cog/Frameworks/OpenMPT.old/OpenMPT/soundlib/Load_uax.cpp

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/*
* Load_uax.cpp
* ------------
* Purpose: UAX (Unreal Sounds) module ripper
* Notes : The sounds are read into module sample slots.
* Authors: Johannes Schultz (inspired by code from http://wiki.beyondunreal.com/Legacy:Package_File_Format)
* The OpenMPT source code is released under the BSD license. Read LICENSE for more details.
*/
#include "stdafx.h"
#include "Loaders.h"
#include "UMXTools.h"
OPENMPT_NAMESPACE_BEGIN
CSoundFile::ProbeResult CSoundFile::ProbeFileHeaderUAX(MemoryFileReader file, const uint64 *pfilesize)
{
UMXFileHeader fileHeader;
if(!file.ReadStruct(fileHeader))
{
return ProbeWantMoreData;
}
if(!fileHeader.IsValid())
{
return ProbeFailure;
}
if(!FindUMXNameTableEntryMemory(file, fileHeader, "sound"))
{
return ProbeFailure;
}
MPT_UNREFERENCED_PARAMETER(pfilesize);
return ProbeSuccess;
}
bool CSoundFile::ReadUAX(FileReader &file, ModLoadingFlags loadFlags)
{
file.Rewind();
UMXFileHeader fileHeader;
if(!file.ReadStruct(fileHeader)
|| !fileHeader.IsValid())
{
return false;
}
// Note that this can be a false positive, e.g. Unreal maps will have music and sound
// in their name table because they usually import such files. However, it spares us
// from wildly seeking through the file, as the name table is usually right at the
// start of the file, so it is hopefully a good enough heuristic for our purposes.
if(!FindUMXNameTableEntry(file, fileHeader, "sound"))
{
return false;
}
if(loadFlags == onlyVerifyHeader)
{
return true;
}
// Read name table
std::vector<std::string> names = ReadUMXNameTable(file, fileHeader);
// Read import table
if(!file.Seek(fileHeader.importOffset))
{
return false;
}
std::vector<int32> classes;
const uint32 importCount = std::min(fileHeader.importCount.get(), mpt::saturate_cast<uint32>(file.BytesLeft() / 4u));
classes.reserve(importCount);
for(uint32 i = 0; i < importCount && file.CanRead(4); i++)
{
int32 objName = ReadUMXImportTableEntry(file, fileHeader.packageVersion);
if(static_cast<size_t>(objName) < names.size())
{
classes.push_back(objName);
}
}
// Read export table
if(!file.Seek(fileHeader.exportOffset))
{
return false;
}
// Now we can be pretty sure that we're doing the right thing.
InitializeGlobals();
m_modFormat.formatName = mpt::format(U_("Unreal Package v%1"))(fileHeader.packageVersion);
m_modFormat.type = U_("uax");
m_modFormat.charset = mpt::Charset::Windows1252;
for(uint32 i = 0; i < fileHeader.exportCount && file.CanRead(4); i++)
{
int32 objClass, objOffset, objSize, objName;
ReadUMXExportTableEntry(file, objClass, objOffset, objSize, objName, fileHeader.packageVersion);
if(objSize <= 0 || objClass >= 0)
{
continue;
}
// Look up object class name (we only want sounds).
objClass = -objClass - 1;
bool isSound = false;
if(static_cast<size_t>(objClass) < classes.size())
{
isSound = (names[classes[objClass]] == "sound");
}
if(!isSound)
{
continue;
}
FileReader chunk = file.GetChunkAt(objOffset, objSize);
if(chunk.IsValid())
{
if(fileHeader.packageVersion < 40)
{
chunk.Skip(8); // 00 00 00 00 00 00 00 00
}
if(fileHeader.packageVersion < 60)
{
chunk.Skip(16); // 81 00 00 00 00 00 FF FF FF FF FF FF FF FF 00 00
}
// Read object properties
#if 0
size_t propertyName = static_cast<size_t>(ReadUMXIndex(chunk));
if(propertyName >= names.size() || names[propertyName] != "none")
{
// Can't bother to implement property reading, as no UMX files I've seen so far use properties for the relevant objects,
// and only the UAX files in the Unreal 1997/98 beta seem to use this and still load just fine when ignoring it.
// If it should be necessary to implement this, check CUnProperty.cpp in http://ut-files.com/index.php?dir=Utilities/&file=utcms_source.zip
MPT_ASSERT_NOTREACHED();
continue;
}
#else
ReadUMXIndex(chunk);
#endif
if(fileHeader.packageVersion >= 120)
{
// UT2003 Packages
ReadUMXIndex(chunk);
chunk.Skip(8);
} else if(fileHeader.packageVersion >= 100)
{
// AAO Packages
chunk.Skip(4);
ReadUMXIndex(chunk);
chunk.Skip(4);
} else if(fileHeader.packageVersion >= 62)
{
// UT Packages
// Mech8.umx and a few other UT tunes have packageVersion = 62.
// In CUnSound.cpp, the condition above reads "packageVersion >= 63" but if that is used, those tunes won't load properly.
ReadUMXIndex(chunk);
chunk.Skip(4);
} else
{
// Old Unreal Packagaes
ReadUMXIndex(chunk);
}
int32 size = ReadUMXIndex(chunk);
FileReader fileChunk = chunk.ReadChunk(size);
if(CanAddMoreSamples())
{
// Read as sample
if(ReadSampleFromFile(GetNumSamples() + 1, fileChunk, true))
{
if(static_cast<size_t>(objName) < names.size())
{
m_szNames[GetNumSamples()] = names[objName];
}
}
}
}
}
if(m_nSamples != 0)
{
InitializeChannels();
SetType(MOD_TYPE_MPT);
m_ContainerType = MOD_CONTAINERTYPE_UAX;
m_nChannels = 4;
Patterns.Insert(0, 64);
Order().assign(1, 0);
return true;
} else
{
return false;
}
}
OPENMPT_NAMESPACE_END