lib3ddevil1/src/devil1tex.c

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#include "devil1tex.h"
#include <stdio.h>
#include <string.h>
// get texture pack header
void gettph (struct TexturePack *tp, const char *filedata) {
// Assume the Texture Pack Header is already allocated memory.
if (tp != NULL && filedata != NULL) {
memcpy(tp, filedata, sizeof(struct TexturePack));
}
return;
}
void printtph (struct TexturePack *tp) {
if (tp != NULL) {
printf("id: \t %c %c %c %c \n", tp -> id[3],
tp -> id[2],
tp -> id[1],
tp -> id[0]);
printf("batch#: \t %i \n", tp -> batchNumber);
printf("1st batch: \t %i \n", tp -> firstBatchOffset);
printf("unknownA: \t %i\n", tp -> unknownA);
}
return;
}
// get texture pack descriptors
void gettbd (struct TextureBatchDescriptor *tbd,
struct TexturePack* tph,
const char *filedata,
unsigned int filesize) {
if (tbd == NULL || tph == NULL || filedata == NULL) {
// any of these being null will cause segmentation fault.
return;
}
// do some checks regarding the header
if (tph -> firstBatchOffset >= filesize ||
tph -> firstBatchOffset <= 0) {
return;
}
unsigned int index = tph -> firstBatchOffset;
// Batch Descriptors are structured one after another.
// therefore the next one is at
// current index + sizeof(TextureBatchDescriptor)
unsigned int i = 0;
do {
index += (sizeof(struct TextureBatchDescriptor) * i);
printf("batch descriptor start: %x\n", index);
tbd = (struct TextureBatchDescriptor*)(filedata + index);
// <do something with the batch descriptor found>
} while(i < (tph -> batchNumber));
return;
}