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