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- /*!
- * \file src/Game.cpp
- * \brief Game abstraction
- *
- * \author xythobuz
- */
-
- #ifdef __APPLE__
- #include <OpenGL/gl.h>
- #else
- #include <GL/gl.h>
- #endif
-
- #include <algorithm>
- #include <map>
- #include <cstdlib>
-
- #include "main.h"
- #include "Console.h"
- #include "Game.h"
- #include "utils/strings.h"
-
- #include "games/TombRaider1.h"
-
- // Old Code compatibility
- #define TexelScale 256.0f
-
- #ifndef EXPERIMENTAL_UNFIFIED_ROOM_GEOMETERY
- #define TextureLimit 24
- #endif
-
- #ifdef EXPERIMENTAL
- std::vector<unsigned int> gColorTextureHACK;
- #endif
-
- #ifdef MULTITEXTURE
- std::map<int, int> gMapTex2Bump;
- #endif
-
- Game::Game() {
- mLoaded = false;
- mName = NULL;
- mLara = NULL;
-
- mTextureStart = 0;
- mTextureOffset = 0;
- }
-
- Game::~Game() {
- destroy();
- }
-
- int Game::initialize() {
- // Enable Renderer
- mTextureStart = getRender().initTextures(getOpenRaider().mDataDir);
- getRender().setMode(Render::modeLoadScreen);
-
- return 0;
- }
-
- void Game::destroy() {
- if (mName)
- delete [] mName;
-
- mLoaded = false;
- mLara = NULL;
- getRender().setMode(Render::modeDisabled);
-
- getWorld().destroy();
- getRender().ClearWorld();
- getSound().clear(); // Remove all previously loaded sounds
- }
-
- bool Game::isLoaded() {
- return mLoaded;
- }
-
- int Game::loadLevel(const char *level) {
- if (mLoaded)
- destroy();
-
- mName = bufferString("%s", level);
-
- // Load the level pak into TombRaider
- getConsole().print("Loading %s", mName);
- int error = mTombRaider.Load(mName);
- if (error != 0) {
- return error;
- }
-
- // If required, load the external sound effect file MAIN.SFX into TombRaider
- if ((mTombRaider.getEngine() == TR_VERSION_2) || (mTombRaider.getEngine() == TR_VERSION_3)) {
- char *tmp = bufferString("%sMAIN.SFX", level); // Ensure theres enough space
- size_t length = strlen(tmp);
- size_t dir = 0;
- for (int i = length - 1; i >= 0; i--) {
- if ((tmp[i] == '/') || (tmp[i] == '\\')) {
- dir = i + 1; // Find where the filename (bla.tr2) starts
- break;
- }
- }
- strcpy(tmp + dir, "MAIN.SFX"); // overwrite the name itself with MAIN.SFX
- tmp[dir + 8] = '\0';
- error = mTombRaider.loadSFX(tmp);
- if (error != 0) {
- getConsole().print("Could not load %s", tmp);
- }
- delete [] tmp;
- }
-
- // Process data
- processTextures();
- processRooms();
- processModels();
- processSprites();
- processMoveables();
- processPakSounds();
-
- // Free pak file
- mTombRaider.reset();
-
- // Check if the level contains Lara
- if (mLara == NULL) {
- getConsole().print("Can't find Lara entity in level pak!");
- return -1;
- }
-
- mLoaded = true;
- getRender().setMode(Render::modeVertexLight);
-
- return 0;
- }
-
- void Game::handleAction(ActionEvents action, bool isFinished) {
- if (mLoaded) {
- if (action == forwardAction) {
- getWorld().moveEntity(mLara, 'f');
- } else if (action == backwardAction) {
- getWorld().moveEntity(mLara, 'b');
- } else if (action == leftAction) {
- getWorld().moveEntity(mLara, 'l');
- } else if (action == rightAction) {
- getWorld().moveEntity(mLara, 'r');
- }
- }
- }
-
- void Game::handleMouseMotion(int xrel, int yrel) {
- if (mLoaded) {
- // Move Camera on X Axis
- if (xrel > 0)
- while (xrel-- > 0)
- getCamera().command(CAMERA_ROTATE_RIGHT);
- else if (xrel < 0)
- while (xrel++ < 0)
- getCamera().command(CAMERA_ROTATE_LEFT);
-
- // Move Camera on Y Axis
- if (yrel > 0)
- while (yrel-- > 0)
- getCamera().command(CAMERA_ROTATE_UP);
- else if (yrel < 0)
- while (yrel++ < 0)
- getCamera().command(CAMERA_ROTATE_DOWN);
-
- // Fix Laras rotation
- mLara->angles[1] = getCamera().getRadianYaw();
- mLara->angles[2] = getCamera().getRadianPitch();
- }
- }
-
- void Game::processPakSounds()
- {
- unsigned char *riff;
- unsigned int riffSz;
- //tr2_sound_source_t *sound;
- //tr2_sound_details_t *detail;
- //float pos[3];
- unsigned int i;
- int id;
-
- /* detail
- short sample;
- short volume;
- short sound_range;
- short flags; // bits 8-15: priority?, 2-7: number of sound samples
- // in this group, bits 0-1: channel number
- */
-
- printf("Processing pak sound files: ");
-
- for (i = 0; i < mTombRaider.getSoundSamplesCount(); ++i)
- {
- mTombRaider.getSoundSample(i, &riffSz, &riff);
-
- getSound().addWave(riff, riffSz, &id, Sound::SoundFlagsNone);
-
- //if (((i + 1) == TR_SOUND_F_PISTOL) && (id > 0))
- //{
- //m_testSFX = id;
- //}
-
- delete [] riff;
-
- // sound[i].sound_id; // internal sound index
- // sound[i].flags; // 0x40, 0x80, or 0xc0
- //pos[0] = sound[i].x;
- //pos[1] = sound[i].y;
- //pos[2] = sound[i].z;
- //getSound().SourceAt(id, pos);
-
- //printf(".");
- //fflush(stdout);
- }
-
- printf("Done! Found %u files.\n", mTombRaider.getSoundSamplesCount());
- }
-
- void Game::processTextures()
- {
- unsigned char *image;
- unsigned char *bumpmap;
- int i;
-
- printf("Processing TR textures: ");
-
- //if ( mTombRaider.getNumBumpMaps())
- // gBumpMapStart = mTombRaider.NumTextures();
-
- for (i = 0; i < mTombRaider.NumTextures(); ++i)
- {
- mTombRaider.Texture(i, &image, &bumpmap);
-
- // Overwrite any previous level textures on load
- getRender().loadTexture(image, 256, 256, (mTextureStart - 1) + i);
-
- #ifdef MULTITEXTURE
- gMapTex2Bump[(mTextureStart - 1) + i] = -1;
- #endif
-
- if (bumpmap)
- {
- #ifdef MULTITEXTURE
- gMapTex2Bump[(mTextureStart - 1) + i] = (mTextureStart - 1) + i +
- mTombRaider.NumTextures();
- #endif
- getRender().loadTexture(bumpmap, 256, 256, (mTextureStart - 1) + i +
- mTombRaider.NumTextures());
- }
-
- if (image)
- delete [] image;
-
- if (bumpmap)
- delete [] bumpmap;
-
- //printf(".");
- //fflush(stdout);
- }
-
- mTextureOffset = (mTextureStart - 1) + mTombRaider.NumTextures();
-
- printf("Done! Found %d textures.\n", mTombRaider.NumTextures());
- }
-
- void Game::processSprites()
- {
- int i, j, k, l, x, y, s_index, width, height;
- float scale, width2, height2;
- tr2_sprite_texture_t *sprite;
- tr2_sprite_texture_t *sprite_textures;
- tr2_sprite_sequence_t *sprite_sequence;
- sprite_seq_t *r_mesh;
- tr2_item_t *item;
-
-
- item = mTombRaider.Item();
- sprite_textures = mTombRaider.Sprite();
- sprite_sequence = mTombRaider.SpriteSequence();
- scale = 4.0;
-
- printf("Processing sprites: ");
-
- for (i = 0; i < mTombRaider.NumItems() - 1; ++i)
- {
- // It's a mesh, skip it
- if (mTombRaider.Engine() == TR_VERSION_1 && item[i].intensity1 == -1)
- continue;
-
- k = item[i].object_id;
-
- // Search the SpriteSequence list
- // (if we didn't already decide that it's a mesh)
- for (j = 0; j < (int)mTombRaider.NumSpriteSequences(); ++j)
- {
- if (sprite_sequence[j].object_id == k)
- {
- k = item[i].object_id;
-
- s_index = sprite_sequence[j].offset;
-
- r_mesh = new sprite_seq_t;
- getWorld().addSprite(r_mesh);
- r_mesh->num_sprites = -sprite_sequence[j].negative_length;
- r_mesh->sprite = new sprite_t[r_mesh->num_sprites];
-
- for (l = 0; l < r_mesh->num_sprites; ++l)
- {
- sprite = &sprite_textures[s_index];
-
- width = sprite->width >> 8;
- height = sprite->height >> 8;
- x = sprite->x;
- y = sprite->y;
- width2 = width * scale;
- height2 = height * scale;
-
- // For vising use
- r_mesh->sprite[l].pos[0] = item[i].x;
- r_mesh->sprite[l].pos[1] = item[i].y;
- r_mesh->sprite[l].pos[2] = item[i].z;
- r_mesh->sprite[l].texture = sprite->tile + mTextureStart;
-
- r_mesh->sprite[l].radius = width2 / 2.0f;
-
- r_mesh->sprite[l].vertex[0].pos[0] = -width2 / 2.0f;
- r_mesh->sprite[l].vertex[1].pos[0] = -width2 / 2.0f;
- r_mesh->sprite[l].vertex[2].pos[0] = width2 / 2.0f;
- r_mesh->sprite[l].vertex[3].pos[0] = width2 / 2.0f;
-
- r_mesh->sprite[l].vertex[0].pos[1] = 0;
- r_mesh->sprite[l].vertex[1].pos[1] = -height2;
- r_mesh->sprite[l].vertex[2].pos[1] = -height2;
- r_mesh->sprite[l].vertex[3].pos[1] = 0;
-
- r_mesh->sprite[l].vertex[0].pos[2] = 0;
- r_mesh->sprite[l].vertex[1].pos[2] = 0;
- r_mesh->sprite[l].vertex[2].pos[2] = 0;
- r_mesh->sprite[l].vertex[3].pos[2] = 0;
-
- r_mesh->sprite[l].texel[3].st[0] = (vec_t)(x+width)/TexelScale;
- r_mesh->sprite[l].texel[3].st[1] = (vec_t)(y+height)/TexelScale;
-
- r_mesh->sprite[l].texel[2].st[0] = (vec_t)(x+width)/TexelScale;
- r_mesh->sprite[l].texel[2].st[1] = (vec_t)(y)/TexelScale;
-
- r_mesh->sprite[l].texel[1].st[0] = (vec_t)(x) /TexelScale;
- r_mesh->sprite[l].texel[1].st[1] = (vec_t)(y) /TexelScale;
-
- r_mesh->sprite[l].texel[0].st[0] = (vec_t)(x) / TexelScale;
- r_mesh->sprite[l].texel[0].st[1] = (vec_t)(y+height)/TexelScale;
-
- //printf(".");
- //fflush(stdout);
- }
- }
- }
- }
-
- printf("Done! Found %d sprites.\n", mTombRaider.NumSpriteSequences());
- }
-
- void Game::processMoveables()
- {
- std::vector<unsigned int> cache;
- std::vector<skeletal_model_t *> cache2;
- tr2_mesh_t *mesh = NULL;
- tr2_moveable_t *moveable = NULL;
- tr2_meshtree_t *meshtree = NULL;
- tr2_item_t *item = NULL;
- tr2_animation_t *animation = NULL;
- unsigned short *frame = NULL;
- tr2_sprite_sequence_t *sprite_sequence = NULL;
- tr2_object_texture_t *object_texture = NULL;
- int i, j, object_id;
- int ent = 0;
- unsigned int statCount = 0;
-
- frame = mTombRaider.Frame();
- moveable = mTombRaider.Moveable();
- meshtree = mTombRaider.MeshTree();
- mesh = mTombRaider.Mesh();
- object_texture = mTombRaider.ObjectTextures();
- item = mTombRaider.Item();
- animation = mTombRaider.Animation();
- sprite_sequence = mTombRaider.SpriteSequence();
-
- printf("Processing skeletal models: ");
-
- for (i = 0; i < mTombRaider.NumItems(); ++i)
- {
- object_id = item[i].object_id;
-
- // It may not be a moveable, test for sprite
- if (!(mTombRaider.Engine() == TR_VERSION_1 && item[i].intensity1 == -1))
- {
- for (j = 0; j < (int)mTombRaider.NumSpriteSequences(); ++j)
- {
- if (sprite_sequence[j].object_id == object_id)
- break;
- }
-
- // It's not a moveable, skip sprite
- if (j != (int)mTombRaider.NumSpriteSequences())
- {
- //printf("s");
- //fflush(stdout);
- continue;
- }
- }
-
- for (j = 0; j < (int)mTombRaider.NumMoveables(); ++j)
- {
- if ((int)moveable[j].object_id == object_id)
- break;
- }
-
- // It's not a moveable or even a sprite?, skip unknown
- if (j == (int)mTombRaider.NumMoveables())
- {
- //printf("?"); // what the wolf?
- //fflush(stdout);
- continue;
- }
-
- processMoveable(j, i, &ent, cache2, cache, object_id);
- statCount++;
- }
-
- // Get models that aren't items
- for (i = 0; i < mTombRaider.NumMoveables(); ++i)
- {
- switch ((int)moveable[i].object_id)
- {
- case 30:
- case 2: // Which tr needs this as model again?
- processMoveable(i, i, &ent, cache2, cache,
- (int)moveable[i].object_id);
- break;
- default:
- switch (mTombRaider.Engine())
- {
- case TR_VERSION_1:
- switch ((int)moveable[i].object_id)
- {
- case TombRaider1::LaraMutant:
- processMoveable(i, i, &ent, cache2, cache,
- (int)moveable[i].object_id);
- break;
- }
- break;
- case TR_VERSION_4:
- switch ((int)moveable[i].object_id)
- {
- case TR4_PISTOLS_ANIM:
- case TR4_UZI_ANIM:
- case TR4_SHOTGUN_ANIM:
- case TR4_CROSSBOW_ANIM:
- case TR4_GRENADE_GUN_ANIM:
- case TR4_SIXSHOOTER_ANIM:
- processMoveable(i, i, &ent, cache2, cache,
- (int)moveable[i].object_id);
- break;
- }
- break;
- case TR_VERSION_2:
- case TR_VERSION_3:
- case TR_VERSION_5:
- case TR_VERSION_UNKNOWN:
- break;
- }
- }
- }
-
- printf("Done! Found %d models.\n", mTombRaider.NumMoveables() + statCount);
- }
-
- void Game::processMoveable(int index, int i, int *ent,
- std::vector<skeletal_model_t *> &cache2,
- std::vector<unsigned int> &cache, int object_id)
- {
- skeletal_model_t *r_model = NULL;
- skeletal_model_t *c_model = NULL;
- animation_frame_t *animation_frame = NULL;
- tr2_mesh_t *mesh = NULL;
- tr2_moveable_t *moveable = NULL;
- tr2_meshtree_t *meshtree = NULL;
- tr2_item_t *item = NULL;
- tr2_animation_t *animation = NULL;
- tr2_meshtree_t *mesh_tree = NULL;
- bone_frame_t *bone = NULL;
- bone_tag_t *tag = NULL;
- entity_t *thing = NULL;
- SkeletalModel *sModel = 0x0;
- unsigned short *frame;
- int j, k, a, frame_step;
- unsigned int l, frame_offset, frame_count, f;
- float pos[3];
- float yaw;
- bool lara = false;
- int skyMesh;
-
- skyMesh = mTombRaider.getSkyModelId();
- frame = mTombRaider.Frame();
- moveable = mTombRaider.Moveable();
- meshtree = mTombRaider.MeshTree();
- mesh = mTombRaider.Mesh();
- item = mTombRaider.Item();
- animation = mTombRaider.Animation();
-
- pos[0] = item[i].x;
- pos[1] = item[i].y;
- pos[2] = item[i].z;
-
- yaw = ((item[i].angle >> 14) & 0x03);
- yaw *= 90;
-
- thing = new entity_t;
- thing->id = (*ent)++;
- thing->type = 0x00;
- thing->pos[0] = item[i].x;
- thing->pos[1] = item[i].y;
- thing->pos[2] = item[i].z;
- thing->angles[1] = yaw;
- thing->objectId = moveable[index].object_id;
- thing->moving = false;
- thing->animate = false;
-
- sModel = new SkeletalModel();
- getRender().addSkeletalModel(sModel);
- thing->tmpHook = sModel; // temp hack to keep a running version during refactoring
-
- if (mTombRaider.Engine() == TR_VERSION_1)
- {
- switch (thing->objectId)
- {
- case TombRaider1::Wolf:
- thing->state = TombRaider1::WolfState_Lying;
- //thing->animate = true;
- sModel->setAnimation(3);
- sModel->setFrame(0);
- break;
- }
- }
-
- //! \fixme Check here and see if we already have one for object_id later
- // if (getWorld().isCachedSkeletalModel(moveable[index].object_id))
- // {
- // thing->modelId = getRender().add(sModel);
- // return;
- // }
-
- r_model = new skeletal_model_t;
- r_model->id = moveable[index].object_id;
-
- // Gather more info if this is lara
- if (moveable[index].object_id == 0)
- {
- lara = true;
- thing->type = 0x02;
- mLara = thing; // Mongoose 2002.03.22, Cheap hack for now
- mLara->master = 0x0;
-
- switch (mTombRaider.Engine())
- {
- case TR_VERSION_3:
- mLara->modelId = i;
- sModel->setAnimation(TR_ANIAMTION_RUN);
- sModel->setIdleAnimation(TR_ANIAMTION_STAND);
- r_model->tr4Overlay = false;
- break;
- case TR_VERSION_4:
- mLara->modelId = i;
- sModel->setAnimation(TR_ANIAMTION_RUN);
- sModel->setIdleAnimation(TR_ANIAMTION_STAND);
- // Only TR4 lara has 2 layer bone tags/meshes per bone frame
- r_model->tr4Overlay = true;
- break;
- case TR_VERSION_1:
- case TR_VERSION_2:
- case TR_VERSION_5:
- case TR_VERSION_UNKNOWN:
- mLara->modelId = index;
- sModel->setAnimation(TR_ANIAMTION_RUN);
- sModel->setIdleAnimation(TR_ANIAMTION_STAND);
- r_model->tr4Overlay = false;
- break;
- }
-
- r_model->ponytailId = 0;
- }
- else
- {
- lara = false;
- r_model->ponytailId = -1;
- }
-
- // Animation
- a = moveable[index].animation;
-
- frame_offset = animation[a].frame_offset / 2;
- frame_step = animation[a].frame_size;
-
- int frame_cycle = 0;
-
- if (a >= (int)mTombRaider.NumAnimations())
- {
- a = mTombRaider.NumFrames() - frame_offset;
- }
- else
- {
- a = (animation[a].frame_offset / 2) - frame_offset;
- }
-
- if (frame_step != 0) // prevent divide-by-zero errors
- a /= frame_step;
-
- if (a != 0) // prevent divide-by-zero errors
- frame_offset += frame_step * (frame_cycle % a);
-
- if (a < 0)
- {
- //continue;
- getConsole().print("Invalid animation data for model %d", index);
- delete r_model;
- return;
- }
-
- //! \fixme Might be better UID for each model, but this seems to work well
- j = object_id;
-
- // We only want one copy of the skeletal model in memory
- unsigned int foundIndex;
- bool found = false;
- for (foundIndex = 0; foundIndex < cache.size(); foundIndex++) {
- if ((int)cache[foundIndex] == j) {
- found = true;
- break;
- }
- }
- if (!found)
- {
- sModel->model = r_model;
- getWorld().addEntity(thing);
-
- k = getWorld().addModel(r_model);
-
- cache.push_back(j);
- cache2.push_back(r_model);
-
- switch (mTombRaider.Engine())
- {
- case TR_VERSION_4:
- if (mLara && moveable[index].object_id == 30)
- {
- r_model->ponytailId = k;
- r_model->ponytailMeshId = moveable[index].starting_mesh;
- r_model->ponytailNumMeshes = ((moveable[index].num_meshes > 0) ?
- moveable[index].num_meshes : 0);
- r_model->ponytailAngle = -90.0f;
- r_model->ponytail[0] = -3;
- r_model->ponytail[1] = -22;
- r_model->ponytail[2] = -20;
- r_model->ponyOff = 40;
- r_model->ponyOff2 = 32;
- r_model->pigtails = false;
-
- // Try to guess pigtails by looking for certian num verts in head
- if (mesh[moveable[0].starting_mesh].num_vertices > 80)
- {
- r_model->pigtails = true;
- r_model->ponyOff -= 20;
- r_model->ponytail[1] -= 32;
- }
-
- getRender().setFlags(Render::fRenderPonytail);
- getConsole().print("Found known ponytail");
- }
- break; // ?
- case TR_VERSION_1:
- case TR_VERSION_2:
- case TR_VERSION_3:
- case TR_VERSION_5:
- case TR_VERSION_UNKNOWN:
- if (mLara && moveable[index].object_id == 2)
- {
- r_model->ponytailId = k;
- r_model->ponytailMeshId = moveable[index].starting_mesh;
- r_model->ponytailNumMeshes = ((moveable[index].num_meshes > 0) ?
- moveable[index].num_meshes : 0);
- r_model->ponytailAngle = -90.0f;
- r_model->ponytail[0] = 0;
- r_model->ponytail[1] = -20;
- r_model->ponytail[2] = -20;
- r_model->ponyOff = 40;
- r_model->ponyOff2 = 0;
-
- getRender().setFlags(Render::fRenderPonytail);
- getConsole().print("Found ponytail?");
- }
- break;
- }
- }
- else
- {
- // Already cached
- delete r_model;
- c_model = cache2[foundIndex];
- sModel->model = c_model;
- getWorld().addEntity(thing);
- getWorld().addModel(c_model);
- printf("c");
- return;
- }
-
- int aloop = mTombRaider.getNumAnimsForMoveable(index);
-
- #ifdef DEBUG_MOVEABLE
- printf("\nanimation = %i, num_animations = %i\n",
- moveable[index].animation, aloop);
- printf("\nitem[%i].flags = %i\nentity[%i]\n",
- i, item[i].flags, thing->id);
- #endif
-
- //a = moveable[index].animation;
- //frame_offset = animation[a].frame_offset / 2;
- //frame_step = animation[a].frame_size;
-
- for (; a < aloop; ++a,
- frame_offset = animation[a].frame_offset / 2,
- frame_step = animation[a].frame_size)
- {
- animation_frame = new animation_frame_t;
- r_model->animation.push_back(animation_frame);
-
- frame_count = (animation[a].frame_end - animation[a].frame_start) + 1;
- animation_frame->rate = animation[a].frame_rate;
-
- #ifdef DEBUG_MOVEABLE
- printf("animation[%i] state and unknowns = %i, %i, %i, %i, %i\n",
- a, animation[a].state_id, animation[a].unknown1,
- animation[a].unknown2, animation[a].unknown3,
- animation[a].unknown4);
- printf("animation[%i].frame_rate = %i\n",
- a, animation[a].frame_rate);
- printf("animation[%i].next_animation = %i\n",
- a, animation[a].next_animation);
- printf("animation[%i].frame_offset = %u\n",
- a, animation[a].frame_offset);
- printf("animation[%i].anim_command = %i\n",
- a, animation[a].anim_command);
- printf("animation[%i].num_anim_commands = %i\n",
- a, animation[a].num_anim_commands);
- printf("animation[%i].state_change_offset = %i\n",
- a, animation[a].state_change_offset);
- printf(" frame_offset = %u\n",
- frame_offset);
- #endif
-
- // Get all the frames for aniamtion
- for (f = 0; f < frame_count; ++f, frame_offset += frame_step)
- {
- // HACK: Lara's ObjectID is 315, but her meshes start at 0, so make a
- // quick substitution (so she doesn't appear as a bunch of thighs)
- if (index == 0 && mTombRaider.Engine() == TR_VERSION_3)
- {
- for (j = 0; j < (int)mTombRaider.NumMoveables() && !index; ++j)
- {
- if (moveable[j].object_id == 315)
- index = j;
- }
- }
-
- // Fix Lara in TR4
- if (index == 0 && mTombRaider.Engine() == TR_VERSION_4)
- {
- for (j = 0; j < (int)mTombRaider.NumMoveables() && !index; ++j)
- {
- // Body is ItemID 8, joints are ItemID 9
- // (TR4 demo: body is ItemID 10, joints are ItemID 11)
- if (moveable[j].object_id == 8)
- index = j;
- }
- }
- else if (moveable[index].object_id == 8 &&
- mTombRaider.Engine() == TR_VERSION_4)
- {
- // KLUDGE to do "skinning"
- index = 0;
-
- for (j = 0; j < (int)mTombRaider.NumMoveables() && !index; ++j)
- {
- // Body is ItemID 8, joints are ItemID 9
- // (TR4 demo: body is ItemID 10, joints are ItemID 11)
- if (moveable[j].object_id == 9)
- index = j;
- }
- }
-
- #ifdef DEBUG_MOVEABLE
- printf("animation[%i].boneframe[%u] = offset %u, step %i\n",
- a, f, frame_offset, frame_step);
- #endif
-
- // Mongoose 2002.08.15, Was
- // if (frame_offset + 8 > _tombraider.NumFrames())
- if (frame_offset > mTombRaider.NumFrames())
- {
- getConsole().print("WARNING: Bad animation frame %i > %i",
- frame_offset, mTombRaider.NumFrames());
-
- // Mongoose 2002.08.15, Attempt to skip more likely bad animation data
- getConsole().print("WARNING: Handling bad animation data...");
- return; //continue;
- }
-
- // Generate bone frames and tags per frame ////////////
- bone = new bone_frame_t;
- animation_frame->frame.push_back(bone);
-
- // Init translate for bone frame
- bone->pos[0] = (short)frame[frame_offset + 6];
- bone->pos[1] = (short)frame[frame_offset + 7];
- bone->pos[2] = (short)frame[frame_offset + 8];
- bone->yaw = yaw;
-
- //printf("%f %f %f\n", bone->pos[0], bone->pos[1], bone->pos[2]);
-
- l = 9; // First angle offset in this Frame
-
- // Run through the tag and calculate the rotation and offset
- for (j = 0; j < (int)moveable[index].num_meshes; ++j)
- {
- tag = new bone_tag_t;
- bone->tag.push_back(tag);
- tag->off[0] = 0.0;
- tag->off[1] = 0.0;
- tag->off[2] = 0.0;
- tag->flag = 0x00;
- tag->rot[0] = 0.0;
- tag->rot[1] = 0.0;
- tag->rot[2] = 0.0;
- tag->mesh = moveable[index].starting_mesh + j;
-
- // Setup offsets to produce skeletion
- if (j == 0)
- {
- // Since we use bone's offset, these aren't used
- tag->off[0] = 0.0;
- tag->off[1] = 0.0;
- tag->off[2] = 0.0;
-
- // Always push tag[0], this isn't really used either
- tag->flag = 0x02;
- }
- else // Nonprimary tag - position relative to first tag
- {
- int *tree;
- // Hack: moveable[index].mesh_tree is a byte offset
- // into mesh_tree[], so we have to convert to index
- tree = (int *)(void *)meshtree;
- mesh_tree = (tr2_meshtree_t *)&tree[moveable[index].mesh_tree
- + ((j - 1) * 4)];
-
- tag->off[0] = mesh_tree->x;
- tag->off[1] = mesh_tree->y;
- tag->off[2] = mesh_tree->z;
- tag->flag = (char)mesh_tree->flags;
- }
-
- // Setup tag rotations
- mTombRaider.computeRotationAngles(&frame, &frame_offset, &l,
- tag->rot, tag->rot+1, tag->rot+2);
- }
- }
- }
-
- if (i == skyMesh)
- {
- getRender().setSkyMesh(i, //moveable[i].starting_mesh,
- (mTombRaider.Engine() == TR_VERSION_2));
- }
-
- //printf(".");
- //fflush(stdout);
- }
-
- bool compareFaceTextureId(const void *voidA, const void *voidB)
- {
- texture_tri_t *a = (texture_tri_t *)voidA, *b = (texture_tri_t *)voidB;
-
- if (!a || !b)
- return false; // error really
-
- return (a->texture < b->texture);
- }
-
- #ifdef EXPERIMENTAL
- void Game::setupTextureColor(texture_tri_t *r_tri, float *colorf)
- {
- unsigned char color[4];
- unsigned int colorI;
-
- color[0] = (unsigned char)(colorf[0]*255.0f);
- color[1] = (unsigned char)(colorf[1]*255.0f);
- color[2] = (unsigned char)(colorf[2]*255.0f);
- color[3] = (unsigned char)(colorf[3]*255.0f);
-
- ((unsigned char *)(&colorI))[3] = color[0];
- ((unsigned char *)(&colorI))[2] = color[1];
- ((unsigned char *)(&colorI))[1] = color[2];
- ((unsigned char *)(&colorI))[0] = color[3];
-
- bool found = false;
- unsigned int foundIndex = 0;
- for (foundIndex = 0; foundIndex < gColorTextureHACK.size(); foundIndex++) {
- if (gColorTextureHACK[foundIndex] == colorI) {
- found = true;
- break;
- }
- }
- if (!found)
- {
- gColorTextureHACK.push_back(colorI);
- r_tri->texture = mTextureOffset + gColorTextureHACK.size();
-
- getRender().loadTexture(Texture::generateColorTexture(color, 32, 32),
- 32, 32,
- r_tri->texture);
-
- #ifdef DEBUG_COLOR_TEXTURE_GEN
- printf("Color 0x%02x%02x%02x%02x | 0x%08xto texture[%u]?\n",
- color[0], color[1], color[2], color[3], colorI,
- gColorTextureHACK.size());
- #endif
- }
- else
- {
- //printf("Color already loaded %i -> 0x%08x\n",
- // gColorTextureHACK.getCurrentIndex(),
- // gColorTextureHACK.current());
-
- r_tri->texture = mTextureOffset + foundIndex;
- }
-
- //r_tri->texture = white; // White texture
- }
- #endif
-
- void Game::processModels()
- {
- printf("Processing meshes: ");
- for (int index = 0; index < mTombRaider.getMeshCount(); index++) {
- int i, j, count, texture;
- int vertexIndices[6];
- float st[12];
- float color[4];
- unsigned short transparency;
- texture_tri_t *r_tri;
-
- // Assert common sense
- if (index < 0 || !mTombRaider.isMeshValid(index))
- {
- //! \fixme allow sparse lists with matching ids instead?
- getWorld().addMesh(NULL); // Filler, to make meshes array ids align
- //printf("x");
- //fflush(stdout);
- return;
- }
-
- #ifndef EXPERIMENTAL
- // WHITE texture id
- int white = 0;
- #endif
-
- model_mesh_t *mesh = new model_mesh_t;
-
- // Mongoose 2002.08.30, Testing support for 'shootable' models ( traceable )
- mTombRaider.getMeshCollisionInfo(index, mesh->center, &mesh->radius);
-
- //! \fixme Arrays don't work either =)
- // Mesh geometery, colors, etc
- mTombRaider.getMeshVertexArrays(index,
- &mesh->vertexCount, &mesh->vertices,
- &mesh->normalCount, &mesh->normals,
- &mesh->colorCount, &mesh->colors);
-
- // Textured Triangles
- count = mTombRaider.getMeshTexturedTriangleCount(index);
- mesh->texturedTriangles.reserve(count); // little faster
-
- for (i = 0; i < count; ++i)
- {
- r_tri = new texture_tri_t;
-
- mTombRaider.getMeshTexturedTriangle(index, i,
- r_tri->index,
- r_tri->st,
- &r_tri->texture,
- &r_tri->transparency);
-
- r_tri->texture += mTextureStart;
-
- // Add to face vector
- mesh->texturedTriangles.push_back(r_tri);
- }
-
- // Coloured Triangles
- count = mTombRaider.getMeshColoredTriangleCount(index);
- mesh->coloredTriangles.reserve(count); // little faster
-
- for (i = 0; i < count; i++)
- {
- r_tri = new texture_tri_t;
-
- mTombRaider.getMeshColoredTriangle(index, i,
- r_tri->index,
- color);
- r_tri->st[0] = color[0];
- r_tri->st[1] = color[1];
- r_tri->st[2] = color[2];
- r_tri->st[3] = color[3];
- r_tri->st[4] = 1.0;
- r_tri->st[5] = 1.0;
-
- #ifdef EXPERIMENTAL
- setupTextureColor(r_tri, color);
- #else
- r_tri->texture = white; // White texture
- #endif
- r_tri->transparency = 0;
-
- // Add to face vector
- mesh->coloredTriangles.push_back(r_tri);
- }
-
- // Textured Rectangles
- count = mTombRaider.getMeshTexturedRectangleCount(index);
- mesh->texturedRectangles.reserve(count*2); // little faster
-
- for (i = 0; i < count; ++i)
- {
- mTombRaider.getMeshTexturedRectangle(index, i,
- vertexIndices,
- st,
- &texture,
- &transparency);
-
- r_tri = new texture_tri_t;
-
- for (j = 0; j < 3; ++j)
- r_tri->index[j] = vertexIndices[j];
-
- for (j = 0; j < 6; ++j)
- r_tri->st[j] = st[j];
-
- r_tri->texture = texture + mTextureStart;
- r_tri->transparency = transparency;
-
- // Add to face vector
- mesh->texturedRectangles.push_back(r_tri);
-
- r_tri = new texture_tri_t;
-
- for (j = 3; j < 6; ++j)
- r_tri->index[j-3] = vertexIndices[j];
-
- for (j = 6; j < 12; ++j)
- r_tri->st[j-6] = st[j];
-
- r_tri->texture = texture + mTextureStart;
- r_tri->transparency = transparency;
-
- // Add to face vector
- mesh->texturedRectangles.push_back(r_tri);
- }
-
- // Coloured Rectangles
- count = mTombRaider.getMeshColoredRectangleCount(index);
- mesh->coloredRectangles.reserve(count*2); // little faster
-
- for (i = 0; i < count; ++i)
- {
- mTombRaider.getMeshColoredRectangle(index, i,
- vertexIndices,
- color);
-
- r_tri = new texture_tri_t;
-
- for (j = 0; j < 3; ++j)
- r_tri->index[j] = vertexIndices[j];
-
- //for (j = 0; j < 6; ++j)
- // r_tri->st[j] = st[j];
-
- r_tri->st[0] = color[0];
- r_tri->st[1] = color[1];
- r_tri->st[2] = color[2];
- r_tri->st[3] = color[3];
- r_tri->st[4] = 1.0;
- r_tri->st[5] = 1.0;
-
- #ifdef EXPERIMENTAL
- //for (j = 6; j < 12; ++j)
- // r_tri->st[j-6] = st[j];
- setupTextureColor(r_tri, color);
- #else
- r_tri->texture = white; // White texture
- #endif
- r_tri->transparency = 0;
-
- // Add to face vector
- mesh->coloredRectangles.push_back(r_tri);
-
- r_tri = new texture_tri_t;
-
- for (j = 3; j < 6; ++j)
- r_tri->index[j-3] = vertexIndices[j];
-
- //for (j = 6; j < 12; ++j)
- // r_tri->st[j-6] = st[j];
-
- r_tri->st[0] = color[0];
- r_tri->st[1] = color[1];
- r_tri->st[2] = color[2];
- r_tri->st[3] = color[3];
- r_tri->st[4] = 1.0;
- r_tri->st[5] = 1.0;
-
- #ifdef EXPERIMENTAL
- setupTextureColor(r_tri, color);
- #else
- r_tri->texture = white; // White texture
- #endif
- r_tri->transparency = 0;
-
- // Add to face vector
- mesh->coloredRectangles.push_back(r_tri);
- }
-
- // Sort faces by texture
- std::sort(mesh->texturedTriangles.begin(), mesh->texturedTriangles.end(), compareFaceTextureId);
- std::sort(mesh->coloredTriangles.begin(), mesh->coloredTriangles.end(), compareFaceTextureId);
- std::sort(mesh->texturedRectangles.begin(), mesh->texturedRectangles.end(), compareFaceTextureId);
- std::sort(mesh->coloredRectangles.begin(), mesh->coloredRectangles.end(), compareFaceTextureId);
-
- getWorld().addMesh(mesh);
- //printf(".");
- //fflush(stdout);
- }
-
- printf("Done! Found %d meshes.\n", mTombRaider.getMeshCount());
- }
-
- void Game::processRooms()
- {
- printf("Processing rooms: ");
- for (int index = 0; index < mTombRaider.NumRooms(); index++) {
- unsigned int i, j, count;
- room_mesh_t *r_mesh = NULL;
- RenderRoom *rRoom = NULL;
- Matrix transform;
-
- if (!mTombRaider.isRoomValid(index))
- {
- getConsole().print("WARNING: Handling invalid vertex array in room");
- getWorld().addRoom(0x0);
- getRender().addRoom(0x0);
-
- //printf("x");
- //fflush(stdout);
- return;
- }
-
- rRoom = new RenderRoom();
- r_mesh = new room_mesh_t;
- r_mesh->id = index;
-
- mTombRaider.getRoomInfo(index, &r_mesh->flags, r_mesh->pos,
- r_mesh->bbox_min, r_mesh->bbox_max);
-
- // Adjust positioning for OR world coord translation
- r_mesh->bbox_min[0] += r_mesh->pos[0];
- r_mesh->bbox_max[0] += r_mesh->pos[0];
- r_mesh->bbox_min[2] += r_mesh->pos[2];
- r_mesh->bbox_max[2] += r_mesh->pos[2];
-
- // Mongoose 2002.04.03, Setup 3d transform
- transform.setIdentity();
- transform.translate(r_mesh->pos);
-
- // Setup portals
- float portalVertices[12];
- count = mTombRaider.getRoomPortalCount(index);
-
- //! \fixme OR wrongly uses a cached adj room list for rendering vis
- r_mesh->adjacentRooms.reserve(count + 1);
-
- // Current room is always first
- r_mesh->adjacentRooms.push_back(index);
-
- for (i = 0; i < count; ++i)
- {
- portal_t *portal = new portal_t;
-
- mTombRaider.getRoomPortal(index, i,
- &portal->adjoining_room, portal->normal,
- portalVertices);
-
- for (j = 0; j < 4; ++j)
- {
- portal->vertices[j][0] = portalVertices[j*3];
- portal->vertices[j][1] = portalVertices[j*3+1];
- portal->vertices[j][2] = portalVertices[j*3+2];
-
- // Relative coors in vis portals
- transform.multiply3v(portal->vertices[j], portal->vertices[j]);
- }
-
- r_mesh->adjacentRooms.push_back(portal->adjoining_room);
- r_mesh->portals.push_back(portal);
- }
-
- // Physics/gameplay use /////////////////////////////
-
- //! \fixme Use more of sector structure, boxes, and floordata
-
- // List of sectors in this room
- unsigned int sectorFlags;
- int floorDataIndex, boxIndex, roomBelow, roomAbove;
- count = mTombRaider.getRoomSectorCount(index, &r_mesh->numZSectors,
- &r_mesh->numXSectors);
- r_mesh->sectors.reserve(count);
-
- for (i = 0; i < count; ++i)
- {
- sector_t *sector = new sector_t;
-
- mTombRaider.getRoomSector(index, i, §orFlags,
- §or->ceiling, §or->floor,
- &floorDataIndex, &boxIndex, &roomBelow,
- &roomAbove);
-
- if (sectorFlags & tombraiderSector_wall)
- {
- sector->wall = true;
- }
- else
- {
- sector->wall = false;
- }
-
- r_mesh->sectors.push_back(sector);
- }
-
- // Setup collision boxes ( Should use sectors, but this is a test )
- count = mTombRaider.getRoomBoxCount(index);
- r_mesh->boxes.reserve(count);
-
- //! fixme Only to be done only on room[0]? I don't think so...
- for (i = 0; !index && i < count; ++i)
- {
- box_t *box = new box_t;
-
- mTombRaider.getRoomBox(index, i,
- box->a.pos, box->b.pos, box->c.pos, box->d.pos);
-
- r_mesh->boxes.push_back(box);
- }
-
- // Setup room lights /////////////////////////////////////
- unsigned int lightFlags, lightType;
- count = mTombRaider.getRoomLightCount(index);
- rRoom->lights.reserve(count);
-
- for (i = 0; i < count; ++i)
- {
- Light *light = new Light();
-
- mTombRaider.getRoomLight(index, i,
- light->mPos, light->mColor, light->mDir,
- &light->mAtt, &light->mCutoff,
- &lightType, &lightFlags);
-
- switch (lightType)
- {
- case tombraiderLight_typeDirectional:
- light->mType = Light::typeDirectional;
- break;
- case tombraiderLight_typeSpot:
- light->mType = Light::typeSpot;
- break;
- case tombraiderLight_typePoint:
- default:
- light->mType = Light::typePoint;
- }
-
- rRoom->lights.push_back(light);
- }
-
- // Room geometery //////////////////////////////////
-
- //#define EXPERIMENTAL_UNFIFIED_ROOM_GEOMETERY
- #ifdef EXPERIMENTAL_UNFIFIED_ROOM_GEOMETERY
- unsigned int vertexCount, normalCount, colorCount, triCount;
- vec_t *vertexArray;
- vec_t *normalArray;
- vec_t *colorArray;
- unsigned int *indices, *flags;
- float *texCoords;
- int *textures;
-
- mTombRaider.getRoomVertexArrays(index,
- &vertexCount, &vertexArray,
- &normalCount, &normalArray,
- &colorCount, &colorArray);
-
- rRoom->mesh.bufferVertexArray(vertexCount, (vec_t *)vertexArray);
- rRoom->mesh.bufferNormalArray(normalCount, (vec_t *)normalArray);
- rRoom->mesh.bufferColorArray(vertexCount, (vec_t *)colorArray);
-
- mTombRaider.getRoomTriangles(index, mTextureStart,
- &triCount, &indices, &texCoords, &textures,
- &flags);
-
- rRoom->mesh.bufferTriangles(triCount, indices, texCoords, textures, flags);
- #else
- float rgba[4];
- float xyz[3];
-
- count = mTombRaider.getRoomVertexCount(index);
- rRoom->mesh.allocateVertices(count);
- rRoom->mesh.allocateNormals(0); // count
- rRoom->mesh.allocateColors(count);
-
- for (i = 0; i < count; ++i)
- {
- mTombRaider.getRoomVertex(index, i, xyz, rgba);
-
- rRoom->mesh.setVertex(i, xyz[0], xyz[1], xyz[2]);
- rRoom->mesh.setColor(i, rgba);
- }
-
- // Mongoose 2002.06.09, Setup allocation of meshes and polygons
- // Counters ( Textured polygon lists are allocated per texture)
- // ( Textures are mapped to these meshes )
- int triangle_counter[TextureLimit];
- int triangle_counter_alpha[TextureLimit];
- int rectangle_counter[TextureLimit];
- int rectangle_counter_alpha[TextureLimit];
- int tris_mesh_map[TextureLimit];
- int rect_mesh_map[TextureLimit];
-
- for (i = 0; i < TextureLimit; ++i)
- {
- triangle_counter[i] = 0;
- triangle_counter_alpha[i] = 0;
- rectangle_counter[i] = 0;
- rectangle_counter_alpha[i] = 0;
-
- tris_mesh_map[i] = -1;
- rect_mesh_map[i] = -1;
- }
-
- unsigned int numTris = 0;
- unsigned int numQuads = 0;
-
- int texture;
- unsigned int r, t, q, v, flags;
- unsigned int indices[4];
- float texCoords[8];
-
- count = mTombRaider.getRoomTriangleCount(index);
-
- // Mongoose 2002.08.15, Presort by alpha and texture and setup mapping
- for (t = 0; t < count; ++t)
- {
- mTombRaider.getRoomTriangle(index, t,
- indices, texCoords, &texture, &flags);
-
- texture += mTextureStart;
-
- if (texture > (int)TextureLimit)
- {
- getConsole().print("Handling bad room[%i].tris[%i].texture = %i",
- index, t, texture);
- texture = TextureLimit - 1;
- }
-
- // Counters set up polygon allocation
- if (flags & tombraiderFace_Alpha ||
- flags & tombraiderFace_PartialAlpha)
- {
- triangle_counter_alpha[texture] += 1;
- }
- else
- {
- triangle_counter[texture] += 1;
- }
-
- // Counter sets up texture id to mesh id mapping
- if (tris_mesh_map[texture] == -1)
- {
- tris_mesh_map[texture] = ++numTris;
- }
- }
-
- count = mTombRaider.getRoomRectangleCount(index);
-
- for (r = 0; r < count; ++r)
- {
- mTombRaider.getRoomRectangle(index, r,
- indices, texCoords, &texture, &flags);
-
- texture += mTextureStart;
-
- if (texture > (int)TextureLimit)
- {
- getConsole().print("Handling bad room[%i].quad[%i].texture = %i",
- index, r, texture);
- texture = TextureLimit - 1;
- }
-
- if (flags & tombraiderFace_Alpha ||
- flags & tombraiderFace_PartialAlpha)
- {
- rectangle_counter_alpha[texture] += 1;
- }
- else
- {
- rectangle_counter[texture] += 1;
- }
-
- if (rect_mesh_map[texture] == -1)
- {
- rect_mesh_map[texture] = ++numQuads;
- }
- }
-
- // Allocate indexed polygon meshes
- rRoom->mesh.allocateTriangles(numTris);
- rRoom->mesh.allocateRectangles(numQuads);
-
- for (i = 0, j = 0; i < TextureLimit; ++i)
- {
- if (tris_mesh_map[i] > 0)
- {
- j = tris_mesh_map[i] - 1;
-
- t = triangle_counter[i];
-
- rRoom->mesh.mTris[j].texture = i;
- #ifdef MULTITEXTURE
- rRoom->mesh.mTris[j].bumpmap = gMapTex2Bump[i];
- #endif
- rRoom->mesh.mTris[j].cnum_triangles = 0;
- rRoom->mesh.mTris[j].num_triangles = 0;
- rRoom->mesh.mTris[j].cnum_alpha_triangles = 0;
- rRoom->mesh.mTris[j].num_alpha_triangles = 0;
- rRoom->mesh.mTris[j].triangles = 0x0;
- rRoom->mesh.mTris[j].alpha_triangles = 0x0;
- rRoom->mesh.mTris[j].texcoors = 0x0;
- rRoom->mesh.mTris[j].texcoors2 = 0x0;
-
- if (t > 0)
- {
- rRoom->mesh.mTris[j].num_triangles = t;
- rRoom->mesh.mTris[j].triangles = new unsigned int[t*3];
- rRoom->mesh.mTris[j].num_texcoors = t * 3;
- rRoom->mesh.mTris[j].texcoors = new vec2_t[t * 3];
- }
-
- t = triangle_counter_alpha[i];
-
- if (t > 0)
- {
- rRoom->mesh.mTris[j].num_alpha_triangles = t;
- rRoom->mesh.mTris[j].alpha_triangles = new unsigned int[t*3];
- rRoom->mesh.mTris[j].num_texcoors2 = t * 3;
- rRoom->mesh.mTris[j].texcoors2 = new vec2_t[t * 3];
- }
- }
-
- ///////////////////////////////////////////
-
- if (rect_mesh_map[i] > 0)
- {
- j = rect_mesh_map[i] - 1;
-
- r = rectangle_counter[i];
-
- rRoom->mesh.mQuads[j].texture = i;
- #ifdef MULTITEXTURE
- rRoom->mesh.mQuads[j].bumpmap = gMapTex2Bump[i];
- #endif
- rRoom->mesh.mQuads[j].cnum_quads = 0;
- rRoom->mesh.mQuads[j].num_quads = 0;
- rRoom->mesh.mQuads[j].cnum_alpha_quads = 0;
- rRoom->mesh.mQuads[j].num_alpha_quads = 0;
- rRoom->mesh.mQuads[j].quads = 0x0;
- rRoom->mesh.mQuads[j].alpha_quads = 0x0;
- rRoom->mesh.mQuads[j].texcoors = 0x0;
- rRoom->mesh.mQuads[j].texcoors2 = 0x0;
-
- if (r > 0)
- {
- rRoom->mesh.mQuads[j].num_quads = r;
- rRoom->mesh.mQuads[j].quads = new unsigned int[r*4];
- rRoom->mesh.mQuads[j].num_texcoors = r * 4;
- rRoom->mesh.mQuads[j].texcoors = new vec2_t[r * 4];
- }
-
- r = rectangle_counter_alpha[i];
-
- if (r > 0)
- {
- rRoom->mesh.mQuads[j].num_alpha_quads = r;
- rRoom->mesh.mQuads[j].alpha_quads = new unsigned int[r*4];
- rRoom->mesh.mQuads[j].num_texcoors2 = r * 4;
- rRoom->mesh.mQuads[j].texcoors2 = new vec2_t[r * 4];
- }
- }
- }
-
- // Generate textured triangles
- count = mTombRaider.getRoomTriangleCount(index);
-
- for (t = 0; t < count; ++t)
- {
- mTombRaider.getRoomTriangle(index, t,
- indices, texCoords, &texture, &flags);
-
- // Adjust texture id using mTextureStart to map into
- // correct textures
- texture += mTextureStart;
-
- j = tris_mesh_map[texture] - 1;
-
- // Setup per vertex
- for (i = 0; i < 3; ++i)
- {
- // Get vertex index {(0, a), (1, b), (2, c)}
- v = indices[i];
-
- if ((flags & tombraiderFace_Alpha ||
- flags & tombraiderFace_PartialAlpha) &&
- rRoom->mesh.mTris[j].num_alpha_triangles > 0)
- {
- q = rRoom->mesh.mTris[j].cnum_alpha_triangles*3+i;
-
- rRoom->mesh.mTris[j].alpha_triangles[q] = v;
-
- rRoom->mesh.mTris[j].texcoors2[q][0] = texCoords[i*2];
- rRoom->mesh.mTris[j].texcoors2[q][1] = texCoords[i*2+1];
- }
- else if (rRoom->mesh.mTris[j].num_triangles > 0)
- {
- q = rRoom->mesh.mTris[j].cnum_triangles*3+i;
-
- rRoom->mesh.mTris[j].triangles[q] = v;
-
- rRoom->mesh.mTris[j].texcoors[q][0] = texCoords[i*2];
- rRoom->mesh.mTris[j].texcoors[q][1] = texCoords[i*2+1];
- }
-
- // Partial alpha hack
- if (flags & tombraiderFace_PartialAlpha)
- {
- //rRoom->mesh.colors[v].rgba[3] = 0.45;
- }
- }
-
- if (flags & tombraiderFace_Alpha ||
- flags & tombraiderFace_PartialAlpha)
- {
- rRoom->mesh.mTris[j].cnum_alpha_triangles++;
- }
- else
- {
- rRoom->mesh.mTris[j].cnum_triangles++;
- }
- }
-
- // Generate textured quads
- count = mTombRaider.getRoomRectangleCount(index);
-
- for (r = 0; r < count; ++r)
- {
- mTombRaider.getRoomRectangle(index, r,
- indices, texCoords, &texture, &flags);
-
- // Adjust texture id using mTextureStart to map into
- // correct textures
- texture += mTextureStart;
-
- if (texture > (int)TextureLimit)
- {
- texture = TextureLimit - 1;
- }
-
- j = rect_mesh_map[texture] - 1;
-
- if (rRoom->mesh.mQuads[j].num_quads <= 0 &&
- rRoom->mesh.mQuads[j].num_alpha_quads <= 0)
- continue;
-
- // Setup per vertex
- for (i = 0; i < 4; ++i)
- {
- // Get vertex index {(0, a), (1, b), (2, c), (3, d)}
- v = indices[i];
-
- if ((flags & tombraiderFace_Alpha ||
- flags & tombraiderFace_PartialAlpha) &&
- rRoom->mesh.mQuads[j].num_alpha_quads > 0)
- {
- q = rRoom->mesh.mQuads[j].cnum_alpha_quads*4+i;
-
- rRoom->mesh.mQuads[j].alpha_quads[q] = v;
-
- rRoom->mesh.mQuads[j].texcoors2[q][0] = texCoords[i*2];
- rRoom->mesh.mQuads[j].texcoors2[q][1] = texCoords[i*2+1];
- }
- else if (rRoom->mesh.mQuads[j].num_quads > 0)
- {
- q = rRoom->mesh.mQuads[j].cnum_quads*4+i;
-
- rRoom->mesh.mQuads[j].quads[q] = v;
-
- rRoom->mesh.mQuads[j].texcoors[q][0] = texCoords[i*2];
- rRoom->mesh.mQuads[j].texcoors[q][1] = texCoords[i*2+1];
- }
-
- // Partial alpha hack
- if (flags & tombraiderFace_PartialAlpha)
- {
- //rRoom->mesh.colors[v].rgba[3] = 0.45;
- }
- }
-
- if (flags & tombraiderFace_Alpha ||
- flags & tombraiderFace_PartialAlpha)
- {
- rRoom->mesh.mQuads[j].cnum_alpha_quads++;
- }
- else
- {
- rRoom->mesh.mQuads[j].cnum_quads++;
- }
- }
- #endif
-
- // Room models
- count = mTombRaider.getRoomModelCount(index);
- r_mesh->models.reserve(count);
-
- for (i = 0; i < count; ++i)
- {
- static_model_t *model = new static_model_t;
-
- mTombRaider.getRoomModel(index, i,
- &model->index, model->pos, &model->yaw);
-
- r_mesh->models.push_back(model);
- }
-
- // Room sprites
- float spriteVertices[12];
- float spriteTexCoords[8];
- count = mTombRaider.getRoomSpriteCount(index);
- r_mesh->sprites.reserve(count);
-
- for (i = 0; i < count; ++i)
- {
- sprite_t *sprite = new sprite_t;
-
- mTombRaider.getRoomSprite(index, i,
- 10.0f, &sprite->texture, sprite->pos,
- spriteVertices, spriteTexCoords);
-
- sprite->texture += mTextureStart; // OpenRaider preloads some textures
-
- sprite->vertex[0].pos[0] = spriteVertices[0];
- sprite->vertex[0].pos[1] = spriteVertices[1];
- sprite->vertex[0].pos[2] = spriteVertices[2];
- sprite->vertex[1].pos[0] = spriteVertices[3];
- sprite->vertex[1].pos[1] = spriteVertices[4];
- sprite->vertex[1].pos[2] = spriteVertices[5];
- sprite->vertex[2].pos[0] = spriteVertices[6];
- sprite->vertex[2].pos[1] = spriteVertices[7];
- sprite->vertex[2].pos[2] = spriteVertices[8];
- sprite->vertex[3].pos[0] = spriteVertices[9];
- sprite->vertex[3].pos[1] = spriteVertices[10];
- sprite->vertex[3].pos[2] = spriteVertices[11];
-
- sprite->texel[0].st[0] = spriteTexCoords[0];
- sprite->texel[0].st[1] = spriteTexCoords[1];
- sprite->texel[1].st[0] = spriteTexCoords[2];
- sprite->texel[1].st[1] = spriteTexCoords[3];
- sprite->texel[2].st[0] = spriteTexCoords[4];
- sprite->texel[2].st[1] = spriteTexCoords[5];
- sprite->texel[3].st[0] = spriteTexCoords[6];
- sprite->texel[3].st[1] = spriteTexCoords[7];
-
- r_mesh->sprites.push_back(sprite);
- }
-
- getWorld().addRoom(r_mesh);
-
- rRoom->room = r_mesh;
- getRender().addRoom(rRoom);
-
- //printf(".");
- //fflush(stdout);
- }
-
- printf("Done! Found %d rooms.\n", mTombRaider.NumRooms());
- }
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