Open Source Tomb Raider Engine
選択できるのは25トピックまでです。 トピックは、先頭が英数字で、英数字とダッシュ('-')を使用した35文字以内のものにしてください。

TombRaider.h 29KB

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  1. /*!
  2. * \file include/TombRaider.h
  3. * \brief Loads maps, meshes, textures...
  4. *
  5. * \todo WARNING: No endian routines as of yet
  6. * \author Mongoose
  7. */
  8. #ifndef _TOMBRAIDER_H_
  9. #define _TOMBRAIDER_H_
  10. #include <cstdint>
  11. #include "TombRaiderData.h"
  12. /*!
  13. * \brief Loads maps, meshes, textures...
  14. */
  15. class TombRaider {
  16. public:
  17. /*!
  18. * \brief Constructs an object of TombRaider
  19. */
  20. TombRaider();
  21. /*!
  22. * \brief Deconstructs an object of TombRaider
  23. */
  24. ~TombRaider();
  25. ////////////////////////////////////////
  26. // Wash me -- not part of cleaned API //
  27. ////////////////////////////////////////
  28. int NumRooms();
  29. int NumMoveables();
  30. int NumTextures();
  31. /*!
  32. * \brief Get number of _special_ textures/images
  33. * \returns number of special textures/images
  34. */
  35. int NumSpecialTextures();
  36. int NumAnimations();
  37. unsigned int NumFrames();
  38. int NumStaticMeshes();
  39. int NumSprites();
  40. int NumSpriteSequences();
  41. int NumItems();
  42. tr2_version_type Engine();
  43. unsigned short *Frame();
  44. tr2_animation_t *Animation();
  45. tr2_item_t *Item();
  46. tr2_object_texture_t *ObjectTextures();
  47. /*!
  48. * \brief Get number of boxes
  49. * \returns number of boxes
  50. */
  51. unsigned int getNumBoxes();
  52. tr2_box_t *Box();
  53. tr2_mesh_t *Mesh();
  54. /*!
  55. * \brief Get number of animations for a moveable
  56. * \param moveable_index valid moveable id
  57. * \returns number of animations for specified moveable
  58. */
  59. int getNumAnimsForMoveable(int moveable_index);
  60. tr2_staticmesh_t *StaticMesh();
  61. tr2_moveable_t *Moveable();
  62. tr2_meshtree_t *MeshTree();
  63. /*!
  64. * \brief Get the sprites
  65. * \returns the sprite array
  66. */
  67. tr2_sprite_texture_t *Sprite();
  68. tr2_sprite_sequence_t *SpriteSequence();
  69. /*!
  70. * \brief Makes a 32bit RGBA image from a stexture/bmap
  71. * \param texture valid index into tex_special list
  72. * \returns 32bit RGBA image or NULL on error
  73. */
  74. unsigned char *SpecialTexTile(int texture);
  75. /*!
  76. * \brief Get copies of texture and it's bumpmap
  77. * \param texture valid textile index
  78. * \param image will be set to texture if found, or NULL
  79. * \param bumpmap will be set to bumpmap if found, or NULL
  80. */
  81. void Texture(int texture, unsigned char **image, unsigned char **bumpmap);
  82. unsigned int *Palette16();
  83. unsigned char *Palette8();
  84. tr2_room_t *Room();
  85. /*!
  86. * \brief Check if a file is a TombRaider pak
  87. * \param filename file to check
  88. * \returns 0 if it is a TombRaider pak
  89. */
  90. static int checkMime(char *filename);
  91. /*!
  92. * \brief Loads TombRaider 1-5 pak into memory
  93. * and does some processing.
  94. * \param filename points to valid TombRaider pak
  95. * \returns 0 on success, < 0 on error
  96. * \sa TombRaider::loadTR5()
  97. */
  98. int Load(char *filename);
  99. /*!
  100. * \brief Makes a clamped 0.0 to 1.0 texel from coord pair
  101. * \param texel texel value, is modified, divided by 255.0 and returned
  102. * \param offset if offset is negative, texel is decreased by one, else increased
  103. * \returns modified texel divided by 255.0
  104. */
  105. float adjustTexel(unsigned char texel, char offset);
  106. /*!
  107. * \brief Compute rotation angles from moveable animation data
  108. * \param frame moveable animation data
  109. * \param frame_offset moveable animation data
  110. * \param angle_offset moveable animation data
  111. * \param x will be set to computed angle
  112. * \param y will be set to computed angle
  113. * \param z will be set to computed angle
  114. */
  115. void computeRotationAngles(unsigned short **frame,
  116. unsigned int *frame_offset,
  117. unsigned int *angle_offset,
  118. float *x, float *y, float *z);
  119. /*!
  120. * \brief Returns computed UV in u and v
  121. * \param st object texture vert, its coordinates are added to the pixels and divided by 255.0
  122. * \param u will contain calculated x value
  123. * \param v will contain calculated y value
  124. */
  125. void computeUV(tr2_object_texture_vert_t *st, float *u, float *v);
  126. /*!
  127. * \brief Get number of bump maps in loaded pak
  128. * \returns number of bump maps
  129. */
  130. int getBumpMapCount();
  131. void getColor(int index, float color[4]);
  132. tr2_version_type getEngine();
  133. /*!
  134. * \brief Get the collision sphere for a mesh
  135. * \param meshIndex mesh index
  136. * \param center will be filled with center coordinates, not NULL
  137. * \param radius will be filled with radius, not NULL
  138. */
  139. void getMeshCollisionInfo(unsigned int meshIndex,
  140. float center[3], float *radius);
  141. /*!
  142. * \brief Get SIGNED mesh count (TR encoded < 0 errors)
  143. * \returns signed mesh count
  144. */
  145. int getMeshCount();
  146. /*!
  147. * \brief This method is made to let you fill arrays or
  148. * create single faces. There may be an allocatin version that
  149. * passes back arrays later.
  150. * Returns Quads/Rects as 2 triangles,
  151. * because returning quads would be too trivial :)
  152. * \param meshIndex mesh index
  153. * \param faceIndex face index
  154. * \param index allocated RGBA
  155. * \param color allocated RGBA
  156. * \fixme This method interface may change later
  157. */
  158. void getMeshColoredRectangle(unsigned int meshIndex,
  159. unsigned int faceIndex,
  160. int index[6], float color[4]);
  161. /*!
  162. * \brief This method is made to let you fill arrays or
  163. * create single faces. There may be an allocating version that
  164. * passes back arrays later.
  165. * \param meshIndex mesh index
  166. * \param faceIndex face index
  167. * \param index allocated RGBA
  168. * \param color allocated RGBA
  169. * \fixme This method interface may change later
  170. */
  171. void getMeshColoredTriangle(unsigned int meshIndex,
  172. unsigned int faceIndex,
  173. int index[3], float color[4]);
  174. /*!
  175. * \brief This method is made to let you fill arrays or
  176. * create single faces. There may be an allocatin version that
  177. * passes back arrays later.
  178. * Returns Quads/Rects as 2 triangles,
  179. * because returning quads would be too trivial :)
  180. * \param meshIndex mesh index
  181. * \param faceIndex face index
  182. * \param index allocated
  183. * \param st allocated
  184. * \param texture allocated
  185. * \param transparency allocated
  186. * \fixme This method interface may change later
  187. */
  188. void getMeshTexturedRectangle(unsigned int meshIndex,
  189. unsigned int faceIndex,
  190. int index[6], float st[12], int *texture,
  191. unsigned short *transparency);
  192. /*!
  193. * \brief This method is made to let you fill arrays or
  194. * create single faces. There may be an allocatin version that
  195. * passes back arrays later.
  196. * \param meshIndex mesh index
  197. * \param faceIndex face index
  198. * \param index allocated
  199. * \param st allocated
  200. * \param texture allocated
  201. * \param transparency allocated
  202. * \fixme This method interface may change later
  203. */
  204. void getMeshTexturedTriangle(unsigned int meshIndex,
  205. unsigned int faceIndex,
  206. int index[3], float st[6], int *texture,
  207. unsigned short *transparency);
  208. /*!
  209. * \brief Get face counts for a given mesh.
  210. *
  211. * \todo This method interface may change later...
  212. * \param meshIndex mesh index
  213. * \returns number of textured triangles in mesh
  214. */
  215. int getMeshTexturedTriangleCount(unsigned int meshIndex);
  216. /*!
  217. * \brief Get face counts for a given mesh.
  218. * \param meshIndex mesh index
  219. * \returns number of colored triangles in mesh
  220. */
  221. int getMeshColoredTriangleCount(unsigned int meshIndex);
  222. /*!
  223. * \brief Get face counts for a given mesh.
  224. * \param meshIndex mesh index
  225. * \returns number of textured rectangles in mesh
  226. */
  227. int getMeshTexturedRectangleCount(unsigned int meshIndex);
  228. /*!
  229. * \brief Get face counts for a given mesh.
  230. * \returns number if colored rectangles in mesh
  231. */
  232. int getMeshColoredRectangleCount(unsigned int meshIndex);
  233. /*!
  234. * \brief Get vertex, normal and color arrays for a mesh
  235. * \param meshIndex mesh index
  236. * \param vertexCount will be set to length of vertex array
  237. * \param verts will be set to allocated vertex array (XYX)
  238. * \param normalCount will be set to length of normal array
  239. * \param norms will be set to allocated normal array (IJK)
  240. * \param colorCount will be set to length of color array
  241. * \param colors will be set to allocated color array (I)
  242. */
  243. void getMeshVertexArrays(unsigned int meshIndex,
  244. unsigned int *vertexCount, float **verts,
  245. unsigned int *normalCount, float **norms,
  246. unsigned int *colorCount, float **colors);
  247. /*!
  248. * \brief Get a single collision box from room (unified)
  249. * \param roomIndex room index
  250. * \param index index of box in room
  251. * \param xyzA will contain first corner of box
  252. * \param xyzB will contain second corner of box
  253. * \param xyzC will contain third corner of box
  254. * \param xyzD will contain fourth corner of box
  255. * \returns 0 on success, < 0 on error
  256. */
  257. int getRoomBox(unsigned int roomIndex, unsigned int index,
  258. float *xyzA, float *xyzB, float *xyzC, float *xyzD);
  259. /*!
  260. * \brief Get number of collision boxes in room (unified)
  261. * \param roomIndex room index
  262. * \returns number of collision boxes in room
  263. */
  264. unsigned int getRoomBoxCount(unsigned int roomIndex);
  265. void getRoomInfo(unsigned int index,
  266. unsigned int *flags, float pos[3],
  267. float bboxMin[3], float bboxMax[3]);
  268. /*!
  269. * \brief Get a single light from a room (unified)
  270. * \param roomIndex valid room index
  271. * \param index valid light index in room
  272. * \param pos allocated, will contain position
  273. * \param color allocated, will contain color
  274. * \param dir allocated, will contain direction
  275. * \param attenuation will contain attenuation
  276. * \param cutoffAngle will contain cutoff angle
  277. * \param type will contain type
  278. * \param flags will contain flags
  279. * \returns 0 on success, < 0 on error
  280. */
  281. int getRoomLight(unsigned int roomIndex, unsigned int index,
  282. float pos[4], float color[4], float dir[3],
  283. float *attenuation, float *cutoffAngle,
  284. unsigned int *type, unsigned int *flags);
  285. /*!
  286. * \brief Get number of lights in room (unified)
  287. * \param roomIndex room index
  288. * \returns number of lights in room
  289. */
  290. unsigned int getRoomLightCount(unsigned int roomIndex);
  291. /*!
  292. * \brief Get a single model info from a room
  293. * \param roomIndex valid room index
  294. * \param index valid model index in room
  295. * \param modelIndex will contain starting mesh
  296. * \param pos will contain pos
  297. * \param yaw will contain yaw angle
  298. * \returns 0 on success, < 0 on error
  299. */
  300. int getRoomModel(unsigned int roomIndex, unsigned int index,
  301. int *modelIndex, float pos[3], float *yaw);
  302. /*!
  303. * \brief Get number of room models in room (unified)
  304. * \param roomIndex room index
  305. * \returns number of room models in room
  306. */
  307. unsigned int getRoomModelCount(unsigned int roomIndex);
  308. /*!
  309. * \brief Get a single portal from room (unified)
  310. * \param roomIndex valid room index
  311. * \param index valid portal index in room
  312. * \param adjoiningRoom will contain adjoining room index
  313. * \param normal allocated, will contain normal vector
  314. * \param vertices allocated, will contain vertices
  315. * \returns 0 on success, < 0 on error
  316. */
  317. int getRoomPortal(unsigned int roomIndex, unsigned int index,
  318. int *adjoiningRoom, float normal[3], float vertices[12]);
  319. /*!
  320. * \brief Get number of portals from room (unified)
  321. * \param roomIndex room index
  322. * \returns number of portals from room
  323. */
  324. unsigned int getRoomPortalCount(unsigned int roomIndex);
  325. /*!
  326. * \brief Get rectangle data with texCoords for non-matching
  327. * vertex/uv for each vertex in TombRaider room (unified)
  328. * \param roomIndex valid room index
  329. * \param rectangleIndex rectangle index in room
  330. * \param indices will contain indices
  331. * \param texCoords will contain texCoords
  332. * \param texture will contain texture
  333. * \param flags will contain flags
  334. */
  335. void getRoomRectangle(unsigned int roomIndex, unsigned int rectangleIndex,
  336. unsigned int *indices, float *texCoords, int *texture,
  337. unsigned int *flags);
  338. /*!
  339. * \brief Get number of rectangles from room (unified)
  340. * \param roomIndex room index
  341. * \returns number of rectangles from room
  342. */
  343. unsigned int getRoomRectangleCount(unsigned int roomIndex);
  344. /*!
  345. * \brief Get a single sector from room (unified)
  346. * \param roomIndex room index
  347. * \param index sector index
  348. * \param flags will contain flags
  349. * \param ceiling will contain ceiling
  350. * \param floor will contain floor
  351. * \param floorDataIndex will contain floor data index
  352. * \param boxIndex will contain boxIndex
  353. * \param roomBelow will contain roomBelow
  354. * \param roomAbove will contain roomAbove
  355. * \return 0 on success, < 0 on error
  356. */
  357. int getRoomSector(unsigned int roomIndex, unsigned int index,
  358. unsigned int *flags, float *ceiling, float *floor,
  359. int *floorDataIndex, int *boxIndex,
  360. int *roomBelow, int *roomAbove);
  361. /*!
  362. * \brief Get number of sectors in room (unified)
  363. * \param roomIndex room index
  364. * \param zSectorsCount will contain width of sector list
  365. * \param xSectorsCount will contain height of sector list
  366. * \returns number of sectors in room
  367. */
  368. unsigned int getRoomSectorCount(unsigned int roomIndex,
  369. unsigned int *zSectorsCount,
  370. unsigned int *xSectorsCount);
  371. void getRoomSprite(unsigned int roomIndex, unsigned int index,
  372. float scale, int *texture,
  373. float *pos, float *vertices, float *texcoords);
  374. /*!
  375. * \brief Get number of sprites in room (unified)
  376. * \param roomIndex room index
  377. * \returns number of sprites in room
  378. */
  379. unsigned int getRoomSpriteCount(unsigned int roomIndex);
  380. /*!
  381. * \brief Gets triangle data with texCoords for non-matching
  382. * vertex/uv for each vertex in TombRaider room (unified)
  383. * \param roomIndex room index
  384. * \param triangleIndex triangle index
  385. * \param indices will contain indices
  386. * \param texCoords will contain texCoords
  387. * \param texture will contain texture
  388. * \param flags will contain flags
  389. */
  390. void getRoomTriangle(unsigned int roomIndex, unsigned int triangleIndex,
  391. unsigned int *indices, float *texCoords, int *texture,
  392. unsigned int *flags);
  393. /*!
  394. * \brief Gets triangle data with texCoords for non-matching
  395. * vertex/uv for each vertex in TombRaider room.
  396. *
  397. * This is used with vertices, colors, etc. to do partial array
  398. * rendering, since the texcoords will never match vertives
  399. * (Tomb Raider is textile based).
  400. * \param index room index
  401. * \param textureOffset texture offset
  402. * \param count will contain count
  403. * \param indices will contain indices
  404. * \param texCoords will contain texCoords
  405. * \param textures will contain textures
  406. * \param flags will contain flags
  407. */
  408. void getRoomTriangles(unsigned int index, int textureOffset,
  409. unsigned int *count, unsigned int **indices,
  410. float **texCoords, int **textures,
  411. unsigned int **flags);
  412. /*!
  413. * \brief Gets triangle data with duplicated vertex/color/normal
  414. * data for each face vertex to match the textile based texcoords.
  415. *
  416. * This uses more memory, but lets you do direct array rendering
  417. * with OpenGL, D3D, etc.
  418. * \param roomIndex room index
  419. * \param textureOffset texture offset
  420. * \param count will contain count
  421. * \param indices will contain indices
  422. * \param vertices will contain vertices
  423. * \param texCoords will contain texCoords
  424. * \param colors will contain colors
  425. * \param textures will contain textures
  426. * \param flags will contain flags
  427. */
  428. void getRoomTriangles(unsigned int roomIndex, int textureOffset,
  429. unsigned int *count,
  430. unsigned int **indices, float **vertices,
  431. float **texCoords, float **colors,
  432. int **textures, unsigned int **flags);
  433. /*!
  434. * \brief Get number of triangles from room (unified)
  435. * \param roomIndex room index
  436. * \returns number of triangles from room
  437. */
  438. unsigned int getRoomTriangleCount(unsigned int roomIndex);
  439. /*!
  440. * \brief Gets vertex position and color
  441. * \param roomIndex room index
  442. * \param vertexIndex vertex index
  443. * \param xyz will contain vertex position, has to be allocated
  444. * \param rgba will contain vertex color, has to be allocated
  445. */
  446. void getRoomVertex(unsigned int roomIndex, unsigned int vertexIndex,
  447. float *xyz, float *rgba);
  448. /*!
  449. * \brief Get allocated vertex and color arrays and their element counts (unified)
  450. * \param roomIndex valid room index
  451. * \param vertexCount will contain vertex array length
  452. * \param vertices will contain vertex array
  453. * \param normalCount will contain normal array length
  454. * \param normals will contain normal array
  455. * \param colorCount will contain color array length
  456. * \param colors will contain color array
  457. */
  458. void getRoomVertexArrays(unsigned int roomIndex,
  459. unsigned int *vertexCount, float **vertices,
  460. unsigned int *normalCount, float **normals,
  461. unsigned int *colorCount, float **colors);
  462. /*!
  463. * \brief Get number of lights in room (unified)
  464. * \param roomIndex room index
  465. * \returns number of lights in room
  466. */
  467. unsigned int getRoomVertexCount(unsigned int roomIndex);
  468. /*!
  469. * \brief Get sky mesh ID
  470. * \returns moveable id of sky mesh or -1 if none
  471. */
  472. int getSkyModelId();
  473. void getSprites();
  474. /*!
  475. * \brief Get a copy of a sound sample and its byte size
  476. * \param index sound sample index
  477. * \param bytes will contain byte size of sound sample
  478. * \param data will contain sound sample
  479. */
  480. void getSoundSample(unsigned int index,
  481. unsigned int *bytes, unsigned char **data);
  482. /*!
  483. * \brief Get number of loaded sound samples
  484. * \returns number of sound samples loaded
  485. */
  486. unsigned int getSoundSamplesCount();
  487. /*!
  488. * \brief Check if a mesh is valid
  489. * \param index mesh index (?)
  490. * \returns true if mesh is valid
  491. */
  492. bool isMeshValid(int index);
  493. /*!
  494. * \brief Check if a room is valid (TRC support)
  495. * \param index room index
  496. * \returns true if room is valid
  497. */
  498. bool isRoomValid(int index);
  499. /*!
  500. * \brief Load an external sound pak for TR2 and TR3
  501. * \param filename pak to load
  502. * \returns < 0 on error
  503. */
  504. int loadSFX(char *filename);
  505. void reset();
  506. void setDebug(bool toggle);
  507. /*!
  508. * \brief Sets lighting factor for each vertex color per room in TR3 paks
  509. * \param f new lighting factor
  510. */
  511. void setRoomVertexLightingFactor(float f);
  512. /*!
  513. * \brief Set scaling for sprite texel alignment, etc.
  514. * \param f new scaling factor
  515. */
  516. void setTexelScalingFactor(float f);
  517. private:
  518. void extractMeshes(unsigned char *mesh_data,
  519. unsigned int num_mesh_pointers,
  520. unsigned int *mesh_pointers);
  521. int Fread(void *buffer, size_t size, size_t count, FILE *f);
  522. /*!
  523. * \brief Get a copy of the sound samples
  524. * \param bytes will contain size of sound samples
  525. * \param data will contain sound samples themselves
  526. */
  527. void getRiffData(unsigned int *bytes, unsigned char **data);
  528. /*!
  529. * \brief Get a copy of a TR4 sound sample
  530. * \param index sound sample index
  531. * \param bytes will contain length of sound sample
  532. * \param data will contain sound sample itself
  533. */
  534. void getRiffDataTR4(unsigned int index,
  535. unsigned int *bytes, unsigned char **data);
  536. /*!
  537. * \brief Get an array of offsets for a contiguous RIFF data stream in chunks.
  538. *
  539. * Offsets will be allocated with enough space to hold expected
  540. * number of offsets. (Should be known number, otherwise not all RIFFs
  541. * will be parsed.)
  542. * \param riffData riff data
  543. * \param riffDataBytes length of riff data
  544. * \param offsets will contain offsets
  545. * \param numOffsets known number
  546. * \returns number of RIFFs found
  547. */
  548. int getRiffOffsets(unsigned char *riffData, unsigned int riffDataBytes,
  549. unsigned int **offsets, unsigned int numOffsets);
  550. /*!
  551. * \brief Makes a 32bit RGBA image from a textile.
  552. *
  553. * This handles all selection and conversion, including
  554. * alpha layering flags, now.
  555. * \param texture valid index into textile list
  556. * \returns 32bit RGBA image or NULL on error
  557. */
  558. unsigned char *getTexTile(int texture);
  559. /*!
  560. * \brief Loads a TR5 pak into memory.
  561. * \param f valid FILE
  562. * \returns 0 on success, < 0 on error
  563. */
  564. int loadTR5(FILE *f);
  565. static void print(const char *methodName, const char *s, ...) __attribute__((format(printf, 2, 3)));
  566. void printDebug(const char *methodName, const char *s, ...) __attribute__((format(printf, 3, 4)));
  567. bool mReset; //!< Guard multiple calls to reset()
  568. bool mDebug; //!< Debug output toggle
  569. unsigned int mPakVersion; //!< TombRaider pak file header version
  570. tr2_version_type mEngineVersion; //!< TombRaider engine version
  571. tr2_colour_t _palette8[256]; //!< 8-bit palette
  572. unsigned int _palette16[256]; //!< 16-bit palette
  573. unsigned int _num_textiles; //!< Total number of texture tiles
  574. unsigned short _num_room_textures; //!< Num textures only for room use?
  575. unsigned short _num_misc_textures; //!< Num of textures for misc use?
  576. unsigned short _num_bump_map_textures; //!< Num of textures that are bump map, texture pairs
  577. tr2_textile8_t *_textile8; //!< 8-bit (palettised) textiles
  578. tr2_textile16_t *_textile16; //!< 16-bit (ARGB) textiles
  579. tr2_textile32_t *_textile32; //!< 32-bit (BGRA) textiles
  580. unsigned int _num_tex_special; //!< Special textures and bump maps count
  581. unsigned char *_tex_special; //!< Special textures and bump maps
  582. unsigned int _unknown_t; //!< 32-bit unknown (always 0 in real TR2 levels)
  583. unsigned short _num_rooms; //!< Number of rooms in this level
  584. tr2_room_t *_rooms; //!< List of rooms (TR1,TR2,TR3,TR4)
  585. tr5_room_t *mRoomsTR5; //!< Rooms ( TR5 / TRC ) Only
  586. unsigned int _num_floor_data; //!< Num of words of floor data this level
  587. unsigned short *_floor_data; //!< Floor data
  588. int mMeshCount; //!< Number of meshes this level
  589. tr2_mesh_t *mMeshes; //!< list of meshes
  590. unsigned int _num_animations; //!< number of animations this level
  591. tr2_animation_t *_animations; //!< list of animations
  592. unsigned int _num_state_changes; //!< number of structures(?) this level
  593. tr2_state_change_t *_state_changes; //!< list of structures
  594. unsigned int _num_anim_dispatches; //!< number of ranges(?) this level
  595. tr2_anim_dispatch_t *_anim_dispatches; //!< list of ranges
  596. unsigned int _num_anim_commands; //!< number of Bone1s this level
  597. tr2_anim_command_t *_anim_commands; //!< list of Bone1s
  598. unsigned int _num_mesh_trees; //!< number of Bone2s this level
  599. tr2_meshtree_t *_mesh_trees; //!< list of Bone2s
  600. unsigned int _num_frames; //!< num of words of frame data this level
  601. unsigned short *_frames; //!< frame data
  602. unsigned int _num_moveables; //!< number of moveables this level
  603. tr2_moveable_t *_moveables; //!< list of moveables
  604. uint32_t numMoveablesTR5;
  605. tr5_moveable_t *moveablesTR5;
  606. uint32_t numAnimationsTR5;
  607. tr5_animation_t *animationsTR5;
  608. uint32_t numObjectTexturesTR5;
  609. tr5_object_texture_t *objectTexturesTR5;
  610. uint32_t numCinematicFramesTR5;
  611. tr5_cinematic_frame_t *cinematicFramesTR5;
  612. uint32_t numFlyByCamerasTR5;
  613. tr5_flyby_camera_t *flyByCamerasTR5;
  614. unsigned int _num_static_meshes; //!< number of static meshes this level
  615. tr2_staticmesh_t *_static_meshes; //!< static meshes
  616. unsigned int _num_object_textures; //!< number of object textures this level
  617. tr2_object_texture_t *_object_textures; //!< list of object textures
  618. unsigned int _num_sprite_textures; //!< num of sprite textures this level
  619. tr2_sprite_texture_t *_sprite_textures; //!< list of sprite textures
  620. unsigned int _num_sprite_sequences; //!< num of sprite sequences this level
  621. tr2_sprite_sequence_t *_sprite_sequences; //!< sprite sequence data
  622. int _num_cameras; //!< Number of Cameras
  623. tr2_camera_t *_cameras; //!< cameras
  624. int _num_sound_sources; //!< Number of Sounds
  625. tr2_sound_source_t *_sound_sources; //!< sounds
  626. int _num_boxes; //!< Number of Boxes
  627. tr2_box_t *_boxes; /*!< boxes - looks like
  628. * struct { unsigned short value[4]; }
  629. * - value[0..2] might be a vector;
  630. * value[3] seems to be index into
  631. * Overlaps[] */
  632. int _num_overlaps; //!< Number of Overlaps
  633. short *_overlaps; /*!< Overlaps -
  634. * looks like ushort; 0x8000 is flag
  635. * of some sort appears to be an
  636. * offset into Boxes[] and/or
  637. * Boxes2[] */
  638. short *_zones; //!< Boxes2
  639. int _num_animated_textures; //!< Number of AnimTextures
  640. short *_animated_textures; //!< Animtextures
  641. int _num_items; //!< Number of Items
  642. tr2_item_t *_items; //!< Items
  643. unsigned char *_light_map; //!< Colour-light maps
  644. unsigned int _num_cinematic_frames; //!< Number of cut-scene frames
  645. tr2_cinematic_frame_t *_cinematic_frames; //!< Cut-scene frames
  646. short _num_demo_data; //!< Number of Demo Data
  647. unsigned char *_demo_data; //!< Demo data
  648. float mRoomVertexLightingFactor;
  649. float mTexelScale;
  650. // Sound data
  651. short *mSoundMap; //!< Sound map
  652. int mNumSoundDetails; //!< Number of SampleModifiers
  653. tr2_sound_details_t *mSoundDetails; //!< Sample modifiers
  654. int mNumSampleIndices; //!< Number of Sample Indices
  655. int *mSampleIndices; //!< Sample indices
  656. unsigned int *mSampleIndicesTR5;
  657. bool mRiffAlternateLoaded; //!< Is a TR2,TR3 SFX loaded?
  658. unsigned int *mRiffAlternateOffsets; //!< After parsing this will
  659. //!< hold byte offsets for TR2,TR3
  660. //!< RIFFs in the buffered SFX
  661. int mRiffDataSz; //!< Byte size of a loaded SFX
  662. unsigned char *mRiffData; //!< SFX RIFF data in chunks
  663. unsigned int mNumTR4Samples;
  664. unsigned char **mTR4Samples;
  665. unsigned int *mTR4SamplesSz;
  666. // For packed Fread emu/wrapper
  667. unsigned char *mCompressedLevelData; //!< Buffer used to emulate fread with uncompressed libz data
  668. unsigned int mCompressedLevelDataOffset; //!< Offset into buffer
  669. unsigned int mCompressedLevelSize; //!< Size of buffer
  670. tr_fread_mode_t mFreadMode; //!< Fread mode file|buffer
  671. };
  672. #endif