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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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123 lines
2.8 KiB
C#
123 lines
2.8 KiB
C#
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/*
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* Copyright (c) 2007 Pascal vd Heiden, www.codeimp.com
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Globalization;
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using System.Text;
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using System.IO;
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namespace CodeImp.DoomBuilder.IO
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{
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internal class Lump : IDisposable
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{
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#region ================== Variables
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// Owner
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private WAD owner;
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// Data stream
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private ClippedStream stream;
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// Data info
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private string name;
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private byte[] fixedname;
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private int offset;
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private int length;
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// Disposing
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private bool isdisposed = false;
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#endregion
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#region ================== Properties
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public WAD Owner { get { return owner; } }
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public string Name { get { return name; } }
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public byte[] FixedName { get { return fixedname; } }
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public int Offset { get { return offset; } }
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public int Length { get { return length; } }
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public ClippedStream Stream { get { return stream; } }
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public bool IsDisposed { get { return isdisposed; } }
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#endregion
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#region ================== Constructor / Disposer
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// Constructor
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public Lump(Stream data, WAD owner, byte[] fixedname, int offset, int length)
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{
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// Initialize
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this.stream = new ClippedStream(data, offset, length);
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this.owner = owner;
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this.fixedname = fixedname;
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this.offset = offset;
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this.length = length;
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// Make uppercase name
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this.name = MakeNormalName(fixedname, owner.Encoding).ToUpperInvariant();
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this.fixedname = MakeFixedName(name, owner.Encoding);
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// We have no destructor
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GC.SuppressFinalize(this);
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}
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// Diposer
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public void Dispose()
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{
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// Not already disposed?
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if(!isdisposed)
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{
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// Clean up
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stream.Dispose();
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owner = null;
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// Done
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isdisposed = true;
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}
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}
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#endregion
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#region ================== Methods
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// This makes the normal name from fixed name
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private static string MakeNormalName(byte[] fixedname, Encoding encoding)
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{
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// Return the name as a string
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return encoding.GetString(fixedname);
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}
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// This makes the fixed name from normal name
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public static byte[] MakeFixedName(string name, Encoding encoding)
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{
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// Make 8 bytes, all zeros
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byte[] fixedname = new byte[8];
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// Write the name in bytes
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encoding.GetBytes(name, 0, name.Length, fixedname, 0);
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// Return result
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return fixedname;
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}
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// String representation
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public override string ToString()
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{
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return name;
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}
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#endregion
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}
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}
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