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@@ -5,7 +5,10 @@
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* \author xythobuz
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*/
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+#include <vector>
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+
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#include "global.h"
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+#include "Console.h"
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#include "loader/LoaderTR2.h"
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LoaderTR2::LoaderTR2() {
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@@ -24,6 +27,8 @@ LoaderTR2::~LoaderTR2() {
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}
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}
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+#define HEISENBUG
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+
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int LoaderTR2::load(std::string f) {
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if (file.open(f.c_str()) != 0) {
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return 1; // Could not open file
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@@ -34,12 +39,101 @@ int LoaderTR2::load(std::string f) {
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}
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loadPaletteTextiles();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded palette" << Console::endl;
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+#endif
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file.seek(file.tell() + 4); // Unused value?
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loadRooms();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded rooms" << Console::endl;
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+#endif
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+
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+ loadFloorData();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded floor data" << Console::endl;
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+#endif
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+
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+ loadMeshes();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded meshes" << Console::endl;
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+#endif
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+
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+ loadMoveables();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded moveables" << Console::endl;
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+#endif
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+
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+ loadStaticMeshes();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded static meshes" << Console::endl;
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+#endif
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+
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+ loadTextures();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded textures" << Console::endl;
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+#endif
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+
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+ loadSprites();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded sprites" << Console::endl;
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+#endif
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+
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+ loadCameras();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded cameras" << Console::endl;
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+#endif
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+
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+ loadSoundSources();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded sound sources" << Console::endl;
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+#endif
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+ loadBoxesOverlapsZones();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded boxes overlaps zones" << Console::endl;
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+#endif
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+ loadAnimatedTextures();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded animated textures" << Console::endl;
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+#endif
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+
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+ loadItems();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded items" << Console::endl;
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+#endif
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+
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+ loadLightMap();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded light map" << Console::endl;
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+#endif
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+
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+ loadCinematicFrames();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded cinematic frames" << Console::endl;
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+#endif
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+
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+ loadDemoData();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded demo data" << Console::endl;
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+#endif
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+
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+ loadSoundMap();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded sound map" << Console::endl;
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+#endif
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+
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+ loadSoundDetails();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded sound details" << Console::endl;
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+#endif
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+
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+ loadSampleIndices();
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+#ifdef HEISENBUG
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+ getConsole() << "->loaded sample indices" << Console::endl;
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+#endif
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return 0;
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}
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@@ -67,7 +161,6 @@ void LoaderTR2::loadPaletteTextiles() {
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void LoaderTR2::loadRooms() {
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numRooms = file.readU16();
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-
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for (unsigned int i = 0; i < numRooms; i++) {
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// Room Header
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int32_t xOffset = file.read32();
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@@ -78,7 +171,435 @@ void LoaderTR2::loadRooms() {
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// Number of data words (2 bytes) to follow
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uint32_t dataToFollow = file.readU32();
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+ uint16_t numVertices = file.readU16();
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+ for (unsigned int v = 0; v < numVertices; v++) {
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+ // Vertex coordinates, relative to x/zOffset
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+ int16_t relativeX = file.read16();
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+ int16_t relativeY = file.read16();
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+ int16_t relativeZ = file.read16();
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+
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+ int16_t lighting1 = file.read16();
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+
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+ // Set of flags for special rendering effects
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+ // 0x8000 - Something to do with water surface?
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+ // 0x4000 - Underwater lighting modulation/movement if seen from above
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+ // 0x2000 - Water/Quicksand surface movement
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+ // 0x0010 - Normal?
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+ uint16_t attributes = file.readU16();
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+
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+ int16_t lighting2; // Almost always equal to lighting1
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+
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+ // TODO store vertex somewhere
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+ }
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+
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+ uint16_t numRectangles = file.readU16();
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+ for (unsigned int r = 0; r < numRectangles; r++) {
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+ // Indices into the vertex list read just before
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+ uint16_t vertex1 = file.readU16();
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+ uint16_t vertex2 = file.readU16();
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+ uint16_t vertex3 = file.readU16();
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+ uint16_t vertex4 = file.readU16();
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+
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+ // Index into the object-texture list
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+ uint16_t texture = file.readU16();
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+
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+ // TODO store rectangles somewhere
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+ }
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+
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+ uint16_t numTriangles = file.readU16();
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+ for (unsigned int t = 0; t < numTriangles; t++) {
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+ // Indices into the room vertex list
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+ uint16_t vertex1 = file.readU16();
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+ uint16_t vertex2 = file.readU16();
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+ uint16_t vertex3 = file.readU16();
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+
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+ // Index into the object-texture list
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+ uint16_t texture = file.readU16();
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+
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+ // TODO store triangles somewhere
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+ }
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+
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+ uint16_t numSprites = file.readU16();
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+ for (unsigned int s = 0; s < numSprites; s++) {
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+ uint16_t vertex = file.readU16(); // Index into vertex list
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+ uint16_t texture = file.readU16(); // Index into object-texture list
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+
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+ // TODO store sprites somewhere
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+ }
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+
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+ uint16_t numPortals = file.readU16();
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+ for (unsigned int p = 0; p < numPortals; p++) {
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+ // Which room this portal leads to
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+ uint16_t adjoiningRoom = file.readU16();
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+
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+ // Which way the portal faces
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+ // The normal points away from the adjacent room
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+ // To be seen through, it must point toward the viewpoint
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+ int16_t xNormal = file.read16();
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+ int16_t yNormal = file.read16();
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+ int16_t zNormal = file.read16();
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+
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+ // The corners of this portal
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+ // The right-hand rule applies with respect to the normal
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+ int16_t xCorner1 = file.read16();
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+ int16_t yCorner1 = file.read16();
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+ int16_t zCorner1 = file.read16();
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+ int16_t xCorner2 = file.read16();
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+ int16_t yCorner2 = file.read16();
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+ int16_t zCorner2 = file.read16();
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+ int16_t xCorner3 = file.read16();
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+ int16_t yCorner3 = file.read16();
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+ int16_t zCorner3 = file.read16();
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+
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+ // TODO store portals somewhere
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+ }
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+
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+ uint16_t numZSectors = file.readU16();
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+ uint16_t numXSectors = file.readU16();
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+ for (unsigned int s = 0; s < (numZSectors * numXSectors); s++) {
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+ // Sectors are 1024*1024 world coordinates. Floor and Ceiling are
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+ // signed numbers of 256 units of height.
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+ // Floor/Ceiling value of 0x81 is used to indicate impenetrable
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+ // walls around the sector.
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+ // Floor values are used by the original engine to determine
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+ // what objects can be traversed and how. Relative steps of 1 (256)
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+ // can be walked up, 2..7 must be jumped up, larger than 7 is too high
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+ // If RoomAbove/Below is not none, the Ceiling/Floor is a collisional
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+ // portal to that room
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+ uint16_t indexFloorData = file.readU16();
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+ uint16_t indexBox = file.readU16(); // 0xFFFF if none
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+ uint8_t roomBelow = file.readU8(); // 0xFF if none
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+ int8_t floor = file.read8(); // Absolute height of floor (divided by 256)
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+ uint8_t roomAbove = file.readU8(); // 0xFF if none
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+ int8_t ceiling = file.read8(); // Absolute height of ceiling (/ 256)
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+
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+ // TODO store sectors somewhere
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+ }
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+
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+ int16_t intensity1 = file.read16();
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+ int16_t intensity2 = file.read16();
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+ int16_t lightMode = file.read16();
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+
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+ uint16_t numLights = file.readU16();
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+ for (unsigned int l = 0; l < numLights; l++) {
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+ // Position of light, in world coordinates
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+ int32_t x = file.read32();
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+ int32_t y = file.read32();
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+ int32_t z = file.read32();
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+
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+ uint16_t intensity1 = file.readU16();
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+ uint16_t intensity2 = file.readU16(); // Almost always equal to intensity1
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+
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+ uint32_t fade1 = file.readU32(); // Falloff value?
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+ uint32_t fade2 = file.readU32(); // Falloff value?
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+
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+ // TODO store light somewhere
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+ }
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+
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+ uint16_t numStaticMeshes = file.readU16();
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+ for (unsigned int s = 0; s < numStaticMeshes; s++) {
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+ // Absolute position in world coordinates
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+ int32_t x = file.read32();
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+ int32_t y = file.read32();
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+ int32_t z = file.read32();
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+
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+ // High two bits (0xC000) indicate steps of
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+ // 90 degrees (eg. (rotation >> 14) * 90)
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+ uint16_t rotation = file.readU16();
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+
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+ // Constant lighting, 0xFFFF means use mesh lighting
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+ uint16_t intensity1 = file.readU16();
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+ uint16_t intensity2 = file.readU16();
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+
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+ // Which StaticMesh item to draw
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+ uint16_t objectID = file.readU16();
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+
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+ // TODO store static meshes somewhere
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+ }
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+
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+ int16_t alternateRoom = file.read16();
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+
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+ uint16_t flags = file.readU16();
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+ }
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+}
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+
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+void LoaderTR2::loadFloorData() {
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+ uint32_t numFloorData = file.readU32();
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+ for (unsigned int f = 0; f < numFloorData; f++) {
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+ uint16_t unused = file.readU16();
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+
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+ // TODO store floor data somewhere
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+ }
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+}
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+
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+void LoaderTR2::loadMeshes() {
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+ // Number of bitu16s of mesh data to follow
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+ // Read all the mesh data into a buffer, because
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+ // only afterward we can read the number of meshes
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+ // in this data block
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+ uint32_t numMeshData = file.readU32();
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+
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+ std::vector<uint16_t> buffer;
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+ for (unsigned int i = 0; i < numMeshData; i++) {
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+ buffer.push_back(file.readU16());
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+ }
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+
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+ uint32_t numMeshPointers = file.readU32();
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+ std::vector<uint32_t> meshPointers;
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+ for (unsigned int i = 0; i < numMeshPointers; i++) {
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+ meshPointers.push_back(file.readU32());
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+ }
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+
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+ // TODO interpret the buffered mesh data
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+}
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+
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356
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+void LoaderTR2::loadMoveables() {
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357
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+ uint32_t numAnimations = file.readU32();
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+ for (unsigned int a = 0; a < numAnimations; a++) {
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359
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+ // *Byte* Offset into Frames[] (so divide by 2!)
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+ uint32_t frameOffset = file.readU32();
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+ uint8_t frameRate = file.readU8(); // Engine ticks per frame
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+
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+ // Number of bit16s in Frames[] used by this animation
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+ // Be careful when parsing frames using the FrameSize value
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+ // as the size of each frame, since an animations frame range
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+ // may extend into the next animations frame range, and that
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+ // may have a different FrameSize value.
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+ uint8_t frameSize = file.readU8();
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+
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+ uint16_t stateID = file.readU16();
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+
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+ file.seek(file.tell() + 8); // Skip 8 unknown bytes
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+
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+ uint16_t frameStart = file.readU16(); // First frame in this animation
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+ uint16_t frameEnd = file.readU16(); // Last frame in this animation
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+ uint16_t nextAnimation = file.readU16();
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+ uint16_t nextFrame = file.readU16();
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+ uint16_t numStateChanges = file.readU16();
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+ uint16_t stateChangeOffset = file.readU16(); // Index into StateChanges[]
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+ uint16_t numAnimCommands; // How many animation commands to use
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381
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+ uint16_t animCommandOffset; // Index into AnimCommand[]
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+
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383
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+ // TODO store animations somewhere
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384
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+ }
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385
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+
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386
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+ uint32_t numStateChanges = file.readU32();
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387
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+ for (unsigned int s = 0; s < numStateChanges; s++) {
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388
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+ uint16_t stateID = file.readU16();
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389
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+ uint16_t numAnimDispatches = file.readU16();
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390
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+ uint16_t animDispatchOffset = file.readU16(); // Index into AnimDispatches[]
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391
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+
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392
|
+ // TODO store state changes somewhere
|
|
393
|
+ }
|
|
394
|
+
|
|
395
|
+ uint32_t numAnimDispatches = file.readU32();
|
|
396
|
+ for (unsigned int a = 0; a < numAnimDispatches; a++) {
|
|
397
|
+ int16_t low = file.read16(); // Lowest frame that uses this range
|
|
398
|
+ int16_t high = file.read16(); // Highest frame (+1?) that uses this range
|
|
399
|
+ int16_t nextAnimation = file.read16(); // Animation to go to
|
|
400
|
+ int16_t nextFrame = file.read16(); // Frame offset to go to
|
|
401
|
+
|
|
402
|
+ // TODO store animation dispatches somewhere
|
|
403
|
+ }
|
|
404
|
+
|
|
405
|
+ uint32_t numAnimCommands = file.readU32();
|
|
406
|
+ std::vector<int16_t> animCommands;
|
|
407
|
+ for (unsigned int a = 0; a < numAnimCommands; a++) {
|
|
408
|
+ animCommands.push_back(file.read16());
|
|
409
|
+ }
|
|
410
|
+
|
|
411
|
+ uint32_t numMeshTrees = file.readU32();
|
|
412
|
+ for (unsigned int m = 0; m < numMeshTrees; m++) {
|
|
413
|
+ // 0x0002 - Put parent mesh on the mesh stack
|
|
414
|
+ // 0x0001 - Pop mesh from stack, use as parent mesh
|
|
415
|
+ // When both are not set, use previous mesh as parent mesh
|
|
416
|
+ // When both are set, do 0x0001 first, then 0x0002, thereby
|
|
417
|
+ // reading the stack but not changing it
|
|
418
|
+ uint32_t flags = file.readU32();
|
|
419
|
+
|
|
420
|
+ // Offset of mesh origin from the parent mesh origin
|
|
421
|
+ int32_t x = file.read32();
|
|
422
|
+ int32_t y = file.read32();
|
|
423
|
+ int32_t z = file.read32();
|
|
424
|
+
|
|
425
|
+ // TODO store mesh trees somewhere
|
|
426
|
+ }
|
|
427
|
+
|
|
428
|
+ uint32_t numFrames = file.readU32();
|
|
429
|
+ std::vector<uint16_t> frames;
|
|
430
|
+ for (unsigned int f = 0; f < numFrames; f++) {
|
|
431
|
+ frames.push_back(file.readU16());
|
|
432
|
+ }
|
|
433
|
+
|
|
434
|
+ uint32_t numMoveables = file.readU32();
|
|
435
|
+ for (unsigned int m = 0; m < numMoveables; m++) {
|
|
436
|
+ // Item identifier, matched in Items[]
|
|
437
|
+ uint32_t objectID = file.readU32();
|
|
438
|
+ uint16_t numMeshes = file.readU16();
|
|
439
|
+ uint16_t startingMesh = file.readU16(); // Offset into MeshPointers[]
|
|
440
|
+ uint32_t meshTree = file.readU32(); // Offset into MeshTree[]
|
|
441
|
+ // *Byte* offset into Frames[] (divide by 2 for Frames[i])
|
|
442
|
+ uint32_t frameOffset = file.readU32();
|
|
443
|
+
|
|
444
|
+ // If animation index is 0xFFFF, the object is stationary or
|
|
445
|
+ // animated by the engine (ponytail)
|
|
446
|
+ uint16_t animation = file.readU16();
|
|
447
|
+
|
|
448
|
+ // TODO store moveables somewhere
|
|
449
|
+ }
|
81
|
450
|
|
|
451
|
+ // TODO combine all this into moveables with their animations
|
|
452
|
+}
|
|
453
|
+
|
|
454
|
+void LoaderTR2::loadStaticMeshes() {
|
|
455
|
+ uint32_t numStaticMeshes = file.readU32();
|
|
456
|
+ for (unsigned int s = 0; s < numStaticMeshes; s++) {
|
|
457
|
+ uint32_t objectID = file.readU32(); // Matched in Items[]
|
|
458
|
+ uint16_t mesh = file.readU16(); // Offset into MeshPointers[]
|
|
459
|
+
|
|
460
|
+ // tr2_vertex BoundingBox[2][2];
|
|
461
|
+ // // First index is which one, second index is opposite corners
|
|
462
|
+ int16_t x11 = file.read16();
|
|
463
|
+ int16_t y11 = file.read16();
|
|
464
|
+ int16_t z11 = file.read16();
|
|
465
|
+
|
|
466
|
+ int16_t x12 = file.read16();
|
|
467
|
+ int16_t y12 = file.read16();
|
|
468
|
+ int16_t z12 = file.read16();
|
|
469
|
+
|
|
470
|
+ int16_t x21 = file.read16();
|
|
471
|
+ int16_t y21 = file.read16();
|
|
472
|
+ int16_t z21 = file.read16();
|
|
473
|
+
|
|
474
|
+ int16_t x22 = file.read16();
|
|
475
|
+ int16_t y22 = file.read16();
|
|
476
|
+ int16_t z22 = file.read16();
|
|
477
|
+
|
|
478
|
+ // Meaning uncertain. Usually 2, and 3 for objects Lara can
|
|
479
|
+ // travel through, like TR2s skeletons and underwater plants
|
|
480
|
+ uint16_t flags = file.readU16();
|
|
481
|
+
|
|
482
|
+ // TODO store static meshes somewhere
|
82
|
483
|
}
|
83
|
484
|
}
|
84
|
485
|
|
|
486
|
+void LoaderTR2::loadTextures() {
|
|
487
|
+ uint32_t numObjectTextures = file.readU32();
|
|
488
|
+ for (unsigned int o = 0; o < numObjectTextures; o++) {
|
|
489
|
+ // 0 means that a texture is all-opaque, and that transparency
|
|
490
|
+ // information is ignored.
|
|
491
|
+ // 1 means that transparency information is used. In 8-bit color,
|
|
492
|
+ // index 0 is the transparent color, while in 16-bit color, the
|
|
493
|
+ // top bit (0x8000) is the alpha channel (1 = opaque, 0 = transparent)
|
|
494
|
+ uint16_t attribute = file.readU16();
|
|
495
|
+
|
|
496
|
+ // Index into the textile list
|
|
497
|
+ uint16_t tile = file.readU16();
|
|
498
|
+
|
|
499
|
+ // The four corner vertices of the texture
|
|
500
|
+ // The Pixel values are the actual coordinates of the vertexs pixel
|
|
501
|
+ // The Coordinate values depend on where the other vertices are in
|
|
502
|
+ // the object texture. And if the object texture is used to specify
|
|
503
|
+ // a triangle, then the fourth vertexs values will all be zero
|
|
504
|
+ // Coordinate is 1 if Pixel is the low val, 255 if high val in object texture
|
|
505
|
+ uint8_t xCoordinate1 = file.readU8();
|
|
506
|
+ uint8_t xPixel1 = file.readU8();
|
|
507
|
+ uint8_t yCoordinate1 = file.readU8();
|
|
508
|
+ uint8_t yPixel1 = file.readU8();
|
|
509
|
+ uint8_t xCoordinate2 = file.readU8();
|
|
510
|
+ uint8_t xPixel2 = file.readU8();
|
|
511
|
+ uint8_t yCoordinate2 = file.readU8();
|
|
512
|
+ uint8_t yPixel2 = file.readU8();
|
|
513
|
+ uint8_t xCoordinate3 = file.readU8();
|
|
514
|
+ uint8_t xPixel3 = file.readU8();
|
|
515
|
+ uint8_t yCoordinate3 = file.readU8();
|
|
516
|
+ uint8_t yPixel3 = file.readU8();
|
|
517
|
+ uint8_t xCoordinate4 = file.readU8();
|
|
518
|
+ uint8_t xPixel4 = file.readU8();
|
|
519
|
+ uint8_t yCoordinate4 = file.readU8();
|
|
520
|
+ uint8_t yPixel4 = file.readU8();
|
|
521
|
+
|
|
522
|
+ // TODO store object textures somewhere
|
|
523
|
+ }
|
|
524
|
+}
|
|
525
|
+
|
|
526
|
+void LoaderTR2::loadSprites() {
|
|
527
|
+ uint32_t numSpriteTextures = file.readU32();
|
|
528
|
+ for (unsigned int s = 0; s < numSpriteTextures; s++) {
|
|
529
|
+ uint16_t tile = file.readU16();
|
|
530
|
+ uint8_t x = file.readU8();
|
|
531
|
+ uint8_t y = file.readU8();
|
|
532
|
+ uint16_t width = file.readU16(); // Actually (width * 256) + 255
|
|
533
|
+ uint16_t height = file.readU16(); // Actually (height * 256) + 255
|
|
534
|
+ int16_t leftSide = file.read16();
|
|
535
|
+ int16_t topSide = file.read16();
|
|
536
|
+ int16_t rightSide = file.read16();
|
|
537
|
+ int16_t bottomSide = file.read16();
|
|
538
|
+
|
|
539
|
+ // TODO store sprite textures somewhere
|
|
540
|
+ }
|
|
541
|
+
|
|
542
|
+ uint32_t numSpriteSequences = file.readU32();
|
|
543
|
+ for (unsigned int s = 0; s < numSpriteSequences; s++) {
|
|
544
|
+ int32_t objectID = file.read32(); // Item identifier, matched in Items[]
|
|
545
|
+ int16_t negativeLength = file.read16(); // Negative sprite count
|
|
546
|
+ int16_t offset = file.read16(); // Where sequence starts in sprite texture list
|
|
547
|
+
|
|
548
|
+ // TODO store sprite sequences somewhere
|
|
549
|
+ }
|
|
550
|
+}
|
|
551
|
+
|
|
552
|
+void LoaderTR2::loadCameras() {
|
|
553
|
+ uint32_t numCameras = file.readU32();
|
|
554
|
+ for (unsigned int c = 0; c < numCameras; c++) {
|
|
555
|
+ int32_t x = file.read32();
|
|
556
|
+ int32_t y = file.read32();
|
|
557
|
+ int32_t z = file.read32();
|
|
558
|
+ int16_t room = file.read16();
|
|
559
|
+
|
|
560
|
+ file.seek(file.tell() + 2); // Unknown, correlates to Boxes? Zones?
|
|
561
|
+
|
|
562
|
+ // TODO store cameras somewhere
|
|
563
|
+ }
|
|
564
|
+}
|
|
565
|
+
|
|
566
|
+void LoaderTR2::loadSoundSources() {
|
|
567
|
+
|
|
568
|
+}
|
|
569
|
+
|
|
570
|
+void LoaderTR2::loadBoxesOverlapsZones() {
|
|
571
|
+
|
|
572
|
+}
|
|
573
|
+
|
|
574
|
+void LoaderTR2::loadAnimatedTextures() {
|
|
575
|
+
|
|
576
|
+}
|
|
577
|
+
|
|
578
|
+void LoaderTR2::loadItems() {
|
|
579
|
+
|
|
580
|
+}
|
|
581
|
+
|
|
582
|
+void LoaderTR2::loadLightMap() {
|
|
583
|
+
|
|
584
|
+}
|
|
585
|
+
|
|
586
|
+void LoaderTR2::loadCinematicFrames() {
|
|
587
|
+
|
|
588
|
+}
|
|
589
|
+
|
|
590
|
+void LoaderTR2::loadDemoData() {
|
|
591
|
+
|
|
592
|
+}
|
|
593
|
+
|
|
594
|
+void LoaderTR2::loadSoundMap() {
|
|
595
|
+
|
|
596
|
+}
|
|
597
|
+
|
|
598
|
+void LoaderTR2::loadSoundDetails() {
|
|
599
|
+
|
|
600
|
+}
|
|
601
|
+
|
|
602
|
+void LoaderTR2::loadSampleIndices() {
|
|
603
|
+
|
|
604
|
+}
|
|
605
|
+
|