Open Source Tomb Raider Engine
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LoaderTR2.cpp 42KB

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  1. /*!
  2. * \file src/loader/LoaderTR2.cpp
  3. * \brief TR2 level file loader
  4. *
  5. * \author xythobuz
  6. */
  7. #include <vector>
  8. #include <glm/glm.hpp>
  9. #include <glm/gtc/matrix_transform.hpp>
  10. #include "global.h"
  11. #include "Game.h"
  12. #include "Log.h"
  13. #include "Mesh.h"
  14. #include "Room.h"
  15. #include "SoundManager.h"
  16. #include "TextureManager.h"
  17. #include "World.h"
  18. #include "system/Sound.h"
  19. #include "utils/pixel.h"
  20. #include "loader/LoaderTR2.h"
  21. LoaderTR2::LoaderTR2() {
  22. }
  23. LoaderTR2::~LoaderTR2() {
  24. }
  25. int LoaderTR2::load(std::string f) {
  26. if (file.open(f) != 0) {
  27. return 1; // Could not open file
  28. }
  29. if (file.readU32() != 0x2D) {
  30. return 2; // Not a TR2 level?!
  31. }
  32. loadPaletteTextiles();
  33. file.seek(file.tell() + 4); // Unused value?
  34. loadRooms();
  35. loadFloorData();
  36. loadMeshes();
  37. loadMoveables();
  38. loadStaticMeshes();
  39. loadTextures();
  40. loadSprites();
  41. loadCameras();
  42. loadSoundSources();
  43. loadBoxesOverlapsZones();
  44. loadAnimatedTextures();
  45. loadItems();
  46. file.seek(file.tell() + 8192); // Skip Light map, only for 8bit coloring
  47. loadCinematicFrames();
  48. loadDemoData();
  49. loadSoundMap();
  50. loadSoundDetails();
  51. loadSampleIndices();
  52. loadExternalSoundFile(f);
  53. return 0; // TODO Not finished with implementation!
  54. }
  55. // ---- Textures ----
  56. void LoaderTR2::loadPaletteTextiles() {
  57. file.seek(file.tell() + 768); // Skip 8bit palette, 256 * 3 bytes
  58. // Read the 16bit palette, 256 * 4 bytes, RGBA, A unused
  59. for (auto& x : palette)
  60. x = file.readU32();
  61. uint32_t numTextiles = file.readU32();
  62. file.seek(file.tell() + (numTextiles * 256 * 256)); // Skip 8bit textiles
  63. // Read the 16bit textiles, numTextiles * 256 * 256 * 2 bytes
  64. for (unsigned int i = 0; i < numTextiles; i++) {
  65. std::array<uint8_t, 256 * 256 * 2> arr;
  66. for (auto& x : arr) {
  67. x = file.readU8();
  68. }
  69. // Convert 16bit textile to 32bit textile
  70. unsigned char* img = argb16to32(&arr[0], 256, 256);
  71. int r = getTextureManager().loadBufferSlot(img, 256, 256,
  72. TextureManager::ColorMode::ARGB, 32,
  73. TextureManager::TextureStorage::GAME, i);
  74. assert(r >= 0); //! \fixme properly handle error when texture could not be loaded!
  75. delete [] img;
  76. }
  77. if (numTextiles > 0)
  78. getLog() << "LoaderTR2: Found " << numTextiles << " Textures!" << Log::endl;
  79. else
  80. getLog() << "LoaderTR2: No Textures in this level?!" << Log::endl;
  81. }
  82. void LoaderTR2::loadTextures() {
  83. uint32_t numObjectTextures = file.readU32();
  84. for (unsigned int o = 0; o < numObjectTextures; o++) {
  85. // 0 means that a texture is all-opaque, and that transparency
  86. // information is ignored.
  87. // 1 means that transparency information is used. In 8-bit color,
  88. // index 0 is the transparent color, while in 16-bit color, the
  89. // top bit (0x8000) is the alpha channel (1 = opaque, 0 = transparent)
  90. uint16_t attribute = file.readU16();
  91. // Index into the textile list
  92. uint16_t tile = file.readU16();
  93. TextureTile* t = new TextureTile(attribute, tile);
  94. // The four corner vertices of the texture
  95. // The Pixel values are the actual coordinates of the vertexs pixel
  96. // The Coordinate values depend on where the other vertices are in
  97. // the object texture. And if the object texture is used to specify
  98. // a triangle, then the fourth vertexs values will all be zero
  99. // Coordinate is 1 if Pixel is the low val, 255 if high val in object texture
  100. for (int i = 0; i < 4; i++) {
  101. uint8_t xCoordinate = file.readU8();
  102. uint8_t xPixel = file.readU8();
  103. uint8_t yCoordinate = file.readU8();
  104. uint8_t yPixel = file.readU8();
  105. assert((xCoordinate == 1) || (xCoordinate == 255) || (xCoordinate == 0));
  106. assert((yCoordinate == 1) || (yCoordinate == 255) || (yCoordinate == 0));
  107. t->add(TextureTileVertex(xCoordinate, xPixel, yCoordinate, yPixel));
  108. }
  109. getTextureManager().addTile(t);
  110. }
  111. if (numObjectTextures > 0)
  112. getLog() << "LoaderTR2: Found " << numObjectTextures << " Textiles!" << Log::endl;
  113. else
  114. getLog() << "LoaderTR2: No Textiles in this level?!" << Log::endl;
  115. }
  116. void LoaderTR2::loadAnimatedTextures() {
  117. uint32_t numWords = file.readU32() - 1;
  118. uint16_t numAnimatedTextures = file.readU16();
  119. std::vector<uint16_t> animatedTextures;
  120. for (unsigned int a = 0; a < numWords; a++) {
  121. animatedTextures.push_back(file.readU16());
  122. }
  123. int pos = 0;
  124. for (unsigned int a = 0; a < numAnimatedTextures; a++) {
  125. int count = animatedTextures.at(pos) + 1;
  126. if ((pos + count) >= numWords) {
  127. getLog() << "LoaderTR2: Invalid AnimatedTextures ("
  128. << pos + count << " >= " << numWords << ")!" << Log::endl;
  129. return;
  130. }
  131. for (int i = 0; i < count; i++) {
  132. getTextureManager().addAnimatedTile(a, animatedTextures.at(pos + i + 1));
  133. }
  134. pos += count + 1;
  135. }
  136. if ((numAnimatedTextures > 0) || (numWords > 0))
  137. getLog() << "LoaderTR2: Found " << numAnimatedTextures << " Animated Textures!" << Log::endl;
  138. else
  139. getLog() << "LoaderTR2: No Animated Textures in this level?!" << Log::endl;
  140. if (pos != numWords)
  141. getLog() << "LoaderTR2: Extra bytes at end of AnimatedTextures?!" << Log::endl;
  142. }
  143. // ---- Rooms ----
  144. void LoaderTR2::loadRooms() {
  145. uint16_t numRooms = file.readU16();
  146. for (unsigned int i = 0; i < numRooms; i++) {
  147. // Room Header
  148. int32_t xOffset = file.read32();
  149. int32_t zOffset = file.read32();
  150. int32_t yBottom = file.read32(); // lowest point == largest y value
  151. int32_t yTop = file.read32(); // highest point == smallest y value
  152. glm::vec3 pos(xOffset, 0.0f, zOffset);
  153. // Number of data words (2 bytes) to follow
  154. uint32_t dataToFollow = file.readU32();
  155. glm::vec3 bbox[2] = {
  156. glm::vec3(0.0f, 0.0f, 0.0f),
  157. glm::vec3(0.0f, 0.0f, 0.0f)
  158. };
  159. uint16_t numVertices = file.readU16();
  160. std::vector<RoomVertexTR2> vertices;
  161. for (unsigned int v = 0; v < numVertices; v++) {
  162. RoomVertexTR2 vert;
  163. vert.x = file.read16();
  164. vert.y = file.read16();
  165. vert.z = file.read16();
  166. vert.light1 = file.read16();
  167. vert.attributes = file.readU16();
  168. vert.light2 = file.read16();
  169. vertices.push_back(vert);
  170. // Fill bounding box
  171. if (v == 0) {
  172. for (int i = 0; i < 2; i++) {
  173. bbox[i].x = vert.x;
  174. bbox[i].y = vert.y;
  175. bbox[i].z = vert.z;
  176. }
  177. } else {
  178. if (vert.x < bbox[0].x)
  179. bbox[0].x = vert.x;
  180. if (vert.x > bbox[1].x)
  181. bbox[1].x = vert.x;
  182. if (vert.y < bbox[0].y)
  183. bbox[0].y = vert.y;
  184. if (vert.y > bbox[1].y)
  185. bbox[1].y = vert.y;
  186. if (vert.z < bbox[0].z)
  187. bbox[0].z = vert.z;
  188. if (vert.z > bbox[1].z)
  189. bbox[1].z = vert.z;
  190. }
  191. }
  192. bbox[0] += pos;
  193. bbox[1] += pos;
  194. uint16_t numRectangles = file.readU16();
  195. std::vector<IndexedRectangle> rectangles;
  196. for (unsigned int r = 0; r < numRectangles; r++) {
  197. // Indices into the vertex list read just before
  198. uint16_t vertex1 = file.readU16();
  199. uint16_t vertex2 = file.readU16();
  200. uint16_t vertex3 = file.readU16();
  201. uint16_t vertex4 = file.readU16();
  202. // Index into the object-texture list
  203. uint16_t texture = file.readU16();
  204. rectangles.emplace_back(texture, vertex1, vertex2, vertex3, vertex4);
  205. }
  206. uint16_t numTriangles = file.readU16();
  207. std::vector<IndexedRectangle> triangles;
  208. for (unsigned int t = 0; t < numTriangles; t++) {
  209. // Indices into the room vertex list
  210. uint16_t vertex1 = file.readU16();
  211. uint16_t vertex2 = file.readU16();
  212. uint16_t vertex3 = file.readU16();
  213. // Index into the object-texture list
  214. uint16_t texture = file.readU16();
  215. triangles.emplace_back(texture, vertex1, vertex2, vertex3);
  216. }
  217. uint16_t numSprites = file.readU16();
  218. for (unsigned int s = 0; s < numSprites; s++) {
  219. uint16_t vertex = file.readU16(); // Index into vertex list
  220. uint16_t sprite = file.readU16(); // Index into sprite list
  221. // TODO store sprites somewhere
  222. }
  223. uint16_t numPortals = file.readU16();
  224. for (unsigned int p = 0; p < numPortals; p++) {
  225. // Which room this portal leads to
  226. uint16_t adjoiningRoom = file.readU16();
  227. // Which way the portal faces
  228. // The normal points away from the adjacent room
  229. // To be seen through, it must point toward the viewpoint
  230. int16_t xNormal = file.read16();
  231. int16_t yNormal = file.read16();
  232. int16_t zNormal = file.read16();
  233. // The corners of this portal
  234. // The right-hand rule applies with respect to the normal
  235. int16_t xCorner1 = file.read16();
  236. int16_t yCorner1 = file.read16();
  237. int16_t zCorner1 = file.read16();
  238. int16_t xCorner2 = file.read16();
  239. int16_t yCorner2 = file.read16();
  240. int16_t zCorner2 = file.read16();
  241. int16_t xCorner3 = file.read16();
  242. int16_t yCorner3 = file.read16();
  243. int16_t zCorner3 = file.read16();
  244. int16_t xCorner4 = file.read16();
  245. int16_t yCorner4 = file.read16();
  246. int16_t zCorner4 = file.read16();
  247. // TODO store portals
  248. }
  249. uint16_t numZSectors = file.readU16();
  250. uint16_t numXSectors = file.readU16();
  251. for (unsigned int s = 0; s < (numZSectors * numXSectors); s++) {
  252. // Sectors are 1024*1024 world coordinates. Floor and Ceiling are
  253. // signed numbers of 256 units of height.
  254. // Floor/Ceiling value of 0x81 is used to indicate impenetrable
  255. // walls around the sector.
  256. // Floor values are used by the original engine to determine
  257. // what objects can be traversed and how. Relative steps of 1 (256)
  258. // can be walked up, 2..7 must be jumped up, larger than 7 is too high
  259. // If RoomAbove/Below is not none, the Ceiling/Floor is a collisional
  260. // portal to that room
  261. uint16_t indexFloorData = file.readU16();
  262. uint16_t indexBox = file.readU16(); // 0xFFFF if none
  263. uint8_t roomBelow = file.readU8(); // 0xFF if none
  264. int8_t floor = file.read8(); // Absolute height of floor (divided by 256)
  265. uint8_t roomAbove = file.readU8(); // 0xFF if none
  266. int8_t ceiling = file.read8(); // Absolute height of ceiling (/ 256)
  267. bool wall = false;
  268. if ((((uint8_t)floor) == 0x81) || (((uint8_t)ceiling) == 0x81)) {
  269. wall = true;
  270. }
  271. //room->addSector(new Sector(floor * 256.0f, ceiling * 256.0f, wall));
  272. // TODO store sectors
  273. }
  274. int16_t intensity1 = file.read16();
  275. int16_t intensity2 = file.read16();
  276. int16_t lightMode = file.read16();
  277. uint16_t numLights = file.readU16();
  278. for (unsigned int l = 0; l < numLights; l++) {
  279. // Position of light, in world coordinates
  280. int32_t x = file.read32();
  281. int32_t y = file.read32();
  282. int32_t z = file.read32();
  283. uint16_t intensity1 = file.readU16();
  284. uint16_t intensity2 = file.readU16(); // Almost always equal to intensity1
  285. uint32_t fade1 = file.readU32(); // Falloff value?
  286. uint32_t fade2 = file.readU32(); // Falloff value?
  287. // TODO store light somewhere
  288. }
  289. uint16_t numStaticMeshes = file.readU16();
  290. std::vector<StaticModel*> staticModels;
  291. for (unsigned int s = 0; s < numStaticMeshes; s++) {
  292. // Absolute position in world coordinates
  293. int32_t x = file.read32();
  294. int32_t y = file.read32();
  295. int32_t z = file.read32();
  296. // High two bits (0xC000) indicate steps of
  297. // 90 degrees (eg. (rotation >> 14) * 90)
  298. uint16_t rotation = file.readU16();
  299. // Constant lighting, 0xFFFF means use mesh lighting
  300. uint16_t intensity1 = file.readU16();
  301. uint16_t intensity2 = file.readU16();
  302. // Which StaticMesh item to draw
  303. uint16_t objectID = file.readU16();
  304. staticModels.push_back(new StaticModel(glm::vec3(x, y, z),
  305. glm::radians((rotation >> 14) * 90.0f),
  306. objectID));
  307. }
  308. int16_t alternateRoom = file.read16();
  309. uint16_t flags = file.readU16();
  310. unsigned int roomFlags = 0;
  311. if (flags & 0x0001) {
  312. roomFlags |= RoomFlagUnderWater;
  313. }
  314. BoundingBox* boundingbox = new BoundingBox(bbox[0], bbox[1]);
  315. RoomMesh* mesh = new RoomMesh(vertices, rectangles, triangles);
  316. Room* room = new Room(pos, boundingbox, mesh, roomFlags, alternateRoom,
  317. numXSectors, numZSectors);
  318. for (auto m : staticModels)
  319. room->addModel(m);
  320. getWorld().addRoom(room);
  321. // Sanity check
  322. if ((numPortals == 0) && (numVertices == 0)
  323. && (numRectangles == 0) && (numTriangles == 0))
  324. getLog() << "LoaderTR2: Room " << i << " seems invalid: " << numPortals << "p "
  325. << numRectangles << "r " << numTriangles << "t " << numVertices
  326. << "v" << Log::endl;
  327. }
  328. if (numRooms > 0)
  329. getLog() << "LoaderTR2: Found " << numRooms << " Rooms!" << Log::endl;
  330. else
  331. getLog() << "LoaderTR2: No Rooms in this Level?!" << Log::endl;
  332. }
  333. void LoaderTR2::loadFloorData() {
  334. uint32_t numFloorData = file.readU32();
  335. for (unsigned int f = 0; f < numFloorData; f++) {
  336. uint16_t unused = file.readU16();
  337. // TODO store floor data somewhere
  338. }
  339. if (numFloorData > 0)
  340. getLog() << "LoaderTR2: Found " << numFloorData << " words FloorData, unimplemented!" << Log::endl;
  341. else
  342. getLog() << "LoaderTR2: No FloorData in this level?!" << Log::endl;
  343. }
  344. void LoaderTR2::loadSprites() {
  345. uint32_t numSpriteTextures = file.readU32();
  346. std::vector<Sprite> sprites;
  347. for (unsigned int s = 0; s < numSpriteTextures; s++) {
  348. uint16_t tile = file.readU16();
  349. uint8_t x = file.readU8();
  350. uint8_t y = file.readU8();
  351. uint16_t width = file.readU16(); // Actually (width * 256) + 255
  352. uint16_t height = file.readU16(); // Actually (height * 256) + 255
  353. // Required for what?
  354. int16_t leftSide = file.read16();
  355. int16_t topSide = file.read16();
  356. int16_t rightSide = file.read16();
  357. int16_t bottomSide = file.read16();
  358. sprites.emplace_back(tile, x, y, width, height);
  359. }
  360. uint32_t numSpriteSequences = file.readU32();
  361. for (unsigned int s = 0; s < numSpriteSequences; s++) {
  362. int32_t objectID = file.read32(); // Item identifier, matched in Items[]
  363. int16_t negativeLength = file.read16(); // Negative sprite count
  364. int16_t offset = file.read16(); // Where sequence starts in sprite texture list
  365. assert(negativeLength < 0);
  366. assert(offset >= 0);
  367. assert((offset + (negativeLength * -1)) <= numSpriteTextures);
  368. SpriteSequence* ss = new SpriteSequence(objectID);
  369. for (int i = 0; i < (negativeLength * -1); i++) {
  370. ss->add(sprites.at(offset + i));
  371. }
  372. getWorld().addSprite(ss);
  373. }
  374. if ((numSpriteTextures > 0) || (numSpriteSequences > 0))
  375. getLog() << "LoaderTR2: Found " << numSpriteTextures << " Sprites in " << numSpriteSequences <<
  376. " Sequences!" << Log::endl;
  377. else
  378. getLog() << "LoaderTR2: No Sprites in this level?!" << Log::endl;
  379. }
  380. // ---- Meshes ----
  381. void LoaderTR2::loadMeshes() {
  382. // Number of bitu16s of mesh data to follow
  383. // Read all the mesh data into a buffer, because
  384. // only afterward we can read the number of meshes
  385. // in this data block
  386. uint32_t numMeshData = file.readU32();
  387. std::vector<uint16_t> buffer;
  388. for (unsigned int i = 0; i < numMeshData; i++) {
  389. buffer.push_back(file.readU16());
  390. }
  391. uint32_t numMeshPointers = file.readU32();
  392. for (unsigned int i = 0; i < numMeshPointers; i++) {
  393. uint32_t meshPointer = file.readU32();
  394. if (numMeshData < (meshPointer / 2)) {
  395. getLog() << "LoaderTR2: Invalid Mesh: "
  396. << (meshPointer / 2) << " > " << numMeshData << Log::endl;
  397. continue;
  398. }
  399. char* tmpPtr = reinterpret_cast<char*>(&buffer[meshPointer / 2]);
  400. BinaryMemory mem(tmpPtr, (numMeshData * 2) - meshPointer);
  401. int16_t mx = mem.read16();
  402. int16_t my = mem.read16();
  403. int16_t mz = mem.read16();
  404. int32_t collisionSize = mem.read32();
  405. // TODO store mesh collision info somewhere
  406. uint16_t numVertices = mem.readU16();
  407. std::vector<glm::vec3> vertices;
  408. for (int v = 0; v < numVertices; v++) {
  409. int16_t x = mem.read16();
  410. int16_t y = mem.read16();
  411. int16_t z = mem.read16();
  412. vertices.emplace_back(x, y, z);
  413. }
  414. int16_t numNormals = mem.read16();
  415. if (numNormals > 0) {
  416. // External vertex lighting is used, with the lighting calculated
  417. // from the rooms ambient and point-source lighting values. The
  418. // latter appears to use a simple Lambert law for directionality:
  419. // intensity is proportional to
  420. // max((normal direction).(direction to source), 0)
  421. for (int n = 0; n < numNormals; n++) {
  422. int16_t x = mem.read16();
  423. int16_t y = mem.read16();
  424. int16_t z = mem.read16();
  425. //mesh->addNormal(glm::vec3(x, y, z));
  426. }
  427. } else if (numNormals < 0) {
  428. // Internal vertex lighting is used,
  429. // using the data included with the mesh
  430. for (int l = 0; l < (numNormals * -1); l++) {
  431. int16_t light = mem.read16();
  432. // TODO store lights somewhere
  433. }
  434. }
  435. int16_t numTexturedRectangles = mem.read16();
  436. std::vector<IndexedRectangle> texturedRectangles;
  437. for (int r = 0; r < numTexturedRectangles; r++) {
  438. uint16_t vertex1 = mem.readU16();
  439. uint16_t vertex2 = mem.readU16();
  440. uint16_t vertex3 = mem.readU16();
  441. uint16_t vertex4 = mem.readU16();
  442. uint16_t texture = mem.readU16();
  443. texturedRectangles.emplace_back(texture, vertex1, vertex2, vertex3, vertex4);
  444. }
  445. int16_t numTexturedTriangles = mem.read16();
  446. std::vector<IndexedRectangle> texturedTriangles;
  447. for (int t = 0; t < numTexturedTriangles; t++) {
  448. uint16_t vertex1 = mem.readU16();
  449. uint16_t vertex2 = mem.readU16();
  450. uint16_t vertex3 = mem.readU16();
  451. uint16_t texture = mem.readU16();
  452. texturedTriangles.emplace_back(texture, vertex1, vertex2, vertex3);
  453. }
  454. int16_t numColoredRectangles = mem.read16();
  455. std::vector<IndexedColoredRectangle> coloredRectangles;
  456. for (int r = 0; r < numColoredRectangles; r++) {
  457. uint16_t vertex1 = mem.readU16();
  458. uint16_t vertex2 = mem.readU16();
  459. uint16_t vertex3 = mem.readU16();
  460. uint16_t vertex4 = mem.readU16();
  461. uint16_t texture = mem.readU16();
  462. int index = (texture & 0xFF00) >> 8;
  463. uint8_t red = (palette.at(index) & 0xFF000000) >> 24,
  464. green = (palette.at(index) & 0x00FF0000) >> 16,
  465. blue = (palette.at(index) & 0x0000FF00) >> 8;
  466. coloredRectangles.emplace_back(red, green, blue, vertex1, vertex2, vertex3, vertex4);
  467. }
  468. int16_t numColoredTriangles = mem.read16();
  469. std::vector<IndexedColoredRectangle> coloredTriangles;
  470. for (int t = 0; t < numColoredTriangles; t++) {
  471. uint16_t vertex1 = mem.readU16();
  472. uint16_t vertex2 = mem.readU16();
  473. uint16_t vertex3 = mem.readU16();
  474. uint16_t texture = mem.readU16();
  475. int index = (texture & 0xFF00) >> 8;
  476. uint8_t red = (palette.at(index) & 0xFF000000) >> 24,
  477. green = (palette.at(index) & 0x00FF0000) >> 16,
  478. blue = (palette.at(index) & 0x0000FF00) >> 8;
  479. coloredTriangles.emplace_back(red, green, blue, vertex1, vertex2, vertex3);
  480. }
  481. Mesh* mesh = new Mesh(vertices, texturedRectangles, texturedTriangles,
  482. coloredRectangles, coloredTriangles);
  483. getWorld().addMesh(mesh);
  484. }
  485. if (numMeshPointers > 0)
  486. getLog() << "LoaderTR2: Found " << numMeshPointers << " Meshes!" << Log::endl;
  487. else
  488. getLog() << "LoaderTR2: No Meshes in this level?!" << Log::endl;
  489. }
  490. void LoaderTR2::loadStaticMeshes() {
  491. uint32_t numStaticMeshes = file.readU32();
  492. for (unsigned int s = 0; s < numStaticMeshes; s++) {
  493. uint32_t objectID = file.readU32(); // Matched in Items[]
  494. uint16_t mesh = file.readU16(); // Offset into MeshPointers[]
  495. // tr2_vertex BoundingBox[2][2];
  496. // First index is which one, second index is opposite corners
  497. int16_t x11 = file.read16();
  498. int16_t y11 = file.read16();
  499. int16_t z11 = file.read16();
  500. int16_t x12 = file.read16();
  501. int16_t y12 = file.read16();
  502. int16_t z12 = file.read16();
  503. int16_t x21 = file.read16();
  504. int16_t y21 = file.read16();
  505. int16_t z21 = file.read16();
  506. int16_t x22 = file.read16();
  507. int16_t y22 = file.read16();
  508. int16_t z22 = file.read16();
  509. // Meaning uncertain. Usually 2, and 3 for objects Lara can
  510. // travel through, like TR2s skeletons and underwater plants
  511. uint16_t flags = file.readU16();
  512. getWorld().addStaticMesh(new StaticMesh(objectID, mesh));
  513. }
  514. if (numStaticMeshes > 0)
  515. getLog() << "LoaderTR2: Found " << numStaticMeshes << " StaticMeshes!" << Log::endl;
  516. else
  517. getLog() << "LoaderTR2: No StaticMeshes in this level?!" << Log::endl;
  518. }
  519. // ---- Moveables ----
  520. struct Animation_t {
  521. uint32_t frameOffset;
  522. uint8_t frameRate, frameSize;
  523. uint16_t stateID, frameStart, frameEnd, nextAnimation;
  524. uint16_t nextFrame, numStateChanges, stateChangeOffset;
  525. uint16_t numAnimCommands, animCommandOffset;
  526. Animation_t(uint32_t fo, uint8_t fr, uint8_t fs, uint16_t si,
  527. uint16_t fst, uint16_t fe, uint16_t na, uint16_t nf,
  528. uint16_t ns, uint16_t so, uint16_t nac, uint16_t ao)
  529. : frameOffset(fo), frameRate(fr), frameSize(fs),
  530. stateID(si), frameStart(fst), frameEnd(fe), nextAnimation(na),
  531. nextFrame(nf), numStateChanges(ns), stateChangeOffset(so),
  532. numAnimCommands(nac), animCommandOffset(ao) { }
  533. };
  534. struct StateChange_t {
  535. uint16_t stateID, numAnimDispatches, animDispatchOffset;
  536. StateChange_t(uint16_t s, uint16_t n, uint16_t a)
  537. : stateID(s), numAnimDispatches(n), animDispatchOffset(a) { }
  538. };
  539. struct AnimDispatch_t {
  540. int16_t low, high, nextAnimation, nextFrame;
  541. AnimDispatch_t(int16_t l, int16_t h, int16_t na, int16_t nf)
  542. : low(l), high(h), nextAnimation(na), nextFrame(nf) { }
  543. };
  544. void LoaderTR2::loadMoveables() {
  545. uint32_t numAnimations = file.readU32();
  546. std::vector<Animation_t> animations;
  547. for (unsigned int a = 0; a < numAnimations; a++) {
  548. // *Byte* Offset into Frames[] (so divide by 2!)
  549. uint32_t frameOffset = file.readU32();
  550. uint8_t frameRate = file.readU8(); // Engine ticks per frame
  551. // Number of bit16s in Frames[] used by this animation
  552. // Be careful when parsing frames using the FrameSize value
  553. // as the size of each frame, since an animations frame range
  554. // may extend into the next animations frame range, and that
  555. // may have a different FrameSize value.
  556. uint8_t frameSize = file.readU8();
  557. uint16_t stateID = file.readU16();
  558. file.seek(file.tell() + 8); // Skip 8 unknown bytes
  559. uint16_t frameStart = file.readU16(); // First frame in this animation
  560. uint16_t frameEnd = file.readU16(); // Last frame in this animation
  561. uint16_t nextAnimation = file.readU16();
  562. uint16_t nextFrame = file.readU16();
  563. uint16_t numStateChanges = file.readU16();
  564. uint16_t stateChangeOffset = file.readU16(); // Index into StateChanges[]
  565. uint16_t numAnimCommands = file.readU16(); // How many animation commands to use
  566. uint16_t animCommandOffset = file.readU16(); // Index into AnimCommand[]
  567. animations.emplace_back(frameOffset, frameRate, frameSize,
  568. stateID, frameStart, frameEnd, nextAnimation, nextFrame, numStateChanges,
  569. stateChangeOffset, numAnimCommands, animCommandOffset);
  570. }
  571. if (numAnimations > 0)
  572. getLog() << "LoaderTR2: Found " << numAnimations << " Animations!" << Log::endl;
  573. else
  574. getLog() << "LoaderTR2: No Animations in this level?!" << Log::endl;
  575. uint32_t numStateChanges = file.readU32();
  576. std::vector<StateChange_t> stateChanges;
  577. for (unsigned int s = 0; s < numStateChanges; s++) {
  578. uint16_t stateID = file.readU16();
  579. uint16_t numAnimDispatches = file.readU16(); // Number of ranges (always 1..5?)
  580. uint16_t animDispatchOffset = file.readU16(); // Index into AnimDispatches[]
  581. stateChanges.emplace_back(stateID, numAnimDispatches, animDispatchOffset);
  582. }
  583. if (numStateChanges > 0)
  584. getLog() << "LoaderTR2: Found " << numStateChanges << " StateChanges!" << Log::endl;
  585. else
  586. getLog() << "LoaderTR2: No StateChanges in this level?!" << Log::endl;
  587. uint32_t numAnimDispatches = file.readU32();
  588. std::vector<AnimDispatch_t> animDispatches;
  589. for (unsigned int a = 0; a < numAnimDispatches; a++) {
  590. int16_t low = file.read16(); // Lowest frame that uses this range
  591. int16_t high = file.read16(); // Highest frame (+1?) that uses this range
  592. int16_t nextAnimation = file.read16(); // Animation to go to
  593. int16_t nextFrame = file.read16(); // Frame offset to go to
  594. animDispatches.emplace_back(low, high, nextAnimation, nextFrame);
  595. }
  596. if (numAnimDispatches > 0)
  597. getLog() << "LoaderTR2: Found " << numAnimDispatches << " AnimationDispatches!" << Log::endl;
  598. else
  599. getLog() << "LoaderTR2: No AnimationDispatches in this level?!" << Log::endl;
  600. uint32_t numAnimCommands = file.readU32();
  601. std::vector<int16_t> animCommands;
  602. for (unsigned int a = 0; a < numAnimCommands; a++) {
  603. // A list of Opcodes with zero or more operands each,
  604. // some referring to the whole animation (jump/grab points),
  605. // some to specific frames (sound, bubbles, ...).
  606. animCommands.push_back(file.read16());
  607. }
  608. if (numAnimCommands > 0)
  609. getLog() << "LoaderTR2: Found " << numAnimCommands << " AnimationCommands!" << Log::endl;
  610. else
  611. getLog() << "LoaderTR2: No AnimationCommands in this level?!" << Log::endl;
  612. // This is really one uint32_t flags, followed by
  613. // three int32_t x, y, z. However, we're given the number
  614. // of 32bits, as well as byte indices later, so we store
  615. // it as a single list of int32_t.
  616. uint32_t numMeshTrees = file.readU32();
  617. std::vector<int32_t> meshTrees;
  618. for (unsigned int m = 0; m < numMeshTrees; m++) {
  619. // 0x0002 - Put parent mesh on the mesh stack
  620. // 0x0001 - Pop mesh from stack, use as parent mesh
  621. // When both are not set, use previous mesh as parent mesh
  622. // When both are set, do 0x0001 first, then 0x0002, thereby
  623. // reading the stack but not changing it
  624. //uint32_t flags = file.readU32();
  625. // Offset of mesh origin from the parent mesh origin
  626. //int32_t x = file.read32();
  627. //int32_t y = file.read32();
  628. //int32_t z = file.read32();
  629. meshTrees.push_back(file.read32());
  630. }
  631. if (numMeshTrees > 0)
  632. getLog() << "LoaderTR2: Found " << numMeshTrees << " MeshTrees!" << Log::endl;
  633. else
  634. getLog() << "LoaderTR2: No MeshTrees in this level?!" << Log::endl;
  635. uint32_t numFrames = file.readU32();
  636. std::vector<uint16_t> frames;
  637. for (unsigned int f = 0; f < numFrames; f++) {
  638. // int16 bb1x, bb1y, bb1z
  639. // int16 bb2x, bb2y, bb2z
  640. // int16 offsetX, offsetY, offsetZ
  641. // What follows next is a list of angles with numMeshes (from Moveable) entries.
  642. // If the top bit (0x8000) of the first uint16 is set, a single X angle follows,
  643. // if the second bit (0x4000) is set, a Y angle follows, both are a Z angle.
  644. // If none is set, it's a three-axis rotation. The next 10 bits (0x3FF0) are
  645. // the X rotation, the next 10 (0x000F 0xFC00) are Y, the next (0x03FF) are
  646. // the Z rotation. The scaling is always 0x100->90deg.
  647. // Rotation order: Y, X, Z!
  648. frames.push_back(file.readU16());
  649. }
  650. if (numFrames > 0)
  651. getLog() << "LoaderTR2: Found " << numFrames << " Frames!" << Log::endl;
  652. else
  653. getLog() << "LoaderTR2: No Frames in this level?!" << Log::endl;
  654. uint32_t numMoveables = file.readU32();
  655. for (unsigned int m = 0; m < numMoveables; m++) {
  656. // Item identifier, matched in Items[]
  657. uint32_t objectID = file.readU32();
  658. uint16_t numMeshes = file.readU16();
  659. uint16_t startingMesh = file.readU16(); // Offset into MeshPointers[]
  660. uint32_t meshTree = file.readU32(); // Offset into MeshTree[]
  661. // *Byte* offset into Frames[] (divide by 2 for Frames[i])
  662. uint32_t frameOffset = file.readU32(); // Only needed if no animation
  663. // If animation index is 0xFFFF, the object is stationary or
  664. // animated by the engine (ponytail)
  665. uint16_t animation = file.readU16();
  666. // TODO load all animations, not only the first frame!
  667. //if (animation == 0xFFFF) {
  668. // Just add the frame indicated in frameOffset, nothing else
  669. char* tmp = reinterpret_cast<char*>(&frames[0]) + frameOffset;
  670. BinaryMemory frame(tmp + 12, (numFrames * 2) - frameOffset - 12); // skip two BBs
  671. float pos[3];
  672. pos[0] = frame.read16();
  673. pos[1] = frame.read16();
  674. pos[2] = frame.read16();
  675. BoneFrame* bf = new BoneFrame(pos);
  676. for (int i = 0; i < numMeshes; i++) {
  677. int mesh = startingMesh + i;
  678. float offset[3] = { 0.0f, 0.0f, 0.0f };
  679. float rotation[3] = { 0.0f, 0.0f, 0.0f };
  680. char flag = (i == 0) ? 2 : 0;
  681. // Nonprimary tag - positioned relative to first tag
  682. if (i != 0) {
  683. tmp = reinterpret_cast<char*>(&meshTrees[0]) + meshTree; // TODO (meshTree * 4)?
  684. tmp += (i - 1) * 16; // TODO ?
  685. BinaryMemory tree(tmp, (numMeshTrees * 4) - meshTree - ((i - 1) * 16));
  686. flag = (char)tree.readU32();
  687. offset[0] = tree.read32();
  688. offset[1] = tree.read32();
  689. offset[2] = tree.read32();
  690. uint16_t a = frame.readU16();
  691. if (a & 0xC000) {
  692. // Single angle
  693. int index = 0;
  694. if ((a & 0x8000) && (a & 0x4000))
  695. index = 2;
  696. else if (a & 0x4000)
  697. index = 1;
  698. rotation[index] = ((float)(a & 0x03FF)) * 360.0f / 1024.0f;
  699. } else {
  700. // Three angles
  701. uint16_t b = frame.readU16();
  702. rotation[0] = (a & 0x3FF0) >> 4;
  703. rotation[1] = ((a & 0x000F) << 6) | ((b & 0xFC00) >> 10);
  704. rotation[2] = b & 0x03FF;
  705. for (int i = 0; i < 3; i++)
  706. rotation[i] = rotation[i] * 360.0f / 1024.0f;
  707. }
  708. }
  709. BoneTag* bt = new BoneTag(mesh, offset, rotation, flag);
  710. bf->add(bt);
  711. }
  712. AnimationFrame* af = new AnimationFrame(0);
  713. af->add(bf);
  714. SkeletalModel* sm = new SkeletalModel(objectID);
  715. sm->add(af);
  716. getWorld().addSkeletalModel(sm);
  717. //} else {
  718. // Add the whole animation hierarchy
  719. //}
  720. }
  721. if (numMoveables > 0)
  722. getLog() << "LoaderTR2: Found " << numMoveables << " Moveables!" << Log::endl;
  723. else
  724. getLog() << "LoaderTR2: No Moveables in this level?!" << Log::endl;
  725. }
  726. void LoaderTR2::loadItems() {
  727. uint32_t numItems = file.readU32();
  728. for (unsigned int i = 0; i < numItems; i++) {
  729. int16_t objectID = file.read16();
  730. int16_t room = file.read16();
  731. // Item position in world coordinates
  732. int32_t x = file.read32();
  733. int32_t y = file.read32();
  734. int32_t z = file.read32();
  735. uint16_t angle = file.readU16(); // (0xC000 >> 14) * 90deg
  736. int16_t intensity1 = file.read16(); // Constant lighting; -1 means mesh lighting
  737. int16_t intensity2 = file.read16(); // Almost always like intensity1
  738. // 0x0100 - Initially visible
  739. // 0x3E00 - Activation mask, open, can be XORed with related FloorData list fields.
  740. uint16_t flags = file.readU16();
  741. // TODO for now we're only creating Entities for each Moveable Item
  742. for (int m = 0; m < getWorld().sizeSkeletalModel(); m++) {
  743. if (getWorld().getSkeletalModel(m).getId() == objectID) {
  744. float pos[3] = {
  745. static_cast<float>(x),
  746. static_cast<float>(y),
  747. static_cast<float>(z)
  748. };
  749. float rot[3] = {
  750. 0.0f,
  751. glm::radians(((angle >> 14) & 0x03) * 90.0f),
  752. 0.0f
  753. };
  754. Entity* e = new Entity(pos, rot, objectID, room, m);
  755. getWorld().addEntity(e);
  756. if (objectID == 0) {
  757. getGame().setLara(getWorld().sizeEntity() - 1);
  758. }
  759. }
  760. }
  761. }
  762. if (numItems > 0)
  763. getLog() << "LoaderTR2: Found " << numItems << " Items!" << Log::endl;
  764. else
  765. getLog() << "LoaderTR2: No Items in this level?!" << Log::endl;
  766. }
  767. void LoaderTR2::loadBoxesOverlapsZones() {
  768. uint32_t numBoxes = file.readU32();
  769. for (unsigned int b = 0; b < numBoxes; b++) {
  770. // Sectors (* 1024 units)
  771. uint8_t zMin = file.readU8();
  772. uint8_t zMax = file.readU8();
  773. uint8_t xMin = file.readU8();
  774. uint8_t xMax = file.readU8();
  775. int16_t trueFloor = file.read16(); // Y value (no scaling)
  776. // Index into overlaps[]. The high bit is sometimes set
  777. // this occurs in front of swinging doors and the like
  778. uint16_t overlapIndex = file.readU16();
  779. // TODO store boxes somewhere
  780. }
  781. uint32_t numOverlaps = file.readU32();
  782. std::vector<std::vector<uint16_t>> overlaps;
  783. overlaps.emplace_back();
  784. unsigned int list = 0;
  785. for (unsigned int o = 0; o < numOverlaps; o++) {
  786. // Apparently used by NPCs to decide where to go next.
  787. // List of neighboring boxes for each box.
  788. // Each entry is a uint16, 0x8000 set marks end of list.
  789. uint16_t e = file.readU16();
  790. overlaps.at(list).push_back(e);
  791. if (e & 0x8000) {
  792. overlaps.emplace_back();
  793. list++;
  794. }
  795. }
  796. // TODO store overlaps somewhere
  797. for (unsigned int z = 0; z < numBoxes; z++) {
  798. // Normal room state
  799. int16_t ground1 = file.read16();
  800. int16_t ground2 = file.read16();
  801. int16_t ground3 = file.read16();
  802. int16_t ground4 = file.read16();
  803. int16_t fly = file.read16();
  804. // Alternate room state
  805. int16_t ground1alt = file.read16();
  806. int16_t ground2alt = file.read16();
  807. int16_t ground3alt = file.read16();
  808. int16_t ground4alt = file.read16();
  809. int16_t flyAlt = file.read16();
  810. // TODO store zones somewhere
  811. }
  812. if ((numBoxes > 0) || (numOverlaps > 0))
  813. getLog() << "LoaderTR2: Found NPC NavigationHints (" << numBoxes
  814. << ", " << numOverlaps << ", " << list << "), unimplemented!" << Log::endl;
  815. else
  816. getLog() << "LoaderTR2: No NPC NavigationHints in this level?!" << Log::endl;
  817. }
  818. // ---- Sound ----
  819. void LoaderTR2::loadSoundSources() {
  820. uint32_t numSoundSources = file.readU32();
  821. for (unsigned int s = 0; s < numSoundSources; s++) {
  822. // Absolute world coordinate positions of sound source
  823. int32_t x = file.read32();
  824. int32_t y = file.read32();
  825. int32_t z = file.read32();
  826. // Internal sound index
  827. uint16_t soundID = file.readU16();
  828. // Unknown, 0x40, 0x80 or 0xC0
  829. uint16_t flags = file.readU16();
  830. SoundManager::addSoundSource(x, y, z, soundID, flags);
  831. }
  832. if (numSoundSources > 0)
  833. getLog() << "LoaderTR2: Found " << numSoundSources << " SoundSources" << Log::endl;
  834. else
  835. getLog() << "LoaderTR2: No SoundSources in this level?!" << Log::endl;
  836. }
  837. void LoaderTR2::loadSoundMap() {
  838. for (int i = 0; i < 370; i++) {
  839. SoundManager::addSoundMapEntry(file.read16());
  840. }
  841. }
  842. void LoaderTR2::loadSoundDetails() {
  843. uint32_t numSoundDetails = file.readU32();
  844. for (unsigned int s = 0; s < numSoundDetails; s++) {
  845. uint16_t sample = file.readU16(); // Index into SampleIndices[]
  846. uint16_t volume = file.readU16();
  847. // sound range? distance at which this sound can be heard?
  848. uint16_t unknown1 = file.readU16();
  849. // Bits 8-15: priority?
  850. // Bits 2-7: number of samples in this group
  851. // Bits 0-1: channel number?
  852. uint16_t unknown2 = file.readU16();
  853. SoundManager::addSoundDetail(sample, ((float)volume) / 32767.0f);
  854. }
  855. if (numSoundDetails > 0)
  856. getLog() << "LoaderTR2: Found " << numSoundDetails << " SoundDetails" << Log::endl;
  857. else
  858. getLog() << "LoaderTR2: No SoundDetails in this level?!" << Log::endl;
  859. }
  860. void LoaderTR2::loadSampleIndices() {
  861. uint32_t numSampleIndices = file.readU32();
  862. for (unsigned int i = 0; i < numSampleIndices; i++) {
  863. SoundManager::addSampleIndex(file.readU32());
  864. }
  865. if (numSampleIndices > 0)
  866. getLog() << "LoaderTR2: Found " << numSampleIndices << " SampleIndices" << Log::endl;
  867. else
  868. getLog() << "LoaderTR2: No SampleIndices in this level?!" << Log::endl;
  869. }
  870. void LoaderTR2::loadExternalSoundFile(std::string f) {
  871. size_t dir = f.find_last_of("/\\");
  872. if (dir != std::string::npos) {
  873. f.replace(dir + 1, std::string::npos, "MAIN.SFX");
  874. } else {
  875. f = "MAIN.SFX";
  876. }
  877. BinaryFile sfx;
  878. if (sfx.open(f) != 0) {
  879. getLog() << "LoaderTR2: Can't open \"" << f << "\"!" << Log::endl;
  880. return;
  881. }
  882. int riffCount = 0;
  883. while (!sfx.eof()) {
  884. char test[5];
  885. test[4] = '\0';
  886. for (int i = 0; i < 4; i++)
  887. test[i] = sfx.read8();
  888. if (std::string("RIFF") != std::string(test)) {
  889. getLog() << "LoaderTR2: External SFX invalid! (" << riffCount
  890. << ", \"" << test << "\" != \"RIFF\")" << Log::endl;
  891. return;
  892. }
  893. // riffSize is (fileLength - 8)
  894. uint32_t riffSize = sfx.readU32();
  895. unsigned char buff[riffSize + 8];
  896. sfx.seek(sfx.tell() - 8);
  897. for (int i = 0; i < (riffSize + 8); i++)
  898. buff[i] = sfx.readU8();
  899. int ret = Sound::loadBuffer(buff, riffSize + 8);
  900. assert(ret >= 0);
  901. riffCount++;
  902. }
  903. if (riffCount > 0)
  904. getLog() << "LoaderTR2: Found " << riffCount << " SoundSamples in SFX" << Log::endl;
  905. else
  906. getLog() << "LoaderTR2: No SoundSamples in SFX?!" << Log::endl;
  907. }
  908. // ---- Stuff ----
  909. void LoaderTR2::loadCameras() {
  910. uint32_t numCameras = file.readU32();
  911. for (unsigned int c = 0; c < numCameras; c++) {
  912. int32_t x = file.read32();
  913. int32_t y = file.read32();
  914. int32_t z = file.read32();
  915. int16_t room = file.read16();
  916. file.seek(file.tell() + 2); // Unknown, correlates to Boxes? Zones?
  917. // TODO store cameras somewhere
  918. }
  919. if (numCameras > 0)
  920. getLog() << "LoaderTR2: Found " << numCameras << " Cameras, unimplemented!" << Log::endl;
  921. }
  922. void LoaderTR2::loadCinematicFrames() {
  923. uint16_t numCinematicFrames = file.readU16();
  924. for (unsigned int c = 0; c < numCinematicFrames; c++) {
  925. int16_t rotY = file.read16(); // Y rotation, +-32767 = +-180deg
  926. int16_t rotZ = file.read16(); // Z rotation, like rotY
  927. int16_t rotZ2 = file.read16(); // Like rotZ?
  928. int16_t posZ = file.read16(); // Camera pos relative to what?
  929. int16_t posY = file.read16();
  930. int16_t posX = file.read16();
  931. int16_t unknown = file.read16(); // Changing this can cause runtime error
  932. int16_t rotX = file.read16(); // X rotation, like rotY
  933. // TODO store cinematic frames somewhere
  934. }
  935. if (numCinematicFrames > 0)
  936. getLog() << "LoaderTR2: Found " << numCinematicFrames
  937. << " CinematicFrames, unimplemented!" << Log::endl;
  938. }
  939. void LoaderTR2::loadDemoData() {
  940. uint16_t numDemoData = file.readU16();
  941. for (unsigned int d = 0; d < numDemoData; d++)
  942. file.readU8();
  943. // TODO store demo data somewhere, find out meaning
  944. if (numDemoData > 0)
  945. getLog() << "LoaderTR2: Found " << numDemoData << " bytes DemoData, unimplemented!" <<
  946. Log::endl;
  947. }