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- /* -*- Mode: C++; tab-width: 3; indent-tabs-mode: t; c-basic-offset: 3 -*- */
- /*================================================================
- *
- * Project : OpenRaider
- * Author : Mongoose
- * Website : http://www.westga.edu/~stu7440/
- * Email : stu7440@westga.edu
- * Object : OpenRaider
- * License : GPL, See file COPYING for details
- * Comments: Loads TR 1, 2, 3, and 4 maps, meshes, and textures
- *
- * WARNING: No endian routines as of yet
- *
- * Define ZLIB_SUPPORT to build TR4 support
- *
- * This file was generated using Mongoose's C++
- * template generator script. <stu7440@westga.edu>
- *
- *-- History ------------------------------------------------
- *
- * 2003.05.13:
- * Mongoose - New API, maintance cost was becoming so high
- * it was needed to sort out methods in groups
- * like my newer source code -- of course some
- * methods were altered or removed ( clean up )
- *
- * 2003.05.19:
- * Mongoose - I'm now using Roy's documented TR5 structures, so
- * I can fill in my blanks and share common structures
- * with other TR5 pak loaders using it - I've removed
- * most of my old TR5 test code - it may have been more
- * correct for DX lights ( not sure ) it's still in CVS
- *
- * 2003.05.13:
- * Mongoose - New API, maintance cost was becoming so high
- * it was needed to sort out methods in groups
- * like my newer source code -- of course some
- * methods were altered or removed ( clean up )
- *
- * 2001.06.19:
- * Mongoose - New texture API for the new TR4/TR5 bump map
- * support, also purged textile exposure
- *
- *
- * 2001.05.21:
- * Mongoose - Added to project OpenRaider, more documentation
- * than Freyja version I wrote ( 3d modeler )
- *
- * TR4 texel and texture fixes
- *
- * Runtime debug output toggle
- *
- *
- * 2000.05.13:
- * Mongoose - Added gcc and VC++ pragmas for packing
- *
- * id style typedefs for structs
- *
- * Heavy clean up and ported to C++
- *
- * I saved yuri's notes as best I could and
- * reformatted and corrected as needed.
- *
- * Mongoose - Created, based on:
- * tr_view's tr2io.c by Yuri Zhivago, PhD,
- * TR Rosetta Stone ( TombRaider pak format specs )
- ================================================================*/
-
- #ifndef __OPENRAIDER_MONGOOSE_TOMBRAIDER_H_
- #define __OPENRAIDER_MONGOOSE_TOMBRAIDER_H_
-
- #ifdef WIN32
- // Have to remove GCC packing, by removing in preprocessor
- #define __attribute__(packed)
-
- // MSVC++ pragma to pack structs
- #define TR2_H 1
- #pragma pack(push, tr2_h, 1)
- #endif
-
- //#include "TombRaider1.h"
-
- typedef enum
- {
- TR_VERSION_UNKNOWN,
- TR_VERSION_1,
- TR_VERSION_2,
- TR_VERSION_3,
- TR_VERSION_4,
- TR_VERSION_5
-
- } tr2_version_type;
-
-
- typedef enum
- {
- TR_FREAD_NORMAL = 0,
- TR_FREAD_COMPRESSED
-
- } tr_fread_mode_t;
-
-
- typedef enum
- {
- tombraiderLight_typeDirectional = 1,
- tombraiderLight_typeSpot = 2,
- tombraiderLight_typePoint = 3
-
- } tombraiderLightType;
-
- typedef enum
- {
- tombraiderLight_useCutoff = 1,
- tombraiderLight_useAttenuation = 2
-
- } tombraiderLightFlags;
-
- typedef enum
- {
- tombraiderRoom_underWater = 1
- } tombraiderRoomFlags;
-
- typedef enum
- {
- tombraiderSector_wall = 1
- } tombraiderSectorFlags;
-
- typedef enum
- {
- tombraiderFace_Alpha = 1,
- tombraiderFace_Colored = 2,
- tombraiderFace_PartialAlpha = 4
-
- } tombraiderFace_Flags;
-
-
- #define TR_SOUND_FOOTSTEP0 1
- #define TR_SOUND_F_PISTOL 12
- #define TR_SOUND_F_PISTOL 12
-
- enum TR4_Objects
- {
- TR4_LARA = 0,
- TR4_PISTOLS_ANIM = 1,
- TR4_UZI_ANIM = 2,
- TR4_SHOTGUN_ANIM = 3,
- TR4_CROSSBOW_ANIM = 4,
- TR4_GRENADE_GUN_ANIM = 5,
- TR4_SIXSHOOTER_ANIM = 6,
- TR4_FLARE_ANIM = 7,
- TR4_LARA_SKIN = 8,
- TR4_LARA_SKIN_JOINTS = 9,
- TR4_LARA_SCREAM = 10,
- TR4_LARA_CROSSBOW_LASER = 11,
- TR4_LARA_REVOLVER_LASER = 12,
- TR4_LARA_HOLSTERS = 13,
- TR4_LARA_HOLSTERS_PISTOLS = 14,
- TR4_LARA_HOLSTERS_UZIS = 15,
- TR4_LARA_HOLSTERS_SIXSHOOTER = 16,
- TR4_LARA_SPEECH_HEAD1 = 17,
- TR4_LARA_SPEECH_HEAD2 = 18,
- TR4_LARA_SPEECH_HEAD3 = 19,
- TR4_LARA_SPEECH_HEAD4 = 20
- };
-
- #define TR_ANIAMTION_RUN 0
- #define TR_ANIAMTION_STAND 11
- #define TR_ANIAMTION_TURN_L 12
- #define TR_ANIAMTION_TURN_R 13
- #define TR_ANIAMTION_HIT_WALL_FRONT 53
- #define TR_ANIAMTION_SWIM_IDLE 87
- #define TR_ANIAMTION_SWIM 86
- #define TR_ANIAMTION_SWIM_L 143
- #define TR_ANIAMTION_SWIM_R 144
- #define TR_ANIAMTION_GRAB_LEDGE 96
- #define TR_ANIAMTION_PULLING_UP 97
-
- /*---------------------------------------------------------------
- * Basic 24-bit colour structure
- * (although it appears that only 6 bits
- * per colour are actually used, making it 18-bit colour)
- ---------------------------------------------------------------*/
- typedef struct tr2_colour_s
- {
- unsigned char r;
- unsigned char g;
- unsigned char b;
- } __attribute__ ((packed)) tr2_colour_t;
-
-
- /*--------------------------------------------------------------
- * Basic vertex structure.
- * Note that all vertices are relative coordinates;
- * each mesh (room, object, etc.) has its own offset by
- * which the vertex coordinates are translated.
- --------------------------------------------------------------*/
- typedef struct tr2_vertex_s
- {
- short x;
- short y;
- short z;
- } __attribute__ ((packed)) tr2_vertex_t;
-
-
- /*--------------------------------------------------------------
- * A rectangular (quad) face definition.
- * Four vertices (the values are indices into the
- * appropriate vertex list) and a texture (an index
- * into the texture list) or colour (index into 8-bit palette).
- *
- * I've seen a few coloured polygons where Texture is
- * greater than 255, but ANDing the value with 0xFF
- * seems to produce acceptable results.
- --------------------------------------------------------------*/
- typedef struct tr2_quad_s /* was tr2_face4 */
- {
- unsigned short vertices[4];
- unsigned short texture;
- } __attribute__ ((packed)) tr2_quad_t;
-
- typedef struct tr4_quad_s
- {
- unsigned short vertices[4]; // The 4 vertices of a quad
- unsigned short texture; // Object-texture index
- unsigned short lighting; // transparency flag & strength of
- // the hilight
- // Bit 0: if set, alpha channel = intensity (same meaning that when the Attribute field of tr2_object_texture is 2. Cf TRosetta stone document)
- // Bit 1-7: strength of the hilight. In TR4, objects can exhibit some kind of light reflection when seen from some particular angles. These bits give the strength of this effect: the more bigger the value is, the more visible is the effect.
- } __attribute__ ((packed)) tr4_quad_t;
-
- /*--------------------------------------------------------------
- * A triangular face definition.
- * Three vertices (the values are indices into the
- * appropriate vertex list) and a texture (an index into the
- * texture list) or colour (index into palette).
- *
- * In the case of a colour, (Texture & 0xff) is the index
- * into the 8-bit palette, while (Texture >> 8) is
- * the index into the 16-bit palette.
- --------------------------------------------------------------*/
- typedef struct tr2_tri_s /* was tr2_face3 */
- {
- unsigned short vertices[3];
- unsigned short texture;
- } __attribute__ ((packed)) tr2_tri_t;
-
- typedef struct tr4_tri_s
- {
- unsigned short vertices[3]; // The 3 vertices of a tri
- unsigned short texture; // Object-texture index
- unsigned short lighting; // transparency flag & strength of
- // the hilight
- } __attribute__ ((packed)) tr4_tri_t;
-
- /*--------------------------------------------------------------
- * An 8-bit texture tile (65536 bytes).
- *
- * Each byte represents a pixel whose colour
- * is in the 8-bit palette.
- --------------------------------------------------------------*/
- typedef struct tr2_textile8_s
- {
- unsigned char tile[256 * 256];
- } __attribute__ ((packed)) tr2_textile8_t;
-
-
- /*--------------------------------------------------------------
- * A 16-bit texture tile (131072 bytes).
- *
- * Each word represents a pixel
- * whose colour is of the form ARGB, MSB-to-LSB:
- *
- * 1-bit transparency (0: transparent, 1: opaque)
- * 5-bit red channel
- * 5-bit green channel
- * 5-bit blue channel
- --------------------------------------------------------------*/
- typedef struct tr2_textile16_s
- {
- unsigned short tile[256 * 256];
- } __attribute__ ((packed)) tr2_textile16_t;
-
-
- /* --------------------------------------------------------------
- * 32bit textiles
- * BGRA with 4bytes each channel
- --------------------------------------------------------------*/
- typedef struct tr2_textile32_s
- {
- unsigned int tile[256 * 256];
- } __attribute__ ((packed)) tr2_textile32_t;
-
-
- /*--------------------------------------------------------------
- * The "header" of a room.
- * + X/Z indicate the base position of the room
- * mesh in world coordinates.
- * + YLowest and yHighest indicate the lowest and
- * + Highest points in this room
- * (even though their actual values appear to
- * be reversed, since a "high" point will have a
- * smaller value than a "low" point).
- *
- * When positioning objects/items, as well as the room meshes
- * themselves, y is always 0-relative (not room-relative).
- --------------------------------------------------------------*/
- typedef struct tr2_room_info_s
- {
- int x; // X-offset of room (world coordinates)
- int z; // Z-offset of room (world coordinates)
- int y_bottom; // Y-offset of lowest point in room (world coordinates)
- // (actually highest value)
- int y_top; // Y-offset of highest point in room (world coordinates)
- // (actually lowest value)
- } __attribute__ ((packed)) tr2_room_info_t;
-
-
- /*--------------------------------------------------------------
- * Portal structure.
- * This defines every viable exit from a given "room".
- *
- * Note that "rooms" are really just areas. They aren't
- * necessarily enclosed. The door structure below defines
- * areas of egress, not the actual moveable mesh,
- * texture, and action (if any).
- --------------------------------------------------------------*/
- typedef struct tr2_room_portal_s
- {
- unsigned short adjoining_room; // Which room this "door" leads to
- tr2_vertex_t normal; // Which way the "door" faces
- tr2_vertex_t vertices[4]; // The corners of the "door"
- } __attribute__ ((packed)) tr2_room_portal_t;
-
-
- /*--------------------------------------------------------------
- * Room sector structure.
- *
- * Sectors are 1024 * 1024 (world coordinates). Floor and
- * Ceiling are signed number of 256 units of height
- * (relative to 0), e.g. Floor 0x04 corresponds to
- * Y = 1024 in world coordinates.
- *
- * Note: this implies that, while X and Z can be quite large,
- * Y is constrained to -32768..32512. Floor/Ceiling value of
- * 0x81 indicates impenetrable wall.
- *
- * Floor values are used by the game engine to determine what
- * objects Lara can traverse and how.
- *
- * Relative steps of 1 (-256) can be walked up;
- * steps of 2..7 (-512..-1792) can/must be climbed;
- * steps larger than 7 (-2048..-32768) cannot be climbed (too tall)
- *
- * In TR3, BoxIndex is more complicated. Only bits 4-14 are the
- * "real" index; bits 0-3 are most likely some kind of flag,
- * such as what kind of footstep sound to make (wood, metal, snow).
- * Furthermore, there is a special value of the "real" index,
- * 2047, or 0x7ff.
- *
- * RoomAbove and RoomBelow indicate what neighboring rooms are
- * in these directions; if RoomAbove is not "none", then the
- * ceiling is a collisional portal to that room, while if
- * RoomBelow is not "none", then the floor is a collisional
- * portal to that room.
- --------------------------------------------------------------*/
- typedef struct tr2_room_sector_s
- {
- unsigned short fd_index; // Index into FloorData[]
- unsigned short box_index; // Index into Boxes[]/Zones[] ( -1 if none )
- unsigned char room_below; // The number of the room below this one
- // ( -1 or 255 if none )
- char floor; // Absolute height of floor
- // ( Multiply by 256 for world coordinates )
- unsigned char room_above; // The number of the room above this one
- // ( -1 or 255 if none )
- char ceiling; // Absolute height of ceiling
- // ( Multiply by 256 for world coordinates )
- } __attribute__ ((packed)) tr2_room_sector_t;
-
-
- /*--------------------------------------------------------------
- * Room lighting structure.
- * X/Y/Z are in world coordinates.
- * Lighting values seem to range from 0..8192.
- --------------------------------------------------------------*/
- typedef struct tr2_room_light_s
- {
- int x;
- int y;
- int z;
- unsigned short intensity1;
- unsigned short intensity2;
- unsigned int fade1;
- unsigned int fade2;
- } __attribute__ ((packed)) tr2_room_light_t;
-
- typedef struct tr4_room_light_s
- {
- int xPosition; // world coords
- int yPosition; // world coords
- int zPosition; // world coords
- tr2_colour_t color; // three bytes rgb values
- unsigned char lightType; // same as D3D (i.e. 2 is for spotlight)
- unsigned char unknown; // always 0xff?
- unsigned char intensity;
- float in;
- float out;
- float length;
- float cutoff;
- float xDir, yDir, zDir; // direction?
-
- } __attribute__ ((packed)) tr4_room_light_t;
-
-
- /*--------------------------------------------------------------
- * Room vertex structure.
- * This defines the vertices within a room.
- --------------------------------------------------------------*/
- typedef struct tr2_vertex_room_s
- {
- tr2_vertex_t vertex;
- // Following 3 entries
- short lighting1; // Values range from 0 to 32767,
- // 0 = total darkness. (TR3)
- // I think the values ranged from
- // 0 to 8192 in TR1/2, 0=total brightness
-
- unsigned short attributes; // 0x8000 Something to do with water surface
- // 0x4000 Under water lighting modulation
- // and movement if viewed from
- // above water surface
- // 0x2000 Water/quicksand surface movement
- // 0x1fef Nothing?
- // 0x0010 Everything?
-
- short lighting2; // Seems to be the same as lighting1
- } __attribute__ ((packed)) tr2_vertex_room_t;
-
-
- /*--------------------------------------------------------------
- * Sprite structure
- --------------------------------------------------------------*/
- typedef struct tr2_room_sprite_s
- {
- short vertex; // offset into vertex list
- short texture; // offset into texture list
- } __attribute__ ((packed)) tr2_room_sprite_t;
-
-
- /*--------------------------------------------------------------
- * Room mesh structure.
- * This is the geometry of the "room," including
- * walls, floors, rocks, water, etc. It does _not_ include
- * objects that Lara can interact with (keyboxes,
- * moveable blocks, moveable doors, etc.)
- --------------------------------------------------------------*/
- typedef struct tr2_room_data_s
- {
- short num_vertices; // number of vertices in the following list
- tr2_vertex_room_t *vertices; // list of vertices (relative coordinates)
- short num_rectangles; // number of textured rectangles
- tr2_quad_t *rectangles; // list of textured rectangles
- short num_triangles; // number of textured triangles
- tr2_tri_t *triangles; // list of textured triangles
- short num_sprites; // number of sprites
- tr2_room_sprite_t *sprites; // list of sprites
- } __attribute__ ((packed)) tr2_room_data_t;
-
-
- /*--------------------------------------------------------------
- * Room static mesh data.
- * Positions and IDs of static meshes
- * (e.g. skeletons, spiderwebs, furniture)
- --------------------------------------------------------------*/
- typedef struct tr2_room_staticmesh_s
- {
- int x; // absolute position in world coordinates
- int y;
- int z;
- unsigned short rotation; // high two bits (0xc000)
- // indicate steps of 90 degrees
- unsigned short intensity1;
- unsigned short intensity2;
- unsigned short object_id; // which StaticMesh item to draw
- } __attribute__ ((packed)) tr2_room_staticmesh_t;
-
-
- /*--------------------------------------------------------------
- * Room structure.
- * Here's where all the room data come together.
- --------------------------------------------------------------*/
- typedef struct tr2_room_s
- {
- tr2_room_info_t info; // where the room exists, in world coordinates
- unsigned int num_data_words; // number of data words (bitu16)
- unsigned char *data; // the raw data from which the rest
- // of this is derived
- tr2_room_data_t room_data; // the room mesh
- unsigned short num_portals; // number of visibility portals
- // that leave this room
- tr2_room_portal_t *portals; // list of visibility portals
- unsigned short num_zsectors; // width of sector list
- unsigned short num_xsectors; // height of sector list
- tr2_room_sector_t *sector_list;// list of sectors in this room
- short intensity1;
- short intensity2;
- short light_mode;
- unsigned short num_lights; // number of lights in this room
- tr2_room_light_t *lights; // list of lights
- unsigned short num_static_meshes; // number of static meshes
- tr2_room_staticmesh_t *static_meshes; // static meshes
- short alternate_room;
- short flags; // 0x0001 - room is filled with water
- // 0x0020 - Lara's ponytail
- // gets blown by the wind
-
- tr2_colour_t room_light_colour; // TR3 ONLY!
- tr4_room_light_t *tr4Lights; // TR4 ONLY!
-
- } __attribute__ ((packed)) tr2_room_t;
-
- /*--------------------------------------------------------------
- * Animation structure.
- --------------------------------------------------------------*/
- typedef struct tr2_animation_s
- {
- unsigned int frame_offset; // byte offset into Frames[]
- // (divide by 2 for Frames[i])
- unsigned char frame_rate; // "ticks" per frame
- unsigned char frame_size; // number of words in Frames[]
- // used by this animation
- short state_id;
- short unknown1;
- short unknown2;
- short unknown3;
- short unknown4;
-
- unsigned short frame_start; // first frame in this animation
- unsigned short frame_end; // last frame in this animation
- // (numframes = (End - Start) + 1)
- unsigned short next_animation;
- unsigned short next_frame;
- unsigned short num_state_changes;
-
- unsigned short state_change_offset; // offset into StateChanges[]
- unsigned short num_anim_commands;
- unsigned short anim_command; // offset into AnimCommands[]
- } __attribute__ ((packed)) tr2_animation_t;
-
- // Data for an animation structure (40 bytes vice 32 in TR1/2/3)
- typedef struct tr4_animation_s
- {
- unsigned int frame_offset;// same meaning than in TR3
- unsigned char frame_rate;// same meaning than in TR3
- unsigned char frame_size;// same meaning than in TR3
- unsigned short state_id;// same meaning than in TR3
- short unknown;// same meaning than in TR3
- short speed;// same meaning than in TR3
- unsigned short accel_lo;// same meaning than in TR3
- short accel_hi;// same meaning than in TR3
- unsigned char unknown2[8];// new in TR4
-
- unsigned short frame_start;// same meaning than in TR3
- unsigned short frame_end;// same meaning than in TR3
- unsigned short next_animation;// same meaning than in TR3
- unsigned short next_frame;// same meaning than in TR3
-
- unsigned short num_state_changes;// same meaning than in TR3
- unsigned short state_change_offset;// same meaning than in TR3
- unsigned short num_anim_commands;// same meaning than in TR3
- unsigned short anim_command;// same meaning than in TR3
- } __attribute__ ((packed)) tr4_animation_t;
-
- /*--------------------------------------------------------------
- * State Change structure
- --------------------------------------------------------------*/
- typedef struct tr2_state_change_s
- {
- unsigned short state_id;
- unsigned short num_anim_dispatches; // number of dispatches
- // (seems to always be 1..5)
- unsigned short anim_dispatch; // Offset into AnimDispatches[]
- } __attribute__ ((packed)) tr2_state_change_t;
-
-
- /*--------------------------------------------------------------
- * Animation Dispatch structure
- --------------------------------------------------------------*/
- typedef struct tr2_anim_dispatch_s
- {
- short low;
- short high;
- short next_animation;
- short next_frame;
- } __attribute__ ((packed)) tr2_anim_dispatch_t;
-
-
- /*--------------------------------------------------------------
- * AnimCommand structure
- --------------------------------------------------------------*/
- typedef struct tr2_anim_command_s
- {
- short value;
- } __attribute__ ((packed)) tr2_anim_command_t;
-
-
- /*--------------------------------------------------------------
- * MeshTree structure
- *
- * MeshTree[] is actually groups of four ints. The first one is a
- * "flags" word; bit 1 (0x0002) indicates "make previous mesh an
- * anchor (e.g. PUSH)"; bit 0 (0x0001) indicates "return to previous
- * anchor (e.g. POP)".
- * The next three ints are X, Y, Z offsets from the last mesh position.
- --------------------------------------------------------------*/
- typedef struct tr2_meshtree_s
- {
- int flags; // 0x0001 = POP, 0x0002 = PUSH
- int x;
- int y;
- int z;
- } __attribute__ ((packed)) tr2_meshtree_t;
-
-
- /*--------------------------------------------------------------
- * Moveable structure. This defines a list of contiguous meshes that
- * comprise one object, e.g. in WALL.TR2,
- * moveable[0] = Lara (StartingMesh 0, NumMeshes 15),
- * moveable[13] = Tiger (StartingMesh 215, NumMeshes 27)
- * moveable[15] = Spikes (StartingMesh 249, NumMeshes 1)
- * moveable[16] = Boulder (StartingMesh 250, NumMeshes 1)
- * moveable[20] = Rolling Blade (StartingMesh 254, NumMeshes 1)
- --------------------------------------------------------------*/
- typedef struct tr2_moveable_s
- {
- unsigned int object_id; // Item Identifier
- unsigned short num_meshes; // number of meshes in this object
- unsigned short starting_mesh; // first mesh
- unsigned int mesh_tree; // offset into MeshTree[]
- unsigned int frame_offset; // byte offset into Frames[]
- // (divide by 2 for Frames[i])
- unsigned short animation; // offset into Animations[]
- } __attribute__ ((packed)) tr2_moveable_t;
-
-
- /*--------------------------------------------------------------
- * StaticMesh structure.
- *
- * This defines meshes that don't move (e.g. skeletons
- * lying on the floor, spiderwebs, etc.)
- --------------------------------------------------------------*/
- typedef struct tr2_staticmesh_s
- {
- unsigned int object_id; // Item Identifier
- unsigned short starting_mesh; // first mesh
- tr2_vertex_t bounding_box[2][2];
- unsigned short flags;
- } __attribute__ ((packed)) tr2_staticmesh_t;
-
-
- /*--------------------------------------------------------------
- * Object texture vertex structure.
- *
- * Maps coordinates into texture tiles.
- --------------------------------------------------------------*/
- typedef struct tr2_object_texture_vert_s
- {
- unsigned char xcoordinate;
- unsigned char xpixel;
- unsigned char ycoordinate;
- unsigned char ypixel;
- } __attribute__ ((packed)) tr2_object_texture_vert_t;
-
-
- /*--------------------------------------------------------------
- * Object texture structure.
- --------------------------------------------------------------*/
- typedef struct tr2_object_texture_s
- {
- unsigned short transparency_flags; // 0: Opaque
- // 1: Use transparency
- // 2: Use partial transparency
- // [grayscale intensity :: transparency]
-
- unsigned short tile; // index into textile list
- tr2_object_texture_vert_t vertices[4]; // the four corners of the texture
- } __attribute__ ((packed)) tr2_object_texture_t;
-
-
- /*--------------------------------------------------------------
- * Sprite texture structure.
- --------------------------------------------------------------*/
- typedef struct tr2_sprite_texture_s
- {
- unsigned short tile;
- unsigned char x;
- unsigned char y;
- unsigned short width; // actually, (width * 256) + 255
- unsigned short height; // actually, (height * 256) + 255
- short left_side;
- short top_side;
- short right_side;
- short bottom_side;
- } __attribute__ ((packed)) tr2_sprite_texture_t;
-
-
- /*--------------------------------------------------------------
- * Sprite Sequence structure
- --------------------------------------------------------------*/
- typedef struct tr2_sprite_sequence_s
- {
- int object_id; // Item identifier (same numbering as in tr2_moveable)
- short negative_length; // negative of "how many sprites are in this sequence"
- short offset; // where (in sprite texture list) this sequence starts
- } __attribute__ ((packed)) tr2_sprite_sequence_t;
-
-
- /*--------------------------------------------------------------
- * Mesh structure.
- *
- * The mesh list contains the mesh info for Lara (in all her
- * various incarnations), blocks, enemies (tigers, birds, bad guys),
- * moveable blocks, zip line handles, boulders, spinning blades,
- * you name it.
- *
- * If NumNormals is negative, Normals[] represent vertex
- * lighting values (one per vertex).
- --------------------------------------------------------------*/
- typedef struct tr2_mesh_s
- {
- tr2_vertex_t centre; // this seems to describe the
- // approximate geometric centre
- // of the mesh (possibly the centre of gravity?)
- // (relative coordinates, just like the vertices)
- int collision_size; // radius of collisional sphere
- short num_vertices; // number of vertices in this mesh
- tr2_vertex_t *vertices; // list of vertices (relative coordinates)
- short num_normals; // number of normals in this mesh
- // (should always equal NumVertices)
- tr2_vertex_t *normals; // list of normals (NULL if NumNormals < 0)
- short *mesh_lights; // if NumNormals < 0
-
- short num_textured_rectangles; // number of textured rectangles
- tr2_quad_t *textured_rectangles; // list of textured rectangles
-
- short num_textured_triangles; // number of textured triangles in this mesh
- tr2_tri_t *textured_triangles; // list of textured triangles
-
- short num_coloured_rectangles; // number of coloured rectangles
- tr2_quad_t *coloured_rectangles; // list of coloured rectangles
-
- short num_coloured_triangles; // number of coloured triangles in this mesh
- tr2_tri_t *coloured_triangles; // list of coloured triangles
- } __attribute__ ((packed)) tr2_mesh_t;
-
-
- /*--------------------------------------------------------------
- * Frame structure.
- *
- * Frames indicates how composite meshes are positioned and rotated.
- * They work in conjunction with Animations[] and Bone2[].
- *
- * A given frame has the following format:
- * short BB1x, BB1y, BB1z // bounding box (low)
- * short BB2x, BB2y, BB2z // bounding box (high)
- * short OffsetX, OffsetY, OffsetZ // starting offset for this moveable
- * (TR1 ONLY: short NumValues // number of angle sets to follow)
- * (TR2/3: NumValues is implicitly NumMeshes (from moveable))
- *
- * What follows next is a list of angle sets. In TR2/3, an angle set can
- * specify either one or three axes of rotation. If either of the high two
- * bits (0xc000) of the first angle unsigned short are set, it's one axis:
- * only one unsigned short,
- * low 10 bits (0x03ff),
- * scale is 0x100 == 90 degrees;
- * the high two bits are interpreted as follows:
- * 0x4000 == X only, 0x8000 == Y only,
- * 0xC000 == Z only.
- *
- * If neither of the high bits are set, it's a three-axis rotation. The next
- * 10 bits (0x3ff0) are the X rotation, the next 10 (including the following
- * unsigned short) (0x000f, 0xfc00) are the Y rotation,
- * the next 10 (0x03ff) are the Z rotation, same scale as
- * before (0x100 == 90 degrees).
- *
- * Rotations are performed in Y, X, Z order.
- * TR1 ONLY: All angle sets are two words and interpreted like the two-word
- * sets in TR2/3, EXCEPT that the word order is reversed.
- --------------------------------------------------------------*/
- typedef struct tr2_frame_s
- {
- tr2_vertex_t vector[3];
- int num_words;
- unsigned short *words;
- } __attribute__ ((packed)) tr2_frame_t;
-
-
- /*--------------------------------------------------------------
- * Item structure
- --------------------------------------------------------------*/
- typedef struct tr2_item_s
- {
- short object_id;
- short room;
- int x;
- int y;
- int z;
- short angle;
- short intensity1;
- short intensity2;
- short flags; // 0x0100 indicates "inactive" or "invisible"
- } __attribute__ ((packed)) tr2_item_t;
-
-
- /*--------------------------------------------------------------
- * SoundSource structure
- --------------------------------------------------------------*/
- typedef struct tr2_sound_source_s
- {
- int x; // position of sound source
- int y;
- int z;
- unsigned short sound_id; // internal sound index
- unsigned short flags; // 0x40, 0x80, or 0xc0
- } __attribute__ ((packed)) tr2_sound_source_t;
-
-
- /*--------------------------------------------------------------
- * Boxes structure
- --------------------------------------------------------------*/
- typedef struct tr2_boxes_s
- {
- unsigned char zmin; // sectors (* 1024 units)
- unsigned char zmax;
- unsigned char xmin;
- unsigned char xmax;
- short true_floor; // Y value (no scaling)
- short overlap_index; // index into Overlaps[]
- } __attribute__ ((packed)) tr2_box_t;
-
-
- /*--------------------------------------------------------------
- * AnimatedTexture structure
- * - really should be simple short[], since it's variable length
- --------------------------------------------------------------*/
- typedef struct tr2_animated_texture_s
- {
- short num_texture_ids; // Number of Texture IDs - 1
- short *texture_list; // list of textures to cycle through
- } __attribute__ ((packed)) tr2_animated_texture_t;
-
-
- /*--------------------------------------------------------------
- * Camera structure
- --------------------------------------------------------------*/
- typedef struct tr2_camera_s
- {
- int x;
- int y;
- int z;
- short room;
- unsigned short unknown1; // correlates to Boxes[]?
- } __attribute__ ((packed)) tr2_camera_t;
-
- // Data for a flyby camera (40 bytes)
- typedef struct tr4_extra_camera_s
- {
- int pos[6]; // Positions ? (x1,y1,z1,x2,y2,z2) roatations?
- unsigned char index[2]; // A pair of indices
- unsigned short unknown[5];// ??
- int id ;// Index of something
- } __attribute__ ((packed)) tr4_extra_camera_t;
-
-
- /*--------------------------------------------------------------
- * Sound sample structure
- --------------------------------------------------------------*/
- typedef struct tr2_sound_details_s
- {
- short sample;
- short volume;
- short sound_range;
- short flags; // bits 8-15: priority?, 2-7: number of sound samples
- // in this group, bits 0-1: channel number
- } __attribute__ ((packed)) tr2_sound_details_t;
-
-
- /*--------------------------------------------------------------
- * Cutscene Camera structure
- --------------------------------------------------------------*/
- typedef struct tr2_cinematic_frame_s
- {
- short roty; // Rotation about Y axis, +/-32767 ::= +/- 180 degrees
- short rotz; // Rotation about Z axis, +/-32767 ::= +/- 180 degrees
- short rotz2; // Rotation about Z axis (why two?),
- // +/-32767 ::= +/- 180 degrees
- short posz; // Z position of camera, relative to something
- short posy; // Y position of camera, relative to something
- short posx; // X position of camera, relative to something
- short unknown1;
- short rotx; // Rotation about X axis, +/-32767 ::= +/- 180 degrees
- } __attribute__ ((packed)) tr2_cinematic_frame_t;
-
-
- /*--------------------------------------------------------------
- * Used to read TR4 AI data
- * this field replaces the bitu16 NumCinematicFrames of TR1/2/3 levels
- * Data for a AI object (24 bytes)
- --------------------------------------------------------------*/
- typedef struct tr4_ai_object_s
- {
- unsigned short int object_id; // the objectID from the AI object
- // (AI_FOLLOW is 402)
- unsigned short int room;
- int x, y, a;
- unsigned short int ocb;
- unsigned short int flags; // The trigger flags
- // (button 1-5, first button has value 2)
- int angle; // rotation
- } __attribute__ ((packed)) tr4_ai_object_t;
-
-
- /*--------------------------------------------------------------
- * Used to read packed TR4 texels
- --------------------------------------------------------------*/
- typedef struct tr4_object_texture_s
- {
- unsigned short attribute; // same meaning than in TR3
- unsigned short tile; // same meaning than in TR3
- unsigned short flags;// new in TR4
- tr2_object_texture_vert_t vertices[4];// same meaning than in TR3
- unsigned int unknown1, unknown2; // new in TR4: x & y offset in something
- unsigned int xsize,ysize;// new in TR4: width-1 & height-1 of the object texture
-
- } __attribute__ ((packed)) tr4_object_texture_t;
-
-
- typedef struct tr5_room_layer_s // (56 bytes)
- {
- u_int32_t numLayerVertices; // number of vertices in this layer (4 bytes)
-
- u_int16_t unknownL1; // unknown (2 bytes)
-
- u_int16_t numLayerRectangles; // number of rectangles in this layer (2 bytes)
-
- u_int16_t numLayerTriangles; // number of triangles in this layer (2 bytes)
-
- u_int16_t unknownL2; // appears to be the number of 2 sided textures in this layer, however is sometimes 1 off (2 bytes)
-
- u_int16_t filler; // always 0 (2 bytes)
-
- u_int16_t filler2; // always 0 (2 bytes)
-
- // The following 6 floats (4 bytes each)
- // define the bounding box for the layer
- float layerBoundingBoxX1;
- float layerBoundingBoxY1;
- float layerBoundingBoxZ1;
- float layerBoundingBoxX2;
- float layerBoundingBoxY2;
- float layerBoundingBoxZ2;
-
- u_int32_t filler3; // always 0 (4 bytes)
-
- u_int32_t unknownL6; // unknown (4 bytes)
-
- u_int32_t unknownL7; // unknown (4 bytes)
-
- u_int32_t unknownL8; // unknown. Always the same throughout the level. (4 bytes)
-
- } tr5_room_layer_t;
-
-
- typedef struct tr5_face4_s // (12 bytes)
- {
- u_int16_t vertices[4]; // the values are the indices into the appropriate layer vertice list. (2 bytes each)
-
- u_int16_t texture; // the texture number for this face. Needs to be masked with 0xFFF as the high 4 bits are flags.(2 bytes)
-
- u_int16_t unknownF4; // unknown (2 bytes)
-
- } tr5_face4_t;
-
-
- typedef struct tr5_face3_s // (10 bytes)
- {
- u_int16_t vertices[3]; // the values are the indices into the appropriate layer vertice list (2 bytes each)
-
- u_int16_t texture; // the texture number for this face. Needs to be masked with 0xFFF as the high 4 bits are flags (2 bytes)
-
- u_int16_t unknownF3; // unknown (2 bytes)
-
- } tr5_face3_t;
-
- typedef struct tr5_vertex_s // (28 bytes)
- {
- float x; // x of vertex (4 bytes)
- float y; // y of vertex (4 bytes)
- float z; // z of vertex (4 bytes)
-
- float nx; // x of vertex normal (4 bytes)
- float ny; // y of vertex normal (4 bytes)
- float nz; // z of vertex normal (4 bytes)
-
- u_int32_t vColor; // vertex color ARGB format (4 bytes)
-
- } tr5_vertex_t;
-
- typedef struct tr5_room_geometry_s
- {
- // This is to help store and manage TR5 layer based polgons for rooms
- tr5_face4_t *quads;
- tr5_face3_t *tris;
- tr5_vertex_t *verts;
-
- } tr5_room_geometry_t;
-
-
- typedef struct tr5_light_s // (88 bytes)
- {
- /* Maybe wrong: The first three floats specify the position of the light
- in world coordinates
-
- The sun type light should not use these but seems to have a
- large x value (9 million, give or take)
- a zero y value, and a small z value (4 - 20) in the original TR5 levels
- */
-
- float x; // x position of light (4 bytes)
- float y; // y position of light (4 bytes)
- float z; // z position of light (4 bytes)
-
- // The next three specify the color of the light
- float red; // color of red spectrum (4 bytes)
- float green; // color of green spectrum (4 bytes)
- float blue; // color of blue spectrum (4 bytes)
-
- u_int32_t seperator; // not used 0xCDCDCDCD (4 bytes)
-
- /* At this point the following info diverges dependant
- on which type of light being used:
-
- 0 = sun, 1 = light, 2 = spot, 3 = shadow
-
- The sun type doesn't use the next two.
-
- For the spot type these are the hotspot and falloff angle cosines
-
- For the light and shadow types these are the TR units
- for the hotspot/falloff (1024=1sector)
- */
-
- float input; // cosine of the IN value for light / size of IN value (4 bytes)
- float output; // cosine of the OUT value for light / size of OUT value (4 bytes)
-
- // The next two are only used by the spot type light
- float radInput; // (IN radians) * 2 (4 bytes)
- float radOutput; // (OUT radians) * 2 (4 bytes)
-
- // The next is also only used by the spot type light
- float range; // Range of light (4 bytes)
-
- /* The final 3 floats are used only by the 'sun' and 'spot' type lights.
- They describe the directional vector of the light.
- This can be obtained by :
-
- if both x and y LightDirectionVectorX = cosX * sinY
-
- LightDirectionVectorY = sinX
- LightDirectionVectorZ = cosX * cosY
- */
-
- float directionVectorX; // light direction (4 bytes)
- float directionVectorY; // light direction (4 bytes)
- float directionVectorZ; // light direction (4 bytes)
-
- // The next six values repeat some of the previous information in long data types vice floats
-
- int32_t x2; // x position of light (4 bytes)
- int32_t y2; // y position of light (4 bytes)
- int32_t z2; // z position of light (4 bytes)
-
- // 16384 = 1.0 for the rotations ( 1/16384 )
- int32_t directionVectorX2; // light direction (4 bytes)
- int32_t directionVectorY2; // light direction (4 bytes)
- int32_t directionVectorZ2; // light direction (4 bytes)
-
- // The next char specifies the type of light as specified above
- u_int8_t lightType; // type of light. (1 byte)
-
- u_int8_t seperator2[3]; // 0xCDCDCD (3 bytes)
-
- } tr5_light_t;
-
- // [ FIRST NUMBER IS OFFSET IN BYTES FROM START OF ROOM STRUCTURE]
- typedef struct tr5_room_s
- {
- u_int32_t checkXELA; // "XELA" (4 bytes)
-
- u_int32_t roomDataSize; /* size of the following data ( use this vice
- 'walking thru' to get next room) (4 bytes) */
-
- u_int32_t seperator; // 0xCDCDCDCD (4 bytes)
-
- u_int32_t endSDOffset; /* usually this number + 216 will give you the
- offset from the start of the room data to the end
- of the Sector Data. HOWEVER have seen where this
- bitu32 is equal to -1 so it is better to use the
- following bitu32 and + 216 +
- ((NumXSectors * NumZSectors)*8) if you need
- to obtain this information. (4 bytes) */
-
- u_int32_t startSDOffset; /* this number + 216 will give you the offset from
- the start of the room to the start of the
- sector data. (4 bytes) */
-
- u_int32_t seperator2; // will either be 0x00000000 or 0xCDCDCDCD (4 bytes)
-
- u_int32_t endPortalOffset; /* this number + 216 will give you the offset
- from the start of the room to the end of the
- portal data. (4 bytes) */
-
- int32_t x; // X position of room ( world coordinates) (4 bytes)
-
- int32_t seperator3; // 0x00000000 (4 bytes)
-
- int32_t z; // Z position of room (world coordinates) (4 bytes)
-
- int32_t yBottom; // lowest point in room (4 bytes)
-
- int32_t yTop; // highest point in room (4 bytes)
-
- u_int16_t numZSectors; // sector table width (2 bytes)
-
- u_int16_t numXSectors; // sector table height (2 bytes)
-
- u_int32_t roomAmbientColor; // ARGB format (blue is least significant byte) (4 bytes)
-
- u_int16_t numRoomLights; // number of lights in this room (2 bytes)
-
- u_int16_t numStaticMeshes; // number of static meshes in this room (2 bytes)
-
- u_int16_t unknownR1; // usually 0x0001 however high byte is sometimes non zero (2 bytes)
-
- u_int16_t unknownR2; // usually 0x0000 however low byte is sometimes non zero (2 bytes)
-
- u_int32_t filler; // always 0x00007FFF (4 bytes)
-
- u_int32_t filler2; // always 0x00007FFF (4 bytes)
-
- u_int32_t seperator4; // 0xCDCDCDCD (4 bytes)
-
- u_int32_t seperator5; // 0xCDCDCDCD (4 bytes)
-
- unsigned char seperator6[6]; // 6 bytes 0xFF
-
- u_int16_t roomFlag; // 0x01 = water, 0x20 = wind, others unknown (2 bytes)
-
- u_int16_t unknownR5; // unknown (2 bytes)
-
- unsigned char seperator7[10]; // 10 bytes 0x00
-
- u_int32_t seperator8; // 0xCDCDCDCD (4 bytes)
-
- u_int32_t unknownR6; // unknown (4 bytes)
-
- float roomX; // X position of room in world coordinates * If null room then this data will be 0xCDCDCDCD (4 bytes)
-
- u_int32_t seperator9; // 0x00000000 or 0xCDCDCDCD if null room. (4 bytes)
-
- float roomZ; // Z position of room in world coordinates * If null room then will be bitu32 0xCDCDCDCD (4 bytes)
-
- u_int32_t seperator10; // 0xCDCDCDCD (4 bytes)
-
- u_int32_t seperator11; // 0xCDCDCDCD (4 bytes)
-
- u_int32_t seperator12; // 0xCDCDCDCD (4 bytes)
-
- u_int32_t seperator13; // 0xCDCDCDCD (4 bytes)
-
- u_int32_t seperator14; // 0x00000000 unless null room then 0xCDCDCDCD (4 bytes)
-
- u_int32_t seperator15; // 0xCDCDCDCD (4 bytes)
-
- u_int32_t numRoomTriangles; // total number of triangles this room (4 bytes)
-
- u_int32_t numRoomRectangles; // total number of rectangles this room (4 bytes)
-
- u_int32_t seperator16; // 0x00000000 (4 bytes)
-
- u_int32_t lightSize; // size of light data (number of lights * 88) (4 bytes)
-
- u_int32_t numTotalRoomLights; // total number of lights this room (4 bytes)
-
- u_int32_t unknownR7; // unknown, usually equals 0, 1, 2, or 3 (4 bytes)
-
- int32_t unknownR8; // usually equals room yTop. Sometimes a few blocks off. If null room then 0xCDCDCDCD
-
- int32_t lyBottom; // equals room yBottom. If null room then 0xCDCDCDCD (4 bytes)
-
- u_int32_t numLayers; // number of layers (pieces) this room (4 bytes)
-
- u_int32_t layerOffset; // this number + 216 will give you an offset from the start of the room data to the start of the layer data (4 bytes)
-
- u_int32_t verticesOffset; // this number + 216 will give you an offset from the start of the room data to the start of the verex data (4 bytes)
-
- u_int32_t polyOffset; // this number + 216 will give you an offset from the start of the room data to the start of the rectangle/triangle data (4 bytes)
-
- u_int32_t polyOffset2; // same as above ? (4 bytes)
-
- u_int32_t verticesSize; // size of vertices data block (4 bytes)
-
- u_int32_t seperator17; // 0xCDCDCDCD (4 bytes)
-
- u_int32_t seperator18; // 0xCDCDCDCD (4 bytes)
-
- u_int32_t seperator19; // 0xCDCDCDCD (4 bytes)
-
- u_int32_t seperator20; // 0xCDCDCDCD (4 bytes)
-
- tr5_light_t *lights; //[LightSize]; // data for the lights (88 bytes * NumRoomLights)
-
- tr2_room_sector_t *sectors; //Data[(NumXSectors * NumZSectors) * 8]; // normal sector data structure
-
- u_int16_t numDoors; // number of portals (2 bytes)
-
- tr2_room_portal_t *doors;//[NumDoors]; // normal portal structure (32 bytes * NumDoors)
-
- u_int16_t seperator21; // 0xCDCD (2 bytes)
-
- tr2_room_staticmesh_t *meshes; //[NumStaticMeshes]; // normal room static mesh structure (20 bytes * NumRoomStaticMeshes)
-
- tr5_room_layer_t *layers; // [NumLayers]; // data for the room layers (pieces) (56 bytes * NumLayers)
-
- tr5_room_geometry_t *faces; //[NumRoomRectangles + NumRoomTriangles];
- /* Data for the room polys (face4 and face3).
- Structured as first layers rectangles then triangles, followed by the
- next layers rectangles and triangles, etc., until all layers are done.
- (12 bytes each rectangle. 10 bytes each triangle) */
-
- tr5_vertex_t *vertices; //[VerticesSize];
- /* data for the room vertices. Structured as vertices for the first layer,
- then vertices for the second layer, etc., until all layers are done.
- (28 bytes each vertex. */
-
- } tr5_room_t;
-
- typedef struct tr5_object_texture_vertex_s // (4 bytes)
- {
- u_int8_t xCoordinate; // 0 if Xpixel is the low value, 255 if Xpixel is the high value in the object texture (1 byte)
-
- u_int8_t xPixel; // (1 byte)
-
- u_int8_t yCoordinate; // 0 if Ypixel is the low value, 255 if Ypixel is the high value in the object texture (1 byte)
-
- u_int8_t yPixel; // (1 byte)
-
- } tr5_object_texture_vertex_t;
-
- typedef struct tr5_object_texture_s // (40 bytes)
- {
- u_int16_t attribute; //0, 1, or 2 (2 means 2 sided) (2 bytes)
-
- u_int32_t tile; // need to mask with 0xFF as other bits are flags. ie int15_t seems to indicate triangle (4 bytes)
-
- tr5_object_texture_vertex_t vertices[4]; // Vertices[4] (16 bytes)
-
- u_int32_t uv1; // unknown how used (4 bytes)
-
- u_int32_t uv2; // unknown how used (4 bytes)
-
- u_int32_t xSize; // unknown how used, x size (4 bytes)
-
- u_int32_t ySize; // unknown how used, y size (4 bytes)
-
- u_int16_t seperator; // always 0x0000 (2 bytes)
-
- } tr5_object_texture_t;
-
- typedef struct tr5_flyby_camera_s // (40 bytes)
- {
- int32_t cameraX; // x position of camera in world coordinates (4 bytes)
- int32_t cameraY; // y position of camera in world coordinates (4 bytes)
- int32_t cameraZ; // z position of camera in world coordinates (4 bytes)
-
- int32_t targetX; // x position of aiming point in world coords (4 bytes)
- int32_t targetY; // y position of aiming point in world coords (4 bytes)
- int32_t targetZ; // z position of aiming point in world coords (4 bytes)
-
- int8_t sequence; // sequence # of camera (1 byte)
-
- int8_t cameraNumber; // camera # (1 byte)
-
- u_int16_t fov; // fov of camera ( .0054945 for each degree ) (2 bytes)
-
- u_int16_t roll; // roll of camera ( .0054945 for each degree ) (2 bytes)
-
- u_int16_t timer; // timer number (2 bytes)
-
- u_int16_t speed; // ( .000015259 each ) (2 bytes)
-
- u_int16_t flags; // ( see your handy TRLE manual for the specs ) (2 bytes)
-
- u_int32_t room; // room number (4 bytes)
-
- } tr5_flyby_camera_t;
-
- typedef struct tr5_moveable_s // ( 20 bytes ) ( same as old structure but has u_int16_t filler at the end )
- {
- u_int32_t objectId; // object identifier ( matched in Items[] )
-
- u_int16_t numMeshes; // number of meshes in this object
-
- u_int16_t startingMesh; // starting mesh ( offset into MeshPointers[] )
-
- u_int32_t meshTree; // offset into MeshTree[] )
-
- u_int32_t frameOffset; // byte offset into Frames[] ( divide by 2 for Frames[i] )
-
- u_int16_t animation; // offset into Animations[]
-
- u_int16_t filler; // always equal to 65519 ( 0xFFEF )
-
- } tr5_moveable_t;
-
-
- typedef struct tr5_mesh_s
- {
- tr2_vertex_t center; // relative coordinates of mesh centre (6 bytes)
- u_int8_t unknown1[4]; // unknown (4 bytes)
- int16_t numVertices; // number of vertices to follow (2 bytes)
- tr2_vertex_t *vertices; //[NumVertices]; // list of vertices (NumVertices * 6 bytes)
- int16_t numNormals; // number of normals to follow (2 bytes)
- tr2_vertex_t *normals; //[NumNormals]; // list of normals (NumNormals * 6 bytes) (becomes Lights if NumNormals < 0; 2 bytes)
- int16_t numTexturedRectangles; // number of textured rectangles to follow (2 bytes)
- tr5_face4_t *texturedRectangles; //[NumTexturedRectangles]; // list of textured rectangles (NumTexturedRectangles * 12 bytes)
- int16_t numTexturedTriangles; // number of textured triangles to follow (2 bytes)
- tr5_face3_t *texturedTriangles; //[NumTexturedTriangles]; // list of textured triangles (NumTexturedTriangles * 10 bytes)
-
- } tr5_mesh_t;
-
-
- typedef struct tr5_animation_s // ( 40 bytes ) ( same as old structure but has 8 bytes before FrameStart )
- {
- u_int32_t FrameOffset; // byte offset into Frames[] ( divide by 2 for Frames[i] )
-
- u_int8_t FrameRate; // Engine ticks per frame
-
- u_int8_t FrameSize; // number of int16_t's in Frames[] used by this animation
-
- u_int16_t StateId; //
-
- int16_t Unknown;
-
- int16_t Speed; // Evengi Popov found this but I never seen what he said it was for
-
- u_int16_t AccelLo; // same as above
-
- int16_t AccelHi; // same as above
-
- u_int8_t AUnknown[8]; // Unknown
-
- u_int16_t FrameStart; // first frame in this animation
-
- u_int16_t FrameEnd; // last frame in this animation ( numframes = ( End - Start) + 1 )
-
- u_int16_t NextAnimation;
-
- u_int16_t NextFrame;
-
- u_int16_t NumStateChanges;
-
- u_int16_t StateChangeOffset; // offset into StateChanges[]
-
- u_int16_t NumAnimCommands; // how many of them to use
-
- u_int16_t AnimCommand; // offset into AnimCommand[]
-
- } tr5_animation_t;
-
- typedef struct tr5_cinematic_frame_s
- {
- unsigned int unknown[24];
- } tr5_cinematic_frame_t;
-
- #ifdef WIN32
- #pragma pack(pop, tr2_h, 1)
- #endif
-
- class TombRaider
- {
- public:
-
- ////////////////////////////////////////////////////////////
- // Constructors
- ////////////////////////////////////////////////////////////
-
- TombRaider();
- /*------------------------------------------------------
- * Pre :
- * Post : Constructs an object of TombRaider
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- ~TombRaider();
- /*------------------------------------------------------
- * Pre : TombRaider object is allocated
- * Post : Deconstructs an object of TombRaider
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- ////////////////////////////////////////////////////////////
- // Wash me -- not part of cleaned API
- ////////////////////////////////////////////////////////////
-
- int NumRooms();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int NumMoveables();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int NumTextures();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int NumSpecialTextures();
- /*------------------------------------------------------
- * Pre :
- * Post : Returns number of "special" textures/images
- *
- *-- History ------------------------------------------
- *
- * 2001.06.19:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int NumAnimations();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- unsigned int NumFrames();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int NumStaticMeshes();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int NumSprites();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int NumSpriteSequences();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2001.06.06:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int NumItems();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2001.06.06:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- tr2_version_type Engine();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- unsigned short *Frame();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- tr2_animation_t *Animation();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- tr2_item_t *Item();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- tr2_object_texture_t *ObjectTextures();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- unsigned int getNumBoxes();
- /*------------------------------------------------------
- * Pre :
- * Post : returns number of boxes
- *
- *-- History ------------------------------------------
- *
- * 200?.??.??:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- tr2_box_t *Box();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- tr2_mesh_t *Mesh();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int getNumAnimsForMoveable(int moveable_index);
- /*------------------------------------------------------
- * Pre : moveable_id is valid
- * Post : Returns number of animations for a moveable
- *
- *-- History ------------------------------------------
- *
- * 2002.08.15:
- * Mongoose - Using signed values now ( like it should have )
- *
- * 2002.04.04:
- * Mongoose - Created, based on TRViewer algorithm
- ------------------------------------------------------*/
-
- tr2_staticmesh_t *StaticMesh();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- tr2_moveable_t *Moveable();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- tr2_meshtree_t *MeshTree();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- tr2_sprite_texture_t *Sprite();
- /*------------------------------------------------------
- * Pre :
- * Post : Returns the sprite array
- *
- *-- History ------------------------------------------
- *
- * 2001.06.02:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- tr2_sprite_sequence_t *SpriteSequence();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2001.06.06:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- unsigned char *SpecialTexTile(int texture);
- /*------------------------------------------------------
- * Pre : texture is valid index into tex_special list
- *
- * Post : Makes a 32bit RGBA image from a stexture/bmap
- * and returns it. Returns NULL on error.
- *
- *-- History ------------------------------------------
- *
- * 2001.06.19:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void Texture(int texture, unsigned char **image, unsigned char **bumpmap);
- /*------------------------------------------------------
- * Pre : texture is valid textile index
- * Post : Returns copies of texture and it's bumpmap
- * if found, otherwise returns NULL
- *
- *-- History ------------------------------------------
- *
- * 2001.06.19:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- unsigned int *Palette16();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- unsigned char *Palette8();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- tr2_room_t *Room();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int checkMime(char *filename);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns 0 if TombRaider pak file
- *
- *-- History ------------------------------------------
- *
- * 2003.07.05:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int Load(char *filename, void (*percent)(int));
- /*------------------------------------------------------
- * Pre : filename is valid string and points
- * to vaild TombRaider 1-5 pak
- *
- * Post : Loads TombRaider 1-5 pak into memory
- * and does some processing
- *
- * Returns 0 on sucess, and less than 0 on error
- *
- * At 10% all textures are loaded
- * the exact figure '10' will always be passed to
- * allow for texture caching while meshes load
- * for TR4
- *
- *-- History ------------------------------------------
- *
- * 2002.01.02:
- * Mongoose - New callback for percent loaded feedback
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
-
-
- ////////////////////////////////////////////////////////////
- // Public Accessors
- ////////////////////////////////////////////////////////////
-
- float adjustTexel(unsigned char texel, char offset);
- /*------------------------------------------------------
- * Pre : Passed the correct coor/pixel pair from
- * object texture
- *
- * Post : Makes a clamped 0.0 to 1.0 texel from coord pair
- *
- *-- History ------------------------------------------
- *
- * 2001.06.21:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void computeRotationAngles(unsigned short **frame,
- unsigned int *frame_offset,
- unsigned int *angle_offset,
- float *x, float *y, float *z);
- /*------------------------------------------------------
- * Pre : Given moveable animation data
- * Post : Returns computed angles in x,y,z pointers
- *
- *-- History ------------------------------------------
- *
- * 2002.04.05:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void computeUV(tr2_object_texture_vert_t *st, float *u, float *v);
- /*------------------------------------------------------
- * Pre : Args are valid pointers
- * Post : Returns computed UV in u and v
- *
- *-- History ------------------------------------------
- *
- * 2002.04.05:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int getBumpMapCount();
- /*------------------------------------------------------
- * Pre :
- * Post : Returns number of bump maps in loaded pak
- *
- *-- History ------------------------------------------
- *
- * 2002.12.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void getColor(int index, float color[4]);
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.30:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- tr2_version_type getEngine();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Obsoloetes Engine() method, name change
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void getMeshCollisionInfo(unsigned int meshIndex,
- float center[3], float *radius);
- /*------------------------------------------------------
- * Pre : float Center[3], float radius allocated
- *
- * Post : Returns Center and radius of collision sphere
- * for mesh[index]
- *
- *-- History ------------------------------------------
- *
- * 2003.05.16:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int getMeshCount();
- /*------------------------------------------------------
- * Pre :
- * Post : Returns SIGNED mesh count ( TR encoded < 0 errs )
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void getMeshColoredRectangle(unsigned int meshIndex,
- unsigned int faceIndex,
- int index[6], float color[4]);
- /*------------------------------------------------------
- * Pre : This method interface may change later
- *
- * Pass allocated index[6], color[4] ( RGBA )
- *
- * Post : This method is made to let you fill arrays or
- * create single faces, their may be an allocating
- * version that passes back arrays later
- *
- * Returns Quads/Rects as 2 triangles, because
- * returning quads would be too trival =)
- *
- *-- History ------------------------------------------
- *
- * 2000.05.16:
- * Mongoose - Created, based on method from OpenRaider
- ------------------------------------------------------*/
-
- void getMeshColoredTriangle(unsigned int meshIndex,
- unsigned int faceIndex,
- int index[3], float color[4]);
- /*------------------------------------------------------
- * Pre : This method interface may change later
- *
- * Pass allocated index[3], color[4] ( RGBA )
- *
- * Post : This method is made to let you fill arrays or
- * create single faces, their may be an allocating
- * version that passes back arrays later
- *
- *-- History ------------------------------------------
- *
- * 2000.05.16:
- * Mongoose - Created, based on method from OpenRaider
- ------------------------------------------------------*/
-
- void getMeshTexturedRectangle(unsigned int meshIndex,
- unsigned int faceIndex,
- int index[6], float st[12], int *texture,
- unsigned short *transparency);
- /*------------------------------------------------------
- * Pre : This method interface may change later
- *
- * Pass allocated index[6], st[12], texture,
- * and transparency
- *
- * Post : This method is made to let you fill arrays or
- * create single faces, their may be an allocating
- * version that passes back arrays later
- *
- * Returns Quads/Rects as 2 triangles, because
- * returning quads would be too trival =)
- *
- *-- History ------------------------------------------
- *
- * 2000.05.16:
- * Mongoose - Created, based on method from OpenRaider
- ------------------------------------------------------*/
-
- void getMeshTexturedTriangle(unsigned int meshIndex,
- unsigned int faceIndex,
- int index[3], float st[6], int *texture,
- unsigned short *transparency);
- /*------------------------------------------------------
- * Pre : This method interface may change later
- *
- * Pass allocated index[3], st[6], texture,
- * and transparency
- *
- * Post : This method is made to let you fill arrays or
- * create single faces, their may be an allocating
- * version that passes back arrays later
- *
- *-- History ------------------------------------------
- *
- * 2000.05.16:
- * Mongoose - Created, based on method from OpenRaider
- ------------------------------------------------------*/
-
- int getMeshTexturedTriangleCount(unsigned int meshIndex);
- int getMeshColoredTriangleCount(unsigned int meshIndex);
- int getMeshTexturedRectangleCount(unsigned int meshIndex);
- int getMeshColoredRectangleCount(unsigned int meshIndex);
- /*------------------------------------------------------
- * Pre : This method interface may change later
- * Post : Get face counts for a given mesh
- *
- *-- History ------------------------------------------
- *
- * 2003.05.16:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void getMeshVertexArrays(unsigned int meshIndex,
- unsigned int *vertexCount, float **verts,
- unsigned int *normalCount, float **norms,
- unsigned int *colorCount, float **colors);
- /*------------------------------------------------------
- * Pre : Given mesh index
- *
- * Post : Returns allocated vertex, normal, and color arrays,
- * and their element counts,
- *
- * Colors has been changed to be an intesity for now
- *
- * verts - XYX, norms - IJK, colors - I
- *
- *-- History ------------------------------------------
- *
- * 2003.05.13:
- * Mongoose - Created, based on method from OpenRaider
- ------------------------------------------------------*/
-
- int getRoomBox(unsigned int roomIndex, unsigned int index,
- float *xyzA, float *xyzB, float *xyzC, float *xyzD);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns a single collision box from room ( unified )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- unsigned int getRoomBoxCount(unsigned int roomIndex);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns number of collision boxes in room ( unified )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void getRoomInfo(unsigned int index,
- unsigned int *flags, float pos[3],
- float bboxMin[3], float bboxMax[3]);
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int getRoomLight(unsigned int roomIndex, unsigned int index,
- float pos[4], float color[4], float dir[3],
- float *attenuation, float *cutoffAngle,
- unsigned int *type, unsigned int *flags);
- /*------------------------------------------------------
- * Pre : All parms are allocated
- * Post : Returns a single light from a room ( unified )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.19:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- unsigned int getRoomLightCount(unsigned int roomIndex);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns number of lights in room ( unified )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int getRoomModel(unsigned int roomIndex, unsigned int index,
- int *modelIndex, float pos[3], float *yaw);
- /*------------------------------------------------------
- * Pre : All parms are allocated
- * Post : Returns a single model info from a room ( unified )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.19:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- unsigned int getRoomModelCount(unsigned int roomIndex);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns number of room models in room ( unified )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int getRoomPortal(unsigned int roomIndex, unsigned int index,
- int *adjoiningRoom, float normal[3], float vertices[12]);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns a single portal from room ( unified )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- unsigned int getRoomPortalCount(unsigned int roomIndex);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns number of portals from room ( unified )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void getRoomRectangle(unsigned int roomIndex, unsigned int rectangleIndex,
- unsigned int *indices, float *texCoords, int *texture,
- unsigned int *flags);
- /*------------------------------------------------------
- * Pre :
- * Post : Gets rectangle data with texCoords for non-matching
- * vertex/uv for each vertex in TombRaider room ( unified )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- unsigned int getRoomRectangleCount(unsigned int roomIndex);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns number of rectangles from room ( unified )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int getRoomSector(unsigned int roomIndex, unsigned int index,
- unsigned int *flags, float *ceiling, float *floor,
- int *floorDataIndex, int *boxIndex,
- int *roomBelow, int *roomAbove);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns a single sector from room ( unified )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- unsigned int getRoomSectorCount(unsigned int roomIndex,
- unsigned int *zSectorsCount,
- unsigned int *xSectorsCount);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns number of sectors in room ( unified )
- * zSectorsCount - width of sector list
- * xSectorsCount - height of sector list
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void getRoomSprite(unsigned int roomIndex, unsigned int index,
- float scale, int *texture,
- float *pos, float *vertices, float *texcoords);
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2003.05.19:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- unsigned int getRoomSpriteCount(unsigned int roomIndex);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns number of sprites in room ( unified )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void getRoomTriangle(unsigned int roomIndex, unsigned int triangleIndex,
- unsigned int *indices, float *texCoords, int *texture,
- unsigned int *flags);
- /*------------------------------------------------------
- * Pre :
- * Post : Gets triangle data with texCoords for non-matching
- * vertex/uv for each vertex in TombRaider room ( unified )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void getRoomTriangles(unsigned int index, int textureOffset,
- unsigned int *count, unsigned int **indices,
- float **texCoords, int **textures,
- unsigned int **flags);
- /*------------------------------------------------------
- * Pre :
- * Post : Gets triangle data with texCoords for non-matching
- * vertex/uv for each vertex in TombRaider room
- *
- * This is used with room vertices, colors, etc
- * to do partial array rendering, since the texcoords
- * will never match vertices ( Tomb Raider is textile based )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void getRoomTriangles(unsigned int roomIndex, int textureOffset,
- unsigned int *count,
- unsigned int **indices, float **vertices,
- float **texCoords, float **colors,
- int **textures, unsigned int **flags);
- /*------------------------------------------------------
- * Pre :
- * Post : Gets triangle data with duplicated
- * vertex/color/normal data for each face vertex
- * to match the textile based texcoords
- *
- * This uses more memory, but lets you do direct
- * array rendering with OpenGL, D3D, etc
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- unsigned int getRoomTriangleCount(unsigned int roomIndex);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns number of triangles from room ( unified )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void getRoomVertex(unsigned int roomIndex, unsigned int vertexIndex,
- float *xyz, float *rgba);
- /*------------------------------------------------------
- * Pre : Given room index and vertex index and
- * xyz is allocated float[3]
- * rbga is allocated float[4]
- *
- * Post : Returns vertex position xyz and color rbga
- *
- *-- History ------------------------------------------
- *
- * 2003.05.13:
- * Mongoose - Created, based on method from OpenRaider
- ------------------------------------------------------*/
-
- void getRoomVertexArrays(unsigned int roomIndex,
- unsigned int *vertexCount, float **vertices,
- unsigned int *normalCount, float **normals,
- unsigned int *colorCount, float **colors);
- /*------------------------------------------------------
- * Pre : Given room index
- *
- * Post : Returns allocated vertex and color arrays,
- * and their element counts ( unified )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Unified API
- *
- * 2003.05.13:
- * Mongoose - Created, based on method from OpenRaider
- ------------------------------------------------------*/
-
- unsigned int getRoomVertexCount(unsigned int roomIndex);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns number of lights in room ( unified )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int getSkyModelId();
- /*------------------------------------------------------
- * Pre :
- * Post : Returns moveable id of sky mesh or -1 if none
- *
- *-- History ------------------------------------------
- *
- * 2001.05.28:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void getSprites();
-
- void getSoundSample(unsigned int index,
- unsigned int *bytes, unsigned char **data);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns a copy of a sound sample and
- * its byte size by it's sound sample index
- *
- *-- History ------------------------------------------
- *
- * 2003.05.10:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- unsigned int getSoundSamplesCount();
- /*------------------------------------------------------
- * Pre :
- * Post : Returns number of sound samples loaded
- *
- *-- History ------------------------------------------
- *
- * 2003.05.10:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- bool isMeshValid(int index);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns true if mesh is valid
- *
- *-- History ------------------------------------------
- *
- * 2003.05.16:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- bool isRoomValid(int index);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns true if room is valid ( TRC support )
- *
- *-- History ------------------------------------------
- *
- * 2003.05.24:
- * Mongoose - Created
- ------------------------------------------------------*/
-
-
- ////////////////////////////////////////////////////////////
- // Public Mutators
- ////////////////////////////////////////////////////////////
-
- int loadSFX(char *filename);
- /*------------------------------------------------------
- * Pre :
- * Post : Loads an external sound pak for TR2 and TR3
- * games. Returns < 0 if error.
- *
- *-- History ------------------------------------------
- *
- * 2003.05.12:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void reset();
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2003.05.13:
- * Mongoose - New API, was Clear()
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void setDebug(bool toggle);
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void setRoomVertexLightingFactor(float f);
- /*------------------------------------------------------
- * Pre :
- * Post : Sets lighting factor for each vertex color per
- * room in TR3 paks
- *
- *-- History ------------------------------------------
- *
- * 2003.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void setTexelScalingFactor(float f);
- /*------------------------------------------------------
- * Pre :
- * Post : Sets scaling for sprite texel alignment, etc
- *
- *-- History ------------------------------------------
- *
- * 2003.05.22:
- * Mongoose - Created
- ------------------------------------------------------*/
-
-
- private:
-
- ////////////////////////////////////////////////////////////
- // Private Accessors
- ////////////////////////////////////////////////////////////
-
- void extractMeshes(unsigned char *mesh_data,
- unsigned int num_mesh_pointers,
- unsigned int *mesh_pointers);
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int Fread(void *buffer, size_t size, size_t count, FILE *f);
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void getRiffData(unsigned int *bytes, unsigned char **data);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns a copy of the sound samples and
- * their size
- *
- *-- History ------------------------------------------
- *
- * 2003.05.10:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void getRiffDataTR4(unsigned int index,
- unsigned int *bytes, unsigned char **data);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns a copy of a TR4 sound sample
- * and its size by it's sound sample index
- *
- *-- History ------------------------------------------
- *
- * 2003.05.10:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int getRiffOffsets(unsigned char *riffData, unsigned int riffDataBytes,
- unsigned int **offsets, unsigned int numOffsets);
- /*------------------------------------------------------
- * Pre :
- * Post : Returns an array of offsets for a contigous
- * RIFF data stream in chunks.
- *
- * Offsets will be allocated with enough space
- * to hold expected number of offsets.
- * ( Should be known number, otherwise not
- * all RIFFs will be parsed. )
- *
- * Returns number of RIFFs found
- *
- *-- History ------------------------------------------
- *
- * 2003.05.12:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- unsigned char *getTexTile(int texture);
- /*------------------------------------------------------
- * Pre : texture is valid index into textile list
- *
- * Post : Makes a 32bit RGBA image from a textile
- * and returns it. Returns NULL on error.
- *
- * This handles all selection and conversion
- * including alpha layering flags now.
- *
- *-- History ------------------------------------------
- *
- * 2001.05.28:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- int loadTR5(FILE *f, void (*percent)(int));
- /*------------------------------------------------------
- * Pre : f is a valid FILE and percent is allocated
- * Post : Loads a TR5 pak into memory
- *
- * At 10% all textures are loaded
- * the exact figure '10' will always be passed to
- * allow for texture caching while meshes load
- *
- *-- History ------------------------------------------
- *
- * 2002.01.02:
- * Mongoose - New callback for percent loaded feedback
- *
- * 2001.06.18:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void print(const char *methodName, const char *s, ...);
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2003.05.13:
- * Mongoose - New API clean up
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
- void printDebug(const char *methodName, const char *s, ...);
- /*------------------------------------------------------
- * Pre :
- * Post :
- *
- *-- History ------------------------------------------
- *
- * 2003.05.13:
- * Mongoose - New API clean up
- *
- * 2000.05.13:
- * Mongoose - Created
- ------------------------------------------------------*/
-
-
- ////////////////////////////////////////////////////////////
- // Private Mutators
- ////////////////////////////////////////////////////////////
-
-
- bool mReset; /* Guard multiple calls to reset() */
-
- bool mDebug; /* Debug output toggle */
-
- unsigned int mPakVersion; /* TombRaider pak file header version */
-
- tr2_version_type mEngineVersion; /* TombRaider engine version */
-
- tr2_colour_t _palette8[256]; /* 8-bit palette */
-
- unsigned int _palette16[256]; /* 16-bit palette */
-
- unsigned int _num_textiles; /* Total number of texture tiles */
-
- unsigned short _num_room_textures; /* Num textures only for room use? */
-
- unsigned short _num_misc_textures; /* Num of textures for misc use? */
-
- unsigned short _num_bump_map_textures; /* Num of textures that are
- bump map, texture pairs */
-
- tr2_textile8_t *_textile8; /* 8-bit (palettised) textiles */
-
- tr2_textile16_t *_textile16; /* 16-bit (ARGB) textiles */
-
- tr2_textile32_t *_textile32; /* 32-bit (BGRA) textiles */
-
- unsigned int _num_tex_special; /* Special textures and bump maps count */
-
- unsigned char *_tex_special; /* Special textures and bump maps */
-
- unsigned int _unknown_t; /* 32-bit unknown
- (always 0 in real TR2 levels) */
-
- unsigned short _num_rooms; /* Number of rooms in this level */
-
- tr2_room_t *_rooms; /* List of rooms (TR1,TR2,TR3,TR4) */
-
- tr5_room_t *mRoomsTR5; /* Rooms ( TR5 / TRC ) Only */
-
- unsigned int _num_floor_data; /* Num of words of floor data
- this level */
-
- unsigned short *_floor_data; /* Floor data */
-
- int mMeshCount; /* Number of meshes this level */
-
- tr2_mesh_t *mMeshes; /* list of meshes */
-
- unsigned int _num_animations; /* number of animations this level */
-
- tr2_animation_t *_animations; /* list of animations */
-
- unsigned int _num_state_changes; /* number of structures(?) this level */
-
- tr2_state_change_t *_state_changes; /* list of structures */
-
- unsigned int _num_anim_dispatches; /* number of ranges(?) this level */
-
- tr2_anim_dispatch_t *_anim_dispatches; /* list of ranges */
-
- unsigned int _num_anim_commands; /* number of Bone1s this level */
-
- tr2_anim_command_t *_anim_commands; /* list of Bone1s */
-
- unsigned int _num_mesh_trees; /* number of Bone2s this level */
-
- tr2_meshtree_t *_mesh_trees; /* list of Bone2s */
-
- unsigned int _num_frames; /* num of words of frame data this level */
-
- unsigned short *_frames; /* frame data */
-
- unsigned int _num_moveables; /* number of moveables this level */
-
- tr2_moveable_t *_moveables; /* list of moveables */
-
- u_int32_t numMoveablesTR5;
- tr5_moveable_t *moveablesTR5;
-
- u_int32_t numAnimationsTR5;
- tr5_animation_t *animationsTR5;
-
- u_int32_t numObjectTexturesTR5;
- tr5_object_texture_t *objectTexturesTR5;
-
- u_int32_t numCinematicFramesTR5;
- tr5_cinematic_frame_t *cinematicFramesTR5;
-
- u_int32_t numFlyByCamerasTR5;
- tr5_flyby_camera_t *flyByCamerasTR5;
-
- unsigned int _num_static_meshes; /* number of static meshes this level */
-
- tr2_staticmesh_t *_static_meshes; /* static meshes */
-
- unsigned int _num_object_textures; /* number of object textures this level */
-
- tr2_object_texture_t *_object_textures; /* list of object textures */
-
-
- unsigned int _num_sprite_textures; /* num of sprite textures this level */
-
- tr2_sprite_texture_t *_sprite_textures; /* list of sprite textures */
-
- unsigned int _num_sprite_sequences; /* num of sprite sequences this level */
-
- tr2_sprite_sequence_t *_sprite_sequences; /* sprite sequence data */
-
- int _num_cameras; /* Number of Cameras */
-
- tr2_camera_t *_cameras; /* cameras */
-
- int _num_sound_sources; /* Number of Sounds */
-
- tr2_sound_source_t *_sound_sources; /* sounds */
-
- int _num_boxes; /* Number of Boxes */
-
-
- tr2_box_t *_boxes; /* boxes - looks like
- struct { unsigned short value[4]; }
- - value[0..2] might be a vector;
- value[3] seems to be index into
- Overlaps[] */
-
- int _num_overlaps; /* Number of Overlaps */
-
- short *_overlaps; /* Overlaps -
- looks like ushort; 0x8000 is flag
- of some sort appears to be an
- offset into Boxes[] and/or
- Boxes2[] */
-
- short *_zones; /* Boxes2 */
-
- int _num_animated_textures; /* Number of AnimTextures */
-
- short *_animated_textures; /* Animtextures */
-
- int _num_items; /* Number of Items */
-
- tr2_item_t *_items; /* Items */
-
- unsigned char *_light_map; /* Colour-light maps */
-
- unsigned int _num_cinematic_frames; /* Number of cut-scene frames */
-
- tr2_cinematic_frame_t *_cinematic_frames; /* Cut-scene frames */
-
- short _num_demo_data; /* Number of Demo Data */
-
- unsigned char *_demo_data; /* Demo data */
-
- float mRoomVertexLightingFactor;
-
- float mTexelScale;
-
-
- // Sound data
-
- short *mSoundMap; /* Sound map */
-
- int mNumSoundDetails; /* Number of SampleModifiers */
-
- tr2_sound_details_t *mSoundDetails; /* Sample modifiers */
-
- int mNumSampleIndices; /* Number of Sample Indices */
-
- int *mSampleIndices; /* Sample indices */
-
- unsigned int *mSampleIndicesTR5;
-
- bool mRiffAlternateLoaded; /* Is a TR2,TR3 SFX loaded? */
-
- unsigned int *mRiffAlternateOffsets; /* After parsing this will
- hold byte offsets for TR2,TR3
- RIFFs in the buffered SFX */
-
- int mRiffDataSz; /* Byte size of a loaded SFX */
-
- unsigned char *mRiffData; /* SFX RIFF data in chunks */
-
- unsigned int mNumTR4Samples;
-
- unsigned char **mTR4Samples;
-
- unsigned int *mTR4SamplesSz;
-
-
- // For packed Fread emu/wrapper
-
- unsigned char *mCompressedLevelData; /* Buffer used to emulate fread
- with uncompressed libz data */
-
- unsigned int mCompressedLevelDataOffset; /* Offset into buffer */
-
- unsigned int mCompressedLevelSize; /* Size of buffer */
-
- tr_fread_mode_t mFreadMode; /* Fread mode file|buffer */
- };
-
- #endif
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