This commit is contained in:
TheApadayo 2016-12-25 22:06:30 -05:00
commit 8294be1b32
2 changed files with 77 additions and 53 deletions

View File

@ -1,5 +1,7 @@
#include <STDInclude.hpp>
#define IW4X_IMG_VERSION "0"
namespace Assets
{
void IGfxImage::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
@ -19,13 +21,31 @@ namespace Assets
image->category = 0;
image->cardMemory = 0;
image->loadDef = builder->getAllocator()->allocate<Game::GfxImageLoadDef>();
if (!image->loadDef)
const char* tempName = image->name;
if (tempName[0] == '*') tempName++;
Components::FileSystem::File imageFile(fmt::sprintf("images/%s.iw4xImage", tempName));
if (imageFile.exists())
{
Components::Logger::Error("Failed to allocate GfxImageLoadDef structure!");
return;
Utils::Stream::Reader reader(builder->getAllocator(), imageFile.getBuffer());
if (reader.read<__int64>() != *reinterpret_cast<__int64*>("IW4xImg" IW4X_IMG_VERSION))
{
Components::Logger::Error(0, "Reading image '%s' failed, header is invalid!", name.data());
}
AssertSize(Game::MapType, 1);
image->mapType = reader.read<Game::MapType>();
image->semantic = reader.read<char>();
image->category = reader.read<char>();
image->dataLen1 = reader.read<int>();
image->dataLen2 = image->dataLen1;
image->loadDef = reinterpret_cast<Game::GfxImageLoadDef*>(reader.readArray<char>(image->dataLen1 + 16));
}
else
{
char nameBuffer[MAX_PATH] = { 0 };
Components::Materials::FormatImagePath(nameBuffer, sizeof(nameBuffer), 0, 0, name.data());
Components::FileSystem::File iwi(nameBuffer);
@ -44,7 +64,7 @@ namespace Assets
image->dataLen1 = iwiHeader->fileSizeForPicmip[0] - 32;
image->dataLen2 = iwiHeader->fileSizeForPicmip[0] - 32;
if (std::memcmp(iwiHeader->tag, "IWi", 3))
if (std::memcmp(iwiHeader->tag, "IWi", 3) && iwiHeader->version == 8)
{
Components::Logger::Error("Image is not a valid IWi!");
return;
@ -86,6 +106,7 @@ namespace Assets
break;
}
}
}
header->image = image;
}

View File

@ -81,7 +81,10 @@ namespace Assets
for (int j = 0; j < cell->portalCount; ++j)
{
cell->portals[i].vertices = reader.readArray<Game::vec3_t>(cell->portals[i].vertexCount);
if (cell->portals[j].vertices)
{
cell->portals[j].vertices = reader.readArray<Game::vec3_t>(cell->portals[j].vertexCount & 0xFF);
}
}
}