Open Source Tomb Raider Engine
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LoaderTR2.cpp 44KB

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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 "global.h"
  9. #include "Game.h"
  10. #include "Log.h"
  11. #include "Mesh.h"
  12. #include "Room.h"
  13. #include "SoundManager.h"
  14. #include "TextureManager.h"
  15. #include "World.h"
  16. #include "system/Sound.h"
  17. #include "utils/pixel.h"
  18. #include "loader/LoaderTR2.h"
  19. #include <glm/gtc/matrix_transform.hpp>
  20. int LoaderTR2::load(std::string f) {
  21. if (file.open(f) != 0) {
  22. return 1; // Could not open file
  23. }
  24. if (file.readU32() != 0x2D) {
  25. return 2; // Not a TR2 level?!
  26. }
  27. loadPalette();
  28. loadTextures();
  29. file.seek(file.tell() + 4); // Unused value?
  30. loadRooms();
  31. loadFloorData();
  32. loadMeshes();
  33. loadMoveables();
  34. loadStaticMeshes();
  35. loadTextiles();
  36. loadSprites();
  37. loadCameras();
  38. loadSoundSources();
  39. loadBoxesOverlapsZones();
  40. loadAnimatedTextures();
  41. loadItems();
  42. file.seek(file.tell() + 8192); // Skip Light map, only for 8bit coloring
  43. loadCinematicFrames();
  44. loadDemoData();
  45. loadSoundMap();
  46. loadSoundDetails();
  47. loadSampleIndices();
  48. loadExternalSoundFile(f);
  49. return 0;
  50. }
  51. // ---- Textures ----
  52. void LoaderTR2::loadPalette() {
  53. file.seek(file.tell() + 768); // Skip 8bit palette, 256 * 3 bytes
  54. // Read the 16bit palette, 256 * 4 bytes, RGBA, A unused
  55. for (int i = 0; i < 256; i++) {
  56. uint8_t r = file.readU8();
  57. uint8_t g = file.readU8();
  58. uint8_t b = file.readU8();
  59. uint8_t a = file.readU8();
  60. glm::vec4 c(r / 255.0f, g / 255.0f, b / 255.0f, 1.0f);
  61. TextureManager::setPalette(i, c);
  62. }
  63. }
  64. void LoaderTR2::loadTextures() {
  65. uint32_t numTextures = file.readU32();
  66. file.seek(file.tell() + (numTextures * 256 * 256)); // Skip 8bit textures
  67. // Read the 16bit textures, numTextures * 256 * 256 * 2 bytes
  68. for (unsigned int i = 0; i < numTextures; i++) {
  69. std::array<uint8_t, 256 * 256 * 2> arr;
  70. for (auto& x : arr) {
  71. x = file.readU8();
  72. }
  73. // Convert 16bit textures to 32bit textures
  74. unsigned char* img = argb16to32(&arr[0], 256, 256);
  75. int r = TextureManager::loadBufferSlot(img, 256, 256,
  76. ColorMode::ARGB, 32,
  77. TextureStorage::GAME, i);
  78. assertGreaterThanEqual(r, 0); //! \fixme properly handle error when texture could not be loaded!
  79. delete [] img;
  80. }
  81. if (numTextures > 0)
  82. Log::get(LOG_INFO) << "LoaderTR2: Found " << numTextures << " Textures!" << Log::endl;
  83. else
  84. Log::get(LOG_INFO) << "LoaderTR2: No Textures in this level?!" << Log::endl;
  85. }
  86. void LoaderTR2::loadTextiles() {
  87. uint32_t numObjectTextures = file.readU32();
  88. for (unsigned int o = 0; o < numObjectTextures; o++) {
  89. // 0 means that a texture is all-opaque, and that transparency
  90. // information is ignored.
  91. //
  92. // 1 means that transparency information is used. In 8-bit color,
  93. // index 0 is the transparent color, while in 16-bit color, the
  94. // top bit (0x8000) is the alpha channel (1 = opaque, 0 = transparent)
  95. //
  96. // 2 (TR3 only) means that the opacity (alpha) is equal to the intensity;
  97. // the brighter the color, the more opaque it is. The intensity is probably
  98. // calculated as the maximum of the individual color values.
  99. uint16_t attribute = file.readU16();
  100. // Index into the texture list
  101. uint16_t tile = file.readU16();
  102. TextureTile* t = new TextureTile(attribute, tile);
  103. // The four corner vertices of the texture
  104. // The Pixel values are the actual coordinates of the vertexs pixel
  105. // The Coordinate values depend on where the other vertices are in
  106. // the object texture. And if the object texture is used to specify
  107. // a triangle, then the fourth vertexs values will all be zero
  108. // Coordinate is 1 if Pixel is the low val, 255 if high val in object texture
  109. for (int i = 0; i < 4; i++) {
  110. uint8_t xCoordinate = file.readU8();
  111. uint8_t xPixel = file.readU8();
  112. uint8_t yCoordinate = file.readU8();
  113. uint8_t yPixel = file.readU8();
  114. assert((xCoordinate == 1) || (xCoordinate == 255) || (xCoordinate == 0));
  115. assert((yCoordinate == 1) || (yCoordinate == 255) || (yCoordinate == 0));
  116. t->add(TextureTileVertex(xCoordinate, xPixel, yCoordinate, yPixel));
  117. }
  118. TextureManager::addTile(t);
  119. }
  120. if (numObjectTextures > 0)
  121. Log::get(LOG_INFO) << "LoaderTR2: Found " << numObjectTextures << " Textiles!" << Log::endl;
  122. else
  123. Log::get(LOG_INFO) << "LoaderTR2: No Textiles in this level?!" << Log::endl;
  124. }
  125. void LoaderTR2::loadAnimatedTextures() {
  126. uint32_t numWords = file.readU32() - 1;
  127. uint16_t numAnimatedTextures = file.readU16();
  128. std::vector<uint16_t> animatedTextures;
  129. for (unsigned int a = 0; a < numWords; a++) {
  130. animatedTextures.push_back(file.readU16());
  131. }
  132. int pos = 0;
  133. for (unsigned int a = 0; a < numAnimatedTextures; a++) {
  134. int count = animatedTextures.at(pos) + 1;
  135. if ((pos + count) >= numWords) {
  136. Log::get(LOG_DEBUG) << "LoaderTR2: Invalid AnimatedTextures ("
  137. << pos + count << " >= " << numWords << ")!" << Log::endl;
  138. return;
  139. }
  140. for (int i = 0; i < count; i++) {
  141. TextureManager::addAnimatedTile(a, animatedTextures.at(pos + i + 1));
  142. }
  143. pos += count + 1;
  144. }
  145. if ((numAnimatedTextures > 0) || (numWords > 0))
  146. Log::get(LOG_INFO) << "LoaderTR2: Found " << numAnimatedTextures << " Animated Textures!" <<
  147. Log::endl;
  148. else
  149. Log::get(LOG_INFO) << "LoaderTR2: No Animated Textures in this level?!" << Log::endl;
  150. if (pos != numWords)
  151. Log::get(LOG_DEBUG) << "LoaderTR2: Extra bytes at end of AnimatedTextures?!" << Log::endl;
  152. }
  153. // ---- Rooms ----
  154. void LoaderTR2::loadRoomLights() {
  155. int16_t intensity1 = file.read16();
  156. int16_t intensity2 = file.read16();
  157. int16_t lightMode = file.read16();
  158. uint16_t numLights = file.readU16();
  159. for (unsigned int l = 0; l < numLights; l++) {
  160. // Position of light, in world coordinates
  161. int32_t x = file.read32();
  162. int32_t y = file.read32();
  163. int32_t z = file.read32();
  164. uint16_t intensity1 = file.readU16();
  165. uint16_t intensity2 = file.readU16(); // Almost always equal to intensity1
  166. uint32_t fade1 = file.readU32(); // Falloff value?
  167. uint32_t fade2 = file.readU32(); // Falloff value?
  168. // TODO store light somewhere
  169. }
  170. }
  171. void LoaderTR2::loadRoomStaticMeshes(std::vector<StaticModel*>& staticModels) {
  172. uint16_t numStaticMeshes = file.readU16();
  173. for (unsigned int s = 0; s < numStaticMeshes; s++) {
  174. // Absolute position in world coordinates
  175. int32_t x = file.read32();
  176. int32_t y = file.read32();
  177. int32_t z = file.read32();
  178. // High two bits (0xC000) indicate steps of
  179. // 90 degrees (eg. (rotation >> 14) * 90)
  180. uint16_t rotation = file.readU16();
  181. // Constant lighting, 0xFFFF means use mesh lighting
  182. //! \todo Use static mesh lighting information
  183. uint16_t intensity1 = file.readU16();
  184. uint16_t intensity2 = file.readU16();
  185. // Which StaticMesh item to draw
  186. uint16_t objectID = file.readU16();
  187. staticModels.push_back(new StaticModel(glm::vec3(x, y, z),
  188. glm::radians((rotation >> 14) * 90.0f),
  189. objectID));
  190. }
  191. }
  192. void LoaderTR2::loadRoomDataEnd(int16_t& alternateRoom, unsigned int& roomFlags) {
  193. alternateRoom = file.read16();
  194. uint16_t flags = file.readU16();
  195. roomFlags = 0;
  196. if (flags & 0x0001) {
  197. roomFlags |= RoomFlagUnderWater;
  198. }
  199. }
  200. void LoaderTR2::loadRoomVertex(RoomVertexTR2& vert) {
  201. vert.x = file.read16();
  202. vert.y = file.read16();
  203. vert.z = file.read16();
  204. vert.light1 = file.read16();
  205. vert.attributes = file.readU16();
  206. vert.light2 = file.read16();
  207. }
  208. void LoaderTR2::loadRoomMesh(std::vector<IndexedRectangle>& rectangles,
  209. std::vector<IndexedRectangle>& triangles,
  210. uint16_t& numRectangles, uint16_t& numTriangles) {
  211. numRectangles = file.readU16();
  212. for (unsigned int r = 0; r < numRectangles; r++) {
  213. // Indices into the vertex list read just before
  214. uint16_t vertex1 = file.readU16();
  215. uint16_t vertex2 = file.readU16();
  216. uint16_t vertex3 = file.readU16();
  217. uint16_t vertex4 = file.readU16();
  218. // Index into the object-texture list
  219. uint16_t texture = file.readU16();
  220. rectangles.emplace_back(texture, vertex1, vertex2, vertex3, vertex4);
  221. }
  222. numTriangles = file.readU16();
  223. for (unsigned int t = 0; t < numTriangles; t++) {
  224. // Indices into the room vertex list
  225. uint16_t vertex1 = file.readU16();
  226. uint16_t vertex2 = file.readU16();
  227. uint16_t vertex3 = file.readU16();
  228. // Index into the object-texture list
  229. uint16_t texture = file.readU16();
  230. triangles.emplace_back(texture, vertex1, vertex2, vertex3);
  231. }
  232. }
  233. void LoaderTR2::loadRooms() {
  234. uint16_t numRooms = file.readU16();
  235. for (unsigned int i = 0; i < numRooms; i++) {
  236. // Room Header
  237. int32_t xOffset = file.read32();
  238. int32_t zOffset = file.read32();
  239. int32_t yBottom = file.read32(); // lowest point == largest y value
  240. int32_t yTop = file.read32(); // highest point == smallest y value
  241. glm::vec3 pos(xOffset, 0.0f, zOffset);
  242. // Number of data words (2 bytes) to follow
  243. uint32_t dataToFollow = file.readU32();
  244. glm::vec3 bbox[2] = {
  245. glm::vec3(0.0f, 0.0f, 0.0f),
  246. glm::vec3(0.0f, 0.0f, 0.0f)
  247. };
  248. uint16_t numVertices = file.readU16();
  249. std::vector<RoomVertexTR2> vertices;
  250. for (unsigned int v = 0; v < numVertices; v++) {
  251. RoomVertexTR2 vert;
  252. loadRoomVertex(vert);
  253. vertices.push_back(vert);
  254. // Fill bounding box
  255. if (v == 0) {
  256. for (int i = 0; i < 2; i++) {
  257. bbox[i].x = vert.x;
  258. bbox[i].y = vert.y;
  259. bbox[i].z = vert.z;
  260. }
  261. } else {
  262. if (vert.x < bbox[0].x)
  263. bbox[0].x = vert.x;
  264. if (vert.x > bbox[1].x)
  265. bbox[1].x = vert.x;
  266. if (vert.y < bbox[0].y)
  267. bbox[0].y = vert.y;
  268. if (vert.y > bbox[1].y)
  269. bbox[1].y = vert.y;
  270. if (vert.z < bbox[0].z)
  271. bbox[0].z = vert.z;
  272. if (vert.z > bbox[1].z)
  273. bbox[1].z = vert.z;
  274. }
  275. }
  276. bbox[0] += pos;
  277. bbox[1] += pos;
  278. std::vector<IndexedRectangle> rectangles;
  279. std::vector<IndexedRectangle> triangles;
  280. uint16_t numRectangles, numTriangles;
  281. loadRoomMesh(rectangles, triangles, numRectangles, numTriangles);
  282. uint16_t numSprites = file.readU16();
  283. std::vector<RoomSprite*> roomSprites;
  284. for (unsigned int s = 0; s < numSprites; s++) {
  285. uint16_t vertex = file.readU16(); // Index into vertex list
  286. uint16_t sprite = file.readU16(); // Index into sprite list
  287. auto& v = vertices.at(vertex);
  288. roomSprites.push_back(new RoomSprite(glm::vec3(v.x, v.y, v.z) + pos, sprite));
  289. }
  290. uint16_t numPortals = file.readU16();
  291. std::vector<Portal*> portals;
  292. for (unsigned int p = 0; p < numPortals; p++) {
  293. // Which room this portal leads to
  294. uint16_t adjoiningRoom = file.readU16();
  295. // Which way the portal faces
  296. // The normal points away from the adjacent room
  297. // To be seen through, it must point toward the viewpoint
  298. int16_t xNormal = file.read16();
  299. int16_t yNormal = file.read16();
  300. int16_t zNormal = file.read16();
  301. // The corners of this portal
  302. // The right-hand rule applies with respect to the normal
  303. int16_t xCorner1 = file.read16();
  304. int16_t yCorner1 = file.read16();
  305. int16_t zCorner1 = file.read16();
  306. int16_t xCorner2 = file.read16();
  307. int16_t yCorner2 = file.read16();
  308. int16_t zCorner2 = file.read16();
  309. int16_t xCorner3 = file.read16();
  310. int16_t yCorner3 = file.read16();
  311. int16_t zCorner3 = file.read16();
  312. int16_t xCorner4 = file.read16();
  313. int16_t yCorner4 = file.read16();
  314. int16_t zCorner4 = file.read16();
  315. //! \fixme TODO translate vertices by room offset!
  316. portals.push_back(new Portal(adjoiningRoom,
  317. glm::vec3(xNormal, yNormal, zNormal),
  318. glm::vec3(xCorner1, yCorner1, zCorner1),
  319. glm::vec3(xCorner2, yCorner2, zCorner2),
  320. glm::vec3(xCorner3, yCorner3, zCorner3),
  321. glm::vec3(xCorner4, yCorner4, zCorner4)));
  322. }
  323. uint16_t numZSectors = file.readU16();
  324. uint16_t numXSectors = file.readU16();
  325. for (unsigned int s = 0; s < (numZSectors * numXSectors); s++) {
  326. // Sectors are 1024*1024 world coordinates. Floor and Ceiling are
  327. // signed numbers of 256 units of height.
  328. // Floor/Ceiling value of 0x81 is used to indicate impenetrable
  329. // walls around the sector.
  330. // Floor values are used by the original engine to determine
  331. // what objects can be traversed and how. Relative steps of 1 (256)
  332. // can be walked up, 2..7 must be jumped up, larger than 7 is too high
  333. // If RoomAbove/Below is not none, the Ceiling/Floor is a collisional
  334. // portal to that room
  335. uint16_t indexFloorData = file.readU16();
  336. uint16_t indexBox = file.readU16(); // 0xFFFF if none
  337. uint8_t roomBelow = file.readU8(); // 0xFF if none
  338. int8_t floor = file.read8(); // Absolute height of floor (divided by 256)
  339. uint8_t roomAbove = file.readU8(); // 0xFF if none
  340. int8_t ceiling = file.read8(); // Absolute height of ceiling (/ 256)
  341. // In TR3 indexBox is more complicated. Only bits 4-14 are the 'real' index.
  342. // Bits 0-3 are most likely some kind of flag (footstep sound?).
  343. // There is a special value of the 'real' index, 2047 or 0x7FF.
  344. bool wall = false;
  345. if ((((uint8_t)floor) == 0x81) || (((uint8_t)ceiling) == 0x81)) {
  346. wall = true;
  347. }
  348. //room->addSector(new Sector(floor * 256.0f, ceiling * 256.0f, wall));
  349. // TODO store sectors
  350. }
  351. loadRoomLights();
  352. std::vector<StaticModel*> staticModels;
  353. loadRoomStaticMeshes(staticModels);
  354. int16_t alternateRoom = -1;
  355. unsigned int roomFlags = 0;
  356. loadRoomDataEnd(alternateRoom, roomFlags);
  357. BoundingBox* boundingbox = new BoundingBox(bbox[0], bbox[1]);
  358. RoomMesh* mesh = new RoomMesh(vertices, rectangles, triangles);
  359. Room* room = new Room(pos, boundingbox, mesh, roomFlags, alternateRoom,
  360. numXSectors, numZSectors, i);
  361. for (auto p : portals)
  362. room->addPortal(p);
  363. for (auto m : staticModels)
  364. room->addModel(m);
  365. for (auto s : roomSprites)
  366. room->addSprite(s);
  367. getWorld().addRoom(room);
  368. // Sanity check
  369. if ((numPortals == 0) && (numVertices == 0)
  370. && (numRectangles == 0) && (numTriangles == 0))
  371. Log::get(LOG_DEBUG) << "LoaderTR2: Room " << i << " seems invalid: " << numPortals << "p "
  372. << numRectangles << "r " << numTriangles << "t " << numVertices
  373. << "v" << Log::endl;
  374. }
  375. if (numRooms > 0)
  376. Log::get(LOG_INFO) << "LoaderTR2: Found " << numRooms << " Rooms!" << Log::endl;
  377. else
  378. Log::get(LOG_INFO) << "LoaderTR2: No Rooms in this Level?!" << Log::endl;
  379. }
  380. void LoaderTR2::loadFloorData() {
  381. uint32_t numFloorData = file.readU32();
  382. for (unsigned int f = 0; f < numFloorData; f++) {
  383. uint16_t unused = file.readU16();
  384. // TODO store floor data somewhere
  385. }
  386. if (numFloorData > 0)
  387. Log::get(LOG_INFO) << "LoaderTR2: Found " << numFloorData << " words FloorData, unimplemented!" <<
  388. Log::endl;
  389. else
  390. Log::get(LOG_INFO) << "LoaderTR2: No FloorData in this level?!" << Log::endl;
  391. }
  392. void LoaderTR2::loadSprites() {
  393. uint32_t numSpriteTextures = file.readU32();
  394. for (unsigned int s = 0; s < numSpriteTextures; s++) {
  395. uint16_t tile = file.readU16();
  396. uint8_t x = file.readU8();
  397. uint8_t y = file.readU8();
  398. uint16_t width = file.readU16(); // Actually (width * 256) + 255
  399. uint16_t height = file.readU16(); // Actually (height * 256) + 255
  400. // Required for what?
  401. int16_t leftSide = file.read16();
  402. int16_t topSide = file.read16();
  403. int16_t rightSide = file.read16();
  404. int16_t bottomSide = file.read16();
  405. Sprite* sp = new Sprite(tile, x, y, width, height);
  406. getWorld().addSprite(sp);
  407. }
  408. uint32_t numSpriteSequences = file.readU32();
  409. for (unsigned int s = 0; s < numSpriteSequences; s++) {
  410. int32_t objectID = file.read32(); // Item identifier, matched in Items[]
  411. int16_t negativeLength = file.read16(); // Negative sprite count
  412. int16_t offset = file.read16(); // Where sequence starts in sprite texture list
  413. assertLessThan(negativeLength, 0);
  414. assertGreaterThanEqual(offset, 0);
  415. assertLessThanEqual(offset + (negativeLength * -1), numSpriteTextures);
  416. SpriteSequence* ss = new SpriteSequence(objectID, offset, (negativeLength * -1));
  417. getWorld().addSpriteSequence(ss);
  418. }
  419. if ((numSpriteTextures > 0) || (numSpriteSequences > 0))
  420. Log::get(LOG_INFO) << "LoaderTR2: Found " << numSpriteTextures << " Sprites in " <<
  421. numSpriteSequences <<
  422. " Sequences!" << Log::endl;
  423. else
  424. Log::get(LOG_INFO) << "LoaderTR2: No Sprites in this level?!" << Log::endl;
  425. }
  426. // ---- Meshes ----
  427. int LoaderTR2::getPaletteIndex(uint16_t index) {
  428. return (index & 0xFF00) >> 8; // Use index into 16bit palette
  429. }
  430. void LoaderTR2::loadMeshes() {
  431. // Number of bitu16s of mesh data to follow
  432. // Read all the mesh data into a buffer, because
  433. // only afterward we can read the number of meshes
  434. // in this data block
  435. uint32_t numMeshData = file.readU32();
  436. std::vector<uint16_t> buffer;
  437. for (unsigned int i = 0; i < numMeshData; i++) {
  438. buffer.push_back(file.readU16());
  439. }
  440. uint32_t numMeshPointers = file.readU32();
  441. for (unsigned int i = 0; i < numMeshPointers; i++) {
  442. uint32_t meshPointer = file.readU32();
  443. if (numMeshData < (meshPointer / 2)) {
  444. Log::get(LOG_DEBUG) << "LoaderTR2: Invalid Mesh: "
  445. << (meshPointer / 2) << " > " << numMeshData << Log::endl;
  446. continue;
  447. }
  448. char* tmpPtr = reinterpret_cast<char*>(&buffer[meshPointer / 2]);
  449. BinaryMemory mem(tmpPtr, (numMeshData * 2) - meshPointer);
  450. int16_t mx = mem.read16();
  451. int16_t my = mem.read16();
  452. int16_t mz = mem.read16();
  453. int32_t collisionSize = mem.read32();
  454. // TODO store mesh collision info somewhere
  455. uint16_t numVertices = mem.readU16();
  456. std::vector<glm::vec3> vertices;
  457. for (int v = 0; v < numVertices; v++) {
  458. int16_t x = mem.read16();
  459. int16_t y = mem.read16();
  460. int16_t z = mem.read16();
  461. vertices.emplace_back(x, y, z);
  462. }
  463. int16_t numNormals = mem.read16();
  464. if (numNormals > 0) {
  465. // External vertex lighting is used, with the lighting calculated
  466. // from the rooms ambient and point-source lighting values. The
  467. // latter appears to use a simple Lambert law for directionality:
  468. // intensity is proportional to
  469. // max((normal direction).(direction to source), 0)
  470. for (int n = 0; n < numNormals; n++) {
  471. int16_t x = mem.read16();
  472. int16_t y = mem.read16();
  473. int16_t z = mem.read16();
  474. //mesh->addNormal(glm::vec3(x, y, z));
  475. }
  476. } else if (numNormals < 0) {
  477. // Internal vertex lighting is used,
  478. // using the data included with the mesh
  479. for (int l = 0; l < (numNormals * -1); l++) {
  480. int16_t light = mem.read16();
  481. // TODO store lights somewhere
  482. }
  483. }
  484. int16_t numTexturedRectangles = mem.read16();
  485. std::vector<IndexedRectangle> texturedRectangles;
  486. for (int r = 0; r < numTexturedRectangles; r++) {
  487. uint16_t vertex1 = mem.readU16();
  488. uint16_t vertex2 = mem.readU16();
  489. uint16_t vertex3 = mem.readU16();
  490. uint16_t vertex4 = mem.readU16();
  491. uint16_t texture = mem.readU16();
  492. texturedRectangles.emplace_back(texture, vertex1, vertex2, vertex3, vertex4);
  493. }
  494. int16_t numTexturedTriangles = mem.read16();
  495. std::vector<IndexedRectangle> texturedTriangles;
  496. for (int t = 0; t < numTexturedTriangles; t++) {
  497. uint16_t vertex1 = mem.readU16();
  498. uint16_t vertex2 = mem.readU16();
  499. uint16_t vertex3 = mem.readU16();
  500. uint16_t texture = mem.readU16();
  501. texturedTriangles.emplace_back(texture, vertex1, vertex2, vertex3);
  502. }
  503. int16_t numColoredRectangles = mem.read16();
  504. std::vector<IndexedColoredRectangle> coloredRectangles;
  505. for (int r = 0; r < numColoredRectangles; r++) {
  506. uint16_t vertex1 = mem.readU16();
  507. uint16_t vertex2 = mem.readU16();
  508. uint16_t vertex3 = mem.readU16();
  509. uint16_t vertex4 = mem.readU16();
  510. uint16_t texture = mem.readU16();
  511. int index = getPaletteIndex(texture);
  512. coloredRectangles.emplace_back(index, vertex1, vertex2, vertex3, vertex4);
  513. }
  514. int16_t numColoredTriangles = mem.read16();
  515. std::vector<IndexedColoredRectangle> coloredTriangles;
  516. for (int t = 0; t < numColoredTriangles; t++) {
  517. uint16_t vertex1 = mem.readU16();
  518. uint16_t vertex2 = mem.readU16();
  519. uint16_t vertex3 = mem.readU16();
  520. uint16_t texture = mem.readU16();
  521. int index = getPaletteIndex(texture);
  522. coloredTriangles.emplace_back(index, vertex1, vertex2, vertex3);
  523. }
  524. Mesh* mesh = new Mesh(vertices, texturedRectangles, texturedTriangles,
  525. coloredRectangles, coloredTriangles);
  526. getWorld().addMesh(mesh);
  527. }
  528. if (numMeshPointers > 0)
  529. Log::get(LOG_INFO) << "LoaderTR2: Found " << numMeshPointers << " Meshes!" << Log::endl;
  530. else
  531. Log::get(LOG_INFO) << "LoaderTR2: No Meshes in this level?!" << Log::endl;
  532. }
  533. void LoaderTR2::loadStaticMeshes() {
  534. uint32_t numStaticMeshes = file.readU32();
  535. for (unsigned int s = 0; s < numStaticMeshes; s++) {
  536. uint32_t objectID = file.readU32(); // Matched in Items[]
  537. uint16_t mesh = file.readU16(); // Offset into MeshPointers[]
  538. // tr2_vertex BoundingBox[2][2];
  539. // First index is which one, second index is opposite corners
  540. int16_t x11 = file.read16();
  541. int16_t y11 = file.read16();
  542. int16_t z11 = file.read16();
  543. int16_t x12 = file.read16();
  544. int16_t y12 = file.read16();
  545. int16_t z12 = file.read16();
  546. int16_t x21 = file.read16();
  547. int16_t y21 = file.read16();
  548. int16_t z21 = file.read16();
  549. int16_t x22 = file.read16();
  550. int16_t y22 = file.read16();
  551. int16_t z22 = file.read16();
  552. // Meaning uncertain. Usually 2, and 3 for objects Lara can
  553. // travel through, like TR2s skeletons and underwater plants
  554. uint16_t flags = file.readU16();
  555. BoundingBox* bbox1 = new BoundingBox(glm::vec3(x11, y11, z11), glm::vec3(x12, y12, z12));
  556. BoundingBox* bbox2 = new BoundingBox(glm::vec3(x21, y21, z21), glm::vec3(x22, y22, z22));
  557. getWorld().addStaticMesh(new StaticMesh(objectID, mesh, bbox1, bbox2));
  558. }
  559. if (numStaticMeshes > 0)
  560. Log::get(LOG_INFO) << "LoaderTR2: Found " << numStaticMeshes << " StaticMeshes!" << Log::endl;
  561. else
  562. Log::get(LOG_INFO) << "LoaderTR2: No StaticMeshes in this level?!" << Log::endl;
  563. }
  564. // ---- Moveables ----
  565. struct Animation_t {
  566. uint32_t frameOffset;
  567. uint8_t frameRate, frameSize;
  568. uint16_t stateID, frameStart, frameEnd, nextAnimation;
  569. uint16_t nextFrame, numStateChanges, stateChangeOffset;
  570. uint16_t numAnimCommands, animCommandOffset;
  571. Animation_t(uint32_t fo, uint8_t fr, uint8_t fs, uint16_t si,
  572. uint16_t fst, uint16_t fe, uint16_t na, uint16_t nf,
  573. uint16_t ns, uint16_t so, uint16_t nac, uint16_t ao)
  574. : frameOffset(fo), frameRate(fr), frameSize(fs),
  575. stateID(si), frameStart(fst), frameEnd(fe), nextAnimation(na),
  576. nextFrame(nf), numStateChanges(ns), stateChangeOffset(so),
  577. numAnimCommands(nac), animCommandOffset(ao) { }
  578. };
  579. struct StateChange_t {
  580. uint16_t stateID, numAnimDispatches, animDispatchOffset;
  581. StateChange_t(uint16_t s, uint16_t n, uint16_t a)
  582. : stateID(s), numAnimDispatches(n), animDispatchOffset(a) { }
  583. };
  584. struct AnimDispatch_t {
  585. int16_t low, high, nextAnimation, nextFrame;
  586. AnimDispatch_t(int16_t l, int16_t h, int16_t na, int16_t nf)
  587. : low(l), high(h), nextAnimation(na), nextFrame(nf) { }
  588. };
  589. void LoaderTR2::loadMoveables() {
  590. uint32_t numAnimations = file.readU32();
  591. std::vector<Animation_t> animations;
  592. for (unsigned int a = 0; a < numAnimations; a++) {
  593. // *Byte* Offset into Frames[] (so divide by 2!)
  594. uint32_t frameOffset = file.readU32();
  595. uint8_t frameRate = file.readU8(); // Engine ticks per frame
  596. // Number of bit16s in Frames[] used by this animation
  597. // Be careful when parsing frames using the FrameSize value
  598. // as the size of each frame, since an animations frame range
  599. // may extend into the next animations frame range, and that
  600. // may have a different FrameSize value.
  601. uint8_t frameSize = file.readU8();
  602. uint16_t stateID = file.readU16();
  603. file.seek(file.tell() + 8); // Skip 8 unknown bytes
  604. uint16_t frameStart = file.readU16(); // First frame in this animation
  605. uint16_t frameEnd = file.readU16(); // Last frame in this animation
  606. uint16_t nextAnimation = file.readU16();
  607. uint16_t nextFrame = file.readU16();
  608. uint16_t numStateChanges = file.readU16();
  609. uint16_t stateChangeOffset = file.readU16(); // Index into StateChanges[]
  610. uint16_t numAnimCommands = file.readU16(); // How many animation commands to use
  611. uint16_t animCommandOffset = file.readU16(); // Index into AnimCommand[]
  612. animations.emplace_back(frameOffset, frameRate, frameSize,
  613. stateID, frameStart, frameEnd, nextAnimation, nextFrame, numStateChanges,
  614. stateChangeOffset, numAnimCommands, animCommandOffset);
  615. }
  616. if (numAnimations > 0)
  617. Log::get(LOG_INFO) << "LoaderTR2: Found " << numAnimations << " Animations!" << Log::endl;
  618. else
  619. Log::get(LOG_INFO) << "LoaderTR2: No Animations in this level?!" << Log::endl;
  620. uint32_t numStateChanges = file.readU32();
  621. std::vector<StateChange_t> stateChanges;
  622. for (unsigned int s = 0; s < numStateChanges; s++) {
  623. uint16_t stateID = file.readU16();
  624. uint16_t numAnimDispatches = file.readU16(); // Number of ranges (always 1..5?)
  625. uint16_t animDispatchOffset = file.readU16(); // Index into AnimDispatches[]
  626. stateChanges.emplace_back(stateID, numAnimDispatches, animDispatchOffset);
  627. }
  628. if (numStateChanges > 0)
  629. Log::get(LOG_INFO) << "LoaderTR2: Found " << numStateChanges << " StateChanges!" << Log::endl;
  630. else
  631. Log::get(LOG_INFO) << "LoaderTR2: No StateChanges in this level?!" << Log::endl;
  632. uint32_t numAnimDispatches = file.readU32();
  633. std::vector<AnimDispatch_t> animDispatches;
  634. for (unsigned int a = 0; a < numAnimDispatches; a++) {
  635. int16_t low = file.read16(); // Lowest frame that uses this range
  636. int16_t high = file.read16(); // Highest frame (+1?) that uses this range
  637. int16_t nextAnimation = file.read16(); // Animation to go to
  638. int16_t nextFrame = file.read16(); // Frame offset to go to
  639. animDispatches.emplace_back(low, high, nextAnimation, nextFrame);
  640. }
  641. if (numAnimDispatches > 0)
  642. Log::get(LOG_INFO) << "LoaderTR2: Found " << numAnimDispatches << " AnimationDispatches!" <<
  643. Log::endl;
  644. else
  645. Log::get(LOG_INFO) << "LoaderTR2: No AnimationDispatches in this level?!" << Log::endl;
  646. uint32_t numAnimCommands = file.readU32();
  647. std::vector<int16_t> animCommands;
  648. for (unsigned int a = 0; a < numAnimCommands; a++) {
  649. // A list of Opcodes with zero or more operands each,
  650. // some referring to the whole animation (jump/grab points),
  651. // some to specific frames (sound, bubbles, ...).
  652. animCommands.push_back(file.read16());
  653. }
  654. if (numAnimCommands > 0)
  655. Log::get(LOG_INFO) << "LoaderTR2: Found " << numAnimCommands << " AnimationCommands!" << Log::endl;
  656. else
  657. Log::get(LOG_INFO) << "LoaderTR2: No AnimationCommands in this level?!" << Log::endl;
  658. // This is really one uint32_t flags, followed by
  659. // three int32_t x, y, z. However, we're given the number
  660. // of 32bits, as well as byte indices later, so we store
  661. // it as a single list of int32_t.
  662. uint32_t numMeshTrees = file.readU32();
  663. std::vector<int32_t> meshTrees;
  664. for (unsigned int m = 0; m < numMeshTrees; m++) {
  665. // 0x0002 - Put parent mesh on the mesh stack
  666. // 0x0001 - Pop mesh from stack, use as parent mesh
  667. // When both are not set, use previous mesh as parent mesh
  668. // When both are set, do 0x0001 first, then 0x0002, thereby
  669. // reading the stack but not changing it
  670. //uint32_t flags = file.readU32();
  671. // Offset of mesh origin from the parent mesh origin
  672. //int32_t x = file.read32();
  673. //int32_t y = file.read32();
  674. //int32_t z = file.read32();
  675. meshTrees.push_back(file.read32());
  676. }
  677. if (numMeshTrees > 0)
  678. Log::get(LOG_INFO) << "LoaderTR2: Found " << numMeshTrees << " MeshTrees!" << Log::endl;
  679. else
  680. Log::get(LOG_INFO) << "LoaderTR2: No MeshTrees in this level?!" << Log::endl;
  681. uint32_t numFrames = file.readU32();
  682. std::vector<uint16_t> frames;
  683. for (unsigned int f = 0; f < numFrames; f++) {
  684. // int16 bb1x, bb1y, bb1z
  685. // int16 bb2x, bb2y, bb2z
  686. // int16 offsetX, offsetY, offsetZ
  687. // What follows next is a list of angles with numMeshes (from Moveable) entries.
  688. // If the top bit (0x8000) of the first uint16 is set, a single X angle follows,
  689. // if the second bit (0x4000) is set, a Y angle follows, both are a Z angle.
  690. // If none is set, it's a three-axis rotation. The next 10 bits (0x3FF0) are
  691. // the X rotation, the next 10 (0x000F 0xFC00) are Y, the next (0x03FF) are
  692. // the Z rotation. The scaling is always 0x100->90deg.
  693. // Rotation order: Y, X, Z!
  694. frames.push_back(file.readU16());
  695. }
  696. if (numFrames > 0)
  697. Log::get(LOG_INFO) << "LoaderTR2: Found " << numFrames << " Frames!" << Log::endl;
  698. else
  699. Log::get(LOG_INFO) << "LoaderTR2: No Frames in this level?!" << Log::endl;
  700. uint32_t numMoveables = file.readU32();
  701. for (unsigned int m = 0; m < numMoveables; m++) {
  702. // Item identifier, matched in Items[]
  703. uint32_t objectID = file.readU32();
  704. uint16_t numMeshes = file.readU16();
  705. uint16_t startingMesh = file.readU16(); // Offset into MeshPointers[]
  706. uint32_t meshTree = file.readU32(); // Offset into MeshTree[]
  707. // *Byte* offset into Frames[] (divide by 2 for Frames[i])
  708. uint32_t frameOffset = file.readU32(); // Only needed if no animation
  709. // If animation index is 0xFFFF, the object is stationary or
  710. // animated by the engine (ponytail)
  711. uint16_t animation = file.readU16();
  712. // TODO load all animations, not only the first frame!
  713. //if (animation == 0xFFFF) {
  714. // Just add the frame indicated in frameOffset, nothing else
  715. char* tmp = reinterpret_cast<char*>(&frames[0]) + frameOffset;
  716. BinaryMemory frame(tmp + 12, (numFrames * 2) - frameOffset - 12); // skip two BBs
  717. glm::vec3 pos;
  718. pos.x = frame.read16();
  719. pos.y = frame.read16();
  720. pos.z = frame.read16();
  721. // TODO frame data format different for TR1!
  722. BoneFrame* bf = new BoneFrame(pos);
  723. for (int i = 0; i < numMeshes; i++) {
  724. int mesh = startingMesh + i;
  725. glm::vec3 offset;
  726. float rotation[3] = { 0.0f, 0.0f, 0.0f };
  727. char flag = (i == 0) ? 2 : 0;
  728. // Nonprimary tag - positioned relative to first tag
  729. if (i != 0) {
  730. tmp = reinterpret_cast<char*>(&meshTrees[0]) + meshTree; // TODO (meshTree * 4)?
  731. tmp += (i - 1) * 16; // TODO ?
  732. BinaryMemory tree(tmp, (numMeshTrees * 4) - meshTree - ((i - 1) * 16));
  733. flag = (char)tree.readU32();
  734. offset.x = tree.read32();
  735. offset.y = tree.read32();
  736. offset.z = tree.read32();
  737. uint16_t a = frame.readU16();
  738. if (a & 0xC000) {
  739. // Single angle
  740. int index = 0;
  741. if ((a & 0x8000) && (a & 0x4000))
  742. index = 2;
  743. else if (a & 0x4000)
  744. index = 1;
  745. rotation[index] = ((float)(a & 0x03FF)) * 360.0f / 1024.0f;
  746. } else {
  747. // Three angles
  748. uint16_t b = frame.readU16();
  749. rotation[0] = (a & 0x3FF0) >> 4;
  750. rotation[1] = ((a & 0x000F) << 6) | ((b & 0xFC00) >> 10);
  751. rotation[2] = b & 0x03FF;
  752. for (int i = 0; i < 3; i++)
  753. rotation[i] = rotation[i] * 360.0f / 1024.0f;
  754. }
  755. }
  756. glm::vec3 rot(rotation[0], rotation[1], rotation[2]);
  757. BoneTag* bt = new BoneTag(mesh, offset, rot, flag);
  758. bf->add(bt);
  759. }
  760. AnimationFrame* af = new AnimationFrame(0);
  761. af->add(bf);
  762. SkeletalModel* sm = new SkeletalModel(objectID);
  763. sm->add(af);
  764. getWorld().addSkeletalModel(sm);
  765. //} else {
  766. // Add the whole animation hierarchy
  767. //}
  768. }
  769. if (numMoveables > 0)
  770. Log::get(LOG_INFO) << "LoaderTR2: Found " << numMoveables << " Moveables!" << Log::endl;
  771. else
  772. Log::get(LOG_INFO) << "LoaderTR2: No Moveables in this level?!" << Log::endl;
  773. }
  774. void LoaderTR2::loadItems() {
  775. uint32_t numItems = file.readU32();
  776. for (unsigned int i = 0; i < numItems; i++) {
  777. int16_t objectID = file.read16();
  778. int16_t room = file.read16();
  779. // Item position in world coordinates
  780. int32_t x = file.read32();
  781. int32_t y = file.read32();
  782. int32_t z = file.read32();
  783. uint16_t angle = file.readU16(); // (0xC000 >> 14) * 90deg
  784. int16_t intensity1 = file.read16(); // Constant lighting; -1 means mesh lighting
  785. int16_t intensity2 = file.read16(); // Almost always like intensity1
  786. // 0x0100 - Initially visible
  787. // 0x3E00 - Activation mask, open, can be XORed with related FloorData list fields.
  788. uint16_t flags = file.readU16();
  789. glm::vec3 pos(
  790. static_cast<float>(x),
  791. static_cast<float>(y),
  792. static_cast<float>(z)
  793. );
  794. glm::vec3 rot(
  795. 0.0f,
  796. glm::radians(((angle >> 14) & 0x03) * 90.0f),
  797. 0.0f
  798. );
  799. Entity* e = new Entity(objectID, room, pos, rot);
  800. getWorld().addEntity(e);
  801. if (objectID == 0) {
  802. Game::setLara(getWorld().sizeEntity() - 1);
  803. }
  804. }
  805. if (numItems > 0)
  806. Log::get(LOG_INFO) << "LoaderTR2: Found " << numItems << " Items!" << Log::endl;
  807. else
  808. Log::get(LOG_INFO) << "LoaderTR2: No Items in this level?!" << Log::endl;
  809. }
  810. void LoaderTR2::loadBoxesOverlapsZones() {
  811. uint32_t numBoxes = file.readU32();
  812. for (unsigned int b = 0; b < numBoxes; b++) {
  813. // Sectors (* 1024 units)
  814. uint8_t zMin = file.readU8();
  815. uint8_t zMax = file.readU8();
  816. uint8_t xMin = file.readU8();
  817. uint8_t xMax = file.readU8();
  818. int16_t trueFloor = file.read16(); // Y value (no scaling)
  819. // Index into overlaps[]. The high bit is sometimes set
  820. // this occurs in front of swinging doors and the like
  821. uint16_t overlapIndex = file.readU16();
  822. // TODO store boxes somewhere
  823. }
  824. uint32_t numOverlaps = file.readU32();
  825. std::vector<std::vector<uint16_t>> overlaps;
  826. overlaps.emplace_back();
  827. unsigned int list = 0;
  828. for (unsigned int o = 0; o < numOverlaps; o++) {
  829. // Apparently used by NPCs to decide where to go next.
  830. // List of neighboring boxes for each box.
  831. // Each entry is a uint16, 0x8000 set marks end of list.
  832. uint16_t e = file.readU16();
  833. overlaps.at(list).push_back(e);
  834. if (e & 0x8000) {
  835. overlaps.emplace_back();
  836. list++;
  837. }
  838. }
  839. // TODO store overlaps somewhere
  840. for (unsigned int z = 0; z < numBoxes; z++) {
  841. // Normal room state
  842. int16_t ground1 = file.read16();
  843. int16_t ground2 = file.read16();
  844. int16_t ground3 = file.read16();
  845. int16_t ground4 = file.read16();
  846. int16_t fly = file.read16();
  847. // Alternate room state
  848. int16_t ground1alt = file.read16();
  849. int16_t ground2alt = file.read16();
  850. int16_t ground3alt = file.read16();
  851. int16_t ground4alt = file.read16();
  852. int16_t flyAlt = file.read16();
  853. // TODO store zones somewhere
  854. }
  855. if ((numBoxes > 0) || (numOverlaps > 0))
  856. Log::get(LOG_INFO) << "LoaderTR2: Found NPC NavigationHints (" << numBoxes
  857. << ", " << numOverlaps << ", " << list << "), unimplemented!" << Log::endl;
  858. else
  859. Log::get(LOG_INFO) << "LoaderTR2: No NPC NavigationHints in this level?!" << Log::endl;
  860. }
  861. // ---- Sound ----
  862. void LoaderTR2::loadSoundSources() {
  863. uint32_t numSoundSources = file.readU32();
  864. for (unsigned int s = 0; s < numSoundSources; s++) {
  865. // Absolute world coordinate positions of sound source
  866. int32_t x = file.read32();
  867. int32_t y = file.read32();
  868. int32_t z = file.read32();
  869. // Internal sound index
  870. uint16_t soundID = file.readU16();
  871. // Unknown, 0x40, 0x80 or 0xC0
  872. uint16_t flags = file.readU16();
  873. SoundManager::addSoundSource(glm::vec3(x, y, z), soundID, flags);
  874. }
  875. if (numSoundSources > 0)
  876. Log::get(LOG_INFO) << "LoaderTR2: Found " << numSoundSources << " SoundSources" << Log::endl;
  877. else
  878. Log::get(LOG_INFO) << "LoaderTR2: No SoundSources in this level?!" << Log::endl;
  879. }
  880. void LoaderTR2::loadSoundMap() {
  881. for (int i = 0; i < 370; i++) {
  882. SoundManager::addSoundMapEntry(file.read16());
  883. }
  884. }
  885. void LoaderTR2::loadSoundDetails() {
  886. uint32_t numSoundDetails = file.readU32();
  887. for (unsigned int s = 0; s < numSoundDetails; s++) {
  888. uint16_t sample = file.readU16(); // Index into SampleIndices[]
  889. uint16_t volume = file.readU16();
  890. // sound range? distance at which this sound can be heard?
  891. uint16_t unknown1 = file.readU16();
  892. // Bits 8-15: priority?
  893. // Bits 2-7: number of samples in this group
  894. // Bits 0-1: channel number?
  895. uint16_t unknown2 = file.readU16();
  896. SoundManager::addSoundDetail(sample, ((float)volume) / 32767.0f);
  897. }
  898. if (numSoundDetails > 0)
  899. Log::get(LOG_INFO) << "LoaderTR2: Found " << numSoundDetails << " SoundDetails" << Log::endl;
  900. else
  901. Log::get(LOG_INFO) << "LoaderTR2: No SoundDetails in this level?!" << Log::endl;
  902. }
  903. void LoaderTR2::loadSampleIndices() {
  904. uint32_t numSampleIndices = file.readU32();
  905. for (unsigned int i = 0; i < numSampleIndices; i++) {
  906. SoundManager::addSampleIndex(file.readU32());
  907. }
  908. if (numSampleIndices > 0)
  909. Log::get(LOG_INFO) << "LoaderTR2: Found " << numSampleIndices << " SampleIndices" << Log::endl;
  910. else
  911. Log::get(LOG_INFO) << "LoaderTR2: No SampleIndices in this level?!" << Log::endl;
  912. }
  913. void LoaderTR2::loadExternalSoundFile(std::string f) {
  914. size_t dir = f.find_last_of("/\\");
  915. if (dir != std::string::npos) {
  916. f.replace(dir + 1, std::string::npos, "MAIN.SFX");
  917. } else {
  918. f = "MAIN.SFX";
  919. }
  920. BinaryFile sfx;
  921. if (sfx.open(f) != 0) {
  922. Log::get(LOG_INFO) << "LoaderTR2: Can't open \"" << f << "\"!" << Log::endl;
  923. return;
  924. }
  925. int riffCount = loadSoundFiles(sfx);
  926. if (riffCount > 0)
  927. Log::get(LOG_INFO) << "LoaderTR2: Loaded " << riffCount << " SoundSamples" << Log::endl;
  928. else if (riffCount == 0)
  929. Log::get(LOG_INFO) << "LoaderTR2: No SoundSamples found!" << Log::endl;
  930. else
  931. Log::get(LOG_ERROR) << "LoaderTR2: Error loading SoundSamples!" << Log::endl;
  932. }
  933. int LoaderTR2::loadSoundFiles(BinaryReader& sfx, unsigned int count) {
  934. int riffCount = 0;
  935. while (!sfx.eof()) {
  936. if ((count > 0) && (riffCount >= count))
  937. break;
  938. char test[5];
  939. test[4] = '\0';
  940. for (int i = 0; i < 4; i++)
  941. test[i] = sfx.read8();
  942. if (std::string("RIFF") != std::string(test)) {
  943. Log::get(LOG_DEBUG) << "LoaderTR2: SoundSamples invalid! (" << riffCount
  944. << ", \"" << test << "\" != \"RIFF\")" << Log::endl;
  945. return -1;
  946. }
  947. // riffSize is (fileLength - 8)
  948. uint32_t riffSize = sfx.readU32();
  949. unsigned char* buff = new unsigned char[riffSize + 8];
  950. sfx.seek(sfx.tell() - 8);
  951. for (int i = 0; i < (riffSize + 8); i++)
  952. buff[i] = sfx.readU8();
  953. int ret = Sound::loadBuffer(buff, riffSize + 8);
  954. delete [] buff;
  955. assertGreaterThanEqual(ret, 0);
  956. riffCount++;
  957. }
  958. return riffCount;
  959. }
  960. // ---- Stuff ----
  961. void LoaderTR2::loadCameras() {
  962. uint32_t numCameras = file.readU32();
  963. for (unsigned int c = 0; c < numCameras; c++) {
  964. int32_t x = file.read32();
  965. int32_t y = file.read32();
  966. int32_t z = file.read32();
  967. int16_t room = file.read16();
  968. file.seek(file.tell() + 2); // Unknown, correlates to Boxes? Zones?
  969. // TODO store cameras somewhere
  970. }
  971. if (numCameras > 0)
  972. Log::get(LOG_INFO) << "LoaderTR2: Found " << numCameras << " Cameras, unimplemented!" << Log::endl;
  973. }
  974. void LoaderTR2::loadCinematicFrames() {
  975. uint16_t numCinematicFrames = file.readU16();
  976. for (unsigned int c = 0; c < numCinematicFrames; c++) {
  977. int16_t rotY = file.read16(); // Y rotation, +-32767 = +-180deg
  978. int16_t rotZ = file.read16(); // Z rotation, like rotY
  979. int16_t rotZ2 = file.read16(); // Like rotZ?
  980. int16_t posZ = file.read16(); // Camera pos relative to what?
  981. int16_t posY = file.read16();
  982. int16_t posX = file.read16();
  983. int16_t unknown = file.read16(); // Changing this can cause runtime error
  984. int16_t rotX = file.read16(); // X rotation, like rotY
  985. // TODO store cinematic frames somewhere
  986. }
  987. if (numCinematicFrames > 0)
  988. Log::get(LOG_INFO) << "LoaderTR2: Found " << numCinematicFrames
  989. << " CinematicFrames, unimplemented!" << Log::endl;
  990. }
  991. void LoaderTR2::loadDemoData() {
  992. uint16_t numDemoData = file.readU16();
  993. for (unsigned int d = 0; d < numDemoData; d++)
  994. file.readU8();
  995. // TODO store demo data somewhere, find out meaning
  996. if (numDemoData > 0)
  997. Log::get(LOG_INFO) << "LoaderTR2: Found " << numDemoData << " bytes DemoData, unimplemented!" <<
  998. Log::endl;
  999. }