62 @@
using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <summary>
/// This lump is simple again and contains an array of binary
/// structures, the nodes, which are a major part of the BSP tree.
///
/// Every BSPNODE structure represents a node in the BSP tree and
/// every node equals more or less a division step of the BSP algorithm.
/// Therefore, each node has an index (iPlane) referring to a plane
/// in the plane lump which devides the node into its two child nodes.
/// The childnodes are also stored as indexes. Contrary to the plane
/// index, the node index for the child is signed. If the index is
/// larger than 0, the index indicates a child node. If it is equal
/// to or smaller than zero (no valid array index), the bitwise
/// inversed value of the index gives an index into the leaves lump.
/// Additionally two points (nMins, nMaxs) span the bounding box
/// (AABB, axis aligned bounding box) delimitting the space of the node.
/// Finally firstFace indexes into the face lump and spezifies the
/// first of nFaces surfaces contained in this node.
/// </summary>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
[StructLayout(LayoutKind.Sequential)]
public class BspNode
{
/// <summary>
/// Index into Planes lump
/// </summary>
public uint PlaneIndex;
/// <summary>
/// If > 0, then indices into Nodes.
/// Otherwise bitwise inverse indices into Leafs
/// </summary>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 2)]
public ushort[] Children = new ushort[2];
/// <summary>
/// Defines bounding box
/// </summary>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 3)]
public ushort[] Mins = new ushort[3];
/// <summary>
/// Defines bounding box
/// </summary>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 3)]
public ushort[] Maxs = new ushort[3];
/// <summary>
/// Index into Faces
/// </summary>
public ushort FirstFace;
/// <summary>
/// Count of Faces
/// </summary>
public ushort FaceCount;
}
}

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namespace SabreTools.Models.BSP
{
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
public sealed class BspNodesLump : Lump
{
/// <summary>
/// Nodes
/// </summary>
public BspNode[]? Nodes { get; set; }
}
}

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using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <summary>
/// The texinfo lump contains informations about how textures are
/// applied to surfaces. The lump itself is an array of binary data
/// structures.
///
/// This struct is mainly responsible for the calculation of the texture
/// coordinates (vS, fSShift, vT, fTShift). This values determine the
/// position of the texture on the surface. The iMiptex integer refers
/// to the textures in the texture lump and would be the index in an
/// array of BSPMITEX structs. Finally, there are 4 Bytes used for flags.
/// Only one flag is used by the vanilla engine, being 0x1 for disabling
/// lightmaps and subdivision for the surface (used by sky and liquids).
/// </summary>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class BspTexinfo
{
/// <summary>
/// S-vector
/// </summary>
public Vector3D SVector;
/// <summary>
/// Texture shift in the S direction
/// </summary>
public float TextureSShift;
/// <summary>
/// T-vector
/// </summary>
public Vector3D TVector;
/// <summary>
/// Texture shift in the T direction
/// </summary>
public float TextureTShift;
/// <summary>
/// Index into textures array
/// </summary>
public uint MiptexIndex;
/// <summary>
/// Texture flags
/// </summary>
public TextureFlag Flags;
}
}

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namespace SabreTools.Models.BSP
{
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
public sealed class BspTexinfoLump : Lump
{
/// <summary>
/// Texinfos
/// </summary>
public BspTexinfo[]? Texinfos { get; set; }
}
}

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using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <see href="https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/sp/src/public/bspfile.h#L600"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class CDispCornerNeighbors
{
/// <summary>
/// Indices of neighbors.
/// </summary>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)]
public ushort[] Neighbors = new ushort[4];
public byte NeighborCount;
}
}

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using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <see href="https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/sp/src/public/bspfile.h#L583"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class CDispNeighbor
{
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 2)]
public CDispSubNeighbor[]? SubNeighbors = new CDispSubNeighbor[2];
}
}

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using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <see href="https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/sp/src/public/bspfile.h#L557"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class CDispSubNeighbor
{
/// <summary>
/// This indexes into ddispinfos.
/// </summary>
/// <remarks>0xFFFF if there is no neighbor here.</remarks>
public ushort NeighborIndex;
/// <summary>
/// (CCW) rotation of the neighbor wrt this displacement.
/// </summary>
public byte NeighborOrientation;
// These use the NeighborSpan type.
/// <summary>
/// Where the neighbor fits onto this side of our displacement.
/// </summary>
public byte Span;
/// <summary>
/// Where we fit onto our neighbor.
/// </summary>
public byte NeighborSpan;
}
}

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using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <summary>
/// This lump contains the so-called clipnodes, which build a second
/// BSP tree used only for collision detection.
///
/// This structure is a reduced form of the BSPNODE struct from the
/// nodes lump. Also the BSP tree built by the clipnodes is simpler
/// than the one described by the BSPNODEs to accelerate collision calculations.
/// </summary>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class Clipnode
{
/// <summary>
/// Index into planes
/// </summary>
public int PlaneIndex;
/// <summary>
/// Negative numbers are contents
/// </summary>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 2)]
public short[]? ChildrenIndices = new short[2];
}
}

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namespace SabreTools.Models.BSP
{
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
public sealed class ClipnodesLump : Lump
{
/// <summary>
/// Clipnodes
/// </summary>
public Clipnode[]? Clipnodes { get; set; }
}
}

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using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <summary>
/// 4-byte lightmap structure
/// </summary>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
[StructLayout(LayoutKind.Sequential)]
public struct ColorRGBExp32
{
public byte Red;
public byte Green;
public byte Blue;
public sbyte Exponent;
}
}

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using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <summary>
/// The lighting data for each sample is represented by an array
/// of 6 ColorRGBExp32
/// </summary>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
[StructLayout(LayoutKind.Sequential)]
public struct CompressedLightCube
{
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 6)]
public ColorRGBExp32[]? Colors;
}
}

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namespace SabreTools.Models.BSP
{
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
public static class Constants
{
#region Header
/// <summary>
/// Number of lumps in a BSP
/// </summary>
public const int BSP_HEADER_LUMPS = 15;
/// <summary>
/// Number of lumps in a VBSP
/// </summary>
public const int VBSP_HEADER_LUMPS = 64;
#endregion
#region Lump
public const int MAX_MAP_HULLS = 4;
public const int MAX_MAP_MODELS = 400;
public const int MAX_MAP_BRUSHES = 4096;
public const int MAX_MAP_ENTITIES = 1024;
public const int MAX_MAP_ENTSTRING = (128 * 1024);
public const int MAX_MAP_PLANES = 32767;
public const int MAX_MAP_NODES = 32767;
public const int MAX_MAP_CLIPNODES = 32767;
public const int MAX_MAP_LEAFS = 8192;
public const int MAX_MAP_VERTS = 65535;
public const int MAX_MAP_FACES = 65535;
public const int MAX_MAP_MARKSURFACES = 65535;
public const int MAX_MAP_TEXINFO = 8192;
public const int MAX_MAP_EDGES = 256000;
public const int MAX_MAP_SURFEDGES = 512000;
public const int MAX_MAP_TEXTURES = 512;
public const int MAX_MAP_MIPTEX = 0x200000;
public const int MAX_MAP_LIGHTING = 0x200000;
public const int MAX_MAP_VISIBILITY = 0x200000;
public const int MAX_MAP_PORTALS = 65536;
#endregion
#region Entities
public const int MAX_KEY = 32;
public const int MAX_VALUE = 1024;
#endregion
#region Textures
public const int MAXTEXTURENAME = 16;
public const int MIPLEVELS = 4;
#endregion
#region VBSP
public static readonly byte[] SignatureBytes = [0x56, 0x42, 0x53, 0x50];
public const string SignatureString = "VBSP";
public const uint SignatureUInt32 = 0x50534256;
#endregion
#region LZMA
public static readonly byte[] LzmaHeaderBytes = [0x4C, 0x5A, 0x4D, 0x41];
public const string LzmaHeaderString = "LZMA";
public const uint LzmaHeaderUInt32 = 0x414D5A4C;
#endregion
#region Overlay
public const int OVERLAY_BSP_FACE_COUNT = 64;
#endregion
#region Worldlights
/// <summary>
/// This says that the light was put into the per-leaf ambient cubes.
/// </summary>
public const int DWL_FLAGS_INAMBIENTCUBE = 0x0001;
#endregion
}
}

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using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <summary>
/// The dcubemapsample_t structure defines the location of a
/// env_cubemap entity in the map. The origin member contains
/// integer x,y,z coordinates of the cubemap, and the size member
/// is resolution of the cubemap, specified as 2^(size-1) pixels
/// square. If set as 0, the default size of 6 (32x32 pixels) is
/// used. There can be a maximum of 1024 (MAX_MAP_CUBEMAPSAMPLES)
/// cubemaps in a file.
///
/// When the "buildcubemaps" console command is performed, six
/// snapshots of the map (one for each direction) are taken at the
/// location of each env_cubemap entity. These snapshots are stored
/// in a multi-frame texture (vtf) file, which is added to the
/// Pakfile lump (see above). The textures are named cX_Y_Z.vtf,
/// where (X,Y,Z) are the (integer) coordinates of the corresponding
/// cubemap.
///
/// Faces containing materials that are environment mapped (e.g.
/// shiny textures) reference their assigned cubemap through their
/// material name. A face with a material named (e.g.) walls/shiny.vmt
/// is altered (new Texinfo & Texdata entries are created) to refer
/// to a renamed material maps/mapname/walls/shiny_X_Y_Z.vmt, where
/// (X,Y,Z) are the cubemap coordinates as before. This .vmt file
/// is also stored in the Pakfile, and references the cubemap .vtf
/// file through its $envmap property.
///
/// Version 20 files contain extra cX_Y_Z.hdr.vtf files in the
/// Pakfile lump, containing HDR texture files in RGBA16161616F
/// (16-bit per channel) format.
/// </summary>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class Cubemap
{
/// <summary>
/// Position of light snapped to the nearest integer
/// </summary>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 3)]
public int[]? Origin = new int[3];
/// <summary>
/// Resolution of cubemap, 0 - default
/// </summary>
public int Size;
}
}

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namespace SabreTools.Models.BSP
{
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
public sealed class CubemapsLump : Lump
{
/// <summary>
/// Cubemaps
/// </summary>
public Cubemap[]? Cubemaps { get; set; }
}
}

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using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <summary>
/// The structure is 176 bytes long. The startPosition element is the
/// coordinates of the first corner of the displacement. DispVertStart
/// and DispTriStart are indices into the DispVerts and DispTris lumps.
/// The power entry gives the number of subdivisions in the displacement
/// surface - allowed values are 2, 3 and 4, and these correspond to 4,
/// 8 and 16 subdivisions on each side of the displacement surface.
/// The structure also references any neighbouring displacements on the
/// sides or the corners of this displacement through the EdgeNeighbors
/// and CornerNeighbors members. There are complex rules governing the
/// order that these neighbour displacements are given; see the comments
/// in bspfile.h for more. The MapFace value is an index into the face
/// array and is face that was turned into a displacement surface.
/// This face is used to set the texture and overall physical location
/// and boundaries of the displacement.
/// </summary>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class DispInfo
{
/// <summary>
/// Start position used for orientation
/// </summary>
public Vector3D StartPosition;
/// <summary>
/// Index into LUMP_DISP_VERTS.
/// </summary>
public int DispVertStart;
/// <summary>
/// Index into LUMP_DISP_TRIS.
/// </summary>
public int DispTriStart;
/// <summary>
/// Power - indicates size of surface (2^power 1)
/// </summary>
public int Power;
/// <summary>
/// Minimum tesselation allowed
/// </summary>
public int MinTess;
/// <summary>
/// Lighting smoothing angle
/// </summary>
public float SmoothingAngle;
/// <summary>
/// Surface contents
/// </summary>
public int Contents;
/// <summary>
/// Which map face this displacement comes from.
/// </summary>
public ushort MapFace;
/// <summary>
/// Index into ddisplightmapalpha.
/// </summary>
public int LightmapAlphaStart;
/// <summary>
/// Index into LUMP_DISP_LIGHTMAP_SAMPLE_POSITIONS.
/// </summary>
public int LightmapSamplePositionStart;
/// <summary>
/// Indexed by NEIGHBOREDGE_ defines.
/// </summary>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)]
public CDispNeighbor[]? EdgeNeighbors = new CDispNeighbor[4];
/// <summary>
/// Indexed by CORNER_ defines.
/// </summary>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 4)]
public CDispCornerNeighbors[]? CornerNeighbors = new CDispCornerNeighbors[4];
/// <summary>
/// Active verticies
/// </summary>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 10)]
public uint[]? AllowedVerts = new uint[10];
}
}

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namespace SabreTools.Models.BSP
{
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
public sealed class DispInfosLump : Lump
{
/// <summary>
/// Infos
/// </summary>
public DispInfo[]? Infos { get; set; }
}
}

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using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <summary>
/// he DispTris lump (Lump 48) contains "triangle tags" or flags
/// related to the properties of a particular triangle in the
/// displacement mesh.
/// </summary>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class DispTri
{
/// <summary>
/// Displacement triangle tags.
/// </summary>
public DispTriTag Tags;
}
}

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namespace SabreTools.Models.BSP
{
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
public sealed class DispTrisLump : Lump
{
/// <summary>
/// Tris
/// </summary>
public DispTri[]? Tris { get; set; }
}
}

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using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <summary>
/// The DispVerts lump (Lump 33) contains the vertex data of the displacements.
/// vec is the normalized vector of the offset of each displacement vertex from
/// its original (flat) position; dist is the distance the offset has taken
/// place; and alpha is the alpha-blending of the texture at that vertex.
///
/// A displacement of power p references (2^p + 1)^2 dispverts in the array,
/// starting from the DispVertStart index.
/// </summary>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class DispVert
{
/// <summary>
/// Vector field defining displacement volume.
/// </summary>
public Vector3D Vec;
/// <summary>
/// Displacement distances.
/// </summary>
public float Dist;
/// <summary>
/// "Per vertex" alpha values.
/// </summary>
public float Alpha;
}
}

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namespace SabreTools.Models.BSP
{
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
public sealed class DispVertsLump : Lump
{
/// <summary>
/// Verts
/// </summary>
public DispVert[]? Verts { get; set; }
}
}

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using System.Runtime.InteropServices;
namespace SabreTools.Models.BSP
{
/// <summary>
/// The edges delimit the face and further refer to the vertices of the
/// face. Each edge is pointing to the start and end vertex of the edge.
/// </summary>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(GoldSrc)"/>
/// <see href="https://developer.valvesoftware.com/wiki/BSP_(Source)"/>
[StructLayout(LayoutKind.Sequential)]
public sealed class Edge
{
/// <summary>
/// Indices into vertex array
/// </summary>
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 2)]
public ushort[]? VertexIndices = new ushort[2];
}
}

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