Open Source Tomb Raider Engine
Nevar pievienot vairāk kā 25 tēmas Tēmai ir jāsākas ar burtu vai ciparu, tā var saturēt domu zīmes ('-') un var būt līdz 35 simboliem gara.

TombRaider.cpp 192KB

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  1. /* -*- Mode: C++; tab-width: 3; indent-tabs-mode: t; c-basic-offset: 3 -*- */
  2. /*================================================================
  3. *
  4. * Project : OpenRaider
  5. * Author : Mongoose
  6. * Website : http://www.westga.edu/~stu7440/
  7. * Email : stu7440@westga.edu
  8. * Object : OpenRaider
  9. * License : No use w/o permission (C) 2001 Mongoose
  10. * Comments: Loads TR 1, 2, 3, and 4 maps, meshes, and textures
  11. *
  12. * This file was generated using Mongoose's C++
  13. * template generator script. <stu7440@westga.edu>
  14. *
  15. *-- History ------------------------------------------------
  16. *
  17. * 2003.05.13:
  18. * Mongoose - New API, maintance cost was becoming so high
  19. * it was needed to sort out methods in groups
  20. * like my newer source code -- of course some
  21. * methods were altered or removed ( clean up )
  22. *
  23. * 2001.06.19:
  24. * Mongoose - New texture API for the new TR4/TR5 bump map
  25. * support, also purged textile exposure
  26. *
  27. * 2001.05.21:
  28. * Mongoose - Added to project OpenRaider, more documentation
  29. * than Freyja version I wrote ( 3d modeler )
  30. *
  31. *
  32. * 2000-05-13:
  33. * Mongoose - Added gcc and VC++ pragmas for packing
  34. *
  35. * id style typedefs for structs
  36. *
  37. * Heavy clean up and ported to C++
  38. *
  39. * I saved yuri's notes as best I could and
  40. * reformatted and corected as needed
  41. *
  42. * Mongoose - Created, based on:
  43. * tr_view's tr2io.c by Yuri Zhivago, PhD,
  44. * TR Rosetta Stone ( TombRaider pak format specs )
  45. ================================================================*/
  46. #include <stdlib.h>
  47. #include <stdio.h>
  48. #include <math.h>
  49. #include <string.h>
  50. #include <stdarg.h>
  51. #include <zlib.h>
  52. #include "TombRaider.h"
  53. #ifdef __TEST_TR5_DUMP_TGA
  54. #include "TGA.h"
  55. #endif
  56. TombRaider::TombRaider()
  57. {
  58. _textile8 = NULL;
  59. _textile16 = NULL;
  60. _textile32 = NULL;
  61. _tex_special = NULL;
  62. _rooms = NULL;
  63. _floor_data = NULL;
  64. _animations = NULL;
  65. _state_changes = NULL;
  66. _anim_dispatches = NULL;
  67. _anim_commands = NULL;
  68. _mesh_trees = NULL;
  69. _frames = NULL;
  70. _moveables = NULL;
  71. _static_meshes = NULL;
  72. _object_textures = NULL;
  73. _sprite_textures = NULL;
  74. _sprite_sequences = NULL;
  75. _cameras = NULL;
  76. _sound_sources = NULL;
  77. _boxes = NULL;
  78. _overlaps = NULL;
  79. _zones = NULL;
  80. _animated_textures = NULL;
  81. _items = NULL;
  82. _light_map = NULL;
  83. _cinematic_frames = NULL;
  84. _demo_data = NULL;
  85. mRoomsTR5 = 0x0;
  86. mMeshes = 0x0;
  87. mSoundMap = 0x0;
  88. mSoundDetails = 0x0;
  89. mSampleIndices = 0x0;
  90. mSampleIndicesTR5 = 0x0;
  91. mRiffData = 0x0;
  92. mTR4Samples = 0x0;
  93. mTR4SamplesSz = 0x0;
  94. mRiffAlternateOffsets = 0x0;
  95. mCompressedLevelData = 0x0;
  96. moveablesTR5 = 0x0;
  97. animationsTR5 = 0x0;
  98. objectTexturesTR5 = 0x0;
  99. cinematicFramesTR5 = 0x0;
  100. flyByCamerasTR5 = 0x0;
  101. mNumTR4Samples = 0;
  102. mReset = false;
  103. mDebug = false;
  104. mRiffAlternateLoaded = false;
  105. mRoomVertexLightingFactor = 50.0f;
  106. mTexelScale = 256.0f;
  107. mRiffDataSz = 0;
  108. reset();
  109. }
  110. TombRaider::~TombRaider()
  111. {
  112. reset();
  113. }
  114. int TombRaider::NumMoveables()
  115. {
  116. return _num_moveables;
  117. }
  118. int TombRaider::NumRooms()
  119. {
  120. return _num_rooms;
  121. }
  122. int TombRaider::NumAnimations()
  123. {
  124. return _num_animations;
  125. }
  126. unsigned int TombRaider::NumFrames()
  127. {
  128. return _num_frames;
  129. }
  130. int TombRaider::NumStaticMeshes()
  131. {
  132. return _num_static_meshes;
  133. }
  134. int TombRaider::NumSprites()
  135. {
  136. return _num_sprite_textures;
  137. }
  138. int TombRaider::NumSpriteSequences()
  139. {
  140. return _num_sprite_sequences;
  141. }
  142. int TombRaider::NumItems()
  143. {
  144. return _num_items;
  145. }
  146. int TombRaider::NumTextures()
  147. {
  148. //return _num_room_textures + _num_misc_textures + _num_bump_map_textures / 2;
  149. return _num_textiles - _num_bump_map_textures / 2;
  150. }
  151. tr2_room_t *TombRaider::Room()
  152. {
  153. return _rooms;
  154. }
  155. tr2_item_t *TombRaider::Item()
  156. {
  157. return _items;
  158. }
  159. tr2_object_texture_t *TombRaider::ObjectTextures()
  160. {
  161. return _object_textures;
  162. }
  163. unsigned int TombRaider::getNumBoxes()
  164. {
  165. return _num_boxes;
  166. }
  167. tr2_box_t *TombRaider::Box()
  168. {
  169. return _boxes;
  170. }
  171. tr2_mesh_t *TombRaider::Mesh()
  172. {
  173. /*
  174. if (n > 0 || n > mMeshCount)
  175. return NULL;
  176. return _meshes+n;
  177. */
  178. return mMeshes;
  179. }
  180. int TombRaider::getNumAnimsForMoveable(int moveable_index)
  181. {
  182. /***************************************************************************
  183. * It seems the number of animations isn't available in the moveable,
  184. * so we have to calculate it:
  185. * - Get the "# starting anim" for the next moveable (->N)
  186. * - Substract the "# starting anim" for moveable to N
  187. *
  188. * Doing this, we assume that the next moveable has its animations following
  189. * the animations of the current moveable (seems right for all tested
  190. * levels, but...)
  191. *
  192. * We also have to deal with the fact that the next moveable
  193. * could have "# starting anim" == -1
  194. * (ie. anim handled by the engine, like the ponytail anim).
  195. * If it's the case, we skip the moveable
  196. * and use the next moveable for our computation
  197. *
  198. * - Mongoose, Notes I edited from TRViewer
  199. **************************************************************************/
  200. int start_anim;
  201. int next_start_anim = 0xFFFF;
  202. tr2_moveable_t *last_moveable = 0x0;
  203. tr2_moveable_t *moveable = 0x0;
  204. tr2_moveable_t *next_moveable = 0x0;
  205. if ((moveable_index >= 0 &&
  206. moveable_index <= (int)_num_moveables) || _num_moveables < 1)
  207. {
  208. moveable = &_moveables[moveable_index];
  209. }
  210. if (!moveable)
  211. {
  212. return -1; // Was 0
  213. }
  214. last_moveable = &_moveables[moveable_index-1];
  215. start_anim = moveable->animation;
  216. while (moveable != last_moveable)
  217. {
  218. next_moveable = moveable + 1;
  219. next_start_anim = next_moveable->animation;
  220. if (next_start_anim != 0xFFFF)
  221. break;
  222. moveable = next_moveable++;
  223. }
  224. if (moveable == last_moveable)
  225. {
  226. next_start_anim = _num_animations;
  227. }
  228. return ((start_anim != 0xFFFF) ? next_start_anim - start_anim : 0);
  229. }
  230. tr2_staticmesh_t *TombRaider::StaticMesh()
  231. {
  232. return _static_meshes;
  233. }
  234. tr2_version_type TombRaider::Engine()
  235. {
  236. return mEngineVersion;
  237. }
  238. tr2_animation_t *TombRaider::Animation()
  239. {
  240. return _animations;
  241. }
  242. unsigned short *TombRaider::Frame()
  243. {
  244. return _frames;
  245. }
  246. tr2_moveable_t *TombRaider::Moveable()
  247. {
  248. /*
  249. if (n > 0 || n > (int)_num_moveables)
  250. return NULL;
  251. */
  252. return _moveables;
  253. }
  254. tr2_meshtree_t *TombRaider::MeshTree()
  255. {
  256. /*
  257. if (n > 0 || n > (int)_num_mesh_trees)
  258. return NULL;
  259. */
  260. return _mesh_trees;
  261. }
  262. tr2_sprite_texture_t *TombRaider::Sprite()
  263. {
  264. return _sprite_textures;
  265. }
  266. tr2_sprite_sequence_t *TombRaider::SpriteSequence()
  267. {
  268. return _sprite_sequences;
  269. }
  270. unsigned char *TombRaider::SpecialTexTile(int texture)
  271. {
  272. unsigned char *image;
  273. unsigned char *ptr;
  274. image = NULL;
  275. if (texture >=0 && texture < NumSpecialTextures())
  276. {
  277. // Get base and offset into 32bit special textures/bump maps
  278. ptr = _tex_special;
  279. ptr += 256*256*4*texture;
  280. // Clone it as a single 256x256 @ 32bpp image
  281. image = new unsigned char[256*256*4];
  282. memcpy(image, ptr, 256*256*4);
  283. }
  284. return image;
  285. }
  286. int TombRaider::NumSpecialTextures()
  287. {
  288. return _num_tex_special;
  289. }
  290. void TombRaider::Texture(int texture, unsigned char **image,
  291. unsigned char **bumpmap)
  292. {
  293. int bumpmap_base = _num_room_textures + _num_misc_textures;
  294. *image = getTexTile(texture);
  295. *bumpmap = NULL;
  296. if (_num_bump_map_textures && texture >= bumpmap_base)
  297. {
  298. *bumpmap = getTexTile(texture + _num_bump_map_textures/2);
  299. }
  300. }
  301. unsigned int *TombRaider::Palette16()
  302. {
  303. return _palette16;
  304. }
  305. unsigned char *TombRaider::Palette8()
  306. {
  307. return (unsigned char *)_palette8;
  308. }
  309. int TombRaider::checkMime(char *filename)
  310. {
  311. FILE *f;
  312. unsigned int version;
  313. if (!filename || !filename[0])
  314. {
  315. print("checkFile", "Given filename was empty string or NULL");
  316. return -1;
  317. }
  318. f = fopen(filename, "rb");
  319. if (!f)
  320. {
  321. perror(filename);
  322. return -1;
  323. }
  324. //! \fixme Endianess
  325. fread(&version, sizeof(version), 1, f);
  326. fclose(f);
  327. switch (version)
  328. {
  329. case 0x00000020:
  330. case 0x0000002d:
  331. case 0xff080038:
  332. case 0xff180038:
  333. case 0xfffffff0: // bogus
  334. case 0x00345254: // "TR4\0"
  335. return 0;
  336. default:
  337. ;
  338. }
  339. return 1;
  340. }
  341. int TombRaider::Load(char *filename, void (*percent)(int))
  342. {
  343. FILE *f;
  344. int i, j, l;
  345. unsigned int num_mesh_data_words, num_mesh_pointers, data_size, data_offset;
  346. unsigned int *mesh_pointer_list;
  347. unsigned char *raw_mesh_data;
  348. bool tr5;
  349. long debugf;
  350. f = fopen(filename, "rb");
  351. if (!f)
  352. {
  353. perror(filename);
  354. return -1;
  355. }
  356. if (percent)
  357. (*percent)(1);
  358. mReset = false;
  359. Fread(&mPakVersion, sizeof(mPakVersion), 1, f);
  360. //! \fixme endian
  361. printDebug("Load", "mPakVersion = %u", mPakVersion);
  362. tr5 = false;
  363. switch (mPakVersion)
  364. {
  365. case 0x00000020:
  366. mEngineVersion = TR_VERSION_1;
  367. break;
  368. case 0x0000002d:
  369. mEngineVersion = TR_VERSION_2;
  370. break;
  371. case 0xff080038:
  372. case 0xff180038:
  373. mEngineVersion = TR_VERSION_3;
  374. break;
  375. case 0xfffffff0: // bogus
  376. case 0x00345254: // "TR4\0"
  377. mEngineVersion = TR_VERSION_4;
  378. // Check to see if this is really a TR5 demo
  379. l = strlen(filename);
  380. // Looking for pattern "filename.trc"
  381. if ((filename[l-1] == 'c' || filename[l-1] == 'C') &&
  382. (filename[l-2] == 'r' || filename[l-2] == 'R') &&
  383. (filename[l-3] == 't' || filename[l-3] == 'T'))
  384. {
  385. printDebug("Load", "This is really a TR5 pak");
  386. mEngineVersion = TR_VERSION_5;
  387. return loadTR5(f, percent);
  388. }
  389. break;
  390. default:
  391. mEngineVersion = TR_VERSION_UNKNOWN;
  392. }
  393. if (percent)
  394. (*percent)(5);
  395. printDebug("Load", "mEngineVersion = 0x%x", mPakVersion);
  396. if (mEngineVersion == TR_VERSION_UNKNOWN)
  397. return -1;
  398. if (mEngineVersion == TR_VERSION_4)
  399. {
  400. unsigned int sz, usz; // compressed and uncompressed size
  401. unsigned char *compressed_data = NULL;
  402. int zerr;
  403. uLongf foo;
  404. // Read texture type offsets
  405. Fread(&_num_room_textures, 2, 1, f);
  406. printDebug("LoadTR4", "_num_room_textures = %u", _num_room_textures);
  407. Fread(&_num_misc_textures, 2, 1, f);
  408. printDebug("LoadTR4", "_num_misc_textures = %u", _num_misc_textures);
  409. Fread(&_num_bump_map_textures, 2, 1, f);
  410. printDebug("LoadTR4", "_num_bump_map_textures = %u", _num_bump_map_textures);
  411. // Read the sizes of the 32-bit textures
  412. Fread(&usz, sizeof(usz), 1, f);
  413. Fread(&sz, sizeof(sz), 1, f);
  414. printDebug("Load", "TR4 32-bit textures compressed size = %u bytes", sz);
  415. printDebug("Load", "TR4 32-bit textures uncompressed size = %u bytes", usz);
  416. _num_textiles = usz / sizeof(tr2_textile32_t);
  417. printDebug("LoadTR4", "_num_textiles = %i/%lu = %i",
  418. usz, sizeof(tr2_textile32_t), _num_textiles);
  419. _textile32 = new tr2_textile32_t[_num_textiles];
  420. // Allocate a temporary buffer for decompression
  421. compressed_data = new unsigned char[sz];
  422. Fread(compressed_data, sz, 1, f);
  423. // Decompress the textures
  424. foo = usz;
  425. zerr = uncompress((unsigned char *)_textile32,
  426. &foo,
  427. compressed_data,
  428. sz);
  429. usz = foo;
  430. if (percent)
  431. (*percent)(6);
  432. printDebug("LoadTR4", "textile decompress [%s]",
  433. (zerr == Z_OK) ? "OK" : "ERROR");
  434. switch (zerr)
  435. {
  436. case Z_MEM_ERROR:
  437. printDebug("LoadTR4", "There was not enough memory");
  438. break;
  439. case Z_BUF_ERROR:
  440. printDebug("LoadTR4", "There was not enough room in the output buffer");
  441. break;
  442. case Z_DATA_ERROR:
  443. printDebug("LoadTR4", "The input data was corrupted");
  444. break;
  445. default:
  446. printDebug("LoadTR4", "textile decompress %i", zerr);
  447. }
  448. // Free the temporary buffer
  449. delete [] compressed_data;
  450. // Read in the 16-bit textures, set NumTextiles
  451. Fread(&usz, sizeof(usz), 1, f);
  452. Fread(&sz, sizeof(sz), 1, f);
  453. printDebug("Load", "TR4 16-bit textures compressed size = %u bytes", sz);
  454. printDebug("Load", "TR4 16-bit textures uncompressed size = %u bytes", usz);
  455. _num_textiles = usz / sizeof(tr2_textile16_t);
  456. printDebug("Load", "TR4 _num_textiles = %i/%lu = %i",
  457. usz, sizeof(tr2_textile16_t), _num_textiles);
  458. _textile16 = new tr2_textile16_t[_num_textiles];
  459. // Allocate a temporary buffer for decompression
  460. compressed_data = new unsigned char[sz];
  461. Fread(compressed_data, sz, 1, f);
  462. // Decompress the textures
  463. foo = usz;
  464. zerr = uncompress((unsigned char *)_textile16,
  465. &foo,
  466. compressed_data,
  467. sz);
  468. usz = foo;
  469. if (percent)
  470. (*percent)(7);
  471. // printDebug("Load", "TR4 textile decompress [%s]",
  472. // (zerr == Z_OK) ? "OK" : "ERROR");
  473. switch (zerr)
  474. {
  475. case Z_MEM_ERROR:
  476. printDebug("Load", "TR4 textile decompress [ERROR]");
  477. printDebug("Load", "TR4 There was not enough memory");
  478. break;
  479. case Z_BUF_ERROR:
  480. printDebug("Load", "TR4 textile decompress [ERROR]");
  481. printDebug("Load", "TR4 There was not enough room in the output buffer");
  482. break;
  483. case Z_DATA_ERROR:
  484. printDebug("Load", "TR4 textile decompress [ERROR]");
  485. printDebug("Load", "TR4 The input data was corrupted");
  486. break;
  487. case Z_OK:
  488. printDebug("Load", "TR4 textile decompress [OK]");
  489. break;
  490. default:
  491. printDebug("Load", "TR4 textile decompress %i", zerr);
  492. }
  493. // Free the temporary buffer
  494. delete [] compressed_data;
  495. // Read the sizes of the sprite textures
  496. Fread(&usz, sizeof(usz), 1, f);
  497. Fread(&sz, sizeof(sz), 1, f);
  498. printDebug("Load", "TR4 sprite textures compressed size = %u bytes", sz);
  499. printDebug("Load", "TR4 sprite textures uncompressed size = %u bytes", usz);
  500. // Load sprite/bump map/gui/etc textures also
  501. _num_tex_special = usz/(256*256*4);
  502. printDebug("LoadTR5", "_num_tex_special = %i/%i = %i",
  503. usz, 256*256*4, _num_tex_special);
  504. printDebug("LoadTR5", "Reading %ibytes of sprite textures", usz);
  505. if (usz)
  506. {
  507. _tex_special = new unsigned char[usz];
  508. // Allocate a temporary buffer for decompression
  509. compressed_data = new unsigned char[sz];
  510. Fread(compressed_data, sz, 1, f);
  511. // Decompress the textures
  512. foo = usz;
  513. zerr = uncompress(_tex_special,
  514. &foo,
  515. compressed_data,
  516. sz);
  517. usz = foo;
  518. printDebug("LoadTR5", "special texture decompress [%s]",
  519. (zerr == Z_OK) ? "OK" : "ERROR");
  520. switch (zerr)
  521. {
  522. case Z_MEM_ERROR:
  523. printDebug("LoadTR5", "There was not enough memory");
  524. break;
  525. case Z_BUF_ERROR:
  526. printDebug("LoadTR5", "There was not enough room in the output buffer");
  527. break;
  528. case Z_DATA_ERROR:
  529. printDebug("LoadTR5", "The input data was corrupted");
  530. break;
  531. default:
  532. printDebug("LoadTR5", "textile decompress %i", zerr);
  533. }
  534. // Free the temporary buffer
  535. delete [] compressed_data;
  536. }
  537. if (percent)
  538. (*percent)(9);
  539. // Read the sizes of the level data
  540. Fread(&usz, sizeof(usz), 1, f);
  541. Fread(&sz, sizeof(sz), 1, f);
  542. printDebug("Load", "TR4 level data compressed size = %u bytes", sz);
  543. printDebug("Load", "TR4 level data uncompressed size = %u bytes", usz);
  544. // Allocate a temporary buffer for decompression
  545. compressed_data = new unsigned char[sz];
  546. Fread(compressed_data, sz, 1, f);
  547. mCompressedLevelData = new unsigned char[usz];
  548. // Decompress the level data
  549. foo = usz;
  550. zerr = uncompress(mCompressedLevelData, &foo, compressed_data, sz);
  551. usz = foo;
  552. printDebug("Load", "TR4 level data decompress [%s]",
  553. (zerr == Z_OK) ? "OK" : "ERROR");
  554. switch (zerr)
  555. {
  556. case Z_MEM_ERROR:
  557. printDebug("Load", "TR4 There was not enough memory");
  558. break;
  559. case Z_BUF_ERROR:
  560. printDebug("Load", "TR4 There was not enough room in the output buffer");
  561. break;
  562. case Z_DATA_ERROR:
  563. printDebug("Load", "TR4 The input data was corrupted");
  564. break;
  565. }
  566. delete [] compressed_data;
  567. mCompressedLevelDataOffset = 0;
  568. mCompressedLevelSize = usz;
  569. // Toggle Fread mode to read from decompressed data in memory, not diskfile
  570. mFreadMode = TR_FREAD_COMPRESSED;
  571. }
  572. if (mEngineVersion == TR_VERSION_2 || mEngineVersion == TR_VERSION_3)
  573. {
  574. /* Read the 8-bit palette */
  575. Fread(_palette8, sizeof(tr2_colour_t), 256, f);
  576. /* Read 16-bit palette */
  577. Fread(_palette16, sizeof(_palette16), 1, f);
  578. printDebug("Load", "Read TR 2|3 8bit and 16bit palettes");
  579. }
  580. if (mEngineVersion != TR_VERSION_4)
  581. {
  582. /* Read the textiles */
  583. Fread(&_num_textiles, sizeof(_num_textiles), 1, f);
  584. printDebug("Load", "_num_textiles = %i", _num_textiles);
  585. /* 8-bit textiles come first */
  586. _textile8 = new tr2_textile8_t[_num_textiles];
  587. Fread(_textile8, sizeof(tr2_textile8_t), _num_textiles, f);
  588. /* 16-bit textiles come second */
  589. _textile16 = new tr2_textile16_t[_num_textiles];
  590. if (mEngineVersion != TR_VERSION_1)
  591. {
  592. //! \fixme need endian checking here
  593. Fread(_textile16, sizeof(tr2_textile16_t), _num_textiles, f);
  594. printDebug("Load", "Read in 16bit texture tiles");
  595. }
  596. }
  597. if (percent)
  598. (*percent)(10);
  599. /* 32-bit unknown - seems to always be 0 */
  600. Fread(&_unknown_t, sizeof(_unknown_t), 1, f);
  601. printDebug("Load", "_unknown_t = 0x%x", _unknown_t);
  602. /* Read raw room data */
  603. //! \fixme needs endian checking
  604. Fread(&_num_rooms, sizeof(_num_rooms), 1, f);
  605. printDebug("Load", "_num_rooms = %i", _num_rooms);
  606. data_size = _num_rooms * sizeof(tr2_room_t);
  607. _rooms = new tr2_room_t[_num_rooms];
  608. /* Extract room details */
  609. for (i = 0; i < _num_rooms; ++i)
  610. {
  611. if (percent)
  612. {
  613. (*percent)(11 + (int)(((float)i/(float)_num_rooms)*70.0));
  614. }
  615. /* Read RoomInfo */
  616. //! \fixme endian check needed
  617. Fread(&_rooms[i].info, sizeof(tr2_room_info_t), 1, f);
  618. printDebug("Load", "_rooms[%i].info =\n { x=%i, z=%i, yt=%i, yb=%i}",
  619. i,
  620. _rooms[i].info.x, _rooms[i].info.z,
  621. _rooms[i].info.y_top, _rooms[i].info.y_bottom);
  622. /* Read raw data for rest of room */
  623. Fread(&_rooms[i].num_data_words, sizeof(_rooms[i].num_data_words), 1, f);
  624. printDebug("Load", "_rooms[%i].num_data_words = %u",
  625. i, _rooms[i].num_data_words);
  626. _rooms[i].data = new unsigned char[_rooms[i].num_data_words*2];
  627. Fread(_rooms[i].data, 2, _rooms[i].num_data_words, f);
  628. /* Identify vertices */
  629. data_offset = 0;
  630. //! \fixme endian
  631. _rooms[i].room_data.num_vertices = *(short *)(void *)(_rooms[i].data);
  632. data_offset += sizeof(_rooms[0].room_data.num_vertices);
  633. data_size = _rooms[i].room_data.num_vertices * sizeof(tr2_vertex_room_t);
  634. printDebug("Load", "_rooms[%i].room_data.num_vertices = %u",
  635. i, _rooms[i].room_data.num_vertices);
  636. _rooms[i].room_data.vertices = 0x0;
  637. if (_rooms[i].room_data.num_vertices > 0)
  638. {
  639. _rooms[i].room_data.vertices =
  640. new tr2_vertex_room_t[_rooms[i].room_data.num_vertices];
  641. if (mEngineVersion == TR_VERSION_1)
  642. {
  643. data_size = _rooms[i].room_data.num_vertices *
  644. (sizeof(tr2_vertex_room_t) - 4);
  645. for (j = 0; j < _rooms[i].room_data.num_vertices; ++j)
  646. {
  647. memcpy(&_rooms[i].room_data.vertices[j],
  648. _rooms[i].data + data_offset +
  649. (j * (sizeof(tr2_vertex_room_t) - 4)),
  650. sizeof(tr2_vertex_room_t) - 4);
  651. // ??? Adjust for what's missing?
  652. _rooms[i].room_data.vertices[j].lighting2 =
  653. _rooms[i].room_data.vertices[j].lighting1;
  654. _rooms[i].room_data.vertices[j].attributes = 0;
  655. }
  656. }
  657. else
  658. {
  659. memcpy(_rooms[i].room_data.vertices,
  660. _rooms[i].data + data_offset, data_size);
  661. }
  662. //! \fixme endian conversions for verts needed
  663. }
  664. data_offset += data_size;
  665. /* identify rectangles */
  666. //! \fixme endian conversion
  667. _rooms[i].room_data.num_rectangles =
  668. *(short *)(void *)(_rooms[i].data + data_offset);
  669. data_offset += sizeof(_rooms[0].room_data.num_rectangles);
  670. data_size = _rooms[i].room_data.num_rectangles * sizeof(tr2_quad_t);
  671. printDebug("Load", "_rooms[%i].room_data.num_rectangles = %i",
  672. i, _rooms[i].room_data.num_rectangles);
  673. _rooms[i].room_data.rectangles = 0x0;
  674. if (_rooms[i].room_data.num_rectangles > 0)
  675. {
  676. _rooms[i].room_data.rectangles =
  677. new tr2_quad_t[_rooms[i].room_data.num_rectangles];
  678. memcpy(_rooms[i].room_data.rectangles,
  679. _rooms[i].data + data_offset, data_size);
  680. if (mEngineVersion >= TR_VERSION_3)
  681. {
  682. for (j = 0; j < _rooms[i].room_data.num_rectangles; ++j)
  683. {
  684. _rooms[i].room_data.rectangles[j].texture &= 0x7fff;
  685. }
  686. }
  687. //! \fixme endian conversion
  688. }
  689. data_offset += data_size;
  690. /* Identify triangles */
  691. _rooms[i].room_data.num_triangles =
  692. *(short *)(void *)(_rooms[i].data + data_offset);
  693. //! \fixme endian
  694. data_offset += sizeof(_rooms[0].room_data.num_triangles);
  695. data_size = _rooms[i].room_data.num_triangles * sizeof(tr2_tri_t);
  696. printDebug("Load", "_rooms[%i].room_data.num_triangles = %i",
  697. i, _rooms[i].room_data.num_triangles);
  698. _rooms[i].room_data.triangles = 0x0;
  699. if (_rooms[i].room_data.num_triangles > 0)
  700. {
  701. _rooms[i].room_data.triangles =
  702. new tr2_tri_t[_rooms[i].room_data.num_triangles];
  703. memcpy(_rooms[i].room_data.triangles,
  704. _rooms[i].data + data_offset, data_size);
  705. if (mEngineVersion >= TR_VERSION_3)
  706. {
  707. for (j = 0; j < _rooms[i].room_data.num_triangles; ++j)
  708. {
  709. _rooms[i].room_data.triangles[j].texture &= 0x7fff;
  710. }
  711. //! \fixme endian
  712. }
  713. }
  714. data_offset += data_size;
  715. /* Identify sprites */
  716. _rooms[i].room_data.num_sprites =
  717. *(short *)(void *)(_rooms[i].data + data_offset);
  718. //! \fixme endian
  719. data_offset += sizeof(_rooms[0].room_data.num_sprites);
  720. data_size = _rooms[i].room_data.num_sprites * sizeof(tr2_room_sprite_t);
  721. printDebug("Load", "_rooms[%i].room_data.num_sprites = %i",
  722. i, _rooms[i].room_data.num_sprites);
  723. _rooms[i].room_data.sprites = 0x0;
  724. if (_rooms[i].room_data.num_sprites > 0)
  725. {
  726. _rooms[i].room_data.sprites =
  727. new tr2_room_sprite_t[_rooms[i].room_data.num_sprites];
  728. memcpy(_rooms[i].room_data.sprites,
  729. _rooms[i].data + data_offset, data_size);
  730. if (mEngineVersion >= TR_VERSION_3)
  731. {
  732. for (j = 0; j < _rooms[i].room_data.num_sprites; j++)
  733. {
  734. _rooms[i].room_data.sprites[j].texture &= 0x7fff;
  735. }
  736. }
  737. //! \fixme endian
  738. }
  739. /* Free the raw room data */
  740. delete [] _rooms[i].data;
  741. _rooms[i].data = NULL;
  742. /* Read door info */
  743. //! \fixme endian
  744. Fread(&_rooms[i].num_portals, sizeof(_rooms[0].num_portals), 1, f);
  745. printDebug("Load", "_rooms[%i].num_portals = %i",
  746. i, _rooms[i].num_portals);
  747. if (_rooms[i].num_portals > 0)
  748. _rooms[i].portals = new tr2_room_portal_t[_rooms[i].num_portals];
  749. else
  750. _rooms[i].portals = 0;
  751. Fread(_rooms[i].portals, sizeof(tr2_room_portal_t),
  752. _rooms[i].num_portals, f);
  753. //! \fixme endian
  754. /* Read sector info */
  755. //! \fixme endian
  756. Fread(&_rooms[i].num_zsectors, sizeof(_rooms[0].num_zsectors), 1, f);
  757. Fread(&_rooms[i].num_xsectors, sizeof(_rooms[0].num_xsectors), 1, f);
  758. printDebug("Load", "_rooms[%i].num_zsectors = %i",
  759. i, _rooms[i].num_zsectors);
  760. printDebug("Load", "_rooms[%i].num_xsectors = %i",
  761. i, _rooms[i].num_xsectors);
  762. if (_rooms[i].num_zsectors > 0 && _rooms[i].num_xsectors > 0)
  763. {
  764. _rooms[i].sector_list =
  765. new tr2_room_sector_t[_rooms[i].num_zsectors * _rooms[i].num_xsectors];
  766. }
  767. else
  768. {
  769. _rooms[i].sector_list = 0x0;
  770. }
  771. Fread(_rooms[i].sector_list, sizeof(tr2_room_sector_t),
  772. _rooms[i].num_zsectors * _rooms[i].num_xsectors, f);
  773. //! \fixme endian
  774. printDebug("Load", "Read %u room sectors",
  775. _rooms[i].num_zsectors * _rooms[i].num_xsectors);
  776. /* Read room lighting & mode */
  777. if (mEngineVersion >= TR_VERSION_3)
  778. {
  779. Fread(&_rooms[i].intensity1, 4, 1, f);
  780. // Fake TR2 record:
  781. _rooms[i].light_mode = 0;
  782. }
  783. else if (mEngineVersion == TR_VERSION_1)
  784. {
  785. Fread(&_rooms[i].intensity1, 2, 1, f);
  786. // Is this intensity or LightMode?
  787. printDebug("Load", "_rooms[%i].intensity1 = %u",
  788. i, _rooms[i].intensity1);
  789. _rooms[i].intensity2 = _rooms[i].intensity1;
  790. _rooms[i].light_mode = 0;
  791. }
  792. else
  793. { // TR2
  794. Fread(&_rooms[i].intensity1, 6, 1, f);
  795. printDebug("Load", "TR2 _rooms[%i].intensity1 = %u",
  796. i, _rooms[i].intensity1);
  797. }
  798. /* Read room lighting info */
  799. //! \fixme endian
  800. Fread(&_rooms[i].num_lights, sizeof(_rooms[i].num_lights), 1, f);
  801. printDebug("Load", "_rooms[%i].num_lights = %u",
  802. i, _rooms[i].num_lights);
  803. _rooms[i].lights = 0x0;
  804. _rooms[i].tr4Lights = 0x0;
  805. // Mongoose 2002.04.03, New TR4 light struct, removed old
  806. // double size for others
  807. if (_rooms[i].num_lights > 0)
  808. {
  809. if (mEngineVersion == TR_VERSION_1)
  810. {
  811. _rooms[i].lights = new tr2_room_light_t[_rooms[i].num_lights];
  812. for (j = 0; j < _rooms[i].num_lights; ++j)
  813. {
  814. Fread(&_rooms[i].lights[j].x, sizeof(_rooms[0].lights[0].x), 3,f);
  815. // x, y, z
  816. printDebug("Load", "_rooms[%i].lights[%i] = <%i %i %i>",
  817. i, j,
  818. _rooms[i].lights[j].x,
  819. _rooms[i].lights[j].y,
  820. _rooms[i].lights[j].z);
  821. Fread(&_rooms[i].lights[j].intensity1, sizeof(short), 1, f);
  822. // Intensity1
  823. printDebug("Load", "_rooms[%i].lights[%i].intensity1 = %u",
  824. i, j,
  825. _rooms[i].lights[j].intensity1);
  826. _rooms[i].lights[j].intensity2 = _rooms[i].lights[j].intensity1;
  827. Fread(&_rooms[i].lights[j].fade1, sizeof(unsigned int), 1, f);
  828. // Fade1
  829. printDebug("Load", "_rooms[%i].lights[%i].fade1 = %u",
  830. i, j,
  831. _rooms[i].lights[j].fade1);
  832. _rooms[i].lights[j].fade2 = _rooms[i].lights[j].fade1;
  833. }
  834. }
  835. else if (mEngineVersion == TR_VERSION_4)
  836. {
  837. _rooms[i].tr4Lights = new tr4_room_light_t[_rooms[i].num_lights];
  838. Fread(_rooms[i].tr4Lights, sizeof(tr4_room_light_t),
  839. _rooms[i].num_lights, f);
  840. }
  841. else
  842. {
  843. _rooms[i].lights = new tr2_room_light_t[_rooms[i].num_lights];
  844. Fread(_rooms[i].lights, sizeof(tr2_room_light_t),
  845. _rooms[i].num_lights, f);
  846. }
  847. }
  848. //! \fixme endian
  849. /* Read Static Mesh Data */
  850. Fread(&_rooms[i].num_static_meshes, sizeof(unsigned short), 1, f);
  851. //! \fixme endian
  852. printDebug("Load", "_rooms[%i].num_static_meshes = %u",
  853. i, _rooms[i].num_static_meshes);
  854. _rooms[i].static_meshes = 0x0;
  855. if (_rooms[i].num_static_meshes > 0)
  856. {
  857. _rooms[i].static_meshes =
  858. new tr2_room_staticmesh_t[_rooms[i].num_static_meshes];
  859. if (mEngineVersion == TR_VERSION_1)
  860. {
  861. for (j = 0; j < _rooms[i].num_static_meshes; j++)
  862. {
  863. Fread(&_rooms[i].static_meshes[j], 18, 1, f);
  864. // Account for the missing .intensity2
  865. _rooms[i].static_meshes[j].object_id =
  866. _rooms[i].static_meshes[j].intensity2;
  867. _rooms[i].static_meshes[j].intensity2 =
  868. _rooms[i].static_meshes[j].intensity1;
  869. }
  870. }
  871. else
  872. {
  873. Fread(_rooms[i].static_meshes, sizeof(tr2_room_staticmesh_t),
  874. _rooms[i].num_static_meshes, f);
  875. }
  876. }
  877. //! \fixme endian
  878. Fread(&_rooms[i].alternate_room, sizeof(short), 1, f);
  879. //! \fixme endian
  880. printDebug("Load", "_rooms[%i].alternate_room = %i",
  881. i, _rooms[i].alternate_room);
  882. Fread(&_rooms[i].flags, sizeof(short), 1, f);
  883. //! \fixme endian
  884. printDebug("Load", "_rooms[%i].flags = 0x%x",
  885. i, _rooms[i].flags);
  886. /* Read TR3 room light colour */
  887. if (mEngineVersion >= TR_VERSION_3)
  888. {
  889. /* we force this to be 3 bytes
  890. (instead of just sizeof(room_light_colour))
  891. for Macs and others that can't handle odd-length structures...
  892. */
  893. Fread(&_rooms[i].room_light_colour, 3, 1, f);
  894. printDebug("Load", "TR3 _rooms[%i].room_light_colour {%i %i %i}",
  895. i,
  896. _rooms[i].room_light_colour.r,
  897. _rooms[i].room_light_colour.g,
  898. _rooms[i].room_light_colour.b);
  899. }
  900. }
  901. /* Read floor data */
  902. /*
  903. * Really, FloorData should be a per-sector dynamic allocation; however,
  904. * that requires a parser that can accurately determine where one sector's
  905. * FloorData ends and another's begins. Until we have that, we'll stick to
  906. * this crude (but effective) method...
  907. */
  908. Fread(&_num_floor_data, sizeof(_num_floor_data), 1, f);
  909. printDebug("Load", "_num_floor_data = %u", _num_floor_data);
  910. _floor_data = 0x0;
  911. if (_num_floor_data > 0)
  912. {
  913. _floor_data = new unsigned short[_num_floor_data];
  914. Fread(_floor_data, sizeof(short), _num_floor_data, f);
  915. //! \fixme endian
  916. }
  917. /* Read mesh data */
  918. Fread(&num_mesh_data_words, sizeof(num_mesh_data_words), 1, f);
  919. //! \fixme endian
  920. printDebug("Load", "num_mesh_data_words = %u", num_mesh_data_words);
  921. raw_mesh_data = new unsigned char[num_mesh_data_words*2];
  922. Fread(raw_mesh_data, 2, num_mesh_data_words, f);
  923. // Endian-conversion of this data occurs in ExtractMeshes()
  924. printDebug("Load", "Read raw_mesh_data");
  925. /* Read mesh pointers */
  926. Fread(&num_mesh_pointers, sizeof(num_mesh_pointers), 1, f);
  927. //! \fixme endian
  928. printDebug("Load", "num_mesh_pointers = %u", num_mesh_pointers);
  929. mesh_pointer_list = new unsigned int[num_mesh_pointers];
  930. Fread(mesh_pointer_list, sizeof(unsigned int), num_mesh_pointers, f);
  931. //! \fixme endian
  932. printDebug("Load", "Read mesh_pointer_list");
  933. /* Extract meshes */
  934. extractMeshes(raw_mesh_data, num_mesh_pointers, mesh_pointer_list);
  935. delete [] raw_mesh_data;
  936. delete [] mesh_pointer_list;
  937. /* Read animations */
  938. Fread(&_num_animations, sizeof(_num_animations), 1, f);
  939. //! \fixme endian
  940. printDebug("Load", "_num_animations = %u", _num_animations);
  941. _animations = 0x0;
  942. if (_num_animations > 0)
  943. {
  944. _animations = new tr2_animation_t[_num_animations];
  945. if (mEngineVersion == TR_VERSION_4)
  946. {
  947. tr4_animation_t tr4_anim;
  948. for (i = 0; i < (int)_num_animations; ++i)
  949. {
  950. Fread(&tr4_anim, 40, 1, f);
  951. _animations[i].frame_offset = tr4_anim.frame_offset;
  952. _animations[i].frame_rate = tr4_anim.frame_rate;
  953. _animations[i].frame_size = tr4_anim.frame_size;
  954. _animations[i].state_id = tr4_anim.state_id;
  955. _animations[i].unknown1 = tr4_anim.unknown;
  956. _animations[i].unknown2 = tr4_anim.speed;
  957. _animations[i].unknown3 = tr4_anim.accel_lo;
  958. _animations[i].unknown4 = tr4_anim.accel_hi;
  959. _animations[i].frame_start = tr4_anim.frame_start;
  960. _animations[i].frame_end = tr4_anim.frame_end;
  961. _animations[i].next_animation = tr4_anim.next_animation;
  962. _animations[i].next_frame = tr4_anim.next_frame;
  963. _animations[i].num_state_changes = tr4_anim.num_state_changes;
  964. _animations[i].state_change_offset = tr4_anim.state_change_offset;
  965. _animations[i].num_anim_commands = (tr4_anim.num_anim_commands > 256)
  966. ? 0 : tr4_anim.num_anim_commands;
  967. _animations[i].anim_command = tr4_anim.anim_command;
  968. }
  969. }
  970. else
  971. {
  972. Fread(_animations, sizeof(tr2_animation_t), _num_animations, f);
  973. }
  974. }
  975. //! \fixme endian
  976. /* Read state changes */
  977. Fread(&_num_state_changes, sizeof(_num_state_changes), 1, f);
  978. //! \fixme endian
  979. if (percent)
  980. (*percent)(80);
  981. printDebug("Load", "_num_state_changes = %u", _num_state_changes);
  982. if (_num_state_changes > 0)
  983. {
  984. _state_changes = new tr2_state_change_t[_num_state_changes];
  985. Fread(_state_changes, sizeof(tr2_state_change_t), _num_state_changes, f);
  986. }
  987. //! \fixme endian
  988. /* Read AnimDispatches */
  989. Fread(&_num_anim_dispatches, sizeof(_num_anim_dispatches), 1, f);
  990. //! \fixme endian
  991. printDebug("Load", "_num_anim_dispatches = %u", _num_anim_dispatches);
  992. _anim_dispatches = 0x0;
  993. if (_num_anim_dispatches > 0)
  994. {
  995. _anim_dispatches = new tr2_anim_dispatch_t[_num_anim_dispatches];
  996. Fread(_anim_dispatches, sizeof(tr2_anim_dispatch_t),
  997. _num_anim_dispatches, f);
  998. }
  999. //! \fixme endian
  1000. /* Read anim commands */
  1001. Fread(&_num_anim_commands, sizeof(_num_anim_commands), 1, f);
  1002. //! \fixme endian
  1003. printDebug("Load", "_num_anim_commands = %u", _num_anim_commands);
  1004. _anim_commands = 0x0;
  1005. if (_num_anim_commands > 0)
  1006. {
  1007. _anim_commands = new tr2_anim_command_t[_num_anim_commands];
  1008. Fread(_anim_commands, sizeof(tr2_anim_command_t), _num_anim_commands, f);
  1009. }
  1010. //! \fixme endian
  1011. /* Read MeshTrees */
  1012. Fread(&_num_mesh_trees, sizeof(_num_mesh_trees), 1, f);
  1013. //! \fixme endian
  1014. printDebug("Load", "_num_mesh_trees = %u", _num_mesh_trees);
  1015. _mesh_trees = 0x0;
  1016. if (_num_mesh_trees > 0)
  1017. {
  1018. _mesh_trees = new tr2_meshtree_t[_num_mesh_trees];
  1019. Fread(_mesh_trees, sizeof(int), _num_mesh_trees, f);
  1020. }
  1021. //! \fixme endian
  1022. /* Read frames */
  1023. Fread(&_num_frames, sizeof(_num_frames), 1, f);
  1024. //! \fixme endian
  1025. printDebug("Load", "_num_frames = %u", _num_frames);
  1026. _frames = 0x0;
  1027. if (_num_frames > 0)
  1028. {
  1029. _frames = new unsigned short[_num_frames];
  1030. Fread(_frames, 2, _num_frames, f);
  1031. //! \fixme endian
  1032. if (mEngineVersion == TR_VERSION_1)
  1033. {
  1034. // re-format the frames[] to look like TR2 frames
  1035. int num_frames;
  1036. for (j = 0; j < (int)_num_animations; ++j)
  1037. {
  1038. int fo = _animations[j].frame_offset / 2;
  1039. _animations[j].frame_size = (unsigned char)(_frames[fo + 9] * 2) + 10;
  1040. }
  1041. for (i = 0; i < (int)_num_frames; )
  1042. {
  1043. i += 9; // point to num_frames;
  1044. j = i; // get rid of (overwrite) num_frames
  1045. num_frames = _frames[i++];
  1046. while (num_frames--)
  1047. {
  1048. _frames[j++] = _frames[i + 1]; // reverse the words as we go
  1049. _frames[j++] = _frames[i];
  1050. i += 2;
  1051. }
  1052. }
  1053. }
  1054. }
  1055. /* Read moveables */
  1056. Fread(&_num_moveables, sizeof(_num_moveables), 1, f);
  1057. //! \fixme endian
  1058. printDebug("Load", "_num_moveables = %u", _num_moveables);
  1059. _moveables = 0x0;
  1060. if (_num_moveables > 0)
  1061. {
  1062. debugf = ftell(f);
  1063. _moveables = new tr2_moveable_t[_num_moveables];
  1064. Fread(_moveables, 18, _num_moveables, f);
  1065. }
  1066. //! \fixme endian
  1067. Fread(&_num_static_meshes, sizeof(int), 1, f);
  1068. //! \fixme endian
  1069. printDebug("Load", "_num_static_meshes = %u", _num_static_meshes);
  1070. // SAFE EXIT //////////////////////////
  1071. _static_meshes = 0x0;
  1072. if (_num_static_meshes > 0)
  1073. {
  1074. _static_meshes = new tr2_staticmesh_t[_num_static_meshes];
  1075. Fread(_static_meshes, sizeof(tr2_staticmesh_t),
  1076. _num_static_meshes, f);
  1077. //! \fixme endian
  1078. }
  1079. _object_textures = 0x0;
  1080. if (mEngineVersion < TR_VERSION_3)
  1081. {
  1082. /* Read object textures */
  1083. Fread(&_num_object_textures, sizeof(int), 1, f);
  1084. printDebug("Load", "_num_object_textures = %u", _num_object_textures);
  1085. //! \fixme endian
  1086. if (_num_object_textures > 0)
  1087. {
  1088. _object_textures = new tr2_object_texture_t[_num_object_textures];
  1089. Fread(_object_textures, sizeof(tr2_object_texture_t),
  1090. _num_object_textures, f);
  1091. }
  1092. //! \fixme endian
  1093. }
  1094. if (percent)
  1095. (*percent)(90);
  1096. if (mEngineVersion == TR_VERSION_4)
  1097. {
  1098. unsigned char zzbuf[4];
  1099. Fread(zzbuf, 1, 3, f); // skip "SPR"
  1100. zzbuf[3] = 0;
  1101. printDebug("Load", "TR4 checking if %s == SPR", zzbuf);
  1102. }
  1103. /* Read sprite textures */
  1104. Fread(&_num_sprite_textures, sizeof(int), 1, f);
  1105. //! \fixme endian
  1106. printDebug("Load", "_num_sprite_textures = %u", _num_sprite_textures);
  1107. _sprite_textures = 0x0;
  1108. if (_num_sprite_textures > 0)
  1109. {
  1110. _sprite_textures = new tr2_sprite_texture_t[_num_sprite_textures];
  1111. Fread(_sprite_textures, sizeof(tr2_sprite_texture_t),
  1112. _num_sprite_textures, f);
  1113. }
  1114. //! \fixme endian
  1115. /* Read sprite texture data (?) */
  1116. Fread(&_num_sprite_sequences, sizeof(int), 1, f);
  1117. //! \fixme endian
  1118. printDebug("Load", "_num_sprite_sequences = %u", _num_sprite_sequences);
  1119. _sprite_sequences = 0x0;
  1120. if (_num_sprite_sequences > 0)
  1121. {
  1122. _sprite_sequences = new tr2_sprite_sequence_t[_num_sprite_sequences];
  1123. Fread(_sprite_sequences, sizeof(tr2_sprite_sequence_t),
  1124. _num_sprite_sequences, f);
  1125. }
  1126. //! \fixme endian
  1127. /* Read cameras */
  1128. Fread(&_num_cameras, sizeof(_num_cameras), 1, f);
  1129. //! \fixme endian
  1130. printDebug("Load", "_num_cameras = %i", _num_cameras);
  1131. _cameras = 0x0;
  1132. if (_num_cameras > 0)
  1133. {
  1134. _cameras = new tr2_camera_t[_num_cameras];
  1135. Fread(_cameras, sizeof(tr2_camera_t), _num_cameras, f);
  1136. //! \fixme endian
  1137. }
  1138. if (mEngineVersion == TR_VERSION_4)
  1139. {
  1140. int num_ex_cam;
  1141. tr4_extra_camera_t *ex_cam;
  1142. Fread(&num_ex_cam, 4, 1, f);
  1143. printDebug("Load", "num_extra_cam = %i", num_ex_cam);
  1144. if (num_ex_cam > 0)
  1145. {
  1146. ex_cam = new tr4_extra_camera_t[num_ex_cam];
  1147. Fread(ex_cam, sizeof(tr4_extra_camera_t), num_ex_cam, f);
  1148. delete [] ex_cam;
  1149. }
  1150. }
  1151. /* Read sound effects (?) */
  1152. Fread(&_num_sound_sources, sizeof(_num_sound_sources), 1, f);
  1153. //! \fixme endian
  1154. printDebug("Load", "_num_sound_sources = %i", _num_sound_sources);
  1155. _sound_sources = 0x0;
  1156. if (_num_sound_sources > 0)
  1157. {
  1158. _sound_sources =
  1159. (tr2_sound_source_t*) new unsigned char[_num_sound_sources*40];
  1160. Fread(_sound_sources, sizeof(tr2_sound_source_t),
  1161. _num_sound_sources, f);
  1162. //! \fixme endian
  1163. }
  1164. #ifdef OBSOLETE
  1165. if (mEngineVersion == TR_VERSION_4)
  1166. {
  1167. unsigned int num_ZZ;
  1168. unsigned char zzbuf[17];
  1169. Fread(&num_ZZ, 1, sizeof(num_ZZ), f);
  1170. while (num_ZZ--)
  1171. {
  1172. Fread(zzbuf, 1, 16, f);
  1173. zzbuf[16] = 0;
  1174. printDebug("Load", "TR4 zz dump '%s'", zzbuf);
  1175. }
  1176. }
  1177. #endif
  1178. /* Read boxes */
  1179. Fread(&_num_boxes, sizeof(_num_boxes), 1, f);
  1180. //! \fixme endian
  1181. printDebug("Load", "_num_boxes = %i", _num_boxes);
  1182. _boxes = 0x0;
  1183. if (_num_boxes > 0)
  1184. {
  1185. _boxes = new tr2_box_t[_num_boxes];
  1186. if (mEngineVersion == TR_VERSION_1)
  1187. {
  1188. struct tr1_box
  1189. {
  1190. int zmin, zmax, xmin, xmax;
  1191. short true_floor, overlap_index;
  1192. } __attribute__ ((packed)) *tr1box;
  1193. tr1box = new tr1_box[_num_boxes];
  1194. Fread(tr1box, sizeof(struct tr1_box), _num_boxes, f);
  1195. //! \fixme endian
  1196. for (j = 0; j < _num_boxes; ++j)
  1197. {
  1198. _boxes[j].zmin = (unsigned char)(tr1box[j].zmin / 1024);
  1199. _boxes[j].zmax = (unsigned char)(tr1box[j].zmax / 1024);
  1200. _boxes[j].xmin = (unsigned char)(tr1box[j].xmin / 1024);
  1201. _boxes[j].xmax = (unsigned char)(tr1box[j].xmax / 1024);
  1202. _boxes[j].true_floor = tr1box[j].true_floor;
  1203. _boxes[j].overlap_index = tr1box[j].overlap_index;
  1204. }
  1205. delete [] tr1box;
  1206. }
  1207. else
  1208. {
  1209. Fread(_boxes, sizeof(tr2_box_t), _num_boxes, f);
  1210. }
  1211. //! \fixme endian
  1212. }
  1213. /* Read overlaps (?) */
  1214. Fread(&_num_overlaps, sizeof(_num_overlaps), 1, f);
  1215. //! \fixme endian
  1216. printDebug("Load", "_num_overlaps = %i", _num_overlaps);
  1217. _overlaps = 0x0;
  1218. if (_num_overlaps > 0)
  1219. {
  1220. _overlaps = new short[_num_overlaps];
  1221. Fread(_overlaps, 2, _num_overlaps, f);
  1222. //! \fixme endian
  1223. }
  1224. _zones = 0x0;
  1225. /* Read Zones */
  1226. if (_num_boxes > 0)
  1227. {
  1228. _zones = new short[_num_boxes*10];
  1229. if (mEngineVersion == TR_VERSION_1)
  1230. {
  1231. Fread(_zones, 12, _num_boxes, f);
  1232. }
  1233. else
  1234. {
  1235. Fread(_zones, 20, _num_boxes, f);
  1236. }
  1237. //! \fixme endian
  1238. }
  1239. /* Read animation textures (?) */
  1240. Fread(&_num_animated_textures, sizeof(_num_animated_textures), 1, f);
  1241. //! \fixme endian
  1242. printDebug("Load", "_num_animated_textures = %i", _num_animated_textures);
  1243. _animated_textures = 0x0;
  1244. if (_num_animated_textures > 0)
  1245. {
  1246. _animated_textures = new short[_num_animated_textures];
  1247. Fread(_animated_textures, 2, _num_animated_textures, f);
  1248. //! \fixme endian
  1249. }
  1250. if (mEngineVersion >= TR_VERSION_3)
  1251. {
  1252. /* Read object textures */
  1253. if (mEngineVersion == TR_VERSION_4)
  1254. {
  1255. unsigned char zzbuf[5];
  1256. Fread(zzbuf, 1, 4, f); // skip "TEX"
  1257. //!! this should be 3, but we have a bug...
  1258. zzbuf[4] = 0;
  1259. printDebug("Load", "TR4 checking %s == TEX", zzbuf);
  1260. }
  1261. Fread(&_num_object_textures, sizeof(_num_object_textures), 1, f);
  1262. //! \fixme endian
  1263. printDebug("Load", "_num_object_textures = %i", _num_object_textures);
  1264. _object_textures = 0x0;
  1265. if (_num_object_textures > 0)
  1266. {
  1267. // Used to be 2 * num, and I forgot why...
  1268. _object_textures = new tr2_object_texture_t[_num_object_textures];
  1269. //! \fixme This is fu fu fu fu fu fu
  1270. if (mEngineVersion == TR_VERSION_4)
  1271. {
  1272. int jjj, kkk;
  1273. tr4_object_texture_t *tr4_tex;
  1274. tr4_tex = new tr4_object_texture_t[_num_object_textures];
  1275. Fread(tr4_tex, 38, _num_object_textures, f);
  1276. for (jjj = 0; jjj < (int)_num_object_textures; ++jjj)
  1277. {
  1278. _object_textures[jjj].transparency_flags =
  1279. tr4_tex[jjj].attribute;
  1280. _object_textures[jjj].tile =
  1281. (unsigned short)tr4_tex[jjj].tile & 0x7fff;
  1282. for (kkk = 0; kkk < 4; ++kkk)
  1283. {
  1284. _object_textures[jjj].vertices[kkk].xcoordinate =
  1285. tr4_tex[jjj].vertices[kkk].xcoordinate;
  1286. _object_textures[jjj].vertices[kkk].xpixel =
  1287. tr4_tex[jjj].vertices[kkk].xpixel;
  1288. _object_textures[jjj].vertices[kkk].ycoordinate =
  1289. tr4_tex[jjj].vertices[kkk].ycoordinate;
  1290. _object_textures[jjj].vertices[kkk].ypixel =
  1291. tr4_tex[jjj].vertices[kkk].ypixel;
  1292. }
  1293. }
  1294. delete [] tr4_tex;
  1295. }
  1296. else
  1297. {
  1298. Fread(_object_textures, sizeof(tr2_object_texture_t),
  1299. _num_object_textures, f);
  1300. }
  1301. }
  1302. //! \fixme endian
  1303. }
  1304. /* Read items */
  1305. Fread(&_num_items, sizeof(_num_items), 1, f);
  1306. //! \fixme endian
  1307. printDebug("Load", "_num_items = %i", _num_items);
  1308. _items = 0x0;
  1309. if (_num_items > 0)
  1310. {
  1311. _items = new tr2_item_t[_num_items];
  1312. if (mEngineVersion == TR_VERSION_1)
  1313. {
  1314. for (i = 0; i < _num_items; ++i)
  1315. {
  1316. Fread(&_items[i], sizeof(tr2_item_t) - 2, 1, f);
  1317. _items[i].flags = _items[i].intensity2;
  1318. _items[i].intensity2 = _items[i].intensity1;
  1319. }
  1320. }
  1321. else
  1322. {
  1323. Fread(_items, sizeof(tr2_item_t), _num_items, f);
  1324. }
  1325. }
  1326. //! \fixme endian
  1327. /* Read LightMaps */
  1328. _light_map = new unsigned char[32 * 256];
  1329. if (mEngineVersion != TR_VERSION_4)
  1330. {
  1331. Fread(_light_map, 32, 256, f);
  1332. }
  1333. if (mEngineVersion == TR_VERSION_1)
  1334. {
  1335. /* read the 8-bit palette */
  1336. Fread(_palette8, sizeof(tr2_colour_t), 256, f);
  1337. printDebug("Load", "Read TR 1 palette");
  1338. // build 16-bit textiles from 8-bit
  1339. // (no extra colours, but creates consistent .TR2 file)
  1340. for (i = 0; i < (int)_num_textiles; ++i)
  1341. {
  1342. unsigned short argb;
  1343. double colour_tmp;
  1344. for (j = 0; j < (256 * 256); ++j)
  1345. {
  1346. colour_tmp = _palette8[_textile8[i].tile[j]].r & 0x3f;
  1347. colour_tmp = colour_tmp * 31.0 / 63.0;
  1348. argb = (unsigned short)(((int)colour_tmp) << 10);
  1349. colour_tmp = _palette8[_textile8[i].tile[j]].g & 0x3f;
  1350. colour_tmp = colour_tmp * 31.0 / 63.0;
  1351. argb |= (unsigned short)(((int)colour_tmp) << 5);
  1352. colour_tmp = _palette8[_textile8[i].tile[j]].b & 0x3f;
  1353. colour_tmp = colour_tmp * 31.0 / 63.0;
  1354. argb |= (unsigned short)((int)colour_tmp);
  1355. argb &= 0x7fff; // ???
  1356. if (_textile8[i].tile[j] != 0)
  1357. argb |= 0x8000;
  1358. _textile16[i].tile[j] = argb;
  1359. }
  1360. }
  1361. }
  1362. /* Read cinematic frames */
  1363. if (mEngineVersion == TR_VERSION_4)
  1364. {
  1365. unsigned int num_ai_data;
  1366. Fread(&num_ai_data, 4, 1, f);
  1367. printDebug("Load", "num_ai_data = %i", num_ai_data);
  1368. tr4_ai_object_t *ai_obj = 0x0;
  1369. if (num_ai_data > 0)
  1370. {
  1371. ai_obj = new tr4_ai_object_t[num_ai_data];
  1372. Fread(ai_obj, sizeof(tr4_ai_object_t), num_ai_data, f);
  1373. delete [] ai_obj;
  1374. }
  1375. }
  1376. else
  1377. {
  1378. unsigned short num_cinematic_frames;
  1379. Fread(&num_cinematic_frames, sizeof(num_cinematic_frames), 1, f);
  1380. //! \fixme endian
  1381. _num_cinematic_frames = num_cinematic_frames;
  1382. printDebug("Load", "_num_cinematic_frames = %i", _num_cinematic_frames);
  1383. _cinematic_frames = 0x0;
  1384. if (_num_cinematic_frames > 0)
  1385. {
  1386. _cinematic_frames = new tr2_cinematic_frame_t[_num_cinematic_frames];
  1387. Fread(_cinematic_frames, sizeof(tr2_cinematic_frame_t),
  1388. _num_cinematic_frames, f);
  1389. // There may or may not be endian conversion required here - I have
  1390. // no idea what this data is.
  1391. }
  1392. }
  1393. /* Read demodata (?) */
  1394. Fread(&_num_demo_data, sizeof(_num_demo_data), 1, f);
  1395. //! \fixme endian
  1396. printDebug("Load", "_num_demo_data = %i", _num_demo_data);
  1397. _demo_data = 0x0;
  1398. if (_num_demo_data > 0)
  1399. {
  1400. _demo_data = new unsigned char[_num_demo_data];
  1401. Fread(_demo_data, 1, _num_demo_data, f);
  1402. // There may or may not be endian conversion required here - I have
  1403. // no idea what this data is.
  1404. }
  1405. /* Read SoundMap */
  1406. mSoundMap = new short[370];
  1407. if (mEngineVersion == TR_VERSION_1)
  1408. {
  1409. Fread(mSoundMap, sizeof(short), 256, f);
  1410. //memset(_sound_map, 0, 370 * sizeof(short)); //! \fixme KLUDGE!!!
  1411. }
  1412. else
  1413. {
  1414. Fread(mSoundMap, sizeof(short), 370, f);
  1415. }
  1416. //! \fixme endian
  1417. /* Read SoundDetails */
  1418. Fread(&mNumSoundDetails, sizeof(mNumSoundDetails), 1, f);
  1419. printDebug("Load", "mNumSoundDetails = %i", mNumSoundDetails);
  1420. //! \fixme endian
  1421. mSoundDetails = 0x0;
  1422. if (mNumSoundDetails > 0)
  1423. {
  1424. mSoundDetails = new tr2_sound_details_t[mNumSoundDetails];
  1425. Fread(mSoundDetails, sizeof(tr2_sound_details_t), mNumSoundDetails, f);
  1426. }
  1427. //! \fixme endian
  1428. // Read sound sample indices
  1429. mSampleIndices = 0x0;
  1430. mNumSampleIndices = 0;
  1431. mRiffDataSz = 0;
  1432. mRiffData = 0x0;
  1433. mNumTR4Samples = 0;
  1434. mTR4Samples = 0x0;
  1435. switch (mEngineVersion)
  1436. {
  1437. case TR_VERSION_1:
  1438. Fread(&mRiffDataSz, 4, 1, f);
  1439. printDebug("Load", "mRiffDataSz = %ibytes", mRiffDataSz);
  1440. if (mRiffDataSz > 0)
  1441. {
  1442. mRiffData = new unsigned char[mRiffDataSz];
  1443. Fread(mRiffData, 1, mRiffDataSz, f);
  1444. }
  1445. Fread(&mNumSampleIndices, 4, 1, f);
  1446. printDebug("Load", "mNumSampleIndices = %i", mNumSampleIndices);
  1447. if (mNumSampleIndices > 0)
  1448. {
  1449. mSampleIndices = new int[mNumSampleIndices];
  1450. //! \fixme (Endian)
  1451. Fread(mSampleIndices, 4, mNumSampleIndices, f);
  1452. }
  1453. break;
  1454. case TR_VERSION_4:
  1455. mFreadMode = TR_FREAD_NORMAL;
  1456. // 0x46464952
  1457. //! \fixme (Endian) Read bitu32 / u_int32_t
  1458. Fread(&mNumTR4Samples, 4, 1, f);
  1459. printDebug("Load", "mNumTR4Samples = %i", mNumTR4Samples);
  1460. mRiffDataSz = 0;
  1461. mTR4Samples = new unsigned char *[mNumTR4Samples];
  1462. mTR4SamplesSz = new unsigned int[mNumTR4Samples];
  1463. memset(mTR4SamplesSz, 0, mNumTR4Samples*4);
  1464. for (i = 0; i < (int)mNumTR4Samples; ++i)
  1465. {
  1466. unsigned int sizeCompressed;
  1467. unsigned int sizeUncompressed;
  1468. unsigned char *compressedSoundSample;
  1469. unsigned char *unCompressedSoundSample;
  1470. int zErr;
  1471. uLongf libzUncompressedSize;
  1472. Fread(&sizeUncompressed, 4, 1, f);
  1473. printDebug("Load", " sizeUncompressed = %i", sizeUncompressed);
  1474. Fread(&sizeCompressed, 4, 1, f);
  1475. printDebug("Load", " sizeCompressed = %i", sizeCompressed);
  1476. compressedSoundSample = new unsigned char[sizeCompressed];
  1477. unCompressedSoundSample = new unsigned char[sizeUncompressed];
  1478. //printDebug("Load", " %lubytes read from file", ftell(f));
  1479. Fread(compressedSoundSample, sizeCompressed, 1, f);
  1480. printDebug("Load", " %c%c%c%c should be RIFF",
  1481. compressedSoundSample[0],
  1482. compressedSoundSample[1],
  1483. compressedSoundSample[2],
  1484. compressedSoundSample[3]);
  1485. //#define NEVER_DECOMPRESS
  1486. #ifdef NEVER_DECOMPRESS
  1487. mTR4Samples[i] = compressedSoundSample;
  1488. mTR4SamplesSz[i] = sizeCompressed;
  1489. delete [] unCompressedSoundSample;
  1490. #else
  1491. // Decompress the sample
  1492. libzUncompressedSize = sizeUncompressed;
  1493. zErr = uncompress(unCompressedSoundSample,
  1494. &libzUncompressedSize,
  1495. compressedSoundSample,
  1496. sizeCompressed);
  1497. sizeUncompressed = libzUncompressedSize;
  1498. switch (zErr)
  1499. {
  1500. case Z_MEM_ERROR:
  1501. printDebug("Load", " Decompress Error: not enough memory");
  1502. break;
  1503. case Z_BUF_ERROR:
  1504. printDebug("Load", " Decompress Error: output buffer too small");
  1505. break;
  1506. case Z_DATA_ERROR:
  1507. printDebug("Load", " Decompress Error: input data was corrupted");
  1508. break;
  1509. case Z_OK:
  1510. printDebug("Load", " Decompress OK");
  1511. break;
  1512. default:
  1513. printDebug("Load", " Decompress Error: decompress error #%i", zErr);
  1514. }
  1515. // Hhhmm... handle uncompressed RIFFs too?
  1516. if (zErr == Z_OK)
  1517. {
  1518. mTR4Samples[i] = unCompressedSoundSample;
  1519. mTR4SamplesSz[i] = sizeUncompressed;
  1520. delete [] compressedSoundSample;
  1521. }
  1522. else
  1523. {
  1524. printDebug("Load", " %lubytes read from file", ftell(f));
  1525. mTR4Samples[i] = compressedSoundSample;
  1526. mTR4SamplesSz[i] = sizeCompressed;
  1527. delete [] unCompressedSoundSample;
  1528. }
  1529. #endif
  1530. }
  1531. break;
  1532. case TR_VERSION_2:
  1533. case TR_VERSION_3:
  1534. case TR_VERSION_5:
  1535. case TR_VERSION_UNKNOWN:
  1536. //! \fixme (Endian) Read bit32 / int32_t
  1537. Fread(&mNumSampleIndices, 4, 1, f);
  1538. printDebug("Load", "mNumSampleIndices = %i", mNumSampleIndices);
  1539. if (mNumSampleIndices > 0)
  1540. {
  1541. mSampleIndices = new int[mNumSampleIndices];
  1542. //! \fixme (Endian)
  1543. Fread(mSampleIndices, 4, mNumSampleIndices, f);
  1544. }
  1545. break;
  1546. }
  1547. if (mCompressedLevelData)
  1548. {
  1549. printDebug("Load", "Freeing uncompressed TR4 data");
  1550. delete [] mCompressedLevelData;
  1551. }
  1552. //! \fixme memory damage?
  1553. mCompressedLevelData = NULL;
  1554. fclose(f);
  1555. if (percent)
  1556. (*percent)(100);
  1557. return 0;
  1558. }
  1559. ////////////////////////////////////////////////////////////
  1560. // Public Accessors
  1561. ////////////////////////////////////////////////////////////
  1562. float TombRaider::adjustTexel(unsigned char texel, char offset)
  1563. {
  1564. if (offset >= 0)
  1565. texel++;
  1566. else
  1567. texel--;
  1568. return ((float)texel / 255.0f);
  1569. }
  1570. void TombRaider::computeRotationAngles(unsigned short **frame,
  1571. unsigned int *frame_offset,
  1572. unsigned int *angle_offset,
  1573. float *x, float *y, float *z)
  1574. {
  1575. unsigned short itmp, itmp2;
  1576. float angle;
  1577. itmp = (*frame)[(*frame_offset) + (*angle_offset)++];
  1578. if (Engine() == TR_VERSION_1)
  1579. {
  1580. // All angles are three-axis
  1581. angle = (itmp >> 4) & 0x03ff;
  1582. angle *= 360.0 / 1024.0;
  1583. *x = angle;
  1584. itmp2 = (itmp << 6) & 0x03c0;
  1585. // Get Z rotation
  1586. itmp = (*frame)[(*frame_offset) + (*angle_offset)];
  1587. ++(*angle_offset);
  1588. itmp2 |= (itmp >> 10) & 0x003f;
  1589. angle = itmp2;
  1590. angle *= 360.0 / 1024.0;
  1591. *y = angle;
  1592. angle = itmp & 0x3ff;
  1593. angle *= 360.0 / 1024.0;
  1594. *z = angle;
  1595. }
  1596. else if (itmp & 0xc000)
  1597. {
  1598. // TR2, TR3, TR4 - single axis of rotation
  1599. if (Engine() == TR_VERSION_4)
  1600. {
  1601. angle = itmp & 0x0fff;
  1602. angle /= 4096.0;
  1603. angle *= 360.0;
  1604. }
  1605. else
  1606. {
  1607. angle = itmp & 0x3ff;
  1608. angle /= 1024.0;
  1609. angle *= 360.0;
  1610. }
  1611. switch (itmp & 0xc000)
  1612. {
  1613. case 0x4000:
  1614. *x = angle;
  1615. break;
  1616. case 0x8000:
  1617. *y = angle;
  1618. break;
  1619. case 0xc000:
  1620. *z = angle;
  1621. break;
  1622. }
  1623. }
  1624. else // TR2, TR3, TR4 - three axes
  1625. {
  1626. angle = (itmp >> 4) & 0x03ff;
  1627. angle *= 360.0 / 1024.0;
  1628. *x = angle;
  1629. itmp2 = (itmp << 6) & 0x03c0;
  1630. itmp = (*frame)[(*frame_offset) + (*angle_offset)++]; // get Z rotation
  1631. itmp2 |= (itmp >> 10) & 0x003f;
  1632. angle = itmp2;
  1633. angle *= 360.0 / 1024.0;
  1634. *y = angle;
  1635. angle = itmp & 0x3ff;
  1636. angle *= 360.0 / 1024.0;
  1637. *z = angle;
  1638. }
  1639. }
  1640. void TombRaider::computeUV(tr2_object_texture_vert_t *st, float *u, float *v)
  1641. {
  1642. unsigned char x, y;
  1643. if (!st || !u || !v)
  1644. return;
  1645. x = st->xpixel;
  1646. y = st->ypixel;
  1647. x += (char)st->xcoordinate;
  1648. y += (char)st->ycoordinate;
  1649. //x += ((char)st->xcoordinate >= 0) ? 1 : -1;
  1650. //y += ((char)st->ycoordinate >= 0) ? 1 : -1;
  1651. *u = (float)x / 255.0f;
  1652. *v = (float)y / 255.0f;
  1653. }
  1654. int TombRaider::getBumpMapCount()
  1655. {
  1656. return _num_bump_map_textures / 2;
  1657. }
  1658. void TombRaider::getColor(int index, float color[4])
  1659. {
  1660. switch (getEngine())
  1661. {
  1662. case TR_VERSION_1:
  1663. color[0] = _palette8[index].r / 64.0f;
  1664. color[1] = _palette8[index].g / 64.0f;
  1665. color[2] = _palette8[index].b / 64.0f;
  1666. //color[0] = (_palette8[index].r & 0xfd) / 64.0f;
  1667. //color[1] = (_palette8[index].g & 0xfd) / 64.0f;
  1668. //color[2] = (_palette8[index].b & 0xfd) / 64.0f;
  1669. color[3] = 1.0;
  1670. break;
  1671. case TR_VERSION_2:
  1672. case TR_VERSION_3:
  1673. case TR_VERSION_4:
  1674. case TR_VERSION_5:
  1675. case TR_VERSION_UNKNOWN:
  1676. color[0] = (float)(_palette16[index] & 0xff) / 256.0f;
  1677. color[1] = (float)((_palette16[index] >> 8) & 0xff) / 256.0f;
  1678. color[2] = (float)((_palette16[index] >> 16) & 0xff) / 256.0f;
  1679. color[3] = 1.0;
  1680. break;
  1681. }
  1682. }
  1683. tr2_version_type TombRaider::getEngine()
  1684. {
  1685. return mEngineVersion;
  1686. }
  1687. void TombRaider::getMeshCollisionInfo(unsigned int meshIndex,
  1688. float center[3], float *radius)
  1689. {
  1690. if ((int)meshIndex > mMeshCount)
  1691. {
  1692. print("getMeshCollisionInfo", "Assertion error: invalid mesh index\n");
  1693. return;
  1694. }
  1695. center[0] = mMeshes[meshIndex].centre.x;
  1696. center[1] = mMeshes[meshIndex].centre.y;
  1697. center[2] = mMeshes[meshIndex].centre.z;
  1698. *radius = mMeshes[meshIndex].collision_size;
  1699. }
  1700. int TombRaider::getMeshCount()
  1701. {
  1702. return mMeshCount;
  1703. }
  1704. //! \fixme Needs refinement once the ideal format it's feeding is refined
  1705. // I should stick a HACK postfix on the method name - it's temporary
  1706. // until an array format can be crafted from a pinned down design and
  1707. // RE notes review session ( eg what about TR5? )
  1708. void TombRaider::getMeshColoredRectangle(unsigned int meshIndex,
  1709. unsigned int faceIndex,
  1710. int *index, float *color)
  1711. {
  1712. unsigned int t1_1, t1_2, t1_3, t2_1, t2_2, t2_3;
  1713. if ((int)meshIndex > mMeshCount)
  1714. {
  1715. print("getMeshColoredRectangle", "Assertion error: invalid mesh index\n");
  1716. return;
  1717. }
  1718. // Make 2 triangles from one quad!
  1719. t1_1 = 0;
  1720. t1_2 = 1;
  1721. t1_3 = 2;
  1722. t2_1 = 3;
  1723. t2_2 = 0;
  1724. t2_3 = 2;
  1725. index[0] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t1_1];
  1726. index[1] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t1_2];
  1727. index[2] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t1_3];
  1728. index[3] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t2_1];
  1729. index[4] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t2_2];
  1730. index[5] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t2_3];
  1731. switch (Engine())
  1732. {
  1733. case TR_VERSION_1:
  1734. getColor(mMeshes[meshIndex].coloured_rectangles[faceIndex].texture & 0xff, color);
  1735. break;
  1736. case TR_VERSION_2:
  1737. case TR_VERSION_3:
  1738. case TR_VERSION_4:
  1739. case TR_VERSION_5:
  1740. case TR_VERSION_UNKNOWN:
  1741. getColor((mMeshes[meshIndex].coloured_rectangles[faceIndex].texture>>8) & 0xff, color);
  1742. break;
  1743. }
  1744. }
  1745. void TombRaider::getMeshColoredTriangle(unsigned int meshIndex,
  1746. unsigned int faceIndex,
  1747. int *index, float *color)
  1748. {
  1749. if ((int)meshIndex > mMeshCount)
  1750. {
  1751. print("getMeshColoredTriangle", "Assertion error: invalid mesh index\n");
  1752. return;
  1753. }
  1754. index[0] = mMeshes[meshIndex].coloured_triangles[faceIndex].vertices[0];
  1755. index[1] = mMeshes[meshIndex].coloured_triangles[faceIndex].vertices[1];
  1756. index[2] = mMeshes[meshIndex].coloured_triangles[faceIndex].vertices[2];
  1757. switch (Engine())
  1758. {
  1759. case TR_VERSION_1:
  1760. getColor(mMeshes[meshIndex].coloured_triangles[faceIndex].texture & 0xff,
  1761. color);
  1762. break;
  1763. case TR_VERSION_2:
  1764. case TR_VERSION_3:
  1765. case TR_VERSION_4:
  1766. case TR_VERSION_5:
  1767. case TR_VERSION_UNKNOWN:
  1768. getColor((mMeshes[meshIndex].coloured_triangles[faceIndex].texture>>8) & 0xff,
  1769. color);
  1770. break;
  1771. }
  1772. }
  1773. void TombRaider::getMeshTexturedRectangle(unsigned int meshIndex,
  1774. unsigned int faceIndex,
  1775. int *index, float *st, int *texture,
  1776. unsigned short *transparency)
  1777. {
  1778. unsigned int t1_1, t1_2, t1_3, t2_1, t2_2, t2_3;
  1779. static bool givenWarning = false; // hahaha... okay less spewing
  1780. tr2_mesh_t *meshes;
  1781. tr2_object_texture_t *object_texture;
  1782. int t_index;
  1783. unsigned int i, m;
  1784. if ((int)meshIndex > mMeshCount)
  1785. {
  1786. print("getMeshTexturedRectangle", "Assertion error: invalid mesh index\n");
  1787. return;
  1788. }
  1789. m = meshIndex; // lazy
  1790. meshes = mMeshes; // lazy
  1791. object_texture = _object_textures; // lazy
  1792. i = faceIndex; // lazy
  1793. // Make 2 triangles from one quad!
  1794. t1_1 = 0;
  1795. t1_2 = 1;
  1796. t1_3 = 2;
  1797. t2_1 = 3;
  1798. t2_2 = 0;
  1799. t2_3 = 2;
  1800. t_index = meshes[m].textured_rectangles[i].texture;
  1801. index[0] = meshes[m].textured_rectangles[i].vertices[t1_1];
  1802. index[1] = meshes[m].textured_rectangles[i].vertices[t1_2];
  1803. index[2] = meshes[m].textured_rectangles[i].vertices[t1_3];
  1804. index[3] = meshes[m].textured_rectangles[i].vertices[t2_1];
  1805. index[4] = meshes[m].textured_rectangles[i].vertices[t2_2];
  1806. index[5] = meshes[m].textured_rectangles[i].vertices[t2_3];
  1807. computeUV(object_texture[t_index].vertices+t1_1, (st), (st)+1);
  1808. computeUV(object_texture[t_index].vertices+t1_2, (st)+2, (st)+3);
  1809. computeUV(object_texture[t_index].vertices+t1_3, (st)+4, (st)+5);
  1810. computeUV(object_texture[t_index].vertices+t2_1, (st)+6, (st)+7);
  1811. computeUV(object_texture[t_index].vertices+t2_2, (st)+8, (st)+9);
  1812. computeUV(object_texture[t_index].vertices+t2_3, (st)+10, (st)+11);
  1813. *texture = object_texture[t_index].tile;
  1814. *transparency = object_texture[t_index].transparency_flags;
  1815. // TR3+ alpha Textured polygons
  1816. if (!givenWarning && *transparency == 2)
  1817. {
  1818. givenWarning = true;
  1819. //! \fixme Use Material class to handle greyscale alpha intensity
  1820. // (partial alpha)
  1821. print("getMeshTexturedRectangle",
  1822. "TR3+ greyscale alpha intensity not implmented, %s:%i",
  1823. __FILE__, __LINE__);
  1824. }
  1825. }
  1826. void TombRaider::getMeshTexturedTriangle(unsigned int meshIndex,
  1827. unsigned int faceIndex,
  1828. int *index, float *st, int *texture,
  1829. unsigned short *transparency)
  1830. {
  1831. static bool givenWarning = false; // hahaha... okay less spewing
  1832. tr2_mesh_t *meshes;
  1833. tr2_object_texture_t *object_texture;
  1834. int t_index;
  1835. unsigned int i;
  1836. if ((int)meshIndex > mMeshCount)
  1837. {
  1838. print("getMeshTexturedTriangle", "Assertion error: invalid mesh index\n");
  1839. return;
  1840. }
  1841. meshes = mMeshes; // lazy
  1842. object_texture = _object_textures; // lazy
  1843. i = faceIndex; // lazy
  1844. t_index = meshes[meshIndex].textured_triangles[i].texture;
  1845. index[0] = meshes[meshIndex].textured_triangles[i].vertices[0];
  1846. index[1] = meshes[meshIndex].textured_triangles[i].vertices[1];
  1847. index[2] = meshes[meshIndex].textured_triangles[i].vertices[2];
  1848. computeUV(object_texture[t_index].vertices, (st), (st)+1);
  1849. computeUV(object_texture[t_index].vertices+1, (st)+2, (st)+3);
  1850. computeUV(object_texture[t_index].vertices+2, (st)+4, (st)+5);
  1851. *texture = object_texture[t_index].tile;
  1852. *transparency = object_texture[t_index].transparency_flags;
  1853. // TR3+ alpha Textured polygons
  1854. if (!givenWarning && *transparency == 2)
  1855. {
  1856. givenWarning = true;
  1857. //! \fixme Use Material class to handle greyscale alpha intensity
  1858. // (partial alpha)
  1859. print("getMeshTexturedTriangle",
  1860. "TR3+ greyscale alpha intensity not implmented, %s:%i",
  1861. __FILE__, __LINE__);
  1862. }
  1863. }
  1864. int TombRaider::getMeshTexturedTriangleCount(unsigned int meshIndex)
  1865. {
  1866. if ((int)meshIndex > mMeshCount)
  1867. {
  1868. print("getMeshTexturedTriangleCount", "Assertion error: invalid mesh index\n");
  1869. return 0;
  1870. }
  1871. return ((mMeshes[meshIndex].num_textured_triangles <= 0) ? 0 :
  1872. mMeshes[meshIndex].num_textured_triangles);
  1873. }
  1874. int TombRaider::getMeshColoredTriangleCount(unsigned int meshIndex)
  1875. {
  1876. if ((int)meshIndex > mMeshCount)
  1877. {
  1878. print("getMeshColoredTriangleCount", "Assertion error: invalid mesh index\n");
  1879. return 0;
  1880. }
  1881. return ((mMeshes[meshIndex].num_coloured_triangles <= 0) ? 0 :
  1882. mMeshes[meshIndex].num_coloured_triangles);
  1883. }
  1884. int TombRaider::getMeshTexturedRectangleCount(unsigned int meshIndex)
  1885. {
  1886. if ((int)meshIndex > mMeshCount)
  1887. {
  1888. print("getMeshTexturedRectangleCount", "Assertion error: invalid mesh index\n");
  1889. return 0;
  1890. }
  1891. return ((mMeshes[meshIndex].num_textured_rectangles <= 0) ? 0 :
  1892. mMeshes[meshIndex].num_textured_rectangles);
  1893. }
  1894. int TombRaider::getMeshColoredRectangleCount(unsigned int meshIndex)
  1895. {
  1896. if ((int)meshIndex > mMeshCount)
  1897. {
  1898. print("getMeshColoredRectangleCount", "Assertion error: invalid mesh index\n");
  1899. return 0;
  1900. }
  1901. return ((mMeshes[meshIndex].num_coloured_rectangles <= 0) ? 0:
  1902. mMeshes[meshIndex].num_coloured_rectangles);
  1903. }
  1904. //! \fixme Perhaps making color an 8bit intensity would be a better idea
  1905. void TombRaider::getMeshVertexArrays(unsigned int meshIndex,
  1906. unsigned int *vertexCount, float **verts,
  1907. unsigned int *normalCount, float **norms,
  1908. unsigned int *colorCount, float **colors)
  1909. {
  1910. unsigned int i;
  1911. float colorValue;
  1912. *vertexCount = 0;
  1913. *verts = 0x0;
  1914. *normalCount = 0;
  1915. *norms = 0x0;
  1916. *colorCount = 0;
  1917. *colors = 0x0;
  1918. if ((int)meshIndex > mMeshCount || mMeshes[meshIndex].num_vertices < 0)
  1919. return;
  1920. // Vertices
  1921. *vertexCount = mMeshes[meshIndex].num_vertices;
  1922. *verts = new float[*vertexCount * 3];
  1923. for (i = 0; i < *vertexCount; ++i)
  1924. {
  1925. (*verts)[i*3] = mMeshes[meshIndex].vertices[i].x;
  1926. (*verts)[i*3+1] = mMeshes[meshIndex].vertices[i].y;
  1927. (*verts)[i*3+2] = mMeshes[meshIndex].vertices[i].z;
  1928. }
  1929. // Normals, if any
  1930. if (mMeshes[meshIndex].num_normals > 0 &&
  1931. mMeshes[meshIndex].normals &&
  1932. mMeshes[meshIndex].num_normals == mMeshes[meshIndex].num_vertices)
  1933. {
  1934. *normalCount = mMeshes[meshIndex].num_vertices;
  1935. *norms = new float[*normalCount * 3];
  1936. for (i = 0; i < *normalCount; ++i)
  1937. {
  1938. (*norms)[i*3] = mMeshes[meshIndex].normals[i].x;
  1939. (*norms)[i*3+1] = mMeshes[meshIndex].normals[i].y;
  1940. (*norms)[i*3+2] = mMeshes[meshIndex].normals[i].z;
  1941. }
  1942. }
  1943. // Vertex lighting/colors, if any
  1944. else if (mMeshes[meshIndex].num_vertices > 0 &&
  1945. mMeshes[meshIndex].mesh_lights)
  1946. {
  1947. *colorCount = mMeshes[meshIndex].num_vertices;
  1948. #ifdef MESH_COLORS_SHOULD_BR_RGBA
  1949. *colors = new float[*colorCount * 4];
  1950. #else
  1951. *colors = new float[*colorCount];
  1952. #endif
  1953. for (i = 0; i < *colorCount; ++i)
  1954. {
  1955. colorValue = mMeshes[meshIndex].mesh_lights[i];
  1956. switch (Engine())
  1957. {
  1958. case TR_VERSION_4:
  1959. case TR_VERSION_3:
  1960. colorValue /= 16384.0;
  1961. //! \fixme Should we really fall through here?!?
  1962. break; // just testing -- xythobuz, 20140119
  1963. case TR_VERSION_1:
  1964. case TR_VERSION_2:
  1965. case TR_VERSION_5:
  1966. case TR_VERSION_UNKNOWN:
  1967. colorValue = (1.0f - (colorValue / 8192.0f));
  1968. break;
  1969. }
  1970. #ifdef MESH_COLORS_SHOULD_BR_RGBA
  1971. (*colors)[i*4+0] = colorValue;
  1972. (*colors)[i*4+1] = colorValue;
  1973. (*colors)[i*4+2] = colorValue;
  1974. (*colors)[i*4+3] = 1.0;
  1975. #else
  1976. (*colors)[i] = colorValue;
  1977. #endif
  1978. }
  1979. }
  1980. }
  1981. int TombRaider::getRoomBox(unsigned int roomIndex, unsigned int index,
  1982. float *xyzA, float *xyzB,
  1983. float *xyzC, float *xyzD)
  1984. {
  1985. if (!getRoomBoxCount(roomIndex) || index > getRoomBoxCount(roomIndex))
  1986. return -1;
  1987. switch (getEngine())
  1988. {
  1989. case TR_VERSION_UNKNOWN:
  1990. break;
  1991. case TR_VERSION_1:
  1992. case TR_VERSION_2:
  1993. case TR_VERSION_3:
  1994. case TR_VERSION_4:
  1995. case TR_VERSION_5:
  1996. xyzA[0] = (unsigned short)_boxes[index].xmin * 1024.0f;
  1997. xyzA[1] = (short)_boxes[index].true_floor;
  1998. xyzA[2] = (unsigned short)_boxes[index].zmin * 1024.0f;
  1999. xyzB[0] = (unsigned short)_boxes[index].xmax * 1024.0f;
  2000. xyzB[1] = (short)_boxes[index].true_floor;
  2001. xyzB[2] = (unsigned short)_boxes[index].zmin * 1024.0f;
  2002. xyzC[0] = (unsigned short)_boxes[index].xmax * 1024.0f;
  2003. xyzC[1] = (short)_boxes[index].true_floor;
  2004. xyzC[2] = (unsigned short)_boxes[index].zmax * 1024.0f;
  2005. xyzD[0] = (unsigned short)_boxes[index].xmin * 1024.0f;
  2006. xyzD[1] = (short)_boxes[index].true_floor;
  2007. xyzD[2] = (unsigned short)_boxes[index].zmax * 1024.0f;
  2008. }
  2009. return 0;
  2010. }
  2011. unsigned int TombRaider::getRoomBoxCount(unsigned int roomIndex)
  2012. {
  2013. if (!isRoomValid(roomIndex))
  2014. return 0;
  2015. switch (getEngine())
  2016. {
  2017. case TR_VERSION_UNKNOWN:
  2018. break;
  2019. case TR_VERSION_1:
  2020. case TR_VERSION_2:
  2021. case TR_VERSION_3:
  2022. case TR_VERSION_4:
  2023. case TR_VERSION_5:
  2024. return _num_boxes;
  2025. }
  2026. return 0;
  2027. }
  2028. void TombRaider::getRoomInfo(unsigned int index,
  2029. unsigned int *flags, float pos[3],
  2030. float bboxMin[3], float bboxMax[3])
  2031. {
  2032. unsigned int i, n;
  2033. float f;
  2034. if (!isRoomValid(index))
  2035. return;
  2036. switch (getEngine())
  2037. {
  2038. case TR_VERSION_UNKNOWN:
  2039. break;
  2040. case TR_VERSION_5:
  2041. // Flags
  2042. *flags = mRoomsTR5[index].roomFlag; // Needs to be generic flags in class
  2043. // Positioning
  2044. pos[0] = mRoomsTR5[index].roomX;
  2045. pos[1] = 0.0f;
  2046. pos[2] = mRoomsTR5[index].roomZ;
  2047. // Bounding box setup
  2048. bboxMin[0] = 0.0;
  2049. bboxMin[1] = 0.0;
  2050. bboxMin[2] = 0.0;
  2051. bboxMax[0] = 0.0;
  2052. bboxMax[1] = 0.0;
  2053. bboxMax[2] = 0.0;
  2054. // Bounding Box setup
  2055. for (i = 0; i < mRoomsTR5[index].numLayers; ++i)
  2056. {
  2057. //! \fixme check the boxes are in min, max order in TRC
  2058. if (i == 0)
  2059. {
  2060. bboxMin[0] = mRoomsTR5[index].layers[i].layerBoundingBoxX1;
  2061. bboxMin[1] = mRoomsTR5[index].layers[i].layerBoundingBoxY1;
  2062. bboxMin[2] = mRoomsTR5[index].layers[i].layerBoundingBoxZ1;
  2063. bboxMax[0] = mRoomsTR5[index].layers[i].layerBoundingBoxX1;
  2064. bboxMax[1] = mRoomsTR5[index].layers[i].layerBoundingBoxY2;
  2065. bboxMax[2] = mRoomsTR5[index].layers[i].layerBoundingBoxZ2;
  2066. continue;
  2067. }
  2068. if (mRoomsTR5[index].layers[i].layerBoundingBoxX1 < bboxMin[0])
  2069. bboxMin[0] = mRoomsTR5[index].layers[i].layerBoundingBoxX1;
  2070. if (mRoomsTR5[index].layers[i].layerBoundingBoxY1 < bboxMin[1])
  2071. bboxMin[1] = mRoomsTR5[index].layers[i].layerBoundingBoxY1;
  2072. if (mRoomsTR5[index].layers[i].layerBoundingBoxZ1 < bboxMin[2])
  2073. bboxMin[2] = mRoomsTR5[index].layers[i].layerBoundingBoxZ1;
  2074. if (mRoomsTR5[index].layers[i].layerBoundingBoxX2 < bboxMax[0])
  2075. bboxMax[0] = mRoomsTR5[index].layers[i].layerBoundingBoxX2;
  2076. if (mRoomsTR5[index].layers[i].layerBoundingBoxY2 < bboxMax[1])
  2077. bboxMax[1] = mRoomsTR5[index].layers[i].layerBoundingBoxY2;
  2078. if (mRoomsTR5[index].layers[i].layerBoundingBoxZ2 < bboxMax[2])
  2079. bboxMax[2] = mRoomsTR5[index].layers[i].layerBoundingBoxZ2;
  2080. }
  2081. break;
  2082. case TR_VERSION_1:
  2083. case TR_VERSION_2:
  2084. case TR_VERSION_3:
  2085. case TR_VERSION_4:
  2086. // Flags
  2087. *flags = _rooms[index].flags; // Needs to be generic flags in class
  2088. // Positioning
  2089. pos[0] = _rooms[index].info.x;
  2090. pos[1] = 0.0f;
  2091. pos[2] = _rooms[index].info.z;
  2092. bboxMin[0] = 0.0;
  2093. bboxMin[1] = 0.0;
  2094. bboxMin[2] = 0.0;
  2095. bboxMax[0] = 0.0;
  2096. bboxMax[1] = 0.0;
  2097. bboxMax[2] = 0.0;
  2098. // Bounding Box setup
  2099. n = ((_rooms[index].room_data.num_vertices < 0) ? 0 :
  2100. _rooms[index].room_data.num_vertices);
  2101. for (i = 0; i < n; ++i)
  2102. {
  2103. if (i == 0)
  2104. {
  2105. bboxMin[0] = _rooms[index].room_data.vertices[i].vertex.x;
  2106. bboxMin[1] = _rooms[index].room_data.vertices[i].vertex.y;
  2107. bboxMin[2] = _rooms[index].room_data.vertices[i].vertex.z;
  2108. bboxMax[0] = _rooms[index].room_data.vertices[i].vertex.x;
  2109. bboxMax[1] = _rooms[index].room_data.vertices[i].vertex.y;
  2110. bboxMax[2] = _rooms[index].room_data.vertices[i].vertex.z;
  2111. continue;
  2112. }
  2113. f = _rooms[index].room_data.vertices[i].vertex.x;
  2114. if (f < bboxMin[0])
  2115. bboxMin[0] = f;
  2116. if (f > bboxMax[0])
  2117. bboxMax[0] = f;
  2118. f = _rooms[index].room_data.vertices[i].vertex.y;
  2119. if (f < bboxMin[1])
  2120. bboxMin[1] = f;
  2121. if (f > bboxMax[1])
  2122. bboxMax[1] = f;
  2123. f = _rooms[index].room_data.vertices[i].vertex.z;
  2124. if (f < bboxMin[2])
  2125. bboxMin[2] = f;
  2126. if (f > bboxMax[2])
  2127. bboxMax[2] = f;
  2128. }
  2129. break;
  2130. }
  2131. }
  2132. int TombRaider::getRoomLight(unsigned int roomIndex, unsigned int index,
  2133. float pos[4], float color[4], float dir[3],
  2134. float *attenuation, float *cutoffAngle,
  2135. unsigned int *type, unsigned int *flags)
  2136. {
  2137. const float dd = 10000.0; // 4095.0;
  2138. float f;
  2139. *flags = 0; // reset
  2140. switch (getEngine())
  2141. {
  2142. case TR_VERSION_UNKNOWN:
  2143. return -1;
  2144. case TR_VERSION_1:
  2145. case TR_VERSION_2:
  2146. case TR_VERSION_3:
  2147. if (_rooms[roomIndex].num_lights <= 0 ||
  2148. (int)index > _rooms[roomIndex].num_lights)
  2149. {
  2150. return -1;
  2151. }
  2152. if (_rooms[roomIndex].lights[index].fade1 == 100730731)
  2153. {
  2154. f = 1.0;
  2155. }
  2156. else
  2157. {
  2158. f = _rooms[roomIndex].lights[index].fade1;
  2159. f /= dd;
  2160. }
  2161. *attenuation = f;
  2162. *flags |= tombraiderLight_useAttenuation;
  2163. pos[0] = _rooms[roomIndex].lights[index].x;
  2164. pos[1] = _rooms[roomIndex].lights[index].y;
  2165. pos[2] = _rooms[roomIndex].lights[index].z;
  2166. pos[3] = 1.0f;
  2167. color[0] = _rooms[roomIndex].lights[index].intensity1 / 409.60f;
  2168. color[1] = color[0];
  2169. color[2] = color[0];
  2170. color[3] = 1.0f;
  2171. if (Engine() == TR_VERSION_3)
  2172. {
  2173. color[0] = _rooms[roomIndex].room_light_colour.r;
  2174. color[1] = _rooms[roomIndex].room_light_colour.g;
  2175. color[2] = _rooms[roomIndex].room_light_colour.b;
  2176. }
  2177. *type = tombraiderLight_typeDirectional;
  2178. break;
  2179. case TR_VERSION_4:
  2180. if (_rooms[roomIndex].num_lights <= 0 ||
  2181. (int)index > _rooms[roomIndex].num_lights)
  2182. {
  2183. return -1;
  2184. }
  2185. pos[0] = _rooms[roomIndex].tr4Lights[index].xPosition;
  2186. pos[1] = _rooms[roomIndex].tr4Lights[index].yPosition;
  2187. pos[2] = _rooms[roomIndex].tr4Lights[index].zPosition;
  2188. pos[3] = 0.0f;
  2189. color[0] = _rooms[roomIndex].tr4Lights[index].color.r;
  2190. color[1] = _rooms[roomIndex].tr4Lights[index].color.g;
  2191. color[2] = _rooms[roomIndex].tr4Lights[index].color.b;
  2192. dir[0] = _rooms[roomIndex].tr4Lights[index].xDir;
  2193. dir[1] = _rooms[roomIndex].tr4Lights[index].yDir;
  2194. dir[2] = _rooms[roomIndex].tr4Lights[index].zDir;
  2195. *cutoffAngle = _rooms[roomIndex].tr4Lights[index].cutoff;
  2196. *flags |= tombraiderLight_useCutoff;
  2197. switch (_rooms[roomIndex].tr4Lights[index].lightType)
  2198. {
  2199. case 1:
  2200. *type = tombraiderLight_typeDirectional;
  2201. break;
  2202. case 2:
  2203. *type = tombraiderLight_typeSpot;
  2204. break;
  2205. default:
  2206. *type = tombraiderLight_typePoint;
  2207. }
  2208. break;
  2209. case TR_VERSION_5:
  2210. if (mRoomsTR5[roomIndex].numRoomLights <= 0 ||
  2211. (int)index > mRoomsTR5[roomIndex].numRoomLights)
  2212. {
  2213. return -1;
  2214. }
  2215. pos[0] = mRoomsTR5[roomIndex].lights[index].x;
  2216. pos[1] = mRoomsTR5[roomIndex].lights[index].y;
  2217. pos[2] = mRoomsTR5[roomIndex].lights[index].z;
  2218. pos[3] = 0.0f;
  2219. color[0] = mRoomsTR5[roomIndex].lights[index].red;
  2220. color[1] = mRoomsTR5[roomIndex].lights[index].green;
  2221. color[2] = mRoomsTR5[roomIndex].lights[index].blue;
  2222. dir[0] = mRoomsTR5[roomIndex].lights[index].directionVectorX;
  2223. dir[1] = mRoomsTR5[roomIndex].lights[index].directionVectorY;
  2224. dir[2] = mRoomsTR5[roomIndex].lights[index].directionVectorZ;
  2225. switch (mRoomsTR5[roomIndex].lights[index].lightType)
  2226. {
  2227. case 2:
  2228. *type = tombraiderLight_typeSpot;
  2229. break;
  2230. case 3:
  2231. *type = tombraiderLight_typeDirectional;
  2232. break;
  2233. default:
  2234. *type = tombraiderLight_typePoint;
  2235. }
  2236. break;
  2237. }
  2238. return 0;
  2239. }
  2240. unsigned int TombRaider::getRoomLightCount(unsigned int roomIndex)
  2241. {
  2242. if (!isRoomValid(roomIndex))
  2243. return 0;
  2244. switch (getEngine())
  2245. {
  2246. case TR_VERSION_UNKNOWN:
  2247. break;
  2248. case TR_VERSION_5:
  2249. return mRoomsTR5[roomIndex].numRoomLights;
  2250. case TR_VERSION_1:
  2251. case TR_VERSION_2:
  2252. case TR_VERSION_3:
  2253. case TR_VERSION_4:
  2254. return _rooms[roomIndex].num_lights;
  2255. }
  2256. return 0;
  2257. }
  2258. int TombRaider::getRoomModel(unsigned int roomIndex, unsigned int index,
  2259. int *modelIndex, float pos[3], float *yaw)
  2260. {
  2261. unsigned int i, count;
  2262. if (!getRoomModelCount(roomIndex) || index > getRoomModelCount(roomIndex))
  2263. return -1;
  2264. switch (getEngine())
  2265. {
  2266. case TR_VERSION_UNKNOWN:
  2267. return -1;
  2268. case TR_VERSION_5:
  2269. count = NumStaticMeshes();
  2270. for (i = 0; i < count; ++i)
  2271. {
  2272. if (mRoomsTR5[roomIndex].meshes[index].object_id ==
  2273. _static_meshes[i].object_id)
  2274. {
  2275. *modelIndex = _static_meshes[i].starting_mesh;
  2276. pos[0] = mRoomsTR5[roomIndex].meshes[index].x;
  2277. pos[1] = mRoomsTR5[roomIndex].meshes[index].y;
  2278. pos[2] = mRoomsTR5[roomIndex].meshes[index].z;
  2279. *yaw = ((mRoomsTR5[roomIndex].meshes[index].rotation >> 14)
  2280. & 0x03) * 90;
  2281. }
  2282. }
  2283. break;
  2284. case TR_VERSION_1:
  2285. case TR_VERSION_2:
  2286. case TR_VERSION_3:
  2287. case TR_VERSION_4:
  2288. count = NumStaticMeshes();
  2289. for (i = 0; i < count; ++i)
  2290. {
  2291. if (_rooms[roomIndex].static_meshes[index].object_id ==
  2292. _static_meshes[i].object_id)
  2293. {
  2294. *modelIndex = _static_meshes[i].starting_mesh;
  2295. pos[0] = _rooms[roomIndex].static_meshes[index].x;
  2296. pos[1] = _rooms[roomIndex].static_meshes[index].y;
  2297. pos[2] = _rooms[roomIndex].static_meshes[index].z;
  2298. *yaw = ((_rooms[roomIndex].static_meshes[index].rotation >> 14)
  2299. & 0x03) * 90;
  2300. }
  2301. }
  2302. }
  2303. return 0;
  2304. }
  2305. unsigned int TombRaider::getRoomModelCount(unsigned int roomIndex)
  2306. {
  2307. if (!isRoomValid(roomIndex))
  2308. return 0;
  2309. switch (getEngine())
  2310. {
  2311. case TR_VERSION_UNKNOWN:
  2312. break;
  2313. case TR_VERSION_5:
  2314. return mRoomsTR5[roomIndex].numStaticMeshes;
  2315. case TR_VERSION_1:
  2316. case TR_VERSION_2:
  2317. case TR_VERSION_3:
  2318. case TR_VERSION_4:
  2319. return _rooms[roomIndex].num_static_meshes;
  2320. }
  2321. return 0;
  2322. }
  2323. int TombRaider::getRoomPortal(unsigned int roomIndex, unsigned int index,
  2324. int *adjoiningRoom,
  2325. float normal[3], float vertices[12])
  2326. {
  2327. if (!getRoomPortalCount(roomIndex) || index > getRoomPortalCount(roomIndex))
  2328. return 0;
  2329. switch (getEngine())
  2330. {
  2331. case TR_VERSION_UNKNOWN:
  2332. break;
  2333. case TR_VERSION_5:
  2334. *adjoiningRoom = mRoomsTR5[roomIndex].doors[index].adjoining_room;
  2335. normal[0] = mRoomsTR5[roomIndex].doors[index].normal.x;// / NORMAL_SCALE;
  2336. normal[1] = mRoomsTR5[roomIndex].doors[index].normal.y;// / NORMAL_SCALE;
  2337. normal[2] = mRoomsTR5[roomIndex].doors[index].normal.z;// / NORMAL_SCALE;
  2338. vertices[0] = mRoomsTR5[roomIndex].doors[index].vertices[0].x;
  2339. vertices[1] = mRoomsTR5[roomIndex].doors[index].vertices[0].y;
  2340. vertices[2] = mRoomsTR5[roomIndex].doors[index].vertices[0].z;
  2341. vertices[3] = mRoomsTR5[roomIndex].doors[index].vertices[1].x;
  2342. vertices[4] = mRoomsTR5[roomIndex].doors[index].vertices[1].y;
  2343. vertices[5] = mRoomsTR5[roomIndex].doors[index].vertices[1].z;
  2344. vertices[6] = mRoomsTR5[roomIndex].doors[index].vertices[2].x;
  2345. vertices[7] = mRoomsTR5[roomIndex].doors[index].vertices[2].y;
  2346. vertices[8] = mRoomsTR5[roomIndex].doors[index].vertices[2].z;
  2347. vertices[9] = mRoomsTR5[roomIndex].doors[index].vertices[3].x;
  2348. vertices[10] = mRoomsTR5[roomIndex].doors[index].vertices[3].y;
  2349. vertices[11] = mRoomsTR5[roomIndex].doors[index].vertices[3].z;
  2350. break;
  2351. case TR_VERSION_1:
  2352. case TR_VERSION_2:
  2353. case TR_VERSION_3:
  2354. case TR_VERSION_4:
  2355. *adjoiningRoom = _rooms[roomIndex].portals[index].adjoining_room;
  2356. normal[0] = _rooms[roomIndex].portals[index].normal.x;// / NORMAL_SCALE;
  2357. normal[1] = _rooms[roomIndex].portals[index].normal.y;// / NORMAL_SCALE;
  2358. normal[2] = _rooms[roomIndex].portals[index].normal.z;// / NORMAL_SCALE;
  2359. vertices[0] = _rooms[roomIndex].portals[index].vertices[0].x;
  2360. vertices[1] = _rooms[roomIndex].portals[index].vertices[0].y;
  2361. vertices[2] = _rooms[roomIndex].portals[index].vertices[0].z;
  2362. vertices[3] = _rooms[roomIndex].portals[index].vertices[1].x;
  2363. vertices[4] = _rooms[roomIndex].portals[index].vertices[1].y;
  2364. vertices[5] = _rooms[roomIndex].portals[index].vertices[1].z;
  2365. vertices[6] = _rooms[roomIndex].portals[index].vertices[2].x;
  2366. vertices[7] = _rooms[roomIndex].portals[index].vertices[2].y;
  2367. vertices[8] = _rooms[roomIndex].portals[index].vertices[2].z;
  2368. vertices[9] = _rooms[roomIndex].portals[index].vertices[3].x;
  2369. vertices[10] = _rooms[roomIndex].portals[index].vertices[3].y;
  2370. vertices[11] = _rooms[roomIndex].portals[index].vertices[3].z;
  2371. }
  2372. return 0;
  2373. }
  2374. unsigned int TombRaider::getRoomPortalCount(unsigned int roomIndex)
  2375. {
  2376. if (!isRoomValid(roomIndex))
  2377. return 0;
  2378. switch (getEngine())
  2379. {
  2380. case TR_VERSION_UNKNOWN:
  2381. break;
  2382. case TR_VERSION_5:
  2383. return mRoomsTR5[roomIndex].numDoors;
  2384. case TR_VERSION_1:
  2385. case TR_VERSION_2:
  2386. case TR_VERSION_3:
  2387. case TR_VERSION_4:
  2388. return _rooms[roomIndex].num_portals;
  2389. }
  2390. return 0;
  2391. }
  2392. //! \fixme No TRC support
  2393. void TombRaider::getRoomRectangle(unsigned int roomIndex,
  2394. unsigned int rectangleIndex,
  2395. unsigned int *indices, float *texCoords,
  2396. int *texture, unsigned int *flags)
  2397. {
  2398. int tIndex;
  2399. unsigned int count, i, j, k;
  2400. switch (getEngine())
  2401. {
  2402. case TR_VERSION_UNKNOWN:
  2403. break;
  2404. case TR_VERSION_5:
  2405. for (i = 0, count = 0; i < mRoomsTR5[roomIndex].numLayers; ++i)
  2406. {
  2407. if (count + mRoomsTR5[roomIndex].layers[i].numLayerRectangles >
  2408. rectangleIndex)
  2409. {
  2410. k = rectangleIndex - count;
  2411. *texture = *flags = 0; // FIXME
  2412. // Setup per vertex
  2413. for (j = 0; j < 3; ++j)
  2414. {
  2415. // Get vertex index { (0, a), (1, b), (2, c), (3, d) }
  2416. indices[j] = mRoomsTR5[roomIndex].faces[i].quads[k].vertices[j];
  2417. // FIXME
  2418. //tIndex = mRoomsTR5[roomIndex].faces[i].vertices[j].texture & 0xff;
  2419. //computeUV(objectTexturesTR5[tIndex].vertices + i,
  2420. // texCoords+i*2, texCoords+i*2+1);
  2421. }
  2422. break;
  2423. }
  2424. count += mRoomsTR5[roomIndex].layers[i].numLayerRectangles;
  2425. }
  2426. break;
  2427. case TR_VERSION_1:
  2428. case TR_VERSION_2:
  2429. case TR_VERSION_3:
  2430. case TR_VERSION_4:
  2431. tIndex = _rooms[roomIndex].room_data.rectangles[rectangleIndex].texture;
  2432. *texture = _object_textures[tIndex].tile;
  2433. *flags = 0;
  2434. switch (_object_textures[tIndex].transparency_flags)
  2435. {
  2436. case 0:
  2437. break;
  2438. case 2:
  2439. *flags |= tombraiderFace_PartialAlpha;
  2440. break;
  2441. default:
  2442. *flags |= tombraiderFace_Alpha;
  2443. break;
  2444. }
  2445. // Setup per vertex
  2446. for (i = 0; i < 4; ++i)
  2447. {
  2448. // Get vertex index {(0, a), (1, b), (2, c), (3, d)}
  2449. indices[i] = _rooms[roomIndex].room_data.rectangles[rectangleIndex].vertices[i];
  2450. computeUV(_object_textures[tIndex].vertices + i,
  2451. texCoords+i*2, texCoords+i*2+1);
  2452. }
  2453. }
  2454. }
  2455. unsigned int TombRaider::getRoomRectangleCount(unsigned int roomIndex)
  2456. {
  2457. unsigned int i, count;
  2458. if (!isRoomValid(roomIndex))
  2459. return 0;
  2460. switch (getEngine())
  2461. {
  2462. case TR_VERSION_UNKNOWN:
  2463. break;
  2464. case TR_VERSION_5:
  2465. for (i = 0, count = 0; i < mRoomsTR5[roomIndex].numLayers; ++i)
  2466. {
  2467. count += mRoomsTR5[roomIndex].layers[i].numLayerRectangles;
  2468. }
  2469. return count;
  2470. case TR_VERSION_1:
  2471. case TR_VERSION_2:
  2472. case TR_VERSION_3:
  2473. case TR_VERSION_4:
  2474. return ((_rooms[roomIndex].room_data.num_rectangles < 0) ? 0 :
  2475. _rooms[roomIndex].room_data.num_rectangles);
  2476. }
  2477. return 0;
  2478. }
  2479. int TombRaider::getRoomSector(unsigned int roomIndex, unsigned int index,
  2480. unsigned int *flags,
  2481. float *ceiling, float *floor,
  2482. int *floorDataIndex, int *boxIndex,
  2483. int *roomBelow, int *roomAbove)
  2484. {
  2485. unsigned int count;
  2486. unsigned int zSectorsCount;
  2487. unsigned int xSectorsCount;
  2488. count = getRoomSectorCount(roomIndex, &zSectorsCount, &xSectorsCount);
  2489. if (!count || index > count)
  2490. return -1;
  2491. *flags = 0;
  2492. switch (getEngine())
  2493. {
  2494. case TR_VERSION_UNKNOWN:
  2495. break;
  2496. case TR_VERSION_5:
  2497. *floorDataIndex = mRoomsTR5[roomIndex].sectors[index].fd_index;
  2498. *boxIndex = mRoomsTR5[roomIndex].sectors[index].box_index;
  2499. *roomBelow = mRoomsTR5[roomIndex].sectors[index].room_below;
  2500. *roomAbove = mRoomsTR5[roomIndex].sectors[index].room_above;
  2501. if ((unsigned char)mRoomsTR5[roomIndex].sectors[index].floor == 0x81 ||
  2502. (unsigned char)mRoomsTR5[roomIndex].sectors[index].ceiling == 0x81)
  2503. {
  2504. *flags |= tombraiderSector_wall;
  2505. }
  2506. *floor = mRoomsTR5[roomIndex].sectors[index].floor * 256.0f;
  2507. *ceiling = mRoomsTR5[roomIndex].sectors[index].ceiling * 256.0f;
  2508. break;
  2509. case TR_VERSION_1:
  2510. case TR_VERSION_2:
  2511. case TR_VERSION_3:
  2512. case TR_VERSION_4:
  2513. *floorDataIndex = _rooms[roomIndex].sector_list[index].fd_index;
  2514. *boxIndex = _rooms[roomIndex].sector_list[index].box_index;
  2515. *roomBelow = _rooms[roomIndex].sector_list[index].room_below;
  2516. *roomAbove = _rooms[roomIndex].sector_list[index].room_above;
  2517. if ((unsigned char)_rooms[roomIndex].sector_list[index].floor == 0x81 ||
  2518. (unsigned char)_rooms[roomIndex].sector_list[index].ceiling == 0x81)
  2519. {
  2520. *flags |= tombraiderSector_wall;
  2521. }
  2522. *floor = _rooms[roomIndex].sector_list[index].floor * 256.0f;
  2523. *ceiling = _rooms[roomIndex].sector_list[index].ceiling * 256.0f;
  2524. }
  2525. if (*boxIndex == 65536)
  2526. {
  2527. *boxIndex = -1;
  2528. }
  2529. if (*roomBelow == 255)
  2530. {
  2531. *roomBelow = -1;
  2532. }
  2533. if (*roomAbove == 255)
  2534. {
  2535. *roomAbove = -1;
  2536. }
  2537. return 0;
  2538. }
  2539. unsigned int TombRaider::getRoomSectorCount(unsigned int roomIndex,
  2540. unsigned int *zSectorsCount,
  2541. unsigned int *xSectorsCount)
  2542. {
  2543. unsigned int count;
  2544. if (!isRoomValid(roomIndex))
  2545. return 0;
  2546. switch (getEngine())
  2547. {
  2548. case TR_VERSION_UNKNOWN:
  2549. break;
  2550. case TR_VERSION_5:
  2551. // width of sector list
  2552. *zSectorsCount = mRoomsTR5[roomIndex].numZSectors;
  2553. // height of sector list
  2554. *xSectorsCount = mRoomsTR5[roomIndex].numXSectors;
  2555. return (mRoomsTR5[roomIndex].numZSectors *
  2556. mRoomsTR5[roomIndex].numXSectors);
  2557. case TR_VERSION_1:
  2558. case TR_VERSION_2:
  2559. case TR_VERSION_3:
  2560. case TR_VERSION_4:
  2561. // width of sector list
  2562. *zSectorsCount = _rooms[roomIndex].num_zsectors;
  2563. // height of sector list
  2564. *xSectorsCount = _rooms[roomIndex].num_xsectors;
  2565. count = _rooms[roomIndex].num_zsectors * _rooms[roomIndex].num_xsectors;
  2566. return count;
  2567. }
  2568. return 0;
  2569. }
  2570. void TombRaider::getRoomSprite(unsigned int roomIndex, unsigned int index,
  2571. float scale, int *texture,
  2572. float *pos, float *vertices, float *texcoords)
  2573. {
  2574. tr2_sprite_texture_t *sprite;
  2575. tr2_vertex_t *vertex;
  2576. int t_index, width, height, x, y;
  2577. float width2, height2;
  2578. unsigned int spriteCount;
  2579. spriteCount = getRoomSpriteCount(roomIndex);
  2580. if (spriteCount == 0 || index > spriteCount)
  2581. return;
  2582. if (scale == 0.0)
  2583. scale = 10.0;
  2584. t_index = _rooms[roomIndex].room_data.sprites[index].texture;
  2585. vertex =
  2586. &_rooms[roomIndex].room_data.vertices[_rooms[roomIndex].room_data.sprites[index].vertex].vertex;
  2587. sprite = &_sprite_textures[t_index];
  2588. // Info, offset in room added to position
  2589. pos[0] = _rooms[roomIndex].info.x + vertex->x;
  2590. pos[1] = vertex->y;
  2591. pos[2] = _rooms[roomIndex].info.z + vertex->z;
  2592. *texture = sprite->tile;
  2593. width = sprite->width >> 8;
  2594. height = sprite->height >> 8;
  2595. x = sprite->x;
  2596. y = sprite->y;
  2597. width2 = width * scale; // scale it up a bit (sprites are rather tiny)
  2598. height2 = height * scale;
  2599. // Quad
  2600. vertices[0] = -width2 / 2.0f;
  2601. vertices[1] = 0;
  2602. vertices[2] = 0;
  2603. vertices[3] = -width2 / 2.0f;
  2604. vertices[4] = -height2;
  2605. vertices[5] = 0;
  2606. vertices[6] = width2 / 2.0f;
  2607. vertices[7] = -height2;
  2608. vertices[8] = 0;
  2609. vertices[9] = width2 / 2.0f;
  2610. vertices[10] = 0;
  2611. vertices[11] = 0;
  2612. texcoords[0] = ((float)y + height) / mTexelScale;
  2613. texcoords[1] = (float)(x) / mTexelScale;
  2614. texcoords[2] = (float)(y) / mTexelScale;
  2615. texcoords[3] = (float)(x) / mTexelScale;
  2616. texcoords[4] = (float)(y) / mTexelScale;
  2617. texcoords[5] = ((float)x + width) / mTexelScale;
  2618. texcoords[6] = ((float)y + height) / mTexelScale;
  2619. texcoords[7] = ((float)x + width) / mTexelScale;
  2620. }
  2621. #ifdef OPTIONAL_ARRAY_INTERFACE
  2622. void TombRaider::getRoomSpriteArray(unsigned int index, float scale,
  2623. unsigned int *spriteCount, int *textures,
  2624. float *pos, float *vertices, float *texcoords)
  2625. {
  2626. int i, t_index;
  2627. tr2_vertex_t *vertex;
  2628. int width, height, x, y;
  2629. float width2, height2;
  2630. *spriteCount = ((room[index].room_data.num_sprites < 0) ?
  2631. 0 : room[index].room_data.num_sprites);
  2632. if (*spriteCount == 0)
  2633. return;
  2634. textures = new int[*spriteCount];
  2635. pos = new float[*spriteCount * 3];
  2636. vertices = new float[*spriteCount * 12];
  2637. texcoords = new float[*spriteCount * 8];
  2638. if (scale == 0.0)
  2639. scale = 10.0;
  2640. for (i = 0; i < *spriteCount; ++i)
  2641. {
  2642. t_index = room[index].room_data.sprites[i].texture;
  2643. vertex =
  2644. &room[index].room_data.vertices[room[index].room_data.sprites[i].vertex].vertex;
  2645. sprite = &sprite_textures[t_index];
  2646. // Info, offset in room added to position
  2647. pos[0+i*3] = room[index].info.x + vertex->x;
  2648. pos[1+i*3] = vertex->y;
  2649. pos[2+i*3] = room[index].info.z + vertex->z;
  2650. textures[i] = sprite->tile;
  2651. width = sprite->width >> 8;
  2652. height = sprite->height >> 8;
  2653. x = sprite->x;
  2654. y = sprite->y;
  2655. width2 = width * scale; // scale it up a bit (sprites are rather tiny)
  2656. height2 = height * scale;
  2657. // Quad
  2658. vertices[0+i*12] = -width2 / 2.0;
  2659. vertices[1+i*12] = 0;
  2660. vertices[2+i*12] = 0;
  2661. vertices[3+i*12] = -width2 / 2.0;
  2662. vertices[4+i*12] = -height2;
  2663. vertices[5+i*12] = 0;
  2664. vertices[6+i*12] = width2 / 2.0;
  2665. vertices[7+i*12] = -height2;
  2666. vertices[8+i*12] = 0;
  2667. vertices[9+i*12] = width2 / 2.0;
  2668. vertices[10+i*12] = 0;
  2669. vertices[11+i*12] = 0;
  2670. texcoords[0+i*8] = ((float)y + height) / mTexelScale;
  2671. texcoords[1+i*8] = (float)(x) / mTexelScale;
  2672. texcoords[2+i*8] = (float)(y) / mTexelScale;
  2673. texcoords[3+i*8] = (float)(x) / mTexelScale;
  2674. texcoords[4+i*8] = (float)(y) / mTexelScale;
  2675. texcoords[5+i*8] = ((float)x + width) / mTexelScale;
  2676. texcoords[6+i*8] = ((float)y + height) / mTexelScale;
  2677. texcoords[7+i*8] = ((float)x + width) / mTexelScale;
  2678. }
  2679. }
  2680. #endif
  2681. unsigned int TombRaider::getRoomSpriteCount(unsigned int roomIndex)
  2682. {
  2683. if (!isRoomValid(roomIndex))
  2684. return 0;
  2685. switch (getEngine())
  2686. {
  2687. case TR_VERSION_UNKNOWN:
  2688. break;
  2689. case TR_VERSION_5:
  2690. return 0; // No room sprites in TRC
  2691. case TR_VERSION_1:
  2692. case TR_VERSION_2:
  2693. case TR_VERSION_3:
  2694. case TR_VERSION_4:
  2695. return ((_rooms[roomIndex].room_data.num_sprites < 0) ?
  2696. 0 : _rooms[roomIndex].room_data.num_sprites);
  2697. }
  2698. return 0;
  2699. }
  2700. void TombRaider::getRoomTriangle(unsigned int roomIndex,
  2701. unsigned int triangleIndex,
  2702. unsigned int *indices, float *texCoords,
  2703. int *texture, unsigned int *flags)
  2704. {
  2705. int tIndex;
  2706. unsigned int count, i, j, k;
  2707. switch (getEngine())
  2708. {
  2709. case TR_VERSION_UNKNOWN:
  2710. break;
  2711. case TR_VERSION_5:
  2712. for (i = 0, count = 0; i < mRoomsTR5[roomIndex].numLayers; ++i)
  2713. {
  2714. if (count + mRoomsTR5[roomIndex].layers[i].numLayerTriangles >
  2715. triangleIndex)
  2716. {
  2717. k = triangleIndex - count;
  2718. *texture = *flags = 0; // FIXME
  2719. // Setup per vertex
  2720. for (j = 0; j < 3; ++j)
  2721. {
  2722. // Get vertex index {(0, a), (1, b), (2, c) }
  2723. indices[j] = mRoomsTR5[roomIndex].faces[i].tris[k].vertices[j];
  2724. // FIXME
  2725. //tIndex = mRoomsTR5[roomIndex].faces[i].vertices[j].texture & 0xff;
  2726. //computeUV(objectTexturesTR5[tIndex].vertices + i,
  2727. // texCoords+i*2, texCoords+i*2+1);
  2728. }
  2729. break;
  2730. }
  2731. count += mRoomsTR5[roomIndex].layers[i].numLayerTriangles;
  2732. }
  2733. break;
  2734. case TR_VERSION_1:
  2735. case TR_VERSION_2:
  2736. case TR_VERSION_3:
  2737. case TR_VERSION_4:
  2738. tIndex = _rooms[roomIndex].room_data.triangles[triangleIndex].texture;
  2739. *texture = _object_textures[tIndex].tile;
  2740. *flags = 0;
  2741. switch (_object_textures[tIndex].transparency_flags)
  2742. {
  2743. case 0:
  2744. break;
  2745. case 2:
  2746. *flags |= tombraiderFace_PartialAlpha;
  2747. break;
  2748. default:
  2749. *flags |= tombraiderFace_Alpha;
  2750. break;
  2751. }
  2752. // Setup per vertex
  2753. for (i = 0; i < 3; ++i)
  2754. {
  2755. // Get vertex index {(0, a), (1, b), (2, c) }
  2756. indices[i] = _rooms[roomIndex].room_data.triangles[triangleIndex].vertices[i];
  2757. computeUV(_object_textures[tIndex].vertices + i,
  2758. texCoords+i*2, texCoords+i*2+1);
  2759. }
  2760. }
  2761. }
  2762. void TombRaider::getRoomTriangles(unsigned int index, int textureOffset,
  2763. unsigned int *triangleCount,
  2764. unsigned int **indices,
  2765. float **texCoords, int **textures,
  2766. unsigned int **flags)
  2767. {
  2768. unsigned int count, i, j;
  2769. int texture;
  2770. if (!isRoomValid(index))
  2771. return;
  2772. switch (getEngine())
  2773. {
  2774. case TR_VERSION_UNKNOWN:
  2775. break;
  2776. case TR_VERSION_5:
  2777. for (i = 0, count = 0; i < mRoomsTR5[index].numLayers; ++i)
  2778. {
  2779. count += mRoomsTR5[index].layers[i].numLayerTriangles;
  2780. }
  2781. //! \fixme !!!
  2782. break;
  2783. case TR_VERSION_1:
  2784. case TR_VERSION_2:
  2785. case TR_VERSION_3:
  2786. case TR_VERSION_4:
  2787. // Generate textured triangles
  2788. count = ((_rooms[index].room_data.num_triangles < 0) ? 0 :
  2789. _rooms[index].room_data.num_triangles);
  2790. *triangleCount = count;
  2791. *indices = new unsigned int[count * 3];
  2792. *texCoords = new float[count * 6];
  2793. *textures = new int[count];
  2794. *flags = new unsigned int[count];
  2795. for (i = 0; i < count; ++i)
  2796. {
  2797. texture = _rooms[index].room_data.triangles[i].texture;
  2798. // Adjust texture id using m_texOffset to map into
  2799. // correct textures
  2800. (*textures)[i] = _object_textures[texture].tile + textureOffset;
  2801. (*flags)[i] = 0;
  2802. switch (_object_textures[texture].transparency_flags)
  2803. {
  2804. case 0:
  2805. break;
  2806. case 2:
  2807. (*flags)[i] |= tombraiderFace_PartialAlpha;
  2808. break;
  2809. default:
  2810. (*flags)[i] |= tombraiderFace_Alpha;
  2811. break;
  2812. }
  2813. // Setup per vertex
  2814. for (j = 0; j < 3; ++j)
  2815. {
  2816. // Get vertex index {(0, a), (1, b), (2, c)}
  2817. (*indices)[i*3+j] = _rooms[index].room_data.triangles[i].vertices[j];
  2818. computeUV(_object_textures[texture].vertices+j,
  2819. (*texCoords)+i*3+j*2, (*texCoords)+i*3+j*2+1);
  2820. }
  2821. }
  2822. }
  2823. }
  2824. unsigned int TombRaider::getRoomTriangleCount(unsigned int roomIndex)
  2825. {
  2826. unsigned int i, count;
  2827. if (!isRoomValid(roomIndex))
  2828. return 0;
  2829. switch (getEngine())
  2830. {
  2831. case TR_VERSION_UNKNOWN:
  2832. break;
  2833. case TR_VERSION_5:
  2834. for (i = 0, count = 0; i < mRoomsTR5[roomIndex].numLayers; ++i)
  2835. {
  2836. count += mRoomsTR5[roomIndex].layers[i].numLayerTriangles;
  2837. }
  2838. return count;
  2839. case TR_VERSION_1:
  2840. case TR_VERSION_2:
  2841. case TR_VERSION_3:
  2842. case TR_VERSION_4:
  2843. return ((_rooms[roomIndex].room_data.num_triangles < 0) ? 0 :
  2844. _rooms[roomIndex].room_data.num_triangles);
  2845. }
  2846. return 0;
  2847. }
  2848. //! \fixme No TR5 support
  2849. void TombRaider::getRoomVertex(unsigned int roomIndex,unsigned int vertexIndex,
  2850. float *xyz, float *rgba)
  2851. {
  2852. float color_value;
  2853. unsigned int index = roomIndex, i = vertexIndex;
  2854. tr2_vertex_t *vertex = 0x0;
  2855. switch (getEngine())
  2856. {
  2857. case TR_VERSION_5:
  2858. //! \fixme !!!
  2859. print("getRoomVertex", "Error: No TRC implementation is the answer");
  2860. break;
  2861. case TR_VERSION_1:
  2862. case TR_VERSION_2:
  2863. case TR_VERSION_3:
  2864. case TR_VERSION_4:
  2865. case TR_VERSION_UNKNOWN:
  2866. vertex = &_rooms[index].room_data.vertices[i].vertex;
  2867. xyz[0] = vertex->x;
  2868. xyz[1] = vertex->y;
  2869. xyz[2] = vertex->z;
  2870. switch (getEngine())
  2871. {
  2872. case TR_VERSION_1:
  2873. color_value = _rooms[index].room_data.vertices[i].attributes;
  2874. color_value = (1.1f - (color_value / 8192.0f));
  2875. rgba[0] = color_value;
  2876. rgba[1] = color_value;
  2877. rgba[2] = color_value;
  2878. break;
  2879. case TR_VERSION_3:
  2880. case TR_VERSION_4:
  2881. color_value = _rooms[index].room_data.vertices[i].lighting1;
  2882. color_value /= 16384.0;
  2883. rgba[0] = color_value + ((float)_rooms[index].room_light_colour.r /
  2884. mRoomVertexLightingFactor);
  2885. rgba[1] = color_value + ((float)_rooms[index].room_light_colour.g /
  2886. mRoomVertexLightingFactor);
  2887. rgba[2] = color_value + ((float)_rooms[index].room_light_colour.b /
  2888. mRoomVertexLightingFactor);
  2889. break;
  2890. case TR_VERSION_2:
  2891. case TR_VERSION_5: // Not really...
  2892. case TR_VERSION_UNKNOWN:
  2893. color_value = _rooms[index].room_data.vertices[i].lighting1;
  2894. color_value = (1.1f - (color_value / 8192.0f));
  2895. rgba[0] = color_value;
  2896. rgba[1] = color_value;
  2897. rgba[2] = color_value;
  2898. }
  2899. // Underwater rooms have an ambient color with a shade of blue
  2900. if (_rooms[index].flags & 0x0001)
  2901. {
  2902. rgba[0] *= 0.6;
  2903. rgba[2] *= 1.2;
  2904. }
  2905. // Alpha color
  2906. rgba[3] = 1.0;
  2907. }
  2908. }
  2909. void TombRaider::getRoomVertexArrays(unsigned int roomIndex,
  2910. unsigned int *vertexCount, float **vertices,
  2911. unsigned int *normalCount, float **normals,
  2912. unsigned int *colorCount, float **colors)
  2913. {
  2914. float color_value;
  2915. float rgba[4];
  2916. unsigned int i, j, k, count;
  2917. unsigned char c;
  2918. tr2_vertex_t *vertex = 0x0;
  2919. count = getRoomVertexCount(roomIndex);
  2920. *vertexCount = 0;
  2921. *vertices = 0x0;
  2922. *normalCount = 0;
  2923. *normals = 0x0;
  2924. *colorCount = 0;
  2925. *colors = 0x0;
  2926. if (count == 0)
  2927. return;
  2928. switch (getEngine())
  2929. {
  2930. case TR_VERSION_UNKNOWN:
  2931. break;
  2932. case TR_VERSION_5:
  2933. *vertexCount = count;
  2934. *vertices = new float[count*3];
  2935. *normalCount = count;
  2936. *normals = new float[count*3];
  2937. *colorCount = count;
  2938. *colors = new float[count*4];
  2939. for (i = 0, k = 0; i < mRoomsTR5[roomIndex].numLayers; ++i)
  2940. {
  2941. for (j = 0; j < mRoomsTR5[roomIndex].layers[i].numLayerVertices; ++j)
  2942. {
  2943. (*vertices)[k*3] = mRoomsTR5[roomIndex].faces[i].verts[j].x;
  2944. (*vertices)[k*3+1] = mRoomsTR5[roomIndex].faces[i].verts[j].y;
  2945. (*vertices)[k*3+2] = mRoomsTR5[roomIndex].faces[i].verts[j].z;
  2946. (*normals)[k*3] = mRoomsTR5[roomIndex].faces[i].verts[j].nx;
  2947. (*normals)[k*3+1] = mRoomsTR5[roomIndex].faces[i].verts[j].ny;
  2948. (*normals)[k*3+2] = mRoomsTR5[roomIndex].faces[i].verts[j].nz;
  2949. //! \fixme Ah, yeah this may be wrong
  2950. c = ((unsigned char *)&mRoomsTR5[roomIndex].faces[i].verts[j].vColor)[1];
  2951. (*colors)[k*4] = (float)c / 255.0f;
  2952. c = ((unsigned char *)&mRoomsTR5[roomIndex].faces[i].verts[j].vColor)[2];
  2953. (*colors)[k*4+1] = (float)c / 255.0f;
  2954. c = ((unsigned char *)&mRoomsTR5[roomIndex].faces[i].verts[j].vColor)[3];
  2955. (*colors)[k*4+2] = (float)c / 255.0f;
  2956. c = ((unsigned char *)&mRoomsTR5[roomIndex].faces[i].verts[j].vColor)[0];
  2957. (*colors)[k*4+3] = (float)c / 255.0f;
  2958. }
  2959. }
  2960. break;
  2961. case TR_VERSION_1:
  2962. case TR_VERSION_2:
  2963. case TR_VERSION_3:
  2964. case TR_VERSION_4:
  2965. *vertexCount = count;
  2966. *vertices = new float[count*3];
  2967. *normalCount = 0; //! \fixme Do some TR1-TR4 levels support normals here?
  2968. *normals = 0x0;
  2969. *colorCount = count;
  2970. *colors = new float[count*4];
  2971. // Setup vertex coloring and vertices
  2972. for (i = 0; i < count; ++i)
  2973. {
  2974. vertex = &_rooms[roomIndex].room_data.vertices[i].vertex;
  2975. (*vertices)[i*3] = vertex->x;
  2976. (*vertices)[i*3+1] = vertex->y;
  2977. (*vertices)[i*3+2] = vertex->z;
  2978. switch (getEngine())
  2979. {
  2980. case TR_VERSION_1:
  2981. color_value = _rooms[roomIndex].room_data.vertices[i].attributes;
  2982. color_value = (1.1f - (color_value / 8192.0f));
  2983. break;
  2984. case TR_VERSION_4:
  2985. case TR_VERSION_3:
  2986. color_value = _rooms[roomIndex].room_data.vertices[i].lighting1;
  2987. color_value /= 16384.0;
  2988. break;
  2989. case TR_VERSION_2:
  2990. case TR_VERSION_5:
  2991. case TR_VERSION_UNKNOWN:
  2992. color_value = _rooms[roomIndex].room_data.vertices[i].lighting1;
  2993. color_value = (1.1f - (color_value / 8192.0f));
  2994. }
  2995. switch (getEngine())
  2996. {
  2997. case TR_VERSION_4:
  2998. case TR_VERSION_3:
  2999. rgba[0] = (color_value +
  3000. ((float)_rooms[roomIndex].room_light_colour.r /
  3001. mRoomVertexLightingFactor));
  3002. rgba[1] = (color_value +
  3003. ((float)_rooms[roomIndex].room_light_colour.g /
  3004. mRoomVertexLightingFactor));
  3005. rgba[2] = (color_value +
  3006. ((float)_rooms[roomIndex].room_light_colour.b /
  3007. mRoomVertexLightingFactor));
  3008. break;
  3009. case TR_VERSION_1:
  3010. case TR_VERSION_2:
  3011. case TR_VERSION_5:
  3012. case TR_VERSION_UNKNOWN:
  3013. rgba[0] = color_value;
  3014. rgba[1] = color_value;
  3015. rgba[2] = color_value;
  3016. }
  3017. // Underwater rooms have an ambient color with a shade of blue
  3018. if (_rooms[roomIndex].flags & 0x0001)
  3019. {
  3020. rgba[0] *= 0.6;
  3021. rgba[2] *= 1.2;
  3022. }
  3023. // Alpha color
  3024. rgba[3] = 1.0;
  3025. (*colors)[i*4] = rgba[0];
  3026. (*colors)[i*4+1] = rgba[1];
  3027. (*colors)[i*4+2] = rgba[2];
  3028. (*colors)[i*4+3] = rgba[3];
  3029. }
  3030. }
  3031. }
  3032. unsigned int TombRaider::getRoomVertexCount(unsigned int roomIndex)
  3033. {
  3034. unsigned int i, count;
  3035. if (!isRoomValid(roomIndex))
  3036. return 0;
  3037. switch (getEngine())
  3038. {
  3039. case TR_VERSION_UNKNOWN:
  3040. break;
  3041. case TR_VERSION_5:
  3042. for (i = 0, count = 0; i < mRoomsTR5[roomIndex].numLayers; ++i)
  3043. {
  3044. count += mRoomsTR5[roomIndex].layers[i].numLayerVertices;
  3045. }
  3046. return count;
  3047. case TR_VERSION_1:
  3048. case TR_VERSION_2:
  3049. case TR_VERSION_3:
  3050. case TR_VERSION_4:
  3051. return ((_rooms[roomIndex].room_data.num_vertices < 0) ? 0 :
  3052. _rooms[roomIndex].room_data.num_vertices);
  3053. }
  3054. return 0;
  3055. }
  3056. int TombRaider::getSkyModelId()
  3057. {
  3058. int skyMesh = -1;
  3059. //bool rot = false;
  3060. tr2_moveable_t *moveable;
  3061. unsigned int i, id;
  3062. moveable = Moveable();
  3063. switch (Engine())
  3064. {
  3065. case TR_VERSION_2:
  3066. //rot = true;
  3067. id = 254;
  3068. break;
  3069. case TR_VERSION_3:
  3070. id = 355;
  3071. break;
  3072. case TR_VERSION_4:
  3073. id = 459;
  3074. break;
  3075. case TR_VERSION_1:
  3076. case TR_VERSION_5:
  3077. case TR_VERSION_UNKNOWN:
  3078. return -1;
  3079. }
  3080. if (id > 0)
  3081. {
  3082. for (i = 0; (int)i < NumMoveables(); ++i)
  3083. {
  3084. if (moveable[i].object_id == id)
  3085. {
  3086. //sky_mesh = moveable[i].starting_mesh;
  3087. skyMesh = i;
  3088. break;
  3089. }
  3090. }
  3091. }
  3092. return skyMesh;
  3093. }
  3094. void TombRaider::getSprites()
  3095. {
  3096. #ifdef FIXME
  3097. int i, j, k, l, x, y, s_index, width, height;
  3098. float scale, width2, height2;
  3099. tr2_sprite_texture_t *sprite;
  3100. tr2_sprite_texture_t *sprite_textures;
  3101. tr2_sprite_sequence_t *sprite_sequence;
  3102. sprite_seq_t *r_mesh;
  3103. tr2_item_t *item;
  3104. r_mesh = Mesh();
  3105. item = Item();
  3106. sprite_textures = Sprite();
  3107. sprite_sequence = SpriteSequence();
  3108. scale = 4.0;
  3109. printf("Processing sprites: ");
  3110. for (i = 0; i < NumItems() - 1; ++i)
  3111. {
  3112. print(false, "Processing sprites in Items: %i/%i",
  3113. i, NumItems());
  3114. // It's a mesh, skip it
  3115. if (Engine() == TR_VERSION_1 && item[i].intensity1 == -1)
  3116. continue;
  3117. k = item[i].object_id;
  3118. // Search the SpriteSequence list
  3119. // (if we didn't already decide that it's a mesh)
  3120. for (j = 0; j < (int)NumSpriteSequences(); ++j)
  3121. {
  3122. if (sprite_sequence[j].object_id == k)
  3123. {
  3124. k = item[i].object_id;
  3125. s_index = sprite_sequence[j].offset;
  3126. spriteSequence = new sprite_seq_t;
  3127. spriteSequence->spriteCount = -sprite_sequence[j].negative_length;
  3128. spriteSequence->sprites = new sprite_t[r_mesh->num_sprites];
  3129. sprite = spriteSequence->sprites;
  3130. callbackAddSpriteSequence(spriteSequence);
  3131. for (l = 0; l < r_mesh->num_sprites; ++l)
  3132. {
  3133. sprite = &sprite_textures[s_index];
  3134. width = sprite->width >> 8;
  3135. height = sprite->height >> 8;
  3136. x = sprite->x;
  3137. y = sprite->y;
  3138. width2 = width * scale;
  3139. height2 = height * scale;
  3140. // For external use
  3141. sprite[l].pos[0] = item[i].x;
  3142. sprite[l].pos[1] = item[i].y;
  3143. sprite[l].pos[2] = item[i].z;
  3144. sprite[l].textureIndex = sprite->tile;
  3145. sprite[l].radius = width2 / 2.0;
  3146. sprite[l].vertex[0].pos[0] = -width2 / 2.0;
  3147. sprite[l].vertex[1].pos[0] = -width2 / 2.0;
  3148. sprite[l].vertex[2].pos[0] = width2 / 2.0;
  3149. sprite[l].vertex[3].pos[0] = width2 / 2.0;
  3150. sprite[l].vertex[0].pos[1] = 0;
  3151. sprite[l].vertex[1].pos[1] = -height2;
  3152. sprite[l].vertex[2].pos[1] = -height2;
  3153. sprite[l].vertex[3].pos[1] = 0;
  3154. sprite[l].vertex[0].pos[2] = 0;
  3155. sprite[l].vertex[1].pos[2] = 0;
  3156. sprite[l].vertex[2].pos[2] = 0;
  3157. sprite[l].vertex[3].pos[2] = 0;
  3158. sprite[l].texel[3].st[0] = (double)(x+width) / mTexelScale;
  3159. sprite[l].texel[3].st[1] = (double)(y+height) / mTexelScale;
  3160. sprite[l].texel[2].st[0] = (double)(x+width) / mTexelScale;
  3161. sprite[l].texel[2].st[1] = (double)(y) / mTexelScale;
  3162. sprite[l].texel[1].st[0] = (double)(x) / mTexelScale;
  3163. sprite[l].texel[1].st[1] = (double)(y) / mTexelScale;
  3164. sprite[l].texel[0].st[0] = (double)(x) / mTexelScale;
  3165. sprite[l].texel[0].st[1] = (double)(y+height) / mTexelScale;
  3166. printf(".");
  3167. fflush(stdout);
  3168. }
  3169. }
  3170. }
  3171. }
  3172. printf("\n");
  3173. #endif
  3174. }
  3175. void TombRaider::getSoundSample(unsigned int index,
  3176. unsigned int *bytes, unsigned char **data)
  3177. {
  3178. unsigned char *riff;
  3179. unsigned int offset, altIndex;
  3180. *bytes = 0;
  3181. *data = 0x0;
  3182. switch (Engine())
  3183. {
  3184. case TR_VERSION_1:
  3185. //! \fixme This implies higher tmp memory cost ( copy safety )
  3186. getRiffData(bytes, &riff);
  3187. if (riff && (int)index < mNumSampleIndices)
  3188. {
  3189. offset = mSampleIndices[index];
  3190. if ((int)index < mNumSampleIndices - 1)
  3191. {
  3192. *bytes = mSampleIndices[index+1] - mSampleIndices[index];
  3193. }
  3194. else
  3195. {
  3196. *bytes = *bytes - mSampleIndices[index];
  3197. }
  3198. *data = new unsigned char[*bytes];
  3199. memcpy(*data, riff+offset, *bytes);
  3200. }
  3201. if (riff)
  3202. {
  3203. delete [] riff;
  3204. }
  3205. break;
  3206. case TR_VERSION_2:
  3207. case TR_VERSION_3:
  3208. if (mRiffAlternateLoaded &&
  3209. mRiffData && mRiffAlternateOffsets && (int)index < mNumSampleIndices)
  3210. {
  3211. altIndex = mSampleIndices[index];
  3212. offset = mRiffAlternateOffsets[altIndex];
  3213. if ((int)offset > mRiffDataSz)
  3214. {
  3215. print("getSoundSample", "WARNING: offset too large, may be mismatched SFX and game pak, handling...\n");
  3216. return;
  3217. }
  3218. if (altIndex < mNumTR4Samples - 1)
  3219. {
  3220. *bytes = mRiffAlternateOffsets[altIndex+1] - offset;
  3221. }
  3222. else
  3223. {
  3224. *bytes = mRiffDataSz - offset;
  3225. }
  3226. *data = new unsigned char[*bytes];
  3227. memcpy(*data, mRiffData+offset, *bytes);
  3228. }
  3229. break;
  3230. case TR_VERSION_4:
  3231. case TR_VERSION_5:
  3232. getRiffDataTR4(index, bytes, data);
  3233. break;
  3234. case TR_VERSION_UNKNOWN:
  3235. break;
  3236. }
  3237. }
  3238. unsigned int TombRaider::getSoundSamplesCount()
  3239. {
  3240. unsigned int count = 0;
  3241. switch (Engine())
  3242. {
  3243. case TR_VERSION_1:
  3244. count = mNumSampleIndices;
  3245. break;
  3246. case TR_VERSION_2:
  3247. case TR_VERSION_3:
  3248. if (mRiffAlternateLoaded)
  3249. {
  3250. count = mNumSampleIndices;
  3251. }
  3252. break;
  3253. case TR_VERSION_4:
  3254. case TR_VERSION_5:
  3255. count = mNumTR4Samples;
  3256. break;
  3257. case TR_VERSION_UNKNOWN:
  3258. count = 0;
  3259. break;
  3260. }
  3261. return count;
  3262. }
  3263. bool TombRaider::isMeshValid(int index)
  3264. {
  3265. return !(index < 0 ||
  3266. index > mMeshCount ||
  3267. ((mMeshes[index].num_vertices < 0 ||
  3268. mMeshes[index].vertices == NULL)));
  3269. }
  3270. bool TombRaider::isRoomValid(int index)
  3271. {
  3272. // Yes, you MUST support signed indices due to legacy engines
  3273. if (index < 0)
  3274. return false;
  3275. switch (getEngine())
  3276. {
  3277. case TR_VERSION_UNKNOWN:
  3278. break;
  3279. case TR_VERSION_5:
  3280. if (index < _num_rooms &&
  3281. //mRoomsTR5[index].roomX != 0xcdcdcd &&
  3282. //mRoomsTR5[index].roomZ != 0xcdcdcd)
  3283. *((int *)&mRoomsTR5[index].roomX) != 0xcdcdcd &&
  3284. *((int *)&mRoomsTR5[index].roomZ) != 0xcdcdcd)
  3285. // Cast to int * as it was comparing with float 0xcdcdcd before
  3286. // -- xythobuz
  3287. {
  3288. return true;
  3289. }
  3290. break;
  3291. case TR_VERSION_1:
  3292. case TR_VERSION_2:
  3293. case TR_VERSION_3:
  3294. case TR_VERSION_4:
  3295. if (index < _num_rooms &&
  3296. _rooms[index].room_data.num_vertices > 0)
  3297. {
  3298. return true;
  3299. }
  3300. }
  3301. return false;
  3302. }
  3303. ////////////////////////////////////////////////////////////
  3304. // Public Mutators
  3305. ////////////////////////////////////////////////////////////
  3306. int TombRaider::loadSFX(char *filename)
  3307. {
  3308. FILE *f = fopen(filename, "rb");
  3309. long bytes = 0;
  3310. unsigned char *data;
  3311. if (!f)
  3312. {
  3313. perror("Couldn't load SFX file");
  3314. return -1;
  3315. }
  3316. fseek(f, 0L, SEEK_END);
  3317. bytes = ftell(f);
  3318. fseek(f, 0L, SEEK_SET);
  3319. if (bytes > 8)
  3320. {
  3321. data = new unsigned char[bytes];
  3322. fread(data, bytes, 1, f);
  3323. mNumTR4Samples = getRiffOffsets(data, bytes,
  3324. &mRiffAlternateOffsets,
  3325. mNumSampleIndices);
  3326. // This SFX must not come close to matching this game pak
  3327. if ((int)mNumTR4Samples < mNumSampleIndices)
  3328. {
  3329. delete [] data;
  3330. fclose(f);
  3331. print("loadSFX", "WARNING: SFX RIFF has less than pak's RIFF count\n");
  3332. return -2;
  3333. }
  3334. // If you ran out of room, then reallocate and parse agian =(
  3335. if (mNumSampleIndices < (int)mNumTR4Samples)
  3336. {
  3337. delete [] mRiffAlternateOffsets;
  3338. mNumTR4Samples = getRiffOffsets(data, bytes,
  3339. &mRiffAlternateOffsets,
  3340. mNumTR4Samples);
  3341. }
  3342. mRiffDataSz = bytes;
  3343. mRiffData = data;
  3344. mRiffAlternateLoaded = true;
  3345. }
  3346. fclose(f);
  3347. return 0;
  3348. }
  3349. void TombRaider::reset()
  3350. {
  3351. unsigned int i;
  3352. // Mongoose 2003.05.13, Don't let some jackass reset over and over
  3353. if (mReset)
  3354. {
  3355. return;
  3356. }
  3357. //! \fixme Palettes aren't the same size anymore
  3358. //memset(_palette8, 0, 256);
  3359. //memset(_palette16, 0, 256);
  3360. if (_anim_dispatches)
  3361. delete [] _anim_dispatches;
  3362. if (_anim_commands)
  3363. delete [] _anim_commands;
  3364. if (_mesh_trees)
  3365. delete [] _mesh_trees;
  3366. if (_frames)
  3367. delete [] _frames;
  3368. if (_moveables)
  3369. delete [] _moveables;
  3370. if (_static_meshes)
  3371. delete [] _static_meshes;
  3372. if (_object_textures)
  3373. delete [] _object_textures;
  3374. if (_sprite_textures)
  3375. delete [] _sprite_textures;
  3376. if (_sprite_sequences)
  3377. delete [] _sprite_sequences;
  3378. if (_cameras)
  3379. delete [] _cameras;
  3380. if (_sound_sources)
  3381. delete [] _sound_sources;
  3382. if (_boxes)
  3383. delete [] _boxes;
  3384. if (_overlaps)
  3385. delete [] _overlaps;
  3386. if (_zones)
  3387. delete [] _zones;
  3388. if (_animated_textures)
  3389. delete [] _animated_textures;
  3390. if (_items)
  3391. delete [] _items;
  3392. if (_light_map)
  3393. delete [] _light_map;
  3394. if (_cinematic_frames)
  3395. delete [] _cinematic_frames;
  3396. if (_demo_data)
  3397. delete [] _demo_data;
  3398. if (mRiffAlternateOffsets)
  3399. delete [] mRiffAlternateOffsets;
  3400. if (mSoundMap)
  3401. delete [] mSoundMap;
  3402. if (mSoundDetails)
  3403. delete [] mSoundDetails;
  3404. if (mSampleIndices)
  3405. delete [] mSampleIndices;
  3406. if (mRiffData)
  3407. delete [] mRiffData;
  3408. if (mTR4Samples)
  3409. {
  3410. for (i = 0; i < mNumTR4Samples; ++i)
  3411. {
  3412. if (mTR4SamplesSz[i])
  3413. delete [] mTR4Samples[i];
  3414. }
  3415. delete [] mTR4Samples;
  3416. }
  3417. if (mTR4SamplesSz)
  3418. delete [] mTR4SamplesSz;
  3419. if (_rooms)
  3420. {
  3421. for (i = 0; i < _num_rooms; ++i)
  3422. {
  3423. if (_rooms[i].room_data.num_vertices > 0)
  3424. delete [] _rooms[i].room_data.vertices;
  3425. if (_rooms[i].room_data.num_rectangles > 0)
  3426. delete [] _rooms[i].room_data.rectangles;
  3427. if (_rooms[i].room_data.num_triangles > 0)
  3428. delete [] _rooms[i].room_data.triangles;
  3429. if (_rooms[i].room_data.num_sprites > 0)
  3430. delete [] _rooms[i].room_data.sprites;
  3431. if (_rooms[i].num_portals > 0)
  3432. delete []_rooms[i].portals;
  3433. if (_rooms[i].sector_list)
  3434. delete [] _rooms[i].sector_list;
  3435. if (_rooms[i].lights)
  3436. delete [] _rooms[i].lights;
  3437. if (_rooms[i].tr4Lights)
  3438. delete [] _rooms[i].tr4Lights;
  3439. if (_rooms[i].static_meshes)
  3440. delete [] _rooms[i].static_meshes;
  3441. }
  3442. delete [] _rooms;
  3443. }
  3444. if (_floor_data)
  3445. {
  3446. delete [] _floor_data;
  3447. }
  3448. if (mMeshes)
  3449. {
  3450. for (i = 0; (int)i < mMeshCount; ++i)
  3451. {
  3452. if (mMeshes[i].vertices)
  3453. delete [] mMeshes[i].vertices;
  3454. if (mMeshes[i].mesh_lights)
  3455. delete [] mMeshes[i].mesh_lights;
  3456. if (mMeshes[i].normals)
  3457. delete [] mMeshes[i].normals;
  3458. if (mMeshes[i].textured_rectangles)
  3459. delete [] mMeshes[i].textured_rectangles;
  3460. if (mMeshes[i].textured_triangles)
  3461. delete [] mMeshes[i].textured_triangles;
  3462. if (mMeshes[i].coloured_rectangles)
  3463. delete [] mMeshes[i].coloured_rectangles;
  3464. if (mMeshes[i].coloured_triangles)
  3465. delete [] mMeshes[i].coloured_triangles;
  3466. }
  3467. delete [] mMeshes;
  3468. }
  3469. if (_animations)
  3470. delete [] _animations;
  3471. if (_state_changes)
  3472. delete _state_changes;
  3473. //delete [] _state_changes;
  3474. numMoveablesTR5 = 0;
  3475. if (moveablesTR5)
  3476. delete [] moveablesTR5;
  3477. numAnimationsTR5 = 0;
  3478. if (animationsTR5)
  3479. delete [] animationsTR5;
  3480. numObjectTexturesTR5 = 0;
  3481. if (objectTexturesTR5)
  3482. delete [] objectTexturesTR5;
  3483. numCinematicFramesTR5 = 0;
  3484. if (cinematicFramesTR5)
  3485. delete [] cinematicFramesTR5;
  3486. numFlyByCamerasTR5 = 0;
  3487. if (flyByCamerasTR5)
  3488. delete [] flyByCamerasTR5;
  3489. // Texture use
  3490. if (_tex_special)
  3491. delete [] _tex_special;
  3492. if (_textile8)
  3493. delete [] _textile8;
  3494. if (_textile16)
  3495. delete [] _textile16;
  3496. if (_textile32)
  3497. delete [] _textile32;
  3498. //! \fixme Damaged memory causes delete to not set pointer to NULL?
  3499. _tex_special = NULL;
  3500. _textile8 = NULL;
  3501. _textile16 = NULL;
  3502. _textile32 = NULL;
  3503. // Compressed level use
  3504. if (mCompressedLevelData)
  3505. delete [] mCompressedLevelData;
  3506. mCompressedLevelDataOffset = 0;
  3507. mCompressedLevelSize = 0;
  3508. mFreadMode = TR_FREAD_NORMAL;
  3509. // Clear out vars
  3510. mNumTR4Samples = 0;
  3511. mPakVersion = 0;
  3512. mEngineVersion = TR_VERSION_UNKNOWN;
  3513. mNumSampleIndices = 0;
  3514. mNumSoundDetails = 0;
  3515. mRiffAlternateLoaded = false;
  3516. _num_floor_data = 0;
  3517. _num_textiles = 0;
  3518. _num_tex_special = 0;
  3519. _num_room_textures = 0;
  3520. _num_misc_textures = 0;
  3521. _num_bump_map_textures = 0;
  3522. _unknown_t = 0;
  3523. _num_rooms = 0;
  3524. _num_anim_dispatches = 0;
  3525. mMeshCount = 0;
  3526. _num_state_changes = 0;
  3527. _num_animations = 0;
  3528. _num_anim_commands = 0;
  3529. _num_mesh_trees = 0;
  3530. _num_frames = 0;
  3531. _num_moveables = 0;
  3532. _num_demo_data = 0;
  3533. _num_cinematic_frames = 0;
  3534. _num_items = 0;
  3535. _num_animated_textures = 0;
  3536. _num_cameras = 0;
  3537. _num_sound_sources = 0;
  3538. _num_boxes = 0;
  3539. _num_static_meshes = 0;
  3540. _num_object_textures = 0;
  3541. _num_sprite_textures = 0;
  3542. _num_sprite_sequences = 0;
  3543. _num_overlaps = 0;
  3544. mReset = true;
  3545. }
  3546. void TombRaider::setDebug(bool toggle)
  3547. {
  3548. mDebug = toggle;
  3549. }
  3550. void TombRaider::setRoomVertexLightingFactor(float f)
  3551. {
  3552. mRoomVertexLightingFactor = f;
  3553. }
  3554. void TombRaider::setTexelScalingFactor(float f)
  3555. {
  3556. mTexelScale = f;
  3557. }
  3558. ////////////////////////////////////////////////////////////
  3559. // Private Accessors
  3560. ////////////////////////////////////////////////////////////
  3561. void TombRaider::extractMeshes(unsigned char *mesh_data,
  3562. unsigned int num_mesh_pointers,
  3563. unsigned int *mesh_pointers)
  3564. {
  3565. unsigned int size, i;
  3566. unsigned char *mesh_pointer;
  3567. int negative_size;
  3568. /* Alloc space for mesh */
  3569. mMeshCount = num_mesh_pointers;
  3570. printDebug("ExtractMeshes", "mMeshCount = %u", mMeshCount);
  3571. mMeshes = new tr2_mesh_t[mMeshCount];
  3572. printDebug("ExtractMeshes", "num_mesh_pointers = %u", num_mesh_pointers);
  3573. for (i = 0; i < num_mesh_pointers; ++i)
  3574. {
  3575. /* Get mesh start */
  3576. mesh_pointer = &mesh_data[mesh_pointers[i]];
  3577. /* Get Centre + Unknowns */
  3578. memcpy(&mMeshes[i].centre.x, mesh_pointer, 10);
  3579. //! \fixme endian
  3580. // depending on the interpretation of the unknowns that follow the Centre
  3581. // element, more endian conversion may be necessary
  3582. mesh_pointer += 10;
  3583. /* Get number of vertices */
  3584. memcpy(&mMeshes[i].num_vertices, mesh_pointer, 2);
  3585. //! \fixme endian
  3586. printDebug("ExtractMeshes", "mMeshes[%i].num_vertices = %u",
  3587. i, mMeshes[i].num_vertices);
  3588. mesh_pointer += sizeof(unsigned short);
  3589. mMeshes[i].num_vertices = (short)abs(mMeshes[i].num_vertices);
  3590. /* Get vertex list */
  3591. size = sizeof(tr2_vertex_t) * mMeshes[i].num_vertices;
  3592. mMeshes[i].vertices = 0x0;
  3593. if (mMeshes[i].num_vertices > 0)
  3594. mMeshes[i].vertices = new tr2_vertex_t[mMeshes[i].num_vertices];
  3595. memcpy(mMeshes[i].vertices, mesh_pointer, size);
  3596. //! \fixme endian
  3597. mesh_pointer += size;
  3598. /* Get number of normals */
  3599. memcpy(&mMeshes[i].num_normals, mesh_pointer, sizeof(unsigned short));
  3600. //! \fixme endian
  3601. mesh_pointer += sizeof(unsigned short);
  3602. negative_size = (mMeshes[i].num_normals < 0);
  3603. mMeshes[i].num_normals = (short)abs(mMeshes[i].num_normals);
  3604. printDebug("ExtractMeshes", "negative_size = %u", negative_size);
  3605. mMeshes[i].mesh_lights = 0x0;
  3606. mMeshes[i].normals = 0x0;
  3607. /* Get normal list */
  3608. if (negative_size)
  3609. {
  3610. negative_size = 0;
  3611. size = mMeshes[i].num_normals * sizeof(unsigned short);
  3612. mMeshes[i].mesh_lights = 0x0;
  3613. if (mMeshes[i].num_normals > 0)
  3614. mMeshes[i].mesh_lights = new short[mMeshes[i].num_normals];
  3615. memcpy(mMeshes[i].mesh_lights, mesh_pointer, size);
  3616. }
  3617. else
  3618. {
  3619. size = sizeof(tr2_vertex_t) * mMeshes[i].num_normals;
  3620. mMeshes[i].normals = 0x0;
  3621. if (mMeshes[i].num_normals > 0)
  3622. mMeshes[i].normals = new tr2_vertex_t[mMeshes[i].num_normals];
  3623. memcpy(mMeshes[i].normals, mesh_pointer, size);
  3624. }
  3625. //! \fixme endian
  3626. mesh_pointer += size;
  3627. /* Get number of textured rectangles */
  3628. memcpy(&mMeshes[i].num_textured_rectangles,
  3629. mesh_pointer, sizeof(unsigned short));
  3630. //! \fixme endian
  3631. mesh_pointer += sizeof(unsigned short);
  3632. mMeshes[i].num_textured_rectangles =
  3633. (short)abs(mMeshes[i].num_textured_rectangles);
  3634. size = sizeof(tr2_quad_t) * mMeshes[i].num_textured_rectangles;
  3635. mMeshes[i].textured_rectangles = 0x0;
  3636. if (mMeshes[i].num_textured_rectangles > 0)
  3637. mMeshes[i].textured_rectangles =
  3638. new tr2_quad_t[mMeshes[i].num_textured_rectangles];
  3639. printDebug("ExtractMeshes", "mMeshes[%i].num_textured_rectangles = %u",
  3640. i, mMeshes[i].num_textured_rectangles);
  3641. /* Get list of textured rectangles */
  3642. if (mMeshes[i].num_textured_rectangles > 0)
  3643. {
  3644. if (mEngineVersion == TR_VERSION_4)
  3645. {
  3646. int j;
  3647. for (j = 0; j < mMeshes[i].num_textured_rectangles; ++j)
  3648. {
  3649. memcpy(&mMeshes[i].textured_rectangles[j],
  3650. mesh_pointer, sizeof(tr2_quad_t));
  3651. mesh_pointer += sizeof(tr2_quad_t) + sizeof(unsigned short);
  3652. }
  3653. }
  3654. else
  3655. {
  3656. memcpy(mMeshes[i].textured_rectangles, mesh_pointer, size);
  3657. }
  3658. //! \fixme endian
  3659. if (mEngineVersion != TR_VERSION_4)
  3660. mesh_pointer += size;
  3661. }
  3662. /* Get number of textured triangles */
  3663. memcpy(&mMeshes[i].num_textured_triangles,
  3664. mesh_pointer, sizeof(unsigned short));
  3665. //! \fixme endian
  3666. mesh_pointer += sizeof(unsigned short);
  3667. mMeshes[i].num_textured_triangles =
  3668. (short)abs(mMeshes[i].num_textured_triangles);
  3669. size = sizeof(tr2_tri_t) * mMeshes[i].num_textured_triangles;
  3670. //if (mEngineVersion == TR_VERSION_4)
  3671. // size += 2 * mMeshes[i].num_textured_triangles;
  3672. mMeshes[i].textured_triangles = 0x0;
  3673. if (mMeshes[i].num_textured_triangles > 0)
  3674. {
  3675. mMeshes[i].textured_triangles =
  3676. new tr2_tri_t[mMeshes[i].num_textured_triangles];
  3677. }
  3678. printDebug("ExtractMeshes", " mMeshes[%i].num_textured_triangles = %u",
  3679. i, mMeshes[i].num_textured_triangles);
  3680. /* Get list of textured triangles */
  3681. if (mMeshes[i].num_textured_triangles > 0)
  3682. {
  3683. if (mEngineVersion == TR_VERSION_4)
  3684. {
  3685. int j;
  3686. for (j = 0; j < mMeshes[i].num_textured_triangles; ++j)
  3687. {
  3688. memcpy(&mMeshes[i].textured_triangles[j],
  3689. mesh_pointer, sizeof(tr2_tri_t));
  3690. mesh_pointer += sizeof(tr2_tri_t) + sizeof(unsigned short);
  3691. }
  3692. }
  3693. else
  3694. {
  3695. memcpy(mMeshes[i].textured_triangles, mesh_pointer, size);
  3696. }
  3697. //! \fixme endian
  3698. if (mEngineVersion != TR_VERSION_4)
  3699. mesh_pointer += size;
  3700. }
  3701. if (mEngineVersion == TR_VERSION_4)
  3702. {
  3703. mMeshes[i].num_coloured_rectangles = 0;
  3704. mMeshes[i].num_coloured_triangles = 0;
  3705. mMeshes[i].coloured_rectangles = 0x0;
  3706. mMeshes[i].coloured_triangles = 0x0;
  3707. // Mongoose 2002.04.04, FIXME is this right?
  3708. mesh_pointer += 2;
  3709. continue;
  3710. }
  3711. /* Get number of coloured rectangles */
  3712. memcpy(&mMeshes[i].num_coloured_rectangles, mesh_pointer,
  3713. sizeof(unsigned short));
  3714. //! \fixme endian
  3715. mesh_pointer += sizeof(unsigned short);
  3716. mMeshes[i].num_coloured_rectangles =
  3717. (short)abs(mMeshes[i].num_coloured_rectangles);
  3718. mMeshes[i].coloured_rectangles = 0x0;
  3719. size = sizeof(tr2_quad_t) * mMeshes[i].num_coloured_rectangles;
  3720. if (mMeshes[i].num_coloured_rectangles > 0)
  3721. mMeshes[i].coloured_rectangles =
  3722. new tr2_quad_t[mMeshes[i].num_coloured_rectangles];
  3723. printDebug("ExtractMeshes", "mMeshes[%i].num_coloured_rectangles = %u",
  3724. i, mMeshes[i].num_coloured_rectangles);
  3725. /* Get list of coloured rectangles */
  3726. if (mMeshes[i].num_coloured_rectangles > 0)
  3727. {
  3728. memcpy(mMeshes[i].coloured_rectangles, mesh_pointer, size);
  3729. //! \fixme endian
  3730. mesh_pointer += size;
  3731. }
  3732. /* Get number of coloured triangles */
  3733. memcpy(&mMeshes[i].num_coloured_triangles, mesh_pointer,
  3734. sizeof(unsigned short));
  3735. //! \fixme endian
  3736. mesh_pointer += sizeof(unsigned short);
  3737. mMeshes[i].num_coloured_triangles =
  3738. (short)abs(mMeshes[i].num_coloured_triangles);
  3739. size = sizeof(tr2_tri_t) * mMeshes[i].num_coloured_triangles;
  3740. mMeshes[i].coloured_triangles = 0x0;
  3741. if (mMeshes[i].num_coloured_triangles > 0)
  3742. mMeshes[i].coloured_triangles =
  3743. new tr2_tri_t[mMeshes[i].num_coloured_triangles];
  3744. printDebug("ExtractMeshes", "mMeshes[%i].num_coloured_triangles = %u",
  3745. i, mMeshes[i].num_coloured_triangles);
  3746. /* Get list of coloured triangles */
  3747. if (mMeshes[i].num_coloured_triangles > 0)
  3748. {
  3749. memcpy(mMeshes[i].coloured_triangles, mesh_pointer, size);
  3750. //! \fixme endian
  3751. mesh_pointer += size;
  3752. }
  3753. }
  3754. }
  3755. int TombRaider::Fread(void *buffer, size_t size, size_t count, FILE *f)
  3756. {
  3757. int num_read;
  3758. if (mFreadMode == TR_FREAD_COMPRESSED)
  3759. {
  3760. num_read = count;
  3761. num_read *= size;
  3762. if ((mCompressedLevelDataOffset + num_read) <= mCompressedLevelSize)
  3763. {
  3764. memcpy(buffer, &mCompressedLevelData[mCompressedLevelDataOffset],
  3765. num_read);
  3766. mCompressedLevelDataOffset += num_read;
  3767. return count;
  3768. }
  3769. else
  3770. {
  3771. print("Fread", "(%p, %lu, %lu, %p) ERROR: Returned %d bytes too far",
  3772. buffer, size, count, f, num_read);
  3773. reset();
  3774. exit(2);
  3775. }
  3776. }
  3777. unsigned int offset = ftell(f);
  3778. if (fread(buffer, size, count, f) != count)
  3779. {
  3780. print("Fread", "ERROR: Failed fread. Should Abort. @ 0x%x", offset);
  3781. reset();
  3782. exit(2);
  3783. // return -1; // Unreachable anyways
  3784. }
  3785. return count;
  3786. }
  3787. void TombRaider::getRiffData(unsigned int *bytes, unsigned char **data)
  3788. {
  3789. *bytes = 0;
  3790. *data = 0x0;
  3791. if (mRiffDataSz)
  3792. {
  3793. *bytes = mRiffDataSz;
  3794. *data = new unsigned char[mRiffDataSz];
  3795. memcpy(*data, mRiffData, mRiffDataSz);
  3796. }
  3797. }
  3798. void TombRaider::getRiffDataTR4(unsigned int index,
  3799. unsigned int *bytes, unsigned char **data)
  3800. {
  3801. *bytes = 0;
  3802. *data = 0x0;
  3803. if (index < mNumTR4Samples)
  3804. {
  3805. *bytes = mTR4SamplesSz[index];
  3806. *data = new unsigned char[*bytes];
  3807. memcpy(*data, mTR4Samples[index], *bytes);
  3808. }
  3809. }
  3810. int TombRaider::getRiffOffsets(unsigned char *riffData,
  3811. unsigned int riffDataBytes,
  3812. unsigned int **offsets,
  3813. unsigned int numOffsets)
  3814. {
  3815. unsigned int i, j = 0, riffCount, state;
  3816. *offsets = new unsigned int[numOffsets];
  3817. for (i = 0, riffCount = 0, state = 4; i < riffDataBytes; ++i)
  3818. {
  3819. switch (riffData[i])
  3820. {
  3821. case 'R':
  3822. if (state == 4)
  3823. {
  3824. j = i; // tmp offset guess
  3825. state = 0;
  3826. continue;
  3827. }
  3828. break;
  3829. case 'I':
  3830. if (state == 0)
  3831. {
  3832. state = 1;
  3833. continue;
  3834. }
  3835. break;
  3836. case 'F':
  3837. if (state == 1)
  3838. {
  3839. state = 2;
  3840. continue;
  3841. }
  3842. else if (state == 2)
  3843. {
  3844. state = 3;
  3845. // Found RIFF header, but we can only report
  3846. // riffCount offsets ( buffer size limits )
  3847. if (riffCount < numOffsets)
  3848. {
  3849. (*offsets)[riffCount] = j;
  3850. }
  3851. ++riffCount;
  3852. continue;
  3853. }
  3854. break;
  3855. }
  3856. state = 4;
  3857. }
  3858. return riffCount;
  3859. }
  3860. unsigned char *TombRaider::getTexTile(int texture)
  3861. {
  3862. unsigned char *image;
  3863. unsigned int color;
  3864. int j, k, index, offset;
  3865. int xmin, xmax, ymin, ymax, x, y;
  3866. image = NULL;
  3867. if (texture >=0 && texture < (int)_num_textiles)
  3868. {
  3869. image = new unsigned char[256*256*4];
  3870. memset(image, 0, 256*256*4);
  3871. if (_textile32)
  3872. {
  3873. // Convert 32bit BGRA image format to 32bit RGBA
  3874. for (j = 0; j < 256; j++)
  3875. {
  3876. for (k = 0; k < 256; k++)
  3877. {
  3878. index = (j * 256) + k;
  3879. color = _textile32[texture].tile[index];
  3880. index = (j * 1024) + (k * 4);
  3881. image[index + 2] = *((unsigned char *)(&color));
  3882. image[index + 1] = *((unsigned char *)(&color)+1);
  3883. image[index + 0] = *((unsigned char *)(&color)+2);
  3884. image[index + 3] = *((unsigned char *)(&color)+3);
  3885. }
  3886. }
  3887. }
  3888. else
  3889. {
  3890. // Convert 16bit ARGB image format to 32bit RGBA
  3891. for (j = 0; j < 256; j++)
  3892. {
  3893. for (k = 0; k < 256; k++)
  3894. {
  3895. index = (j * 256) + k;
  3896. offset = _textile16[texture].tile[index];
  3897. index = (j * 1024) + (k * 4);
  3898. image[index + 0] = ((offset >> 10) & 0x1f) * 8;
  3899. image[index + 1] = ((offset >> 5) & 0x1f) * 8;
  3900. image[index + 2] = (offset & 0x1f) * 8;
  3901. image[index + 3] = (offset & 0x8000) ? 0xFF : 0;
  3902. }
  3903. }
  3904. }
  3905. switch (Engine())
  3906. {
  3907. case TR_VERSION_4:
  3908. case TR_VERSION_3: // Account for alpha flags
  3909. for (j = 0; j < (int)_num_object_textures; j++)
  3910. {
  3911. //! \fixme This kind of works for lighting - but messes up lara
  3912. #ifdef FIXME
  3913. if (_object_textures[j].tile == texture &&
  3914. _object_textures[j].transparency_flags == 1)
  3915. {
  3916. xmin = 999;
  3917. xmax = 0;
  3918. ymin = 999;
  3919. ymax = 0;
  3920. y = 4;
  3921. // Account for triangles
  3922. if (_object_textures[j].vertices[3].xpixel == 0 &&
  3923. _object_textures[j].vertices[3].ypixel == 0)
  3924. y = 3;
  3925. for (k = 0; k < y; k++)
  3926. {
  3927. if (_object_textures[j].vertices[k].xpixel > xmax)
  3928. xmax = _object_textures[j].vertices[k].xpixel;
  3929. if (_object_textures[j].vertices[k].xpixel < xmin)
  3930. xmin = _object_textures[j].vertices[k].xpixel;
  3931. if (_object_textures[j].vertices[k].ypixel > ymax)
  3932. ymax = _object_textures[j].vertices[k].ypixel;
  3933. if (_object_textures[j].vertices[k].ypixel < ymin)
  3934. ymin = _object_textures[j].vertices[k].ypixel;
  3935. }
  3936. for (x = xmin; x <= xmax; x++)
  3937. {
  3938. for (y = ymin; y <= ymax; y++)
  3939. {
  3940. index = (y * 256) + x;
  3941. offset = _textile16[texture].tile[index];
  3942. index = (y * 1024) + (x * 4);
  3943. image[index + 0] = ((offset >> 10) & 0x1f) * 8;
  3944. image[index + 1] = ((offset >> 5) & 0x1f) * 8;
  3945. image[index + 2] = (offset & 0x1f) * 8;
  3946. // Set transparency to full
  3947. if (offset & 0x8000)
  3948. {
  3949. image[index + 3] = 0x00;
  3950. }
  3951. }
  3952. }
  3953. }
  3954. else
  3955. #endif
  3956. if (_object_textures[j].tile == texture &&
  3957. _object_textures[j].transparency_flags == 2)
  3958. {
  3959. xmin = 999;
  3960. xmax = 0;
  3961. ymin = 999;
  3962. ymax = 0;
  3963. y = 4;
  3964. // Account for triangles
  3965. if (_object_textures[j].vertices[3].xpixel == 0 &&
  3966. _object_textures[j].vertices[3].ypixel == 0)
  3967. y = 3;
  3968. for (k = 0; k < y; k++)
  3969. {
  3970. if (_object_textures[j].vertices[k].xpixel > xmax)
  3971. xmax = _object_textures[j].vertices[k].xpixel;
  3972. if (_object_textures[j].vertices[k].xpixel < xmin)
  3973. xmin = _object_textures[j].vertices[k].xpixel;
  3974. if (_object_textures[j].vertices[k].ypixel > ymax)
  3975. ymax = _object_textures[j].vertices[k].ypixel;
  3976. if (_object_textures[j].vertices[k].ypixel < ymin)
  3977. ymin = _object_textures[j].vertices[k].ypixel;
  3978. }
  3979. for (x = xmin; x <= xmax; x++)
  3980. {
  3981. for (y = ymin; y <= ymax; y++)
  3982. {
  3983. if (_textile32)
  3984. {
  3985. index = (y * 256) + x;
  3986. color = _textile32[texture].tile[index];
  3987. index = (y * 1024) + (x * 4);
  3988. image[index + 2] = *((unsigned char *)(&color));
  3989. image[index + 1] = *((unsigned char *)(&color)+1);
  3990. image[index + 0] = *((unsigned char *)(&color)+2);
  3991. image[index + 3] = *((unsigned char *)(&color)+3);
  3992. k = image[index] + image[index + 1] + image[index + 2];
  3993. // Set transparency based upon intensity
  3994. image[index + 3] = (unsigned char)(k / 3);
  3995. }
  3996. else
  3997. {
  3998. index = (y * 256) + x;
  3999. offset = _textile16[texture].tile[index];
  4000. index = (y * 1024) + (x * 4);
  4001. image[index + 0] = ((offset >> 10) & 0x1f) * 8;
  4002. image[index + 1] = ((offset >> 5) & 0x1f) * 8;
  4003. image[index + 2] = (offset & 0x1f) * 8;
  4004. image[index + 3] = (offset & 0x8000) ? 0xFF : 0;
  4005. k = image[index] + image[index + 1] + image[index + 2];
  4006. // Set transparency based upon intensity
  4007. if (offset & 0x8000)
  4008. image[index + 3] = (unsigned char)(k / 3);
  4009. else
  4010. image[index + 3] = 0;
  4011. }
  4012. }
  4013. }
  4014. }
  4015. }
  4016. break;
  4017. case TR_VERSION_1:
  4018. case TR_VERSION_2:
  4019. case TR_VERSION_5:
  4020. case TR_VERSION_UNKNOWN:
  4021. break;
  4022. }
  4023. }
  4024. return image;
  4025. }
  4026. //! \fixme Move these data about to make full use in the class ;)
  4027. int TombRaider::loadTR5(FILE *f, void (*percent)(int))
  4028. {
  4029. unsigned int level_data_sz, riffOffset, seperator0;
  4030. unsigned int portalOffset, nextRoomOffset, thisRoomOffset;
  4031. int i, j, k;
  4032. u_int16_t us;
  4033. u_int32_t numMeshData, numMeshPointers, u;
  4034. u_int32_t *meshPointers;
  4035. u_int8_t *meshData;
  4036. char check[32];
  4037. if (percent)
  4038. (*percent)(5);
  4039. printDebug("Load", "mEngineVersion = 0x%x", mPakVersion);
  4040. if (mEngineVersion != TR_VERSION_5)
  4041. return -1;
  4042. unsigned int sz, usz; // compressed and uncompressed size
  4043. unsigned char *compressed_data = NULL;
  4044. int zerr;
  4045. uLongf foo;
  4046. // Read texture type offsets
  4047. Fread(&_num_room_textures, 2, 1, f);
  4048. printDebug("LoadTR5", "_num_room_textures = %u", _num_room_textures);
  4049. Fread(&_num_misc_textures, 2, 1, f);
  4050. printDebug("LoadTR5", "_num_misc_textures = %u", _num_misc_textures);
  4051. Fread(&_num_bump_map_textures, 2, 1, f);
  4052. printDebug("LoadTR5", "_num_bump_map_textures = %u", _num_bump_map_textures);
  4053. // Read the sizes of the 32-bit textures
  4054. Fread(&usz, sizeof(usz), 1, f);
  4055. Fread(&sz, sizeof(sz), 1, f);
  4056. printDebug("LoadTR5", "32-bit textures compressed size = %u bytes", sz);
  4057. printDebug("LoadTR5", "32-bit textures uncompressed size = %u bytes", usz);
  4058. _num_textiles = usz / sizeof(tr2_textile32_t);
  4059. printDebug("LoadTR5", "_num_textiles = %i/%lu = %i",
  4060. usz, sizeof(tr2_textile32_t), _num_textiles);
  4061. _textile32 = new tr2_textile32_t[_num_textiles];
  4062. // Allocate a temporary buffer for decompression
  4063. compressed_data = new unsigned char[sz];
  4064. Fread(compressed_data, sz, 1, f);
  4065. // Decompress the textures
  4066. foo = usz;
  4067. zerr = uncompress((unsigned char *)_textile32,
  4068. &foo,
  4069. compressed_data,
  4070. sz);
  4071. usz = foo;
  4072. printDebug("LoadTR5", "textile decompress [%s]",
  4073. (zerr == Z_OK) ? "OK" : "ERROR");
  4074. switch (zerr)
  4075. {
  4076. case Z_MEM_ERROR:
  4077. printDebug("LoadTR5", "There was not enough memory");
  4078. break;
  4079. case Z_BUF_ERROR:
  4080. printDebug("LoadTR5", "There was not enough room in the output buffer");
  4081. break;
  4082. case Z_DATA_ERROR:
  4083. printDebug("LoadTR5", "The input data was corrupted");
  4084. break;
  4085. default:
  4086. printDebug("LoadTR5", "textile decompress %i", zerr);
  4087. }
  4088. // Free the temporary buffer
  4089. delete [] compressed_data;
  4090. // Read in the 16-bit textures, set NumTextiles
  4091. Fread(&usz, sizeof(usz), 1, f);
  4092. Fread(&sz, sizeof(sz), 1, f);
  4093. printDebug("LoadTR5", "16-bit textures compressed size = %u bytes", sz);
  4094. printDebug("LoadTR5", "16-bit textures uncompressed size = %u bytes", usz);
  4095. _num_textiles = usz / sizeof(tr2_textile16_t);
  4096. printDebug("LoadTR5", "_num_textiles = %i/%lu = %i",
  4097. usz, sizeof(tr2_textile16_t), _num_textiles);
  4098. _textile16 = new tr2_textile16_t[_num_textiles];
  4099. // Allocate a temporary buffer for decompression
  4100. compressed_data = new unsigned char[sz];
  4101. Fread(compressed_data, sz, 1, f);
  4102. // Decompress the textures
  4103. foo = usz;
  4104. zerr = uncompress((unsigned char *)_textile16,
  4105. &foo,
  4106. compressed_data,
  4107. sz);
  4108. usz = foo;
  4109. if (percent)
  4110. (*percent)(7);
  4111. printDebug("LoadTR5", "textile decompress [%s]",
  4112. (zerr == Z_OK) ? "OK" : "ERROR");
  4113. switch (zerr)
  4114. {
  4115. case Z_MEM_ERROR:
  4116. printDebug("LoadTR5", "There was not enough memory");
  4117. break;
  4118. case Z_BUF_ERROR:
  4119. printDebug("LoadTR5", "There was not enough room in the output buffer");
  4120. break;
  4121. case Z_DATA_ERROR:
  4122. printDebug("LoadTR5", "The input data was corrupted");
  4123. break;
  4124. default:
  4125. printDebug("LoadTR5", "textile decompress %i", zerr);
  4126. }
  4127. // Free the temporary buffer
  4128. delete [] compressed_data;
  4129. // Read the sizes of the sprite textures
  4130. Fread(&usz, sizeof(usz), 1, f);
  4131. Fread(&sz, sizeof(sz), 1, f);
  4132. printDebug("LoadTR5", "sprite textures compressed size = %u bytes", sz);
  4133. printDebug("LoadTR5", "sprite textures uncompressed size = %u bytes", usz);
  4134. // Load sprite/bump map/gui/etc textures also
  4135. _num_tex_special = usz/(256*256*4);
  4136. printDebug("LoadTR5", "_num_tex_special = %i/%i = %i",
  4137. usz, 256*256*4, _num_tex_special);
  4138. printDebug("LoadTR5", "Reading %ibytes of sprite textures", usz);
  4139. if (usz)
  4140. {
  4141. _tex_special = new unsigned char[usz];
  4142. // Allocate a temporary buffer for decompression
  4143. compressed_data = new unsigned char[sz];
  4144. Fread(compressed_data, sz, 1, f);
  4145. // Decompress the textures
  4146. foo = usz;
  4147. zerr = uncompress(_tex_special,
  4148. &foo,
  4149. compressed_data,
  4150. sz);
  4151. usz = foo;
  4152. printDebug("LoadTR5", "special texture decompress [%s]",
  4153. (zerr == Z_OK) ? "OK" : "ERROR");
  4154. switch (zerr)
  4155. {
  4156. case Z_MEM_ERROR:
  4157. printDebug("LoadTR5", "There was not enough memory");
  4158. break;
  4159. case Z_BUF_ERROR:
  4160. printDebug("LoadTR5", "There was not enough room in the output buffer");
  4161. break;
  4162. case Z_DATA_ERROR:
  4163. printDebug("LoadTR5", "The input data was corrupted");
  4164. break;
  4165. default:
  4166. printDebug("LoadTR5", "textile decompress %i", zerr);
  4167. }
  4168. // Free the temporary buffer
  4169. delete [] compressed_data;
  4170. }
  4171. if (percent)
  4172. (*percent)(10);
  4173. // Mongoose 2002.01.08, Michiel has discovered the
  4174. // first 4 bytes here are 2 bitu16 flags for Lara type and weather
  4175. u_int16_t laraType, weather;
  4176. Fread(&laraType, 2, 1, f);
  4177. printDebug("LoadTR5", "laraType = 0x%x", laraType);
  4178. Fread(&weather, 2, 1, f);
  4179. printDebug("LoadTR5", "weather = 0x%x", weather);
  4180. printDebug("LoadTR5", "skipping 28bytes of unknowns");
  4181. Fread(&seperator0, 4, 1, f);
  4182. printDebug("LoadTR5", "0x%x", seperator0);
  4183. Fread(&seperator0, 4, 1, f);
  4184. printDebug("LoadTR5", "0x%x", seperator0);
  4185. Fread(&seperator0, 4, 1, f);
  4186. printDebug("LoadTR5", "0x%x", seperator0);
  4187. Fread(&seperator0, 4, 1, f);
  4188. printDebug("LoadTR5", "0x%x", seperator0);
  4189. Fread(&seperator0, 4, 1, f);
  4190. printDebug("LoadTR5", "0x%x", seperator0);
  4191. Fread(&seperator0, 4, 1, f);
  4192. printDebug("LoadTR5", "0x%x", seperator0);
  4193. Fread(&seperator0, 4, 1, f);
  4194. printDebug("LoadTR5", "0x%x", seperator0);
  4195. Fread(&level_data_sz, 4, 1, f);
  4196. printDebug("LoadTR5", "Level data size = %u", level_data_sz);
  4197. Fread(&riffOffset, 4, 1, f);
  4198. printDebug("LoadTR5", "Same as last, also offset to RIFFs = %u",
  4199. riffOffset);
  4200. Fread(&seperator0, 4, 1, f);
  4201. printDebug("LoadTR5", "Seperator, always 0x00? = %u", seperator0);
  4202. Fread(&_num_rooms, 4, 1, f);
  4203. printDebug("LoadTR5", "_num_rooms = %u", _num_rooms);
  4204. mRoomsTR5 = new tr5_room_t[_num_rooms];
  4205. for (i = 0; i < _num_rooms; ++i)
  4206. {
  4207. if (percent)
  4208. (*percent)(11 + (int)(((float)i/(float)_num_rooms)*90.0));
  4209. thisRoomOffset = ftell(f);
  4210. Fread(&mRoomsTR5[i].checkXELA, 4, 1, f);
  4211. printDebug("LoadTR5", "room[%i].checkXELA (0x414c4558)? = 0x%x",
  4212. i, mRoomsTR5[i].checkXELA);
  4213. if (mRoomsTR5[i].checkXELA != 0x414c4558)
  4214. {
  4215. print("LoadTR5", "Error #1 room[%i].checkXELA (0x414c4558) != 0x%x",
  4216. i, mRoomsTR5[i].checkXELA);
  4217. return -3;
  4218. }
  4219. Fread(&mRoomsTR5[i].roomDataSize, 4, 1, f);
  4220. printDebug("LoadTR5", "offset to next room = %u",
  4221. mRoomsTR5[i].roomDataSize);
  4222. nextRoomOffset = ftell(f) + mRoomsTR5[i].roomDataSize;
  4223. Fread(&mRoomsTR5[i].seperator, 4, 1, f);
  4224. printDebug("LoadTR5", "room[%i].seperator, CDCDCDCD = %X?",
  4225. i, mRoomsTR5[i].seperator);
  4226. if (mRoomsTR5[i].seperator != 0xcdcdcdcd)
  4227. {
  4228. print("LoadTR5", "Error #2 room[%i].seperator, CDCDCDCD != 0x%X",
  4229. i, mRoomsTR5[i].seperator);
  4230. return -3;
  4231. }
  4232. // Start 60byte struct /////////////
  4233. printDebug("LoadTR5", "60byte struct {");
  4234. // Often start of "XELA" +216 + ublock1 = FD end,
  4235. // but have seen 0xffffffff (-1). Better using next data
  4236. // and compute FD size the old way of X*Z*8
  4237. Fread(&mRoomsTR5[i].endSDOffset, 4, 1, f);
  4238. printDebug("LoadTR5", "%u + 216 + XELA start = FD end",
  4239. mRoomsTR5[i].endSDOffset);
  4240. // Start of "XELA" + 216 + ublock2 = FD start
  4241. Fread(&mRoomsTR5[i].startSDOffset, 4, 1, f);
  4242. printDebug("LoadTR5", "%u + 216 + XELA start = FD start",
  4243. mRoomsTR5[i].startSDOffset);
  4244. Fread(&mRoomsTR5[i].seperator2, 4, 1, f);
  4245. printDebug("LoadTR5", "seperator2 = %u", mRoomsTR5[i].seperator2);
  4246. if (mRoomsTR5[i].seperator2 != 0xcdcdcdcd &&
  4247. mRoomsTR5[i].seperator2 != 0x00000000)
  4248. {
  4249. print("LoadTR5", "Error #3 CDCDCDCD | 0x0 != 0x%x",
  4250. mRoomsTR5[i].seperator2);
  4251. return -3;
  4252. }
  4253. // Possibly start of "XELA" + 216 + ublock4 = end portals
  4254. Fread(&mRoomsTR5[i].endPortalOffset, 4, 1, f);
  4255. printDebug("LoadTR5", "%u + 216 + XELA start = end portals",
  4256. mRoomsTR5[i].endPortalOffset);
  4257. Fread(&mRoomsTR5[i].x, 4, 1, f);
  4258. printDebug("LoadTR5", "room.x = %u", mRoomsTR5[i].x);
  4259. Fread(&mRoomsTR5[i].seperator3, 4, 1, f);
  4260. printDebug("LoadTR5", "0x00000000 = %u ?", mRoomsTR5[i].seperator3);
  4261. Fread(&mRoomsTR5[i].z, 4, 1, f);
  4262. printDebug("LoadTR5", "room.z = %u", mRoomsTR5[i].z);
  4263. Fread(&mRoomsTR5[i].yBottom, 4, 1, f);
  4264. printDebug("LoadTR5", "room.y_bottom = %u", mRoomsTR5[i].yBottom);
  4265. Fread(&mRoomsTR5[i].yTop, 4, 1, f);
  4266. printDebug("LoadTR5", "room.y_top = %u", mRoomsTR5[i].yTop);
  4267. Fread(&mRoomsTR5[i].numZSectors, 2, 1, f);
  4268. printDebug("LoadTR5", "num_z_sectors = %i", mRoomsTR5[i].numZSectors);
  4269. Fread(&mRoomsTR5[i].numXSectors, 2, 1, f);
  4270. printDebug("LoadTR5", "num_x_sectors = %i", mRoomsTR5[i].numXSectors);
  4271. Fread(&mRoomsTR5[i].roomAmbientColor, 4, 1, f);
  4272. printDebug("LoadTR5", "room_ambient_color = 0x%x",
  4273. mRoomsTR5[i].roomAmbientColor);
  4274. Fread(&mRoomsTR5[i].numRoomLights, 2, 1, f);
  4275. printDebug("LoadTR5", "num_lights = %i", mRoomsTR5[i].numRoomLights);
  4276. Fread(&mRoomsTR5[i].numStaticMeshes, 2, 1, f);
  4277. printDebug("LoadTR5", "num_static_meshes = %i",
  4278. mRoomsTR5[i].numStaticMeshes);
  4279. Fread(&mRoomsTR5[i].unknownR1, 2, 1, f);
  4280. printDebug("LoadTR5", "unknown 0x0001? = 0x%x", mRoomsTR5[i].unknownR1);
  4281. Fread(&mRoomsTR5[i].unknownR2, 2, 1, f);
  4282. printDebug("LoadTR5", "unknown 0x0000? = 0x%x", mRoomsTR5[i].unknownR2);
  4283. Fread(&mRoomsTR5[i].filler, 4, 1, f);
  4284. printDebug("LoadTR5", "Always 0x7fff? = 0x%x", mRoomsTR5[i].filler);
  4285. Fread(&mRoomsTR5[i].filler2, 4, 1, f);
  4286. printDebug("LoadTR5", "Always 0x7fff? = 0x%x", mRoomsTR5[i].filler2);
  4287. printDebug("LoadTR5", "}");
  4288. // End 60byte structure /////////////////
  4289. Fread(&mRoomsTR5[i].seperator4, 4, 1, f);
  4290. printDebug("LoadTR5", "seperator4 CDCDCDCD = 0x%x",
  4291. mRoomsTR5[i].seperator4);
  4292. if (mRoomsTR5[i].seperator4 != 0xcdcdcdcd)
  4293. {
  4294. print("LoadTR5", "Error #5 CDCDCDCD != 0x%x",
  4295. mRoomsTR5[i].seperator4);
  4296. return -3;
  4297. }
  4298. Fread(&mRoomsTR5[i].seperator5, 4, 1, f);
  4299. printDebug("LoadTR5", "seperator5 CDCDCDCD = 0x%x",
  4300. mRoomsTR5[i].seperator5);
  4301. if (mRoomsTR5[i].seperator5 != 0xcdcdcdcd)
  4302. {
  4303. print("LoadTR5", "Error #6 CDCDCDCD != 0x%x",
  4304. mRoomsTR5[i].seperator5);
  4305. return -3;
  4306. }
  4307. // Start 20byte structure ///////////////
  4308. printDebug("LoadTR5", "20byte struct {");
  4309. Fread(mRoomsTR5[i].seperator6, 6, 1, f);
  4310. printDebug("LoadTR5", "6 bytes 0xFF = 0x%x%x%x%x%x%x",
  4311. mRoomsTR5[i].seperator6[0], mRoomsTR5[i].seperator6[1],
  4312. mRoomsTR5[i].seperator6[2], mRoomsTR5[i].seperator6[3],
  4313. mRoomsTR5[i].seperator6[4], mRoomsTR5[i].seperator6[5]);
  4314. Fread(&mRoomsTR5[i].roomFlag, 2, 1, f);
  4315. printDebug("LoadTR5", "room_flag = %i", mRoomsTR5[i].roomFlag);
  4316. Fread(&mRoomsTR5[i].unknownR5, 2, 1, f);
  4317. printDebug("LoadTR5", "unknown = %i", mRoomsTR5[i].unknownR5);
  4318. Fread(mRoomsTR5[i].seperator7, 10, 1, f);
  4319. printDebug("LoadTR5", "10 bytes 0x00 = 0x%x%x%x%x%x%x%x%x%x%x",
  4320. mRoomsTR5[i].seperator7[0], mRoomsTR5[i].seperator7[1],
  4321. mRoomsTR5[i].seperator7[2], mRoomsTR5[i].seperator7[3],
  4322. mRoomsTR5[i].seperator7[4], mRoomsTR5[i].seperator7[5],
  4323. mRoomsTR5[i].seperator7[6], mRoomsTR5[i].seperator7[7],
  4324. mRoomsTR5[i].seperator7[8], mRoomsTR5[i].seperator7[9]);
  4325. printDebug("LoadTR5", "}");
  4326. // End 20byte structure /////////////////
  4327. Fread(&mRoomsTR5[i].seperator8, 4, 1, f);
  4328. printDebug("LoadTR5", "seperator8 CDCDCDCD = 0x%x",
  4329. mRoomsTR5[i].seperator8);
  4330. if (mRoomsTR5[i].seperator8 != 0xcdcdcdcd)
  4331. {
  4332. print("LoadTR5", "Error #9 CDCDCDCD != 0x%x",
  4333. mRoomsTR5[i].seperator8);
  4334. return -3;
  4335. }
  4336. printDebug("LoadTR5", "16byte struct {");
  4337. Fread(&mRoomsTR5[i].unknownR6, 4, 1, f);
  4338. printDebug("LoadTR5", "unknownR6 = %i", mRoomsTR5[i].unknownR6);
  4339. Fread(&mRoomsTR5[i].roomX, 4, 1, f);
  4340. printDebug("LoadTR5", "roomX = %f", mRoomsTR5[i].roomX);
  4341. Fread(&mRoomsTR5[i].seperator9, 4, 1, f);
  4342. printDebug("LoadTR5", "seperator9 CDCDCDCD | 0x0 = 0x%x",
  4343. mRoomsTR5[i].seperator9);
  4344. if (mRoomsTR5[i].seperator9 != 0xcdcdcdcd &&
  4345. mRoomsTR5[i].seperator9 != 0x0)
  4346. {
  4347. print("LoadTR5", "Error #10 CDCDCDCD | 0x0 != 0x%x",
  4348. mRoomsTR5[i].seperator9);
  4349. return -3;
  4350. }
  4351. Fread(&mRoomsTR5[i].roomZ, 4, 1, f);
  4352. printDebug("LoadTR5", "roomZ = %f", mRoomsTR5[i].roomZ);
  4353. printDebug("LoadTR5", "}");
  4354. Fread(&mRoomsTR5[i].seperator10, 4, 1, f);
  4355. printDebug("LoadTR5", "seperator10 CDCDCDCD = 0x%x",
  4356. mRoomsTR5[i].seperator10);
  4357. if (mRoomsTR5[i].seperator10 != 0xcdcdcdcd)
  4358. {
  4359. print("LoadTR5", "Error #11 CDCDCDCD != 0x%x",
  4360. mRoomsTR5[i].seperator10);
  4361. return -3;
  4362. }
  4363. Fread(&mRoomsTR5[i].seperator11, 4, 1, f);
  4364. printDebug("LoadTR5", "seperator11 CDCDCDCD = 0x%x",
  4365. mRoomsTR5[i].seperator11);
  4366. if (mRoomsTR5[i].seperator11 != 0xcdcdcdcd)
  4367. {
  4368. print("LoadTR5", "Error #12 CDCDCDCD != 0x%x",
  4369. mRoomsTR5[i].seperator11);
  4370. return -3;
  4371. }
  4372. Fread(&mRoomsTR5[i].seperator12, 4, 1, f);
  4373. printDebug("LoadTR5", "seperator12 CDCDCDCD = 0x%x",
  4374. mRoomsTR5[i].seperator12);
  4375. if (mRoomsTR5[i].seperator12 != 0xcdcdcdcd)
  4376. {
  4377. print("LoadTR5", "Error #13 CDCDCDCD != 0x%x",
  4378. mRoomsTR5[i].seperator12);
  4379. return -3;
  4380. }
  4381. Fread(&mRoomsTR5[i].seperator13, 4, 1, f);
  4382. printDebug("LoadTR5", "seperator13 CDCDCDCD = 0x%x",
  4383. mRoomsTR5[i].seperator13);
  4384. if (mRoomsTR5[i].seperator13 != 0xcdcdcdcd)
  4385. {
  4386. print("LoadTR5", "Error #14 CDCDCDCD | 0x0 != 0x%x",
  4387. mRoomsTR5[i].seperator13);
  4388. return -3;
  4389. }
  4390. Fread(&mRoomsTR5[i].seperator14, 4, 1, f);
  4391. printDebug("LoadTR5", "seperator14 CDCDCDCD = 0x%x",
  4392. mRoomsTR5[i].seperator14);
  4393. if (mRoomsTR5[i].seperator14 != 0xcdcdcdcd &&
  4394. mRoomsTR5[i].seperator14 != 0x00000000)
  4395. {
  4396. print("LoadTR5", "Error #15 CDCDCDCD | 0x0 != 0x%x",
  4397. mRoomsTR5[i].seperator14);
  4398. return -3;
  4399. }
  4400. Fread(&mRoomsTR5[i].seperator15, 4, 1, f);
  4401. printDebug("LoadTR5", "seperator15 CDCDCDCD = 0x%x",
  4402. mRoomsTR5[i].seperator15);
  4403. if (mRoomsTR5[i].seperator15 != 0xcdcdcdcd)
  4404. {
  4405. print("LoadTR5", "Error #16 CDCDCDCD != 0x%x",
  4406. mRoomsTR5[i].seperator15);
  4407. return -3;
  4408. }
  4409. // 56byte struct /////////////
  4410. printDebug("LoadTR5", "56byte struct {");
  4411. Fread(&mRoomsTR5[i].numRoomTriangles, 4, 1, f);
  4412. printDebug("LoadTR5", "num_triangles = %u",
  4413. mRoomsTR5[i].numRoomTriangles);
  4414. Fread(&mRoomsTR5[i].numRoomRectangles, 4, 1, f);
  4415. printDebug("LoadTR5", "num_rectangles = %u",
  4416. mRoomsTR5[i].numRoomRectangles);
  4417. Fread(&mRoomsTR5[i].seperator16, 4, 1, f);
  4418. printDebug("LoadTR5", "seperator16, 0x00? = 0x%x",
  4419. mRoomsTR5[i].seperator16);
  4420. // Num lights * 88bytes
  4421. Fread(&mRoomsTR5[i].lightSize, 4, 1, f);
  4422. printDebug("LoadTR5", "light_size = %u", mRoomsTR5[i].lightSize);
  4423. Fread(&mRoomsTR5[i].numTotalRoomLights, 4, 1, f);
  4424. printDebug("LoadTR5", "num_lights = %u",
  4425. mRoomsTR5[i].numTotalRoomLights);
  4426. Fread(&mRoomsTR5[i].unknownR7, 4, 1, f); // was num_unknown_36byte structs to read
  4427. printDebug("LoadTR5", "unknownR7 structs = %u", mRoomsTR5[i].unknownR7);
  4428. Fread(&mRoomsTR5[i].unknownR8, 4, 1, f);
  4429. printDebug("LoadTR5", "unknownR8 = 0x%x", mRoomsTR5[i].unknownR8);
  4430. Fread(&mRoomsTR5[i].yBottom, 4, 1, f);
  4431. printDebug("LoadTR5", "lyBottom = 0x%x", mRoomsTR5[i].lyBottom);
  4432. Fread(&mRoomsTR5[i].numLayers, 4, 1, f);
  4433. printDebug("LoadTR5", "num_layers = %u", mRoomsTR5[i].numLayers);
  4434. Fread(&mRoomsTR5[i].layerOffset, 4, 1, f);
  4435. printDebug("LoadTR5", "layerOffset = 0x%x", mRoomsTR5[i].layerOffset);
  4436. Fread(&mRoomsTR5[i].verticesOffset, 4, 1, f);
  4437. printDebug("LoadTR5", "verticesOffset = 0x%x", mRoomsTR5[i].verticesOffset);
  4438. Fread(&mRoomsTR5[i].polyOffset, 4, 1, f);
  4439. printDebug("LoadTR5", "polyOffset = 0x%x", mRoomsTR5[i].polyOffset);
  4440. Fread(&mRoomsTR5[i].polyOffset2, 4, 1, f);
  4441. printDebug("LoadTR5", "polyOffset2 = 0x%x", mRoomsTR5[i].polyOffset2);
  4442. Fread(&mRoomsTR5[i].verticesSize, 4, 1, f);
  4443. printDebug("LoadTR5", "verticesSize = 0x%x", mRoomsTR5[i].verticesSize);
  4444. printDebug("LoadTR5", "}");
  4445. //////////////////////////////
  4446. Fread(&mRoomsTR5[i].seperator17, 4, 1, f);
  4447. printDebug("LoadTR5", "seperator17 CDCDCDCD = 0x%x",
  4448. mRoomsTR5[i].seperator17);
  4449. if (mRoomsTR5[i].seperator17 != 0xcdcdcdcd)
  4450. {
  4451. print("LoadTR5", "Error #18 CDCDCDCD != 0x%x",
  4452. mRoomsTR5[i].seperator17);
  4453. return -3;
  4454. }
  4455. Fread(&mRoomsTR5[i].seperator18, 4, 1, f);
  4456. printDebug("LoadTR5", "seperator18 CDCDCDCD = 0x%x",
  4457. mRoomsTR5[i].seperator18);
  4458. if (mRoomsTR5[i].seperator18 != 0xcdcdcdcd)
  4459. {
  4460. print("LoadTR5", "Error #19 CDCDCDCD != 0x%x",
  4461. mRoomsTR5[i].seperator18);
  4462. return -3;
  4463. }
  4464. Fread(&mRoomsTR5[i].seperator19, 4, 1, f);
  4465. printDebug("LoadTR5", "seperator19 CDCDCDCD = 0x%x",
  4466. mRoomsTR5[i].seperator19);
  4467. if (mRoomsTR5[i].seperator19 != 0xcdcdcdcd)
  4468. {
  4469. print("LoadTR5", "Error #20 CDCDCDCD != 0x%x",
  4470. mRoomsTR5[i].seperator19);
  4471. return -3;
  4472. }
  4473. Fread(&mRoomsTR5[i].seperator20, 4, 1, f);
  4474. printDebug("LoadTR5", "seperator20 CDCDCDCD = 0x%x",
  4475. mRoomsTR5[i].seperator20);
  4476. if (mRoomsTR5[i].seperator20 != 0xcdcdcdcd)
  4477. {
  4478. print("LoadTR5", "Error #21 CDCDCDCD != 0x%x",
  4479. mRoomsTR5[i].seperator20);
  4480. return -3;
  4481. }
  4482. // Lights
  4483. printDebug("LoadTR5", "Reading %u lights @ 88bytes each",
  4484. mRoomsTR5[i].numRoomLights);
  4485. if (mRoomsTR5[i].numRoomLights)
  4486. {
  4487. mRoomsTR5[i].lights = new tr5_light_t[mRoomsTR5[i].numRoomLights];
  4488. }
  4489. for (j = 0; j < (int)mRoomsTR5[i].numRoomLights; ++j)
  4490. {
  4491. Fread(&mRoomsTR5[i].lights[j], 88, 1, f);
  4492. //Fread(&mRoomsTR5[i].lights[j].x, 4, 1, f);
  4493. printDebug("LoadTR5", "light[%i].x? = %f", j,
  4494. mRoomsTR5[i].lights[j].x);
  4495. //Fread(&mRoomsTR5[i].lights[j].y, 4, 1, f);
  4496. printDebug("LoadTR5", "light[%i].y? = %f", j,
  4497. mRoomsTR5[i].lights[j].y);
  4498. //Fread(&mRoomsTR5[i].lights[j].z, 4, 1, f);
  4499. printDebug("LoadTR5", "light[%i].z? = %f", j,
  4500. mRoomsTR5[i].lights[j].z);
  4501. //Fread(&mRoomsTR5[i].lights[j].red, 4, 1, f);
  4502. printDebug("LoadTR5", "light[%i].r? = %f",
  4503. j, mRoomsTR5[i].lights[j].red);
  4504. //Fread(&mRoomsTR5[i].lights[j].green, 4, 1, f);
  4505. printDebug("LoadTR5", "light[%i].g? = %f",
  4506. j, mRoomsTR5[i].lights[j].green);
  4507. //Fread(&mRoomsTR5[i].lights[j].blue, 4, 1, f);
  4508. printDebug("LoadTR5", "light[%i].b? = %f",
  4509. j, mRoomsTR5[i].lights[j].blue);
  4510. // 24bytes from start of light
  4511. //Fread(&mRoomsTR5[i].lights[j].seperator, 4, 1, f);
  4512. printDebug("LoadTR5", "CDCDCDCD for some maps? = 0x%8x\t\t[%s]",
  4513. mRoomsTR5[i].lights[j].seperator,
  4514. (mRoomsTR5[i].lights[j].seperator == 0xcdcdcdcd)
  4515. ? "OK" : "ERROR");
  4516. //Fread(&mRoomsTR5[i].lights[j].input, 4, 1, f);
  4517. printDebug("LoadTR5", "light[%i].input = %f",
  4518. j, mRoomsTR5[i].lights[j].input);
  4519. //Fread(&mRoomsTR5[i].lights[j].output, 4, 1, f);
  4520. printDebug("LoadTR5", "light[%i].output = %f",
  4521. j, mRoomsTR5[i].lights[j].output);
  4522. //Fread(&mRoomsTR5[i].lights[j].range, 4, 1, f);
  4523. printDebug("LoadTR5", "light[%i].range = %f",
  4524. j, mRoomsTR5[i].lights[j].range);
  4525. //Fread(&mRoomsTR5[i].lights[j].directionVectorX, 4, 1, f);
  4526. printDebug("LoadTR5", "light[%i].directionVectorX = %f",
  4527. j, mRoomsTR5[i].lights[j].directionVectorX);
  4528. //Fread(&mRoomsTR5[i].lights[j].directionVectorY, 4, 1, f);
  4529. printDebug("LoadTR5", "light[%i].directionVectorY = %f",
  4530. j, mRoomsTR5[i].lights[j].directionVectorY);
  4531. //Fread(&mRoomsTR5[i].lights[j].directionVectorZ, 4, 1, f);
  4532. printDebug("LoadTR5", "light[%i].directionVectorZ = %f",
  4533. j, mRoomsTR5[i].lights[j].directionVectorZ);
  4534. //Fread(&mRoomsTR5[i].lights[j].x2, 4, 1, f);
  4535. printDebug("LoadTR5", "light[%i].x2 = %u",
  4536. j, mRoomsTR5[i].lights[j].x2);
  4537. //Fread(&mRoomsTR5[i].lights[j].y2, 4, 1, f);
  4538. printDebug("LoadTR5", "light[%i].y2 = %u",
  4539. j, mRoomsTR5[i].lights[j].y2);
  4540. //Fread(&mRoomsTR5[i].lights[j].z2, 4, 1, f);
  4541. printDebug("LoadTR5", "light[%i].z2 = %u",
  4542. j, mRoomsTR5[i].lights[j].z2);
  4543. //Fread(&mRoomsTR5[i].lights[j].directionVectorX2, 4, 1, f);
  4544. printDebug("LoadTR5", "light[%i].directionVectorX2 = %u",
  4545. j, mRoomsTR5[i].lights[j].directionVectorX2);
  4546. //Fread(&mRoomsTR5[i].lights[j].directionVectorY2, 4, 1, f);
  4547. printDebug("LoadTR5", "light[%i].directionVectorY2 = %u",
  4548. j, mRoomsTR5[i].lights[j].directionVectorY2);
  4549. //Fread(&mRoomsTR5[i].lights[j].directionVectorZ2, 4, 1, f);
  4550. printDebug("LoadTR5", "light[%i].directionVectorZ2 = %u",
  4551. j, mRoomsTR5[i].lights[j].directionVectorZ2);
  4552. //Fread(&mRoomsTR5[i].lights[j].lightType, 1, 1, f);
  4553. printDebug("LoadTR5", "light[%i].d3d_flag = 0x%x (%s)",
  4554. j, mRoomsTR5[i].lights[j].lightType,
  4555. (mRoomsTR5[i].lights[j].lightType == 1) ? "Point" :
  4556. (mRoomsTR5[i].lights[j].lightType == 2) ? "Spot" :
  4557. (mRoomsTR5[i].lights[j].lightType == 3) ? "Directional" : "Unknown");
  4558. //Fread(&mRoomsTR5[i].lights[j].seperator2, 3, 1, f);
  4559. printDebug("LoadTR5", "CDCDCD = %c%c%c",
  4560. mRoomsTR5[i].lights[j].seperator2[0],
  4561. mRoomsTR5[i].lights[j].seperator2[1],
  4562. mRoomsTR5[i].lights[j].seperator2[2]);
  4563. }
  4564. int numSectors = mRoomsTR5[i].numXSectors * mRoomsTR5[i].numZSectors;
  4565. if (numSectors)
  4566. {
  4567. mRoomsTR5[i].sectors = new tr2_room_sector_t[numSectors];
  4568. }
  4569. // Sectors
  4570. printDebug("LoadTR5", "Reading %u sectors @ 8bytes each",
  4571. numSectors);
  4572. for (j = 0; j < numSectors; ++j)
  4573. {
  4574. Fread(&mRoomsTR5[i].sectors[j].fd_index, 2, 1, f);
  4575. printDebug("LoadTR5", "sector[%i].fd_index = %u", j,
  4576. mRoomsTR5[i].sectors[j].fd_index);
  4577. Fread(&mRoomsTR5[i].sectors[j].box_index, 2, 1, f);
  4578. printDebug("LoadTR5", "sector[%i].box_index = %u", j,
  4579. mRoomsTR5[i].sectors[j].box_index);
  4580. Fread(&mRoomsTR5[i].sectors[j].room_below, 1, 1, f);
  4581. printDebug("LoadTR5", "sector[%i].room_below = %u", j,
  4582. mRoomsTR5[i].sectors[j].room_below);
  4583. Fread(&mRoomsTR5[i].sectors[j].floor, 1, 1, f);
  4584. printDebug("LoadTR5", "sector[%i].floor = %i", j,
  4585. (*(char*)(&mRoomsTR5[i].sectors[j].floor)));
  4586. Fread(&mRoomsTR5[i].sectors[j].room_above, 1, 1, f);
  4587. printDebug("LoadTR5", "sector[%i].room_above = %u", j,
  4588. mRoomsTR5[i].sectors[j].room_above);
  4589. Fread(&mRoomsTR5[i].sectors[j].ceiling, 1, 1, f);
  4590. printDebug("LoadTR5", "sector[%i].ceiling = %i", j,
  4591. (*(char*)(&mRoomsTR5[i].sectors[j].ceiling)));
  4592. }
  4593. portalOffset = (thisRoomOffset + mRoomsTR5[i].startSDOffset + 216 +
  4594. numSectors * 8);
  4595. u = ftell(f);
  4596. if (u != portalOffset)
  4597. {
  4598. printDebug("LoadTR5", "*** Skipping %i bytes to start of portals ***",
  4599. portalOffset - u);
  4600. fseek(f, portalOffset, SEEK_SET);
  4601. }
  4602. // Portals //////////////////////
  4603. Fread(&mRoomsTR5[i].numDoors, 2, 1, f);
  4604. printDebug("LoadTR5", "room[%i].tr5_num_portals = %u",
  4605. i, mRoomsTR5[i].numDoors);
  4606. printDebug("LoadTR5", "Reading %u portals @ 32bytes each",
  4607. mRoomsTR5[i].numDoors);
  4608. if (mRoomsTR5[i].numDoors)
  4609. {
  4610. mRoomsTR5[i].doors = new tr2_room_portal_t[mRoomsTR5[i].numDoors];
  4611. }
  4612. for (j = 0; j < (int)mRoomsTR5[i].numDoors; ++j)
  4613. {
  4614. Fread(&mRoomsTR5[i].doors[j].adjoining_room, 2, 1, f);
  4615. printDebug("LoadTR5", "room[%i].portal[%i].adjoining_room = %u",
  4616. i, j, mRoomsTR5[i].doors[j].adjoining_room);
  4617. Fread(&mRoomsTR5[i].doors[j].normal.x, 2, 1, f);
  4618. Fread(&mRoomsTR5[i].doors[j].normal.y, 2, 1, f);
  4619. Fread(&mRoomsTR5[i].doors[j].normal.z, 2, 1, f);
  4620. printDebug("LoadTR5", "portal[%i].normal = ( %i, %i, %i )", j,
  4621. mRoomsTR5[i].doors[j].normal.x,
  4622. mRoomsTR5[i].doors[j].normal.y,
  4623. mRoomsTR5[i].doors[j].normal.z);
  4624. for (k = 0; k < 4; ++k)
  4625. {
  4626. Fread(&mRoomsTR5[i].doors[j].vertices[k].x, 2, 1, f);
  4627. Fread(&mRoomsTR5[i].doors[j].vertices[k].y, 2, 1, f);
  4628. Fread(&mRoomsTR5[i].doors[j].vertices[k].z, 2, 1, f);
  4629. printDebug("LoadTR5", "portal[%i].vertices[%i] = ( %i, %i, %i )",
  4630. j, k,
  4631. mRoomsTR5[i].doors[j].vertices[k].x,
  4632. mRoomsTR5[i].doors[j].vertices[k].y,
  4633. mRoomsTR5[i].doors[j].vertices[k].z);
  4634. }
  4635. }
  4636. Fread(&mRoomsTR5[i].seperator21, 2, 1, f);
  4637. printDebug("LoadTR5", "seperator21, CDCD = 0x%x",
  4638. mRoomsTR5[i].seperator21);
  4639. if (mRoomsTR5[i].seperator21 != 0xcdcd)
  4640. {
  4641. print("LoadTR5", "Error #22 CDCD != 0x%x",
  4642. mRoomsTR5[i].seperator21);
  4643. return -3;
  4644. }
  4645. portalOffset = (thisRoomOffset + mRoomsTR5[i].endPortalOffset + 216);
  4646. u = ftell(f);
  4647. if (u != portalOffset)
  4648. {
  4649. printDebug("LoadTR5", "*** Skipping %i bytes to end of portals ***",
  4650. portalOffset - u);
  4651. fseek(f, portalOffset, SEEK_SET);
  4652. }
  4653. if (mRoomsTR5[i].numStaticMeshes)
  4654. {
  4655. mRoomsTR5[i].meshes = new tr2_room_staticmesh_t[mRoomsTR5[i].numStaticMeshes];
  4656. }
  4657. // Static meshes
  4658. for (j = 0; j < (int)mRoomsTR5[i].numStaticMeshes; ++j)
  4659. {
  4660. Fread(&mRoomsTR5[i].meshes[j].x, 4, 1, f);
  4661. printDebug("LoadTR5", "static_mesh[%i].x = %i", j,
  4662. mRoomsTR5[i].meshes[j].x);
  4663. Fread(&mRoomsTR5[i].meshes[j].y, 4, 1, f);
  4664. printDebug("LoadTR5", "static_mesh[%i].y = %i", j,
  4665. mRoomsTR5[i].meshes[j].y);
  4666. Fread(&mRoomsTR5[i].meshes[j].z, 4, 1, f);
  4667. printDebug("LoadTR5", "static_mesh[%i].z = %i", j,
  4668. mRoomsTR5[i].meshes[j].z);
  4669. Fread(&mRoomsTR5[i].meshes[j].rotation, 2, 1, f);
  4670. printDebug("LoadTR5", "static_mesh[%i].rotation = %i", j,
  4671. mRoomsTR5[i].meshes[j].rotation);
  4672. Fread(&mRoomsTR5[i].meshes[j].intensity1, 2, 1, f);
  4673. printDebug("LoadTR5", "static_mesh[%i].intensity1 = %i", j,
  4674. mRoomsTR5[i].meshes[j].intensity1);
  4675. Fread(&mRoomsTR5[i].meshes[j].intensity2, 2, 1, f);
  4676. printDebug("LoadTR5", "static_mesh[%i].intensity2 = %i", j,
  4677. mRoomsTR5[i].meshes[j].intensity2);
  4678. Fread(&mRoomsTR5[i].meshes[j].object_id, 2, 1, f);
  4679. printDebug("LoadTR5", "static_mesh[%i].object_id = %i", j,
  4680. mRoomsTR5[i].meshes[j].object_id);
  4681. }
  4682. // Layers /////////////////
  4683. if (mRoomsTR5[i].numLayers)
  4684. {
  4685. mRoomsTR5[i].layers = new tr5_room_layer_t[mRoomsTR5[i].numLayers];
  4686. }
  4687. printDebug("LoadTR5", "Reading %i layers",
  4688. mRoomsTR5[i].numLayers);
  4689. for (j = 0; j < (int)mRoomsTR5[i].numLayers; ++j)
  4690. {
  4691. Fread(&mRoomsTR5[i].layers[j], 56, 1, f);
  4692. printDebug("LoadTR5", "layer[%i].num_vertices = %i", j,
  4693. mRoomsTR5[i].layers[j].numLayerVertices);
  4694. printDebug("LoadTR5", "layer[%i].unknown1 = %i", j,
  4695. mRoomsTR5[i].layers[j].unknownL1);
  4696. printDebug("LoadTR5", "layer[%i].num_rectangles = %i", j,
  4697. mRoomsTR5[i].layers[j].numLayerRectangles);
  4698. printDebug("LoadTR5", "layer[%i].num_triangles = %i", j,
  4699. mRoomsTR5[i].layers[j].numLayerTriangles);
  4700. printDebug("LoadTR5", "layer[%i].num_2side_textures? = %i", j,
  4701. mRoomsTR5[i].layers[j].unknownL2);
  4702. printDebug("LoadTR5", "layer[%i].filler, 0? = %i", j,
  4703. mRoomsTR5[i].layers[j].filler);
  4704. printDebug("LoadTR5", "layer[%i].filler2, 0? = %i", j,
  4705. mRoomsTR5[i].layers[j].filler2);
  4706. printDebug("LoadTR5", "layer[%i].bbox[0] = {%.2f %.2f %.2f}", j,
  4707. mRoomsTR5[i].layers[j].layerBoundingBoxX1,
  4708. mRoomsTR5[i].layers[j].layerBoundingBoxX1,
  4709. mRoomsTR5[i].layers[j].layerBoundingBoxX1);
  4710. printDebug("LoadTR5", "layer[%i].bbox[1] = {%.2f %.2f %.2f}", j,
  4711. mRoomsTR5[i].layers[j].layerBoundingBoxX2,
  4712. mRoomsTR5[i].layers[j].layerBoundingBoxX2,
  4713. mRoomsTR5[i].layers[j].layerBoundingBoxX2);
  4714. printDebug("LoadTR5", "layer[%i].filler3, 0? = %i", j,
  4715. mRoomsTR5[i].layers[j].filler3);
  4716. printDebug("LoadTR5", "layer[%i].unknown6 = %i", j,
  4717. mRoomsTR5[i].layers[j].unknownL6);
  4718. printDebug("LoadTR5", "layer[%i].unknown7 = %i", j,
  4719. mRoomsTR5[i].layers[j].unknownL7);
  4720. printDebug("LoadTR5", "layer[%i].unknown8 = %i", j,
  4721. mRoomsTR5[i].layers[j].unknownL8);
  4722. }
  4723. if (mRoomsTR5[i].numLayers)
  4724. {
  4725. mRoomsTR5[i].faces = new tr5_room_geometry_t[mRoomsTR5[i].numLayers];
  4726. }
  4727. for (j = 0; j < (int)mRoomsTR5[i].numLayers; ++j)
  4728. {
  4729. mRoomsTR5[i].faces[j].quads = 0x0;
  4730. mRoomsTR5[i].faces[j].tris = 0x0;
  4731. k = mRoomsTR5[i].layers[j].numLayerRectangles;
  4732. if (k)
  4733. {
  4734. printDebug("LoadTR5", "Reading %i layer quads", k);
  4735. mRoomsTR5[i].faces[j].quads = new tr5_face4_t[k];
  4736. Fread(mRoomsTR5[i].faces[j].quads, 12, k, f);
  4737. }
  4738. k = mRoomsTR5[i].layers[j].numLayerTriangles;
  4739. if (k)
  4740. {
  4741. printDebug("LoadTR5", "Reading %i layer tris", k);
  4742. mRoomsTR5[i].faces[j].tris = new tr5_face3_t[k];
  4743. Fread(mRoomsTR5[i].faces[j].tris, 10, k, f);
  4744. }
  4745. }
  4746. for (j = 0; j < (int)mRoomsTR5[i].numLayers; ++j)
  4747. {
  4748. mRoomsTR5[i].faces[j].verts = 0x0;
  4749. k = mRoomsTR5[i].layers[j].numLayerVertices;
  4750. if (k)
  4751. {
  4752. printDebug("LoadTR5", "Reading %i layer vertices", k);
  4753. mRoomsTR5[i].faces[j].verts = new tr5_vertex_t[k];
  4754. Fread(mRoomsTR5[i].faces[j].verts, 28, k, f);
  4755. }
  4756. }
  4757. #define TR5_SKIP_TO_ROOMS
  4758. #ifdef TR5_SKIP_TO_ROOMS
  4759. unsigned int hack = ftell(f);
  4760. if (hack < nextRoomOffset)
  4761. {
  4762. printDebug("LoadTR5", "Skipping %i bytes at end of room[%i]",
  4763. nextRoomOffset - hack, i);
  4764. fseek(f, nextRoomOffset, SEEK_SET);
  4765. }
  4766. #else
  4767. long hack = 0;
  4768. // This peels padding off the end of TRCs like ANDREA1.TRC
  4769. while (hack != 0xcdcd)
  4770. {
  4771. Fread(&hack, 2, 1, f);
  4772. printDebug("LoadTR5", "hack[%i] = 0x%x", i, hack);
  4773. }
  4774. #endif
  4775. }
  4776. Fread(&_num_floor_data, 4, 1, f);
  4777. printDebug("LoadTR5", "_num_floor_data = %u", _num_floor_data);
  4778. printDebug("LoadTR5", "Reading %u floorData elements", _num_floor_data);
  4779. _floor_data = new unsigned short[_num_floor_data];
  4780. Fread(_floor_data, 2, _num_floor_data, f);
  4781. // Number of 16bits of mesh data to follow
  4782. Fread(&numMeshData, 4, 1, f);
  4783. printDebug("LoadTR5", "numMeshData = %u", numMeshData);
  4784. meshData = new unsigned char[2*numMeshData];
  4785. Fread(meshData, 2, numMeshData, f);
  4786. // Use pointers array to index in meshData array for tr5_mesh_t's
  4787. Fread(&numMeshPointers, 4, 1, f);
  4788. printDebug("LoadTR5", "numMeshPointers = %u", numMeshPointers);
  4789. meshPointers = new u_int32_t[numMeshPointers];
  4790. Fread(meshPointers, 4, numMeshPointers, f);
  4791. Fread(&numAnimationsTR5, 4, 1, f);
  4792. printDebug("LoadTR5", "numAnimationsTR5 = %u", numAnimationsTR5);
  4793. animationsTR5 = new tr5_animation_t[numAnimationsTR5];
  4794. Fread(animationsTR5, 40, numAnimationsTR5, f);
  4795. Fread(&u, 4, 1, f);
  4796. _num_state_changes = u;
  4797. printDebug("LoadTR5", "_num_state_changes = %u", _num_state_changes);
  4798. _state_changes = new tr2_state_change_t[_num_state_changes];
  4799. Fread(_state_changes, 6, _num_state_changes, f);
  4800. Fread(&u, 4, 1, f);
  4801. _num_anim_dispatches = u;
  4802. printDebug("LoadTR5", "_num_anim_dispatches = %u", _num_anim_dispatches);
  4803. _anim_dispatches = new tr2_anim_dispatch_t[_num_anim_dispatches];
  4804. Fread(_anim_dispatches, 8, _num_anim_dispatches, f);
  4805. Fread(&u, 4, 1, f);
  4806. _num_anim_commands = u;
  4807. printDebug("LoadTR5", "_num_anim_commands = %u", _num_anim_commands);
  4808. _anim_commands = new tr2_anim_command_t[_num_anim_commands];
  4809. Fread(_anim_commands, 2, _num_anim_commands, f);
  4810. Fread(&u, 4, 1, f);
  4811. _num_mesh_trees = u;
  4812. printDebug("LoadTR5", "_num_mesh_trees = %u", _num_mesh_trees);
  4813. _mesh_trees = new tr2_meshtree_t[_num_mesh_trees];
  4814. Fread(_mesh_trees, 4, _num_mesh_trees, f);
  4815. Fread(&u, 4, 1, f);
  4816. _num_frames = u;
  4817. printDebug("LoadTR5", "_num_frames = %u", _num_frames);
  4818. _frames = new u_int16_t[_num_frames];
  4819. Fread(_frames, 2, _num_frames, f);
  4820. Fread(&numMoveablesTR5, 4, 1, f);
  4821. printDebug("LoadTR5", "numMoveablesTR5 = %u", numMoveablesTR5);
  4822. moveablesTR5 = new tr5_moveable_t[numMoveablesTR5];
  4823. Fread(moveablesTR5, 20, numMoveablesTR5, f);
  4824. Fread(&u, 4, 1, f);
  4825. _num_static_meshes = u;
  4826. printDebug("LoadTR5", "_num_static_meshes = %u", _num_static_meshes);
  4827. _static_meshes = new tr2_staticmesh_t[_num_static_meshes];
  4828. Fread(_static_meshes, 32, _num_static_meshes, f);
  4829. Fread(check, 4, 1, f);
  4830. printDebug("LoadTR5", "Check: SPR = '%c%c%c'?",
  4831. check[0], check[1], check[2]);
  4832. if (check[0] != 'S' || check[1] != 'P' || check[2] != 'R')
  4833. {
  4834. print("LoadTR5", "Error: SPR != '%c%c%c'", check[0], check[1], check[2]);
  4835. return -4;
  4836. }
  4837. Fread(&u, 4, 1, f);
  4838. _num_sprite_textures = u;
  4839. printDebug("LoadTR5", "_num_sprite_textures = %u", _num_sprite_textures);
  4840. _sprite_textures = new tr2_sprite_texture_t[_num_sprite_textures];
  4841. Fread(_sprite_textures, 16, _num_sprite_textures, f);
  4842. Fread(&u, 4, 1, f);
  4843. _num_sprite_sequences = u;
  4844. printDebug("LoadTR5", "_num_sprite_sequences = %u", _num_sprite_sequences);
  4845. _sprite_sequences = new tr2_sprite_sequence_t[_num_sprite_sequences];
  4846. Fread(_sprite_sequences, 8, _num_sprite_sequences, f);
  4847. Fread(&u, 4, 1, f);
  4848. _num_cameras = u;
  4849. printDebug("LoadTR5", "_num_cameras = %u", _num_cameras);
  4850. if (_num_cameras > 0)
  4851. {
  4852. _cameras = new tr2_camera_t[_num_cameras];
  4853. Fread(_cameras, 16, _num_cameras, f);
  4854. }
  4855. else
  4856. {
  4857. _cameras = 0x0;
  4858. }
  4859. Fread(&numFlyByCamerasTR5, 4, 1, f);
  4860. printDebug("LoadTR5", "numFlyByCameras = %u", numFlyByCamerasTR5);
  4861. if (numFlyByCamerasTR5 > 0)
  4862. {
  4863. flyByCamerasTR5 = new tr5_flyby_camera_t[numFlyByCamerasTR5];
  4864. Fread(flyByCamerasTR5, 40, numFlyByCamerasTR5, f);
  4865. }
  4866. else
  4867. {
  4868. flyByCamerasTR5 = 0x0;
  4869. }
  4870. Fread(&u, 4, 1, f);
  4871. _num_sound_sources = u;
  4872. printDebug("LoadTR5", "_num_sound_sources = %u", _num_sound_sources);
  4873. if (_num_sound_sources > 0)
  4874. {
  4875. _sound_sources = new tr2_sound_source_t[_num_sound_sources];
  4876. Fread(_sound_sources, 16, _num_sound_sources, f);
  4877. }
  4878. else
  4879. {
  4880. _sound_sources = 0x0;
  4881. }
  4882. Fread(&u, 4, 1, f);
  4883. _num_boxes = u;
  4884. printDebug("LoadTR5", "_num_boxes = %u", _num_boxes);
  4885. _boxes = new tr2_box_t[_num_boxes];
  4886. Fread(_boxes, 8, _num_boxes, f);
  4887. Fread(&u, 4, 1, f);
  4888. _num_overlaps = u;
  4889. printDebug("LoadTR5", "_num_overlaps = %u", _num_overlaps);
  4890. _overlaps = new short[_num_overlaps];
  4891. Fread(_overlaps, 2, _num_overlaps, f);
  4892. _zones = new short[_num_boxes*10];
  4893. Fread(_zones, 20, _num_boxes, f);
  4894. Fread(&u, 4, 1, f);
  4895. _num_animated_textures = u;
  4896. printDebug("LoadTR5", "_num_animated_textures = %u", _num_animated_textures);
  4897. _animated_textures = new short[_num_animated_textures];
  4898. Fread(_animated_textures, 2, _num_animated_textures, f);
  4899. Fread(check, 1, 5, f);
  4900. printDebug("LoadTR5", "Check: TEX = '%c%c%c'?",
  4901. check[1], check[2], check[3]);
  4902. // check[0] is '^D'
  4903. if (check[1] != 'T' || check[2] != 'E' || check[3] != 'X')
  4904. {
  4905. print("LoadTR5", "Error: TEX != '%c%c%c' @ %lu",
  4906. check[1], check[2], check[3], ftell(f));
  4907. return -4;
  4908. }
  4909. Fread(&numObjectTexturesTR5, 4, 1, f);
  4910. printDebug("LoadTR5", "numObjectTextures = %u", numObjectTexturesTR5);
  4911. objectTexturesTR5 = new tr5_object_texture_t[numObjectTexturesTR5];
  4912. Fread(objectTexturesTR5, 40, numObjectTexturesTR5, f);
  4913. Fread(&u, 4, 1, f);
  4914. _num_items = u;
  4915. printDebug("LoadTR5", "_num_items = %u", _num_items);
  4916. _items = new tr2_item_t[_num_items];
  4917. Fread(_items, 24, _num_items, f);
  4918. Fread(&numCinematicFramesTR5, 4, 1, f);
  4919. printDebug("LoadTR5", "numCinematicFrames = %u", numCinematicFramesTR5);
  4920. if (numCinematicFramesTR5 > 0)
  4921. {
  4922. cinematicFramesTR5 = new tr5_cinematic_frame_t[numCinematicFramesTR5];
  4923. Fread(cinematicFramesTR5, 24, numCinematicFramesTR5, f);
  4924. }
  4925. else
  4926. {
  4927. cinematicFramesTR5 = 0x0;
  4928. }
  4929. Fread(&us, 2, 1, f);
  4930. _num_demo_data = us; // Could overflow? not sure
  4931. printDebug("LoadTR5", "_num_demo_data = %u", _num_demo_data);
  4932. if (_num_demo_data > 0)
  4933. {
  4934. _demo_data = new unsigned char[_num_demo_data];
  4935. Fread(_demo_data, 1, _num_demo_data, f);
  4936. }
  4937. else
  4938. {
  4939. _demo_data = 0x0;
  4940. }
  4941. printDebug("LoadTR5", "Reading soundMap");
  4942. mSoundMap = new short[450];
  4943. Fread(mSoundMap, 900, 1, f);
  4944. Fread(&u, 4, 1, f);
  4945. mNumSoundDetails = u;
  4946. printDebug("LoadTR5", "numSoundDetails = %u", mNumSoundDetails);
  4947. mSoundDetails = new tr2_sound_details_t[mNumSoundDetails];
  4948. Fread(mSoundDetails, 8, mNumSoundDetails, f);
  4949. Fread(&u, 4, 1, f);
  4950. mNumSampleIndices = u;
  4951. printDebug("LoadTR5", "numSampleIndices = %u", mNumSampleIndices);
  4952. mSampleIndicesTR5 = new unsigned int[mNumSampleIndices];
  4953. Fread(mSampleIndicesTR5, 4, mNumSampleIndices, f);
  4954. Fread(&u, 4, 1, f);
  4955. printDebug("LoadTR5", "Check 0xCDCDCDCD = 0x%X?", u);
  4956. if (u != 0xcdcdcdcd)
  4957. {
  4958. print("LoadTR5", "Check 0xCDCDCDCD != 0x%X @ %ld", u, ftell(f));
  4959. return -5;
  4960. }
  4961. // Skip over the extra short in the demo.trc, but if it's not there
  4962. // seek back
  4963. u = ftell(f);
  4964. Fread(&us, 2, 1, f);
  4965. if (us != 0xcdcd)
  4966. {
  4967. fseek(f, u, SEEK_SET);
  4968. }
  4969. //! \fixme (Endian) Read bitu32 / u_int32_t
  4970. Fread(&mNumTR4Samples, 4, 1, f);
  4971. printDebug("Load", "mNumTR4Samples = %i", mNumTR4Samples);
  4972. mRiffDataSz = 0;
  4973. mTR4Samples = new unsigned char *[mNumTR4Samples];
  4974. mTR4SamplesSz = new unsigned int[mNumTR4Samples];
  4975. memset(mTR4SamplesSz, 0, mNumTR4Samples*4);
  4976. for (i = 0; i < (int)mNumTR4Samples; ++i)
  4977. {
  4978. unsigned int sizeCompressed;
  4979. unsigned int sizeUncompressed;
  4980. unsigned char *compressedSoundSample;
  4981. unsigned char *unCompressedSoundSample;
  4982. int zErr;
  4983. uLongf libzUncompressedSize;
  4984. Fread(&sizeUncompressed, 4, 1, f);
  4985. printDebug("Load", " sizeUncompressed = %i", sizeUncompressed);
  4986. Fread(&sizeCompressed, 4, 1, f);
  4987. printDebug("Load", " sizeCompressed = %i", sizeCompressed);
  4988. compressedSoundSample = new unsigned char[sizeCompressed];
  4989. unCompressedSoundSample = new unsigned char[sizeUncompressed];
  4990. //printDebug("Load", " %lubytes read from file", ftell(f));
  4991. Fread(compressedSoundSample, sizeCompressed, 1, f);
  4992. printDebug("Load", " %c%c%c%c should be RIFF",
  4993. compressedSoundSample[0],
  4994. compressedSoundSample[1],
  4995. compressedSoundSample[2],
  4996. compressedSoundSample[3]);
  4997. // Decompress the sample
  4998. libzUncompressedSize = sizeUncompressed;
  4999. zErr = uncompress(unCompressedSoundSample,
  5000. &libzUncompressedSize,
  5001. compressedSoundSample,
  5002. sizeCompressed);
  5003. sizeUncompressed = libzUncompressedSize;
  5004. switch (zErr)
  5005. {
  5006. case Z_MEM_ERROR:
  5007. printDebug("Load", " Decompress Error: not enough memory");
  5008. break;
  5009. case Z_BUF_ERROR:
  5010. printDebug("Load", " Decompress Error: output buffer too small");
  5011. break;
  5012. case Z_DATA_ERROR:
  5013. printDebug("Load", " Decompress Error: input data was corrupted");
  5014. break;
  5015. case Z_OK:
  5016. printDebug("Load", " Decompress OK");
  5017. break;
  5018. default:
  5019. printDebug("Load", " Decompress Error: decompress error #%i", zErr);
  5020. }
  5021. // Hhhmm... handle uncompressed RIFFs too?
  5022. if (zErr == Z_OK)
  5023. {
  5024. mTR4Samples[i] = unCompressedSoundSample;
  5025. mTR4SamplesSz[i] = sizeUncompressed;
  5026. delete [] compressedSoundSample;
  5027. }
  5028. else
  5029. {
  5030. printDebug("Load", " %lubytes read from file", ftell(f));
  5031. mTR4Samples[i] = compressedSoundSample;
  5032. mTR4SamplesSz[i] = sizeCompressed;
  5033. delete [] unCompressedSoundSample;
  5034. }
  5035. }
  5036. fclose(f);
  5037. return 0;
  5038. }
  5039. void TombRaider::print(const char *methodName, const char *s, ...)
  5040. {
  5041. va_list args;
  5042. va_start(args, s);
  5043. fprintf(stderr, "TombRaider::%s> ", methodName);
  5044. vfprintf(stderr, s, args);
  5045. fprintf(stderr, "\n");
  5046. va_end(args);
  5047. }
  5048. void TombRaider::printDebug(const char *methodName, const char *s, ...)
  5049. {
  5050. va_list args;
  5051. if (!mDebug)
  5052. return;
  5053. va_start(args, s);
  5054. fprintf(stdout, "TombRaider::%s> ", methodName);
  5055. vfprintf(stdout, s, args);
  5056. fprintf(stdout, "\n");
  5057. va_end(args);
  5058. }
  5059. ////////////////////////////////////////////////////////////
  5060. // Private Mutators
  5061. ////////////////////////////////////////////////////////////