Open Source Tomb Raider Engine
Du kannst nicht mehr als 25 Themen auswählen Themen müssen mit entweder einem Buchstaben oder einer Ziffer beginnen. Sie können Bindestriche („-“) enthalten und bis zu 35 Zeichen lang sein.

LoaderTR2.cpp 44KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208
  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::loadRooms() {
  209. uint16_t numRooms = file.readU16();
  210. for (unsigned int i = 0; i < numRooms; i++) {
  211. // Room Header
  212. int32_t xOffset = file.read32();
  213. int32_t zOffset = file.read32();
  214. int32_t yBottom = file.read32(); // lowest point == largest y value
  215. int32_t yTop = file.read32(); // highest point == smallest y value
  216. glm::vec3 pos(xOffset, 0.0f, zOffset);
  217. // Number of data words (2 bytes) to follow
  218. uint32_t dataToFollow = file.readU32();
  219. glm::vec3 bbox[2] = {
  220. glm::vec3(0.0f, 0.0f, 0.0f),
  221. glm::vec3(0.0f, 0.0f, 0.0f)
  222. };
  223. uint16_t numVertices = file.readU16();
  224. std::vector<RoomVertexTR2> vertices;
  225. for (unsigned int v = 0; v < numVertices; v++) {
  226. RoomVertexTR2 vert;
  227. loadRoomVertex(vert);
  228. vertices.push_back(vert);
  229. // Fill bounding box
  230. if (v == 0) {
  231. for (int i = 0; i < 2; i++) {
  232. bbox[i].x = vert.x;
  233. bbox[i].y = vert.y;
  234. bbox[i].z = vert.z;
  235. }
  236. } else {
  237. if (vert.x < bbox[0].x)
  238. bbox[0].x = vert.x;
  239. if (vert.x > bbox[1].x)
  240. bbox[1].x = vert.x;
  241. if (vert.y < bbox[0].y)
  242. bbox[0].y = vert.y;
  243. if (vert.y > bbox[1].y)
  244. bbox[1].y = vert.y;
  245. if (vert.z < bbox[0].z)
  246. bbox[0].z = vert.z;
  247. if (vert.z > bbox[1].z)
  248. bbox[1].z = vert.z;
  249. }
  250. }
  251. bbox[0] += pos;
  252. bbox[1] += pos;
  253. uint16_t numRectangles = file.readU16();
  254. std::vector<IndexedRectangle> rectangles;
  255. for (unsigned int r = 0; r < numRectangles; r++) {
  256. // Indices into the vertex list read just before
  257. uint16_t vertex1 = file.readU16();
  258. uint16_t vertex2 = file.readU16();
  259. uint16_t vertex3 = file.readU16();
  260. uint16_t vertex4 = file.readU16();
  261. // Index into the object-texture list
  262. uint16_t texture = file.readU16();
  263. rectangles.emplace_back(texture, vertex1, vertex2, vertex3, vertex4);
  264. }
  265. uint16_t numTriangles = file.readU16();
  266. std::vector<IndexedRectangle> triangles;
  267. for (unsigned int t = 0; t < numTriangles; t++) {
  268. // Indices into the room vertex list
  269. uint16_t vertex1 = file.readU16();
  270. uint16_t vertex2 = file.readU16();
  271. uint16_t vertex3 = file.readU16();
  272. // Index into the object-texture list
  273. uint16_t texture = file.readU16();
  274. triangles.emplace_back(texture, vertex1, vertex2, vertex3);
  275. }
  276. uint16_t numSprites = file.readU16();
  277. std::vector<RoomSprite*> roomSprites;
  278. for (unsigned int s = 0; s < numSprites; s++) {
  279. uint16_t vertex = file.readU16(); // Index into vertex list
  280. uint16_t sprite = file.readU16(); // Index into sprite list
  281. auto& v = vertices.at(vertex);
  282. roomSprites.push_back(new RoomSprite(glm::vec3(v.x, v.y, v.z) + pos, sprite));
  283. }
  284. uint16_t numPortals = file.readU16();
  285. std::vector<Portal*> portals;
  286. for (unsigned int p = 0; p < numPortals; p++) {
  287. // Which room this portal leads to
  288. uint16_t adjoiningRoom = file.readU16();
  289. // Which way the portal faces
  290. // The normal points away from the adjacent room
  291. // To be seen through, it must point toward the viewpoint
  292. int16_t xNormal = file.read16();
  293. int16_t yNormal = file.read16();
  294. int16_t zNormal = file.read16();
  295. // The corners of this portal
  296. // The right-hand rule applies with respect to the normal
  297. int16_t xCorner1 = file.read16();
  298. int16_t yCorner1 = file.read16();
  299. int16_t zCorner1 = file.read16();
  300. int16_t xCorner2 = file.read16();
  301. int16_t yCorner2 = file.read16();
  302. int16_t zCorner2 = file.read16();
  303. int16_t xCorner3 = file.read16();
  304. int16_t yCorner3 = file.read16();
  305. int16_t zCorner3 = file.read16();
  306. int16_t xCorner4 = file.read16();
  307. int16_t yCorner4 = file.read16();
  308. int16_t zCorner4 = file.read16();
  309. //! \fixme TODO translate vertices by room offset!
  310. portals.push_back(new Portal(adjoiningRoom,
  311. glm::vec3(xNormal, yNormal, zNormal),
  312. glm::vec3(xCorner1, yCorner1, zCorner1),
  313. glm::vec3(xCorner2, yCorner2, zCorner2),
  314. glm::vec3(xCorner3, yCorner3, zCorner3),
  315. glm::vec3(xCorner4, yCorner4, zCorner4)));
  316. }
  317. uint16_t numZSectors = file.readU16();
  318. uint16_t numXSectors = file.readU16();
  319. for (unsigned int s = 0; s < (numZSectors * numXSectors); s++) {
  320. // Sectors are 1024*1024 world coordinates. Floor and Ceiling are
  321. // signed numbers of 256 units of height.
  322. // Floor/Ceiling value of 0x81 is used to indicate impenetrable
  323. // walls around the sector.
  324. // Floor values are used by the original engine to determine
  325. // what objects can be traversed and how. Relative steps of 1 (256)
  326. // can be walked up, 2..7 must be jumped up, larger than 7 is too high
  327. // If RoomAbove/Below is not none, the Ceiling/Floor is a collisional
  328. // portal to that room
  329. uint16_t indexFloorData = file.readU16();
  330. uint16_t indexBox = file.readU16(); // 0xFFFF if none
  331. uint8_t roomBelow = file.readU8(); // 0xFF if none
  332. int8_t floor = file.read8(); // Absolute height of floor (divided by 256)
  333. uint8_t roomAbove = file.readU8(); // 0xFF if none
  334. int8_t ceiling = file.read8(); // Absolute height of ceiling (/ 256)
  335. // In TR3 indexBox is more complicated. Only bits 4-14 are the 'real' index.
  336. // Bits 0-3 are most likely some kind of flag (footstep sound?).
  337. // There is a special value of the 'real' index, 2047 or 0x7FF.
  338. bool wall = false;
  339. if ((((uint8_t)floor) == 0x81) || (((uint8_t)ceiling) == 0x81)) {
  340. wall = true;
  341. }
  342. //room->addSector(new Sector(floor * 256.0f, ceiling * 256.0f, wall));
  343. // TODO store sectors
  344. }
  345. loadRoomLights();
  346. std::vector<StaticModel*> staticModels;
  347. loadRoomStaticMeshes(staticModels);
  348. int16_t alternateRoom = -1;
  349. unsigned int roomFlags = 0;
  350. loadRoomDataEnd(alternateRoom, roomFlags);
  351. BoundingBox* boundingbox = new BoundingBox(bbox[0], bbox[1]);
  352. RoomMesh* mesh = new RoomMesh(vertices, rectangles, triangles);
  353. Room* room = new Room(pos, boundingbox, mesh, roomFlags, alternateRoom,
  354. numXSectors, numZSectors, i);
  355. for (auto p : portals)
  356. room->addPortal(p);
  357. for (auto m : staticModels)
  358. room->addModel(m);
  359. for (auto s : roomSprites)
  360. room->addSprite(s);
  361. getWorld().addRoom(room);
  362. // Sanity check
  363. if ((numPortals == 0) && (numVertices == 0)
  364. && (numRectangles == 0) && (numTriangles == 0))
  365. Log::get(LOG_DEBUG) << "LoaderTR2: Room " << i << " seems invalid: " << numPortals << "p "
  366. << numRectangles << "r " << numTriangles << "t " << numVertices
  367. << "v" << Log::endl;
  368. }
  369. if (numRooms > 0)
  370. Log::get(LOG_INFO) << "LoaderTR2: Found " << numRooms << " Rooms!" << Log::endl;
  371. else
  372. Log::get(LOG_INFO) << "LoaderTR2: No Rooms in this Level?!" << Log::endl;
  373. }
  374. void LoaderTR2::loadFloorData() {
  375. uint32_t numFloorData = file.readU32();
  376. for (unsigned int f = 0; f < numFloorData; f++) {
  377. uint16_t unused = file.readU16();
  378. // TODO store floor data somewhere
  379. }
  380. if (numFloorData > 0)
  381. Log::get(LOG_INFO) << "LoaderTR2: Found " << numFloorData << " words FloorData, unimplemented!" <<
  382. Log::endl;
  383. else
  384. Log::get(LOG_INFO) << "LoaderTR2: No FloorData in this level?!" << Log::endl;
  385. }
  386. void LoaderTR2::loadSprites() {
  387. uint32_t numSpriteTextures = file.readU32();
  388. for (unsigned int s = 0; s < numSpriteTextures; s++) {
  389. uint16_t tile = file.readU16();
  390. uint8_t x = file.readU8();
  391. uint8_t y = file.readU8();
  392. uint16_t width = file.readU16(); // Actually (width * 256) + 255
  393. uint16_t height = file.readU16(); // Actually (height * 256) + 255
  394. // Required for what?
  395. int16_t leftSide = file.read16();
  396. int16_t topSide = file.read16();
  397. int16_t rightSide = file.read16();
  398. int16_t bottomSide = file.read16();
  399. Sprite* sp = new Sprite(tile, x, y, width, height);
  400. getWorld().addSprite(sp);
  401. }
  402. uint32_t numSpriteSequences = file.readU32();
  403. for (unsigned int s = 0; s < numSpriteSequences; s++) {
  404. int32_t objectID = file.read32(); // Item identifier, matched in Items[]
  405. int16_t negativeLength = file.read16(); // Negative sprite count
  406. int16_t offset = file.read16(); // Where sequence starts in sprite texture list
  407. assertLessThan(negativeLength, 0);
  408. assertGreaterThanEqual(offset, 0);
  409. assertLessThanEqual(offset + (negativeLength * -1), numSpriteTextures);
  410. SpriteSequence* ss = new SpriteSequence(objectID, offset, (negativeLength * -1));
  411. getWorld().addSpriteSequence(ss);
  412. }
  413. if ((numSpriteTextures > 0) || (numSpriteSequences > 0))
  414. Log::get(LOG_INFO) << "LoaderTR2: Found " << numSpriteTextures << " Sprites in " <<
  415. numSpriteSequences <<
  416. " Sequences!" << Log::endl;
  417. else
  418. Log::get(LOG_INFO) << "LoaderTR2: No Sprites in this level?!" << Log::endl;
  419. }
  420. // ---- Meshes ----
  421. int LoaderTR2::getPaletteIndex(uint16_t index) {
  422. return (index & 0xFF00) >> 8; // Use index into 16bit palette
  423. }
  424. void LoaderTR2::loadMeshes() {
  425. // Number of bitu16s of mesh data to follow
  426. // Read all the mesh data into a buffer, because
  427. // only afterward we can read the number of meshes
  428. // in this data block
  429. uint32_t numMeshData = file.readU32();
  430. std::vector<uint16_t> buffer;
  431. for (unsigned int i = 0; i < numMeshData; i++) {
  432. buffer.push_back(file.readU16());
  433. }
  434. uint32_t numMeshPointers = file.readU32();
  435. for (unsigned int i = 0; i < numMeshPointers; i++) {
  436. uint32_t meshPointer = file.readU32();
  437. if (numMeshData < (meshPointer / 2)) {
  438. Log::get(LOG_DEBUG) << "LoaderTR2: Invalid Mesh: "
  439. << (meshPointer / 2) << " > " << numMeshData << Log::endl;
  440. continue;
  441. }
  442. char* tmpPtr = reinterpret_cast<char*>(&buffer[meshPointer / 2]);
  443. BinaryMemory mem(tmpPtr, (numMeshData * 2) - meshPointer);
  444. int16_t mx = mem.read16();
  445. int16_t my = mem.read16();
  446. int16_t mz = mem.read16();
  447. int32_t collisionSize = mem.read32();
  448. // TODO store mesh collision info somewhere
  449. uint16_t numVertices = mem.readU16();
  450. std::vector<glm::vec3> vertices;
  451. for (int v = 0; v < numVertices; v++) {
  452. int16_t x = mem.read16();
  453. int16_t y = mem.read16();
  454. int16_t z = mem.read16();
  455. vertices.emplace_back(x, y, z);
  456. }
  457. int16_t numNormals = mem.read16();
  458. if (numNormals > 0) {
  459. // External vertex lighting is used, with the lighting calculated
  460. // from the rooms ambient and point-source lighting values. The
  461. // latter appears to use a simple Lambert law for directionality:
  462. // intensity is proportional to
  463. // max((normal direction).(direction to source), 0)
  464. for (int n = 0; n < numNormals; n++) {
  465. int16_t x = mem.read16();
  466. int16_t y = mem.read16();
  467. int16_t z = mem.read16();
  468. //mesh->addNormal(glm::vec3(x, y, z));
  469. }
  470. } else if (numNormals < 0) {
  471. // Internal vertex lighting is used,
  472. // using the data included with the mesh
  473. for (int l = 0; l < (numNormals * -1); l++) {
  474. int16_t light = mem.read16();
  475. // TODO store lights somewhere
  476. }
  477. }
  478. int16_t numTexturedRectangles = mem.read16();
  479. std::vector<IndexedRectangle> texturedRectangles;
  480. for (int r = 0; r < numTexturedRectangles; r++) {
  481. uint16_t vertex1 = mem.readU16();
  482. uint16_t vertex2 = mem.readU16();
  483. uint16_t vertex3 = mem.readU16();
  484. uint16_t vertex4 = mem.readU16();
  485. uint16_t texture = mem.readU16();
  486. texturedRectangles.emplace_back(texture, vertex1, vertex2, vertex3, vertex4);
  487. }
  488. int16_t numTexturedTriangles = mem.read16();
  489. std::vector<IndexedRectangle> texturedTriangles;
  490. for (int t = 0; t < numTexturedTriangles; t++) {
  491. uint16_t vertex1 = mem.readU16();
  492. uint16_t vertex2 = mem.readU16();
  493. uint16_t vertex3 = mem.readU16();
  494. uint16_t texture = mem.readU16();
  495. texturedTriangles.emplace_back(texture, vertex1, vertex2, vertex3);
  496. }
  497. int16_t numColoredRectangles = mem.read16();
  498. std::vector<IndexedColoredRectangle> coloredRectangles;
  499. for (int r = 0; r < numColoredRectangles; r++) {
  500. uint16_t vertex1 = mem.readU16();
  501. uint16_t vertex2 = mem.readU16();
  502. uint16_t vertex3 = mem.readU16();
  503. uint16_t vertex4 = mem.readU16();
  504. uint16_t texture = mem.readU16();
  505. int index = getPaletteIndex(texture);
  506. coloredRectangles.emplace_back(index, vertex1, vertex2, vertex3, vertex4);
  507. }
  508. int16_t numColoredTriangles = mem.read16();
  509. std::vector<IndexedColoredRectangle> coloredTriangles;
  510. for (int t = 0; t < numColoredTriangles; t++) {
  511. uint16_t vertex1 = mem.readU16();
  512. uint16_t vertex2 = mem.readU16();
  513. uint16_t vertex3 = mem.readU16();
  514. uint16_t texture = mem.readU16();
  515. int index = getPaletteIndex(texture);
  516. coloredTriangles.emplace_back(index, vertex1, vertex2, vertex3);
  517. }
  518. Mesh* mesh = new Mesh(vertices, texturedRectangles, texturedTriangles,
  519. coloredRectangles, coloredTriangles);
  520. getWorld().addMesh(mesh);
  521. }
  522. if (numMeshPointers > 0)
  523. Log::get(LOG_INFO) << "LoaderTR2: Found " << numMeshPointers << " Meshes!" << Log::endl;
  524. else
  525. Log::get(LOG_INFO) << "LoaderTR2: No Meshes in this level?!" << Log::endl;
  526. }
  527. void LoaderTR2::loadStaticMeshes() {
  528. uint32_t numStaticMeshes = file.readU32();
  529. for (unsigned int s = 0; s < numStaticMeshes; s++) {
  530. uint32_t objectID = file.readU32(); // Matched in Items[]
  531. uint16_t mesh = file.readU16(); // Offset into MeshPointers[]
  532. // tr2_vertex BoundingBox[2][2];
  533. // First index is which one, second index is opposite corners
  534. int16_t x11 = file.read16();
  535. int16_t y11 = file.read16();
  536. int16_t z11 = file.read16();
  537. int16_t x12 = file.read16();
  538. int16_t y12 = file.read16();
  539. int16_t z12 = file.read16();
  540. int16_t x21 = file.read16();
  541. int16_t y21 = file.read16();
  542. int16_t z21 = file.read16();
  543. int16_t x22 = file.read16();
  544. int16_t y22 = file.read16();
  545. int16_t z22 = file.read16();
  546. // Meaning uncertain. Usually 2, and 3 for objects Lara can
  547. // travel through, like TR2s skeletons and underwater plants
  548. uint16_t flags = file.readU16();
  549. BoundingBox* bbox1 = new BoundingBox(glm::vec3(x11, y11, z11), glm::vec3(x12, y12, z12));
  550. BoundingBox* bbox2 = new BoundingBox(glm::vec3(x21, y21, z21), glm::vec3(x22, y22, z22));
  551. getWorld().addStaticMesh(new StaticMesh(objectID, mesh, bbox1, bbox2));
  552. }
  553. if (numStaticMeshes > 0)
  554. Log::get(LOG_INFO) << "LoaderTR2: Found " << numStaticMeshes << " StaticMeshes!" << Log::endl;
  555. else
  556. Log::get(LOG_INFO) << "LoaderTR2: No StaticMeshes in this level?!" << Log::endl;
  557. }
  558. // ---- Moveables ----
  559. struct Animation_t {
  560. uint32_t frameOffset;
  561. uint8_t frameRate, frameSize;
  562. uint16_t stateID, frameStart, frameEnd, nextAnimation;
  563. uint16_t nextFrame, numStateChanges, stateChangeOffset;
  564. uint16_t numAnimCommands, animCommandOffset;
  565. Animation_t(uint32_t fo, uint8_t fr, uint8_t fs, uint16_t si,
  566. uint16_t fst, uint16_t fe, uint16_t na, uint16_t nf,
  567. uint16_t ns, uint16_t so, uint16_t nac, uint16_t ao)
  568. : frameOffset(fo), frameRate(fr), frameSize(fs),
  569. stateID(si), frameStart(fst), frameEnd(fe), nextAnimation(na),
  570. nextFrame(nf), numStateChanges(ns), stateChangeOffset(so),
  571. numAnimCommands(nac), animCommandOffset(ao) { }
  572. };
  573. struct StateChange_t {
  574. uint16_t stateID, numAnimDispatches, animDispatchOffset;
  575. StateChange_t(uint16_t s, uint16_t n, uint16_t a)
  576. : stateID(s), numAnimDispatches(n), animDispatchOffset(a) { }
  577. };
  578. struct AnimDispatch_t {
  579. int16_t low, high, nextAnimation, nextFrame;
  580. AnimDispatch_t(int16_t l, int16_t h, int16_t na, int16_t nf)
  581. : low(l), high(h), nextAnimation(na), nextFrame(nf) { }
  582. };
  583. void LoaderTR2::loadMoveables() {
  584. uint32_t numAnimations = file.readU32();
  585. std::vector<Animation_t> animations;
  586. for (unsigned int a = 0; a < numAnimations; a++) {
  587. // *Byte* Offset into Frames[] (so divide by 2!)
  588. uint32_t frameOffset = file.readU32();
  589. uint8_t frameRate = file.readU8(); // Engine ticks per frame
  590. // Number of bit16s in Frames[] used by this animation
  591. // Be careful when parsing frames using the FrameSize value
  592. // as the size of each frame, since an animations frame range
  593. // may extend into the next animations frame range, and that
  594. // may have a different FrameSize value.
  595. uint8_t frameSize = file.readU8();
  596. uint16_t stateID = file.readU16();
  597. file.seek(file.tell() + 8); // Skip 8 unknown bytes
  598. uint16_t frameStart = file.readU16(); // First frame in this animation
  599. uint16_t frameEnd = file.readU16(); // Last frame in this animation
  600. uint16_t nextAnimation = file.readU16();
  601. uint16_t nextFrame = file.readU16();
  602. uint16_t numStateChanges = file.readU16();
  603. uint16_t stateChangeOffset = file.readU16(); // Index into StateChanges[]
  604. uint16_t numAnimCommands = file.readU16(); // How many animation commands to use
  605. uint16_t animCommandOffset = file.readU16(); // Index into AnimCommand[]
  606. animations.emplace_back(frameOffset, frameRate, frameSize,
  607. stateID, frameStart, frameEnd, nextAnimation, nextFrame, numStateChanges,
  608. stateChangeOffset, numAnimCommands, animCommandOffset);
  609. }
  610. if (numAnimations > 0)
  611. Log::get(LOG_INFO) << "LoaderTR2: Found " << numAnimations << " Animations!" << Log::endl;
  612. else
  613. Log::get(LOG_INFO) << "LoaderTR2: No Animations in this level?!" << Log::endl;
  614. uint32_t numStateChanges = file.readU32();
  615. std::vector<StateChange_t> stateChanges;
  616. for (unsigned int s = 0; s < numStateChanges; s++) {
  617. uint16_t stateID = file.readU16();
  618. uint16_t numAnimDispatches = file.readU16(); // Number of ranges (always 1..5?)
  619. uint16_t animDispatchOffset = file.readU16(); // Index into AnimDispatches[]
  620. stateChanges.emplace_back(stateID, numAnimDispatches, animDispatchOffset);
  621. }
  622. if (numStateChanges > 0)
  623. Log::get(LOG_INFO) << "LoaderTR2: Found " << numStateChanges << " StateChanges!" << Log::endl;
  624. else
  625. Log::get(LOG_INFO) << "LoaderTR2: No StateChanges in this level?!" << Log::endl;
  626. uint32_t numAnimDispatches = file.readU32();
  627. std::vector<AnimDispatch_t> animDispatches;
  628. for (unsigned int a = 0; a < numAnimDispatches; a++) {
  629. int16_t low = file.read16(); // Lowest frame that uses this range
  630. int16_t high = file.read16(); // Highest frame (+1?) that uses this range
  631. int16_t nextAnimation = file.read16(); // Animation to go to
  632. int16_t nextFrame = file.read16(); // Frame offset to go to
  633. animDispatches.emplace_back(low, high, nextAnimation, nextFrame);
  634. }
  635. if (numAnimDispatches > 0)
  636. Log::get(LOG_INFO) << "LoaderTR2: Found " << numAnimDispatches << " AnimationDispatches!" <<
  637. Log::endl;
  638. else
  639. Log::get(LOG_INFO) << "LoaderTR2: No AnimationDispatches in this level?!" << Log::endl;
  640. uint32_t numAnimCommands = file.readU32();
  641. std::vector<int16_t> animCommands;
  642. for (unsigned int a = 0; a < numAnimCommands; a++) {
  643. // A list of Opcodes with zero or more operands each,
  644. // some referring to the whole animation (jump/grab points),
  645. // some to specific frames (sound, bubbles, ...).
  646. animCommands.push_back(file.read16());
  647. }
  648. if (numAnimCommands > 0)
  649. Log::get(LOG_INFO) << "LoaderTR2: Found " << numAnimCommands << " AnimationCommands!" << Log::endl;
  650. else
  651. Log::get(LOG_INFO) << "LoaderTR2: No AnimationCommands in this level?!" << Log::endl;
  652. // This is really one uint32_t flags, followed by
  653. // three int32_t x, y, z. However, we're given the number
  654. // of 32bits, as well as byte indices later, so we store
  655. // it as a single list of int32_t.
  656. uint32_t numMeshTrees = file.readU32();
  657. std::vector<int32_t> meshTrees;
  658. for (unsigned int m = 0; m < numMeshTrees; m++) {
  659. // 0x0002 - Put parent mesh on the mesh stack
  660. // 0x0001 - Pop mesh from stack, use as parent mesh
  661. // When both are not set, use previous mesh as parent mesh
  662. // When both are set, do 0x0001 first, then 0x0002, thereby
  663. // reading the stack but not changing it
  664. //uint32_t flags = file.readU32();
  665. // Offset of mesh origin from the parent mesh origin
  666. //int32_t x = file.read32();
  667. //int32_t y = file.read32();
  668. //int32_t z = file.read32();
  669. meshTrees.push_back(file.read32());
  670. }
  671. if (numMeshTrees > 0)
  672. Log::get(LOG_INFO) << "LoaderTR2: Found " << numMeshTrees << " MeshTrees!" << Log::endl;
  673. else
  674. Log::get(LOG_INFO) << "LoaderTR2: No MeshTrees in this level?!" << Log::endl;
  675. uint32_t numFrames = file.readU32();
  676. std::vector<uint16_t> frames;
  677. for (unsigned int f = 0; f < numFrames; f++) {
  678. // int16 bb1x, bb1y, bb1z
  679. // int16 bb2x, bb2y, bb2z
  680. // int16 offsetX, offsetY, offsetZ
  681. // What follows next is a list of angles with numMeshes (from Moveable) entries.
  682. // If the top bit (0x8000) of the first uint16 is set, a single X angle follows,
  683. // if the second bit (0x4000) is set, a Y angle follows, both are a Z angle.
  684. // If none is set, it's a three-axis rotation. The next 10 bits (0x3FF0) are
  685. // the X rotation, the next 10 (0x000F 0xFC00) are Y, the next (0x03FF) are
  686. // the Z rotation. The scaling is always 0x100->90deg.
  687. // Rotation order: Y, X, Z!
  688. frames.push_back(file.readU16());
  689. }
  690. if (numFrames > 0)
  691. Log::get(LOG_INFO) << "LoaderTR2: Found " << numFrames << " Frames!" << Log::endl;
  692. else
  693. Log::get(LOG_INFO) << "LoaderTR2: No Frames in this level?!" << Log::endl;
  694. uint32_t numMoveables = file.readU32();
  695. for (unsigned int m = 0; m < numMoveables; m++) {
  696. // Item identifier, matched in Items[]
  697. uint32_t objectID = file.readU32();
  698. uint16_t numMeshes = file.readU16();
  699. uint16_t startingMesh = file.readU16(); // Offset into MeshPointers[]
  700. uint32_t meshTree = file.readU32(); // Offset into MeshTree[]
  701. // *Byte* offset into Frames[] (divide by 2 for Frames[i])
  702. uint32_t frameOffset = file.readU32(); // Only needed if no animation
  703. // If animation index is 0xFFFF, the object is stationary or
  704. // animated by the engine (ponytail)
  705. uint16_t animation = file.readU16();
  706. // TODO load all animations, not only the first frame!
  707. //if (animation == 0xFFFF) {
  708. // Just add the frame indicated in frameOffset, nothing else
  709. char* tmp = reinterpret_cast<char*>(&frames[0]) + frameOffset;
  710. BinaryMemory frame(tmp + 12, (numFrames * 2) - frameOffset - 12); // skip two BBs
  711. glm::vec3 pos;
  712. pos.x = frame.read16();
  713. pos.y = frame.read16();
  714. pos.z = frame.read16();
  715. // TODO frame data format different for TR1!
  716. BoneFrame* bf = new BoneFrame(pos);
  717. for (int i = 0; i < numMeshes; i++) {
  718. int mesh = startingMesh + i;
  719. glm::vec3 offset;
  720. float rotation[3] = { 0.0f, 0.0f, 0.0f };
  721. char flag = (i == 0) ? 2 : 0;
  722. // Nonprimary tag - positioned relative to first tag
  723. if (i != 0) {
  724. tmp = reinterpret_cast<char*>(&meshTrees[0]) + meshTree; // TODO (meshTree * 4)?
  725. tmp += (i - 1) * 16; // TODO ?
  726. BinaryMemory tree(tmp, (numMeshTrees * 4) - meshTree - ((i - 1) * 16));
  727. flag = (char)tree.readU32();
  728. offset.x = tree.read32();
  729. offset.y = tree.read32();
  730. offset.z = tree.read32();
  731. uint16_t a = frame.readU16();
  732. if (a & 0xC000) {
  733. // Single angle
  734. int index = 0;
  735. if ((a & 0x8000) && (a & 0x4000))
  736. index = 2;
  737. else if (a & 0x4000)
  738. index = 1;
  739. rotation[index] = ((float)(a & 0x03FF)) * 360.0f / 1024.0f;
  740. } else {
  741. // Three angles
  742. uint16_t b = frame.readU16();
  743. rotation[0] = (a & 0x3FF0) >> 4;
  744. rotation[1] = ((a & 0x000F) << 6) | ((b & 0xFC00) >> 10);
  745. rotation[2] = b & 0x03FF;
  746. for (int i = 0; i < 3; i++)
  747. rotation[i] = rotation[i] * 360.0f / 1024.0f;
  748. }
  749. }
  750. glm::vec3 rot(rotation[0], rotation[1], rotation[2]);
  751. BoneTag* bt = new BoneTag(mesh, offset, rot, flag);
  752. bf->add(bt);
  753. }
  754. AnimationFrame* af = new AnimationFrame(0);
  755. af->add(bf);
  756. SkeletalModel* sm = new SkeletalModel(objectID);
  757. sm->add(af);
  758. getWorld().addSkeletalModel(sm);
  759. //} else {
  760. // Add the whole animation hierarchy
  761. //}
  762. }
  763. if (numMoveables > 0)
  764. Log::get(LOG_INFO) << "LoaderTR2: Found " << numMoveables << " Moveables!" << Log::endl;
  765. else
  766. Log::get(LOG_INFO) << "LoaderTR2: No Moveables in this level?!" << Log::endl;
  767. }
  768. void LoaderTR2::loadItems() {
  769. uint32_t numItems = file.readU32();
  770. for (unsigned int i = 0; i < numItems; i++) {
  771. int16_t objectID = file.read16();
  772. int16_t room = file.read16();
  773. // Item position in world coordinates
  774. int32_t x = file.read32();
  775. int32_t y = file.read32();
  776. int32_t z = file.read32();
  777. uint16_t angle = file.readU16(); // (0xC000 >> 14) * 90deg
  778. int16_t intensity1 = file.read16(); // Constant lighting; -1 means mesh lighting
  779. int16_t intensity2 = file.read16(); // Almost always like intensity1
  780. // 0x0100 - Initially visible
  781. // 0x3E00 - Activation mask, open, can be XORed with related FloorData list fields.
  782. uint16_t flags = file.readU16();
  783. glm::vec3 pos(
  784. static_cast<float>(x),
  785. static_cast<float>(y),
  786. static_cast<float>(z)
  787. );
  788. glm::vec3 rot(
  789. 0.0f,
  790. glm::radians(((angle >> 14) & 0x03) * 90.0f),
  791. 0.0f
  792. );
  793. Entity* e = new Entity(objectID, room, pos, rot);
  794. getWorld().addEntity(e);
  795. if (objectID == 0) {
  796. Game::setLara(getWorld().sizeEntity() - 1);
  797. }
  798. }
  799. if (numItems > 0)
  800. Log::get(LOG_INFO) << "LoaderTR2: Found " << numItems << " Items!" << Log::endl;
  801. else
  802. Log::get(LOG_INFO) << "LoaderTR2: No Items in this level?!" << Log::endl;
  803. }
  804. void LoaderTR2::loadBoxesOverlapsZones() {
  805. uint32_t numBoxes = file.readU32();
  806. for (unsigned int b = 0; b < numBoxes; b++) {
  807. // Sectors (* 1024 units)
  808. uint8_t zMin = file.readU8();
  809. uint8_t zMax = file.readU8();
  810. uint8_t xMin = file.readU8();
  811. uint8_t xMax = file.readU8();
  812. int16_t trueFloor = file.read16(); // Y value (no scaling)
  813. // Index into overlaps[]. The high bit is sometimes set
  814. // this occurs in front of swinging doors and the like
  815. uint16_t overlapIndex = file.readU16();
  816. // TODO store boxes somewhere
  817. }
  818. uint32_t numOverlaps = file.readU32();
  819. std::vector<std::vector<uint16_t>> overlaps;
  820. overlaps.emplace_back();
  821. unsigned int list = 0;
  822. for (unsigned int o = 0; o < numOverlaps; o++) {
  823. // Apparently used by NPCs to decide where to go next.
  824. // List of neighboring boxes for each box.
  825. // Each entry is a uint16, 0x8000 set marks end of list.
  826. uint16_t e = file.readU16();
  827. overlaps.at(list).push_back(e);
  828. if (e & 0x8000) {
  829. overlaps.emplace_back();
  830. list++;
  831. }
  832. }
  833. // TODO store overlaps somewhere
  834. for (unsigned int z = 0; z < numBoxes; z++) {
  835. // Normal room state
  836. int16_t ground1 = file.read16();
  837. int16_t ground2 = file.read16();
  838. int16_t ground3 = file.read16();
  839. int16_t ground4 = file.read16();
  840. int16_t fly = file.read16();
  841. // Alternate room state
  842. int16_t ground1alt = file.read16();
  843. int16_t ground2alt = file.read16();
  844. int16_t ground3alt = file.read16();
  845. int16_t ground4alt = file.read16();
  846. int16_t flyAlt = file.read16();
  847. // TODO store zones somewhere
  848. }
  849. if ((numBoxes > 0) || (numOverlaps > 0))
  850. Log::get(LOG_INFO) << "LoaderTR2: Found NPC NavigationHints (" << numBoxes
  851. << ", " << numOverlaps << ", " << list << "), unimplemented!" << Log::endl;
  852. else
  853. Log::get(LOG_INFO) << "LoaderTR2: No NPC NavigationHints in this level?!" << Log::endl;
  854. }
  855. // ---- Sound ----
  856. void LoaderTR2::loadSoundSources() {
  857. uint32_t numSoundSources = file.readU32();
  858. for (unsigned int s = 0; s < numSoundSources; s++) {
  859. // Absolute world coordinate positions of sound source
  860. int32_t x = file.read32();
  861. int32_t y = file.read32();
  862. int32_t z = file.read32();
  863. // Internal sound index
  864. uint16_t soundID = file.readU16();
  865. // Unknown, 0x40, 0x80 or 0xC0
  866. uint16_t flags = file.readU16();
  867. SoundManager::addSoundSource(glm::vec3(x, y, z), soundID, flags);
  868. }
  869. if (numSoundSources > 0)
  870. Log::get(LOG_INFO) << "LoaderTR2: Found " << numSoundSources << " SoundSources" << Log::endl;
  871. else
  872. Log::get(LOG_INFO) << "LoaderTR2: No SoundSources in this level?!" << Log::endl;
  873. }
  874. void LoaderTR2::loadSoundMap() {
  875. for (int i = 0; i < 370; i++) {
  876. SoundManager::addSoundMapEntry(file.read16());
  877. }
  878. }
  879. void LoaderTR2::loadSoundDetails() {
  880. uint32_t numSoundDetails = file.readU32();
  881. for (unsigned int s = 0; s < numSoundDetails; s++) {
  882. uint16_t sample = file.readU16(); // Index into SampleIndices[]
  883. uint16_t volume = file.readU16();
  884. // sound range? distance at which this sound can be heard?
  885. uint16_t unknown1 = file.readU16();
  886. // Bits 8-15: priority?
  887. // Bits 2-7: number of samples in this group
  888. // Bits 0-1: channel number?
  889. uint16_t unknown2 = file.readU16();
  890. SoundManager::addSoundDetail(sample, ((float)volume) / 32767.0f);
  891. }
  892. if (numSoundDetails > 0)
  893. Log::get(LOG_INFO) << "LoaderTR2: Found " << numSoundDetails << " SoundDetails" << Log::endl;
  894. else
  895. Log::get(LOG_INFO) << "LoaderTR2: No SoundDetails in this level?!" << Log::endl;
  896. }
  897. void LoaderTR2::loadSampleIndices() {
  898. uint32_t numSampleIndices = file.readU32();
  899. for (unsigned int i = 0; i < numSampleIndices; i++) {
  900. SoundManager::addSampleIndex(file.readU32());
  901. }
  902. if (numSampleIndices > 0)
  903. Log::get(LOG_INFO) << "LoaderTR2: Found " << numSampleIndices << " SampleIndices" << Log::endl;
  904. else
  905. Log::get(LOG_INFO) << "LoaderTR2: No SampleIndices in this level?!" << Log::endl;
  906. }
  907. void LoaderTR2::loadExternalSoundFile(std::string f) {
  908. size_t dir = f.find_last_of("/\\");
  909. if (dir != std::string::npos) {
  910. f.replace(dir + 1, std::string::npos, "MAIN.SFX");
  911. } else {
  912. f = "MAIN.SFX";
  913. }
  914. BinaryFile sfx;
  915. if (sfx.open(f) != 0) {
  916. Log::get(LOG_INFO) << "LoaderTR2: Can't open \"" << f << "\"!" << Log::endl;
  917. return;
  918. }
  919. int riffCount = loadSoundFiles(sfx);
  920. if (riffCount > 0)
  921. Log::get(LOG_INFO) << "LoaderTR2: Loaded " << riffCount << " SoundSamples" << Log::endl;
  922. else if (riffCount == 0)
  923. Log::get(LOG_INFO) << "LoaderTR2: No SoundSamples found!" << Log::endl;
  924. else
  925. Log::get(LOG_ERROR) << "LoaderTR2: Error loading SoundSamples!" << Log::endl;
  926. }
  927. int LoaderTR2::loadSoundFiles(BinaryReader& sfx, unsigned int count) {
  928. int riffCount = 0;
  929. while (!sfx.eof()) {
  930. if ((count > 0) && (riffCount >= count))
  931. break;
  932. char test[5];
  933. test[4] = '\0';
  934. for (int i = 0; i < 4; i++)
  935. test[i] = sfx.read8();
  936. if (std::string("RIFF") != std::string(test)) {
  937. Log::get(LOG_DEBUG) << "LoaderTR2: SoundSamples invalid! (" << riffCount
  938. << ", \"" << test << "\" != \"RIFF\")" << Log::endl;
  939. return -1;
  940. }
  941. // riffSize is (fileLength - 8)
  942. uint32_t riffSize = sfx.readU32();
  943. unsigned char* buff = new unsigned char[riffSize + 8];
  944. sfx.seek(sfx.tell() - 8);
  945. for (int i = 0; i < (riffSize + 8); i++)
  946. buff[i] = sfx.readU8();
  947. int ret = Sound::loadBuffer(buff, riffSize + 8);
  948. delete [] buff;
  949. assertGreaterThanEqual(ret, 0);
  950. riffCount++;
  951. }
  952. return riffCount;
  953. }
  954. // ---- Stuff ----
  955. void LoaderTR2::loadCameras() {
  956. uint32_t numCameras = file.readU32();
  957. for (unsigned int c = 0; c < numCameras; c++) {
  958. int32_t x = file.read32();
  959. int32_t y = file.read32();
  960. int32_t z = file.read32();
  961. int16_t room = file.read16();
  962. file.seek(file.tell() + 2); // Unknown, correlates to Boxes? Zones?
  963. // TODO store cameras somewhere
  964. }
  965. if (numCameras > 0)
  966. Log::get(LOG_INFO) << "LoaderTR2: Found " << numCameras << " Cameras, unimplemented!" << Log::endl;
  967. }
  968. void LoaderTR2::loadCinematicFrames() {
  969. uint16_t numCinematicFrames = file.readU16();
  970. for (unsigned int c = 0; c < numCinematicFrames; c++) {
  971. int16_t rotY = file.read16(); // Y rotation, +-32767 = +-180deg
  972. int16_t rotZ = file.read16(); // Z rotation, like rotY
  973. int16_t rotZ2 = file.read16(); // Like rotZ?
  974. int16_t posZ = file.read16(); // Camera pos relative to what?
  975. int16_t posY = file.read16();
  976. int16_t posX = file.read16();
  977. int16_t unknown = file.read16(); // Changing this can cause runtime error
  978. int16_t rotX = file.read16(); // X rotation, like rotY
  979. // TODO store cinematic frames somewhere
  980. }
  981. if (numCinematicFrames > 0)
  982. Log::get(LOG_INFO) << "LoaderTR2: Found " << numCinematicFrames
  983. << " CinematicFrames, unimplemented!" << Log::endl;
  984. }
  985. void LoaderTR2::loadDemoData() {
  986. uint16_t numDemoData = file.readU16();
  987. for (unsigned int d = 0; d < numDemoData; d++)
  988. file.readU8();
  989. // TODO store demo data somewhere, find out meaning
  990. if (numDemoData > 0)
  991. Log::get(LOG_INFO) << "LoaderTR2: Found " << numDemoData << " bytes DemoData, unimplemented!" <<
  992. Log::endl;
  993. }