Open Source Tomb Raider Engine
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TombRaider.h 74KB

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  1. /*!
  2. * \file include/TombRaider.h
  3. * \brief Loads maps, meshes, textures...
  4. *
  5. * \todo WARNING: No endian routines as of yet
  6. * \author Mongoose
  7. */
  8. #ifndef _TOMBRAIDER_H_
  9. #define _TOMBRAIDER_H_
  10. #ifdef WIN32
  11. // Have to remove GCC packing, by removing in preprocessor
  12. #define __attribute__(packed)
  13. // MSVC++ pragma to pack structs
  14. #define TR2_H 1
  15. #pragma pack(push, tr2_h, 1)
  16. #endif
  17. //#include "games/TombRaider1.h"
  18. typedef enum {
  19. TR_VERSION_UNKNOWN,
  20. TR_VERSION_1,
  21. TR_VERSION_2,
  22. TR_VERSION_3,
  23. TR_VERSION_4,
  24. TR_VERSION_5
  25. } tr2_version_type;
  26. typedef enum {
  27. TR_FREAD_NORMAL = 0,
  28. TR_FREAD_COMPRESSED
  29. } tr_fread_mode_t;
  30. typedef enum {
  31. tombraiderLight_typeDirectional = 1,
  32. tombraiderLight_typeSpot = 2,
  33. tombraiderLight_typePoint = 3
  34. } tombraiderLightType;
  35. typedef enum {
  36. tombraiderLight_useCutoff = 1,
  37. tombraiderLight_useAttenuation = 2
  38. } tombraiderLightFlags;
  39. typedef enum {
  40. tombraiderRoom_underWater = 1
  41. } tombraiderRoomFlags;
  42. typedef enum {
  43. tombraiderSector_wall = 1
  44. } tombraiderSectorFlags;
  45. typedef enum {
  46. tombraiderFace_Alpha = (1 << 0),
  47. tombraiderFace_Colored = (1 << 1),
  48. tombraiderFace_PartialAlpha = (1 << 2)
  49. } tombraiderFace_Flags;
  50. #define TR_SOUND_FOOTSTEP0 1
  51. #define TR_SOUND_F_PISTOL 12
  52. enum TR4_Objects {
  53. TR4_LARA = 0,
  54. TR4_PISTOLS_ANIM = 1,
  55. TR4_UZI_ANIM = 2,
  56. TR4_SHOTGUN_ANIM = 3,
  57. TR4_CROSSBOW_ANIM = 4,
  58. TR4_GRENADE_GUN_ANIM = 5,
  59. TR4_SIXSHOOTER_ANIM = 6,
  60. TR4_FLARE_ANIM = 7,
  61. TR4_LARA_SKIN = 8,
  62. TR4_LARA_SKIN_JOINTS = 9,
  63. TR4_LARA_SCREAM = 10,
  64. TR4_LARA_CROSSBOW_LASER = 11,
  65. TR4_LARA_REVOLVER_LASER = 12,
  66. TR4_LARA_HOLSTERS = 13,
  67. TR4_LARA_HOLSTERS_PISTOLS = 14,
  68. TR4_LARA_HOLSTERS_UZIS = 15,
  69. TR4_LARA_HOLSTERS_SIXSHOOTER = 16,
  70. TR4_LARA_SPEECH_HEAD1 = 17,
  71. TR4_LARA_SPEECH_HEAD2 = 18,
  72. TR4_LARA_SPEECH_HEAD3 = 19,
  73. TR4_LARA_SPEECH_HEAD4 = 20
  74. };
  75. #define TR_ANIAMTION_RUN 0
  76. #define TR_ANIAMTION_STAND 11
  77. #define TR_ANIAMTION_TURN_L 12
  78. #define TR_ANIAMTION_TURN_R 13
  79. #define TR_ANIAMTION_HIT_WALL_FRONT 53
  80. #define TR_ANIAMTION_SWIM_IDLE 87
  81. #define TR_ANIAMTION_SWIM 86
  82. #define TR_ANIAMTION_SWIM_L 143
  83. #define TR_ANIAMTION_SWIM_R 144
  84. #define TR_ANIAMTION_GRAB_LEDGE 96
  85. #define TR_ANIAMTION_PULLING_UP 97
  86. /*!
  87. * \brief Basic 24-bit colour structure.
  88. *
  89. * It appears that only 6 bits per colour are actually
  90. * used, making it 18-bit colour.
  91. */
  92. typedef struct {
  93. unsigned char r; //!< Red part
  94. unsigned char g; //!< Green part
  95. unsigned char b; //!< Blue part
  96. } __attribute__ ((packed)) tr2_colour_t;
  97. /*!
  98. * \brief Basic vertex structure.
  99. *
  100. * Note that all vertices are relative coordinates;
  101. * each mesh (room, object, etc.) has its own offset by
  102. * which the vertex coordinates are translated.
  103. */
  104. typedef struct {
  105. short x;
  106. short y;
  107. short z;
  108. } __attribute__ ((packed)) tr2_vertex_t;
  109. /*!
  110. * \brief A rectangular (quad) face definition.
  111. *
  112. * Four vertices (the values are indices into the
  113. * appropriate vertex list) and a texture (an index
  114. * into the texture list) or colour (index into 8-bit palette).
  115. *
  116. * I've seen a few coloured polygons where Texture is
  117. * greater than 255, but ANDing the value with 0xFF
  118. * seems to produce acceptable results.
  119. */
  120. typedef struct {
  121. unsigned short vertices[4];
  122. unsigned short texture;
  123. } __attribute__ ((packed)) tr2_quad_t; // was tr2_face4
  124. typedef struct {
  125. unsigned short vertices[4]; //!< The 4 vertices of a quad
  126. unsigned short texture; //!< Object-texture index
  127. unsigned short lighting; //!< Transparency flag & strength of the highlight
  128. /*!<
  129. * Bit 0: if set, alpha channel = intensity (same meaning that when the
  130. * Attribute field of tr2_object_texture is 2. Cf TRosetta stone document)
  131. *
  132. * Bit 1-7: strength of the highlight. In TR4, objects can exhibit some kind
  133. * of light reflection when seen from some particular angles. These bits give
  134. * the strength of this effect:
  135. * the more bigger the value is, the more visible is the effect.
  136. */
  137. } __attribute__ ((packed)) tr4_quad_t;
  138. /*!
  139. * \brief A triangular face definition.
  140. *
  141. * Three vertices (the values are indices into the
  142. * appropriate vertex list) and a texture (an index into the
  143. * texture list) or colour (index into palette).
  144. *
  145. * In the case of a colour, (Texture & 0xff) is the index
  146. * into the 8-bit palette, while (Texture >> 8) is
  147. * the index into the 16-bit palette.
  148. */
  149. typedef struct {
  150. unsigned short vertices[3];
  151. unsigned short texture;
  152. } __attribute__ ((packed)) tr2_tri_t; // was tr2_face3
  153. typedef struct {
  154. unsigned short vertices[3]; //!< The 3 vertices of a tri
  155. unsigned short texture; //!< Object-texture index
  156. unsigned short lighting; //!< Transparency flag & strength of the highlight
  157. } __attribute__ ((packed)) tr4_tri_t;
  158. /*!
  159. * \brief An 8-bit texture tile (65536 bytes).
  160. *
  161. * Each byte represents a pixel whose colour
  162. * is in the 8-bit palette.
  163. */
  164. typedef struct {
  165. unsigned char tile[256 * 256];
  166. } __attribute__ ((packed)) tr2_textile8_t;
  167. /*!
  168. * \brief A 16-bit texture tile (131072 bytes).
  169. *
  170. * Each word represents a pixel
  171. * whose colour is of the form ARGB, MSB-to-LSB:
  172. *
  173. * * 1-bit transparency (0: transparent, 1: opaque)
  174. * * 5-bit red channel
  175. * * 5-bit green channel
  176. * * 5-bit blue channel
  177. */
  178. typedef struct {
  179. unsigned short tile[256 * 256];
  180. } __attribute__ ((packed)) tr2_textile16_t;
  181. /*!
  182. * \brief A 32-bit texture tile (262144 bytes).
  183. *
  184. * BGRA with 4bytes each channel.
  185. */
  186. typedef struct {
  187. unsigned int tile[256 * 256];
  188. } __attribute__ ((packed)) tr2_textile32_t;
  189. /*!
  190. * \brief The "header" of a room.
  191. *
  192. * X/Z indicate the base position of the room mesh in world coordinates.
  193. *
  194. * yLowest and yHighest indicate the lowest and highest points in this room
  195. * (even though their actual values appear to be reversed, since a "high"
  196. * point will have a smaller value than a "low" point).
  197. *
  198. * When positioning objects/items, as well as the room meshes
  199. * themselves, y is always 0-relative (not room-relative).
  200. */
  201. typedef struct {
  202. int x; //!< X-offset of room (world coordinates)
  203. int z; //!< Z-offset of room (world coordinates)
  204. int y_bottom; //!< Y-offset of lowest point in room (world coordinates, actually highest value)
  205. int y_top; //!< Y-offset of highest point in room (world coordinates, actually lowest value)
  206. } __attribute__ ((packed)) tr2_room_info_t;
  207. /*!
  208. * \brief Portal structure.
  209. *
  210. * This defines every viable exit from a given "room".
  211. *
  212. * Note that "rooms" are really just areas. They aren't
  213. * necessarily enclosed. The door structure below defines
  214. * areas of egress, not the actual moveable mesh,
  215. * texture, and action (if any).
  216. */
  217. typedef struct {
  218. unsigned short adjoining_room; //!< Which room this "door" leads to
  219. tr2_vertex_t normal; //!< Which way the "door" faces
  220. tr2_vertex_t vertices[4]; //!< The corners of the "door"
  221. } __attribute__ ((packed)) tr2_room_portal_t;
  222. /*!
  223. * \brief Room sector structure.
  224. *
  225. * Sectors are 1024 * 1024 (world coordinates). Floor and
  226. * Ceiling are signed number of 256 units of height
  227. * (relative to 0), e.g. Floor 0x04 corresponds to
  228. * Y = 1024 in world coordinates.
  229. *
  230. * Note: this implies that, while X and Z can be quite large,
  231. * Y is constrained to -32768..32512. Floor/Ceiling value of
  232. * 0x81 indicates impenetrable wall.
  233. *
  234. * Floor values are used by the game engine to determine what
  235. * objects Lara can traverse and how.
  236. *
  237. * Relative steps of 1 (-256) can be walked up;
  238. * steps of 2..7 (-512..-1792) can/must be climbed;
  239. * steps larger than 7 (-2048..-32768) cannot be climbed (too tall)
  240. *
  241. * In TR3, BoxIndex is more complicated. Only bits 4-14 are the
  242. * "real" index; bits 0-3 are most likely some kind of flag,
  243. * such as what kind of footstep sound to make (wood, metal, snow).
  244. * Furthermore, there is a special value of the "real" index,
  245. * 2047, or 0x7ff.
  246. *
  247. * RoomAbove and RoomBelow indicate what neighboring rooms are
  248. * in these directions; if RoomAbove is not "none", then the
  249. * ceiling is a collisional portal to that room, while if
  250. * RoomBelow is not "none", then the floor is a collisional
  251. * portal to that room.
  252. */
  253. typedef struct {
  254. unsigned short fd_index; //!< Index into FloorData[]
  255. unsigned short box_index; //!< Index into Boxes[]/Zones[] (-1 if none)
  256. unsigned char room_below; //!< The number of the room below this one (-1 or 255 if none)
  257. char floor; //!< Absolute height of floor (Multiply by 256 for world coordinates)
  258. unsigned char room_above; //!< The number of the room above this one (-1 or 255 if none)
  259. char ceiling; //!< Absolute height of ceiling (multiply by 256 for world coordinates)
  260. } __attribute__ ((packed)) tr2_room_sector_t;
  261. /*!
  262. * \brief Room lighting structure.
  263. *
  264. * X/Y/Z are in world coordinates.
  265. *
  266. * Lighting values seem to range from 0..8192.
  267. */
  268. typedef struct {
  269. int x;
  270. int y;
  271. int z;
  272. unsigned short intensity1;
  273. unsigned short intensity2;
  274. unsigned int fade1;
  275. unsigned int fade2;
  276. } __attribute__ ((packed)) tr2_room_light_t;
  277. typedef struct {
  278. int xPosition; //!< World coords
  279. int yPosition; //!< World coords
  280. int zPosition; //!< World coords
  281. tr2_colour_t color; //!< Three bytes rgb values
  282. unsigned char lightType; //!< Same as D3D (i.e. 2 is for spotlight)
  283. unsigned char unknown; //!< Always 0xff?
  284. unsigned char intensity;
  285. float in;
  286. float out;
  287. float length;
  288. float cutoff;
  289. float xDir, yDir, zDir; //!< Direction?
  290. } __attribute__ ((packed)) tr4_room_light_t;
  291. /*!
  292. * \brief Room vertex structure.
  293. *
  294. * This defines the vertices within a room.
  295. */
  296. typedef struct {
  297. tr2_vertex_t vertex;
  298. short lighting1; //!< Values range from 0 to 32767 in TR3, 0=dark.
  299. /*!< I think the values ranged from 0 to 8192
  300. * in TR1/2, 0=bright. */
  301. unsigned short attributes; /*!<
  302. * * 0x8000 Something to do with water surface
  303. * * 0x4000 Under water lighting modulation
  304. * and movement if viewed from
  305. * above water surface
  306. * * 0x2000 Water/quicksand surface movement
  307. * * 0x1fef Nothing?
  308. * * 0x0010 Everything?
  309. */
  310. short lighting2; //!< Seems to be the same as lighting1
  311. } __attribute__ ((packed)) tr2_vertex_room_t;
  312. /*!
  313. * \brief Sprite structure
  314. */
  315. typedef struct {
  316. short vertex; //!< Offset into vertex list
  317. short texture; //!< Offset into texture list
  318. } __attribute__ ((packed)) tr2_room_sprite_t;
  319. /*!
  320. * \brief Room mesh structure.
  321. *
  322. * This is the geometry of the "room," including
  323. * walls, floors, rocks, water, etc. It does _not_ include
  324. * objects that Lara can interact with (keyboxes,
  325. * moveable blocks, moveable doors, etc.)
  326. */
  327. typedef struct tr2_room_data_s {
  328. short num_vertices; //!< Number of vertices in the following list
  329. tr2_vertex_room_t *vertices; //!< List of vertices (relative coordinates)
  330. short num_rectangles; //!< Number of textured rectangles
  331. tr2_quad_t *rectangles; //!< List of textured rectangles
  332. short num_triangles; //!< Number of textured triangles
  333. tr2_tri_t *triangles; //!< List of textured triangles
  334. short num_sprites; //!< Number of sprites
  335. tr2_room_sprite_t *sprites; //!< List of sprites
  336. } __attribute__ ((packed)) tr2_room_data_t;
  337. /*!
  338. * \brief Room static mesh data.
  339. *
  340. * Positions and IDs of static meshes
  341. * (e.g. skeletons, spiderwebs, furniture)
  342. */
  343. typedef struct {
  344. int x; //!< Absolute position in world coordinates
  345. int y;
  346. int z;
  347. unsigned short rotation; //!< High two bits (0xc000) indicate steps of 90 degrees
  348. unsigned short intensity1;
  349. unsigned short intensity2;
  350. unsigned short object_id; //!< Which StaticMesh item to draw
  351. } __attribute__ ((packed)) tr2_room_staticmesh_t;
  352. /*!
  353. * \brief Room structure.
  354. *
  355. * Here's where all the room data comes together.
  356. */
  357. typedef struct {
  358. tr2_room_info_t info; //!< where the room exists, in world coordinates
  359. unsigned int num_data_words; //!< number of data words (bitu16)
  360. unsigned char *data; //!< the raw data from which the rest of this is derived
  361. tr2_room_data_t room_data; //!< the room mesh
  362. unsigned short num_portals; //!< number of visibility portals that leave this room
  363. tr2_room_portal_t *portals; //!< list of visibility portals
  364. unsigned short num_zsectors; //!< width of sector list
  365. unsigned short num_xsectors; //!< height of sector list
  366. tr2_room_sector_t *sector_list; //!< list of sectors in this room
  367. short intensity1;
  368. short intensity2;
  369. short light_mode;
  370. unsigned short num_lights; //!< number of lights in this room
  371. tr2_room_light_t *lights; //!< list of lights
  372. unsigned short num_static_meshes; //!< number of static meshes
  373. tr2_room_staticmesh_t *static_meshes; //!< static meshes
  374. short alternate_room;
  375. short flags; /*!< * 0x0001 - room is filled with water
  376. * * 0x0020 - Lara's ponytail gets blown by the wind */
  377. tr2_colour_t room_light_colour; //!< TR3 ONLY!
  378. tr4_room_light_t *tr4Lights; //!< TR4 ONLY!
  379. } __attribute__ ((packed)) tr2_room_t;
  380. /*!
  381. * \brief Animation structure up to TR3.
  382. */
  383. typedef struct {
  384. unsigned int frame_offset; //!< byte offset into Frames[] (divide by 2 for Frames[i])
  385. unsigned char frame_rate; //!< "ticks" per frame
  386. unsigned char frame_size; //!< number of words in Frames[] used by this animation
  387. short state_id;
  388. short unknown1;
  389. short unknown2;
  390. short unknown3;
  391. short unknown4;
  392. unsigned short frame_start; //!< first frame in this animation
  393. unsigned short frame_end; //!< last frame in this animation (numframes = (End - Start) + 1)
  394. unsigned short next_animation;
  395. unsigned short next_frame;
  396. unsigned short num_state_changes;
  397. unsigned short state_change_offset; //!< offset into StateChanges[]
  398. unsigned short num_anim_commands;
  399. unsigned short anim_command; //!< offset into AnimCommands[]
  400. } __attribute__ ((packed)) tr2_animation_t;
  401. /*!
  402. * \brief Data for an animation structure (40 bytes in TR4 vice 32 in TR1/2/3)
  403. */
  404. typedef struct {
  405. unsigned int frame_offset; //!< same meaning as in TR3
  406. unsigned char frame_rate; //!< same meaning as in TR3
  407. unsigned char frame_size; //!< same meaning as in TR3
  408. unsigned short state_id; //!< same meaning as in TR3
  409. short unknown; //!< same meaning as in TR3
  410. short speed; //!< same meaning as in TR3
  411. unsigned short accel_lo; //!< same meaning as in TR3
  412. short accel_hi; //!< same meaning as in TR3
  413. unsigned char unknown2[8]; //!< new in TR4
  414. unsigned short frame_start; //!< same meaning as in TR3
  415. unsigned short frame_end; //!< same meaning as in TR3
  416. unsigned short next_animation; //!< same meaning as in TR3
  417. unsigned short next_frame; //!< same meaning as in TR3
  418. unsigned short num_state_changes; //!< same meaning as in TR3
  419. unsigned short state_change_offset; //!< same meaning as in TR3
  420. unsigned short num_anim_commands; //!< same meaning as in TR3
  421. unsigned short anim_command; //!< same meaning as in TR3
  422. } __attribute__ ((packed)) tr4_animation_t;
  423. /*!
  424. * \brief State Change structure
  425. */
  426. typedef struct {
  427. unsigned short state_id;
  428. unsigned short num_anim_dispatches; //!< Number of dispatches (seems to always be 1..5)
  429. unsigned short anim_dispatch; //!< Offset into AnimDispatches[]
  430. } __attribute__ ((packed)) tr2_state_change_t;
  431. /*!
  432. * \brief Animation Dispatch structure
  433. */
  434. typedef struct {
  435. short low;
  436. short high;
  437. short next_animation;
  438. short next_frame;
  439. } __attribute__ ((packed)) tr2_anim_dispatch_t;
  440. /*!
  441. * \brief AnimCommand structure
  442. */
  443. typedef struct {
  444. short value;
  445. } __attribute__ ((packed)) tr2_anim_command_t;
  446. /*!
  447. * \brief MeshTree structure.
  448. *
  449. * MeshTree[] is actually groups of four ints. The first one is a
  450. * "flags" word; bit 1 (0x0002) indicates "make previous mesh an
  451. * anchor (e.g. PUSH)"; bit 0 (0x0001) indicates "return to previous
  452. * anchor (e.g. POP)".
  453. * The next three ints are X, Y, Z offsets from the last mesh position.
  454. */
  455. typedef struct {
  456. int flags; //!< 0x0001 = POP, 0x0002 = PUSH
  457. int x;
  458. int y;
  459. int z;
  460. } __attribute__ ((packed)) tr2_meshtree_t;
  461. /*!
  462. * \brief Moveable structure.
  463. *
  464. * This defines a list of contiguous meshes that
  465. * comprise one object, e.g. in WALL.TR2,
  466. *
  467. * moveable[0] = Lara (StartingMesh 0, NumMeshes 15),
  468. * moveable[13] = Tiger (StartingMesh 215, NumMeshes 27)
  469. * moveable[15] = Spikes (StartingMesh 249, NumMeshes 1)
  470. * moveable[16] = Boulder (StartingMesh 250, NumMeshes 1)
  471. * moveable[20] = Rolling Blade (StartingMesh 254, NumMeshes 1)
  472. */
  473. typedef struct {
  474. unsigned int object_id; //!< Item Identifier
  475. unsigned short num_meshes; //!< number of meshes in this object
  476. unsigned short starting_mesh; //!< first mesh
  477. unsigned int mesh_tree; //!< offset into MeshTree[]
  478. unsigned int frame_offset; //!< byte offset into Frames[] (divide by 2 for Frames[i])
  479. unsigned short animation; //!< offset into Animations[]
  480. } __attribute__ ((packed)) tr2_moveable_t;
  481. /*!
  482. * \brief StaticMesh structure.
  483. *
  484. * This defines meshes that don't move (e.g. skeletons
  485. * lying on the floor, spiderwebs, etc.)
  486. */
  487. typedef struct {
  488. unsigned int object_id; //!< Item Identifier
  489. unsigned short starting_mesh; //!< first mesh
  490. tr2_vertex_t bounding_box[2][2];
  491. unsigned short flags;
  492. } __attribute__ ((packed)) tr2_staticmesh_t;
  493. /*!
  494. * \brief Object texture vertex structure.
  495. *
  496. * Maps coordinates into texture tiles.
  497. */
  498. typedef struct {
  499. unsigned char xcoordinate;
  500. unsigned char xpixel;
  501. unsigned char ycoordinate;
  502. unsigned char ypixel;
  503. } __attribute__ ((packed)) tr2_object_texture_vert_t;
  504. /*!
  505. * \brief Object texture structure.
  506. */
  507. typedef struct {
  508. unsigned short transparency_flags; /*!< * 0: Opaque
  509. * * 1: Use transparency
  510. * * 2: Use partial transparency
  511. * [grayscale intensity :: transparency]
  512. */
  513. unsigned short tile; //!< index into textile list
  514. tr2_object_texture_vert_t vertices[4]; //!< the four corners of the texture
  515. } __attribute__ ((packed)) tr2_object_texture_t;
  516. /*!
  517. * \brief Sprite texture structure.
  518. */
  519. typedef struct {
  520. unsigned short tile;
  521. unsigned char x;
  522. unsigned char y;
  523. unsigned short width; //!< Actually, (width * 256) + 255
  524. unsigned short height; //!< Actually, (height * 256) + 255
  525. short left_side;
  526. short top_side;
  527. short right_side;
  528. short bottom_side;
  529. } __attribute__ ((packed)) tr2_sprite_texture_t;
  530. /*!
  531. * \brief Sprite Sequence structure
  532. */
  533. typedef struct {
  534. int object_id; //!< Item identifier (same numbering as in tr2_moveable)
  535. short negative_length; //!< Negative of "how many sprites are in this sequence"
  536. short offset; //!< Where (in sprite texture list) this sequence starts
  537. } __attribute__ ((packed)) tr2_sprite_sequence_t;
  538. /*!
  539. * \brief Mesh structure.
  540. *
  541. * The mesh list contains the mesh info for Lara (in all her
  542. * various incarnations), blocks, enemies (tigers, birds, bad guys),
  543. * moveable blocks, zip line handles, boulders, spinning blades,
  544. * you name it.
  545. *
  546. * If NumNormals is negative, Normals[] represent vertex
  547. * lighting values (one per vertex).
  548. */
  549. typedef struct {
  550. tr2_vertex_t centre; /*!< \brief This seems to describe the
  551. * approximate geometric centre
  552. * of the mesh (possibly the centre of gravity?)
  553. * (relative coordinates, just like the vertices) */
  554. int collision_size; //!< radius of collisional sphere
  555. short num_vertices; //!< number of vertices in this mesh
  556. tr2_vertex_t *vertices; //!< list of vertices (relative coordinates)
  557. short num_normals; //!< number of normals in this mesh (should always equal NumVertices)
  558. tr2_vertex_t *normals; //!< list of normals (NULL if NumNormals < 0)
  559. short *mesh_lights; //!< if NumNormals < 0
  560. short num_textured_rectangles; //!< number of textured rectangles
  561. tr2_quad_t *textured_rectangles; //!< list of textured rectangles
  562. short num_textured_triangles; //!< number of textured triangles in this mesh
  563. tr2_tri_t *textured_triangles; //!< list of textured triangles
  564. short num_coloured_rectangles; //!< number of coloured rectangles
  565. tr2_quad_t *coloured_rectangles; //!< list of coloured rectangles
  566. short num_coloured_triangles; //!< number of coloured triangles in this mesh
  567. tr2_tri_t *coloured_triangles; //!< list of coloured triangles
  568. } __attribute__ ((packed)) tr2_mesh_t;
  569. /*!
  570. * \brief Frame structure.
  571. *
  572. * Frames indicates how composite meshes are positioned and rotated.
  573. * They work in conjunction with Animations[] and Bone2[].
  574. *
  575. * A given frame has the following format:
  576. *
  577. * short BB1x, BB1y, BB1z // bounding box (low)
  578. * short BB2x, BB2y, BB2z // bounding box (high)
  579. * short OffsetX, OffsetY, OffsetZ // starting offset for this moveable
  580. * (TR1 ONLY: short NumValues // number of angle sets to follow)
  581. * (TR2/3: NumValues is implicitly NumMeshes (from moveable))
  582. *
  583. * What follows next is a list of angle sets. In TR2/3, an angle set can
  584. * specify either one or three axes of rotation. If either of the high two
  585. * bits (0xc000) of the first angle unsigned short are set, it's one axis:
  586. *
  587. * only one unsigned short,
  588. * low 10 bits (0x03ff),
  589. * scale is 0x100 == 90 degrees;
  590. *
  591. * the high two bits are interpreted as follows:
  592. *
  593. * 0x4000 == X only, 0x8000 == Y only,
  594. * 0xC000 == Z only.
  595. *
  596. * If neither of the high bits are set, it's a three-axis rotation. The next
  597. * 10 bits (0x3ff0) are the X rotation, the next 10 (including the following
  598. * unsigned short) (0x000f, 0xfc00) are the Y rotation,
  599. * the next 10 (0x03ff) are the Z rotation, same scale as
  600. * before (0x100 == 90 degrees).
  601. *
  602. * Rotations are performed in Y, X, Z order.
  603. * TR1 ONLY: All angle sets are two words and interpreted like the two-word
  604. * sets in TR2/3, EXCEPT that the word order is reversed.
  605. */
  606. typedef struct {
  607. tr2_vertex_t vector[3];
  608. int num_words;
  609. unsigned short *words;
  610. } __attribute__ ((packed)) tr2_frame_t;
  611. /*!
  612. * \brief Item structure
  613. */
  614. typedef struct {
  615. short object_id;
  616. short room;
  617. int x;
  618. int y;
  619. int z;
  620. short angle;
  621. short intensity1;
  622. short intensity2;
  623. short flags; //!< 0x0100 indicates "inactive" or "invisible"
  624. } __attribute__ ((packed)) tr2_item_t;
  625. /*!
  626. * \brief SoundSource structure
  627. */
  628. typedef struct {
  629. int x; //!< position of sound source
  630. int y;
  631. int z;
  632. unsigned short sound_id; //!< internal sound index
  633. unsigned short flags; //!< 0x40, 0x80, or 0xc0
  634. } __attribute__ ((packed)) tr2_sound_source_t;
  635. /*!
  636. * \brief Boxes structure
  637. */
  638. typedef struct {
  639. unsigned char zmin; //!< sectors (* 1024 units)
  640. unsigned char zmax;
  641. unsigned char xmin;
  642. unsigned char xmax;
  643. short true_floor; //!< Y value (no scaling)
  644. short overlap_index; //!< index into Overlaps[]
  645. } __attribute__ ((packed)) tr2_box_t;
  646. /*!
  647. * \brief AnimatedTexture structure.
  648. *
  649. * - really should be simple short[], since it's variable length
  650. */
  651. typedef struct {
  652. short num_texture_ids; //!< Number of Texture IDs - 1
  653. short *texture_list; //!< list of textures to cycle through
  654. } __attribute__ ((packed)) tr2_animated_texture_t;
  655. /*!
  656. * \brief Camera structure
  657. */
  658. typedef struct {
  659. int x;
  660. int y;
  661. int z;
  662. short room;
  663. unsigned short unknown1; //!< correlates to Boxes[]?
  664. } __attribute__ ((packed)) tr2_camera_t;
  665. /*
  666. * \brief Data for a flyby camera (40 bytes)
  667. */
  668. typedef struct {
  669. int pos[6]; //!< Positions ? (x1,y1,z1,x2,y2,z2) roatations?
  670. unsigned char index[2]; //!< A pair of indices
  671. unsigned short unknown[5]; //!< ??
  672. int id; //!< Index of something
  673. } __attribute__ ((packed)) tr4_extra_camera_t;
  674. /*!
  675. * \brief Sound sample structure
  676. */
  677. typedef struct {
  678. short sample;
  679. short volume;
  680. short sound_range;
  681. short flags; /*!< \ brief bits 8-15: priority?, 2-7: number of sound samples
  682. * in this group, bits 0-1: channel number */
  683. } __attribute__ ((packed)) tr2_sound_details_t;
  684. /*!
  685. * \brief Cutscene Camera structure
  686. */
  687. typedef struct {
  688. short roty; //!< Rotation about Y axis, +/-32767 ::= +/- 180 degrees
  689. short rotz; //!< Rotation about Z axis, +/-32767 ::= +/- 180 degrees
  690. short rotz2; //!< Rotation about Z axis (why two?), +/-32767 ::= +/- 180 degrees
  691. short posz; //!< Z position of camera, relative to something
  692. short posy; //!< Y position of camera, relative to something
  693. short posx; //!< X position of camera, relative to something
  694. short unknown1;
  695. short rotx; //!< Rotation about X axis, +/-32767 ::= +/- 180 degrees
  696. } __attribute__ ((packed)) tr2_cinematic_frame_t;
  697. /*!
  698. * \brief Data for a AI object (24 bytes).
  699. *
  700. * this field replaces the bitu16 NumCinematicFrames of TR1/2/3 levels
  701. *
  702. * Used to read TR4 AI data
  703. */
  704. typedef struct {
  705. unsigned short int object_id; //!< the objectID from the AI object
  706. //!< (AI_FOLLOW is 402)
  707. unsigned short int room;
  708. int x, y, a;
  709. unsigned short int ocb;
  710. unsigned short int flags; //!< The trigger flags
  711. //!< (button 1-5, first button has value 2)
  712. int angle; //!< rotation
  713. } __attribute__ ((packed)) tr4_ai_object_t;
  714. /*!
  715. * \brief Used to read packed TR4 texels
  716. */
  717. typedef struct {
  718. unsigned short attribute; //!< same meaning as in TR3
  719. unsigned short tile; //!< same meaning as in TR3
  720. unsigned short flags; //!< new in TR4
  721. tr2_object_texture_vert_t vertices[4]; //!< same meaning as in TR3
  722. unsigned int unknown1, unknown2; //!< new in TR4: x & y offset in something
  723. unsigned int xsize, ysize; //!< new in TR4: width-1 & height-1 of the object texture
  724. } __attribute__ ((packed)) tr4_object_texture_t;
  725. /*!
  726. * \brief TR5 Room Layer (56 bytes)
  727. */
  728. typedef struct {
  729. u_int32_t numLayerVertices; //!< number of vertices in this layer (4 bytes)
  730. u_int16_t unknownL1; //!< unknown (2 bytes)
  731. u_int16_t numLayerRectangles; //!< number of rectangles in this layer (2 bytes)
  732. u_int16_t numLayerTriangles; //!< number of triangles in this layer (2 bytes)
  733. u_int16_t unknownL2; //!< appears to be the number of 2 sided textures
  734. //!< in this layer, however is sometimes 1 off (2 bytes)
  735. u_int16_t filler; //!< always 0 (2 bytes)
  736. u_int16_t filler2; //!< always 0 (2 bytes)
  737. float layerBoundingBoxX1; //!< These 6 floats (4 bytes each) define the bounding box for the layer
  738. float layerBoundingBoxY1;
  739. float layerBoundingBoxZ1;
  740. float layerBoundingBoxX2;
  741. float layerBoundingBoxY2;
  742. float layerBoundingBoxZ2;
  743. u_int32_t filler3; //!< always 0 (4 bytes)
  744. u_int32_t unknownL6; //!< unknown (4 bytes)
  745. u_int32_t unknownL7; //!< unknown (4 bytes)
  746. u_int32_t unknownL8; //!< unknown. Always the same throughout the level. (4 bytes)
  747. } tr5_room_layer_t;
  748. /*!
  749. * \brief TR5 Quad (12 bytes)
  750. */
  751. typedef struct {
  752. u_int16_t vertices[4]; //!< the values are the indices into the
  753. //!< appropriate layer vertice list. (2 bytes each)
  754. u_int16_t texture; //!< the texture number for this face. Needs to be masked
  755. //!< with 0xFFF as the high 4 bits are flags (2 bytes)
  756. u_int16_t unknownF4; //!< unknown (2 bytes)
  757. } tr5_face4_t;
  758. /*!
  759. * \brief TR5 triangular face (10 bytes)
  760. */
  761. typedef struct {
  762. u_int16_t vertices[3]; //!< the values are the indices into the
  763. //!< appropriate layer vertice list (2 bytes each)
  764. u_int16_t texture; //!< the texture number for this face. Needs to be masked
  765. //!< with 0xFFF as the high 4 bits are flags (2 bytes)
  766. u_int16_t unknownF3; //!< unknown (2 bytes)
  767. } tr5_face3_t;
  768. /*!
  769. * \brief TR5 Vertex (28 bytes)
  770. */
  771. typedef struct {
  772. float x; //!< x of vertex (4 bytes)
  773. float y; //!< y of vertex (4 bytes)
  774. float z; //!< z of vertex (4 bytes)
  775. float nx; //!< x of vertex normal (4 bytes)
  776. float ny; //!< y of vertex normal (4 bytes)
  777. float nz; //!< z of vertex normal (4 bytes)
  778. u_int32_t vColor; //!< vertex color ARGB format (4 bytes)
  779. } tr5_vertex_t;
  780. /*!
  781. * \brief This is to help store and manage TR5 layer based polgons for rooms
  782. */
  783. typedef struct {
  784. tr5_face4_t *quads;
  785. tr5_face3_t *tris;
  786. tr5_vertex_t *verts;
  787. } tr5_room_geometry_t;
  788. /*!
  789. * \brief TR5 light (88 bytes)
  790. */
  791. typedef struct {
  792. float x; //!< x position of light (4 bytes)
  793. float y; //!< y position of light (4 bytes)
  794. float z; //!< z position of light (4 bytes)
  795. /*!< Maybe wrong: The (x, y, z) floats specify the position of the light
  796. * in world coordinates.
  797. *
  798. * The sun type light should not use these but seems to have a
  799. * large x value (9 million, give or take)
  800. * a zero y value, and a small z value (4 - 20) in the original TR5 levels
  801. */
  802. float red; //!< color of red spectrum (4 bytes)
  803. float green; //!< color of green spectrum (4 bytes)
  804. float blue; //!< color of blue spectrum (4 bytes)
  805. u_int32_t seperator; //!< not used 0xCDCDCDCD (4 bytes)
  806. float input; //!< cosine of the IN value for light / size of IN value (4 bytes)
  807. float output; //!< cosine of the OUT value for light / size of OUT value (4 bytes)
  808. /*!< At this point the info diverges dependant
  809. * on which type of light being used:
  810. *
  811. * 0 = sun, 1 = light, 2 = spot, 3 = shadow
  812. *
  813. * The sun type doesn't use input and output.
  814. *
  815. * For the spot type these are the hotspot and falloff angle cosines.
  816. *
  817. * For the light and shadow types these are the TR units
  818. * for the hotspot/falloff (1024=1sector).
  819. */
  820. float radInput; //!< (IN radians) * 2 (4 bytes)
  821. float radOutput; //!< (OUT radians) * 2 (4 bytes)
  822. //!< radInput and radOutput are only used by the spot type light
  823. float range; //!< Range of light (4 bytes), only used by the spot type light
  824. float directionVectorX; //!< light direction (4 bytes)
  825. float directionVectorY; //!< light direction (4 bytes)
  826. float directionVectorZ; //!< light direction (4 bytes)
  827. /*!< The 3 directionVector floats are used only by the 'sun' and 'spot' type lights.
  828. * They describe the directional vector of the light.
  829. * This can be obtained by:
  830. *
  831. * if both x and y LightDirectionVectorX = cosX * sinY
  832. *
  833. * LightDirectionVectorY = sinX
  834. * LightDirectionVectorZ = cosX * cosY
  835. */
  836. int32_t x2; //!< x position of light (4 bytes)
  837. int32_t y2; //!< y position of light (4 bytes)
  838. int32_t z2; //!< z position of light (4 bytes)
  839. /*!<
  840. * x2, y2, z2 and the directionVectors-2 repeat some of the
  841. * previous information in long data types vice floats
  842. */
  843. int32_t directionVectorX2; //!< light direction (4 bytes)
  844. int32_t directionVectorY2; //!< light direction (4 bytes)
  845. int32_t directionVectorZ2; //!< light direction (4 bytes)
  846. //!< 16384 = 1.0 for the rotations (1/16384)
  847. u_int8_t lightType; //!< type of light as specified above (1 byte)
  848. u_int8_t seperator2[3]; //!< 0xCDCDCD (3 bytes)
  849. } tr5_light_t;
  850. /*!
  851. * \brief TR5 Room.
  852. *
  853. * First number is offset in bytes from start of room structure.
  854. */
  855. typedef struct {
  856. u_int32_t checkXELA; //!< "XELA" (4 bytes)
  857. u_int32_t roomDataSize; /*!< size of the following data ( use this vice
  858. * 'walking thru' to get next room) (4 bytes) */
  859. u_int32_t seperator; //!< 0xCDCDCDCD (4 bytes)
  860. u_int32_t endSDOffset; /*!< usually this number + 216 will give you the
  861. * offset from the start of the room data to the end
  862. * of the Sector Data. HOWEVER have seen where this
  863. * bitu32 is equal to -1 so it is better to use the
  864. * following bitu32 and + 216 +
  865. * ((NumXSectors * NumZSectors)*8) if you need
  866. * to obtain this information. (4 bytes) */
  867. u_int32_t startSDOffset; /*!< this number + 216 will give you the offset from
  868. * the start of the room to the start of the
  869. * sector data. (4 bytes) */
  870. u_int32_t seperator2; //!< will either be 0x00000000 or 0xCDCDCDCD (4 bytes)
  871. u_int32_t endPortalOffset; /*!< this number + 216 will give you the offset
  872. * from the start of the room to the end of the
  873. * portal data. (4 bytes) */
  874. int32_t x; //!< X position of room ( world coordinates) (4 bytes)
  875. int32_t seperator3; //!< 0x00000000 (4 bytes)
  876. int32_t z; //!< Z position of room (world coordinates) (4 bytes)
  877. int32_t yBottom; //!< lowest point in room (4 bytes)
  878. int32_t yTop; //!< highest point in room (4 bytes)
  879. u_int16_t numZSectors; //!< sector table width (2 bytes)
  880. u_int16_t numXSectors; //!< sector table height (2 bytes)
  881. u_int32_t roomAmbientColor; //!< ARGB format (blue is least significant byte) (4 bytes)
  882. u_int16_t numRoomLights; //!< number of lights in this room (2 bytes)
  883. u_int16_t numStaticMeshes; //!< number of static meshes in this room (2 bytes)
  884. u_int16_t unknownR1; //!< usually 0x0001 however high byte is sometimes non zero (2 bytes)
  885. u_int16_t unknownR2; //!< usually 0x0000 however low byte is sometimes non zero (2 bytes)
  886. u_int32_t filler; //!< always 0x00007FFF (4 bytes)
  887. u_int32_t filler2; //!< always 0x00007FFF (4 bytes)
  888. u_int32_t seperator4; //!< 0xCDCDCDCD (4 bytes)
  889. u_int32_t seperator5; //!< 0xCDCDCDCD (4 bytes)
  890. unsigned char seperator6[6]; //!< 6 bytes 0xFF
  891. u_int16_t roomFlag; //!< 0x01 = water, 0x20 = wind, others unknown (2 bytes)
  892. u_int16_t unknownR5; //!< unknown (2 bytes)
  893. unsigned char seperator7[10]; //!< 10 bytes 0x00
  894. u_int32_t seperator8; //!< 0xCDCDCDCD (4 bytes)
  895. u_int32_t unknownR6; //!< unknown (4 bytes)
  896. float roomX; //!< X position of room in world coordinates
  897. //!< If null room then this data will be 0xCDCDCDCD (4 bytes)
  898. u_int32_t seperator9; //!< 0x00000000 or 0xCDCDCDCD if null room. (4 bytes)
  899. float roomZ; //!< Z position of room in world coordinates
  900. //!< If null room then will be bitu32 0xCDCDCDCD (4 bytes)
  901. u_int32_t seperator10; //!< 0xCDCDCDCD (4 bytes)
  902. u_int32_t seperator11; //!< 0xCDCDCDCD (4 bytes)
  903. u_int32_t seperator12; //!< 0xCDCDCDCD (4 bytes)
  904. u_int32_t seperator13; //!< 0xCDCDCDCD (4 bytes)
  905. u_int32_t seperator14; //!< 0x00000000 unless null room then 0xCDCDCDCD (4 bytes)
  906. u_int32_t seperator15; //!< 0xCDCDCDCD (4 bytes)
  907. u_int32_t numRoomTriangles; //!< total number of triangles this room (4 bytes)
  908. u_int32_t numRoomRectangles; //!< total number of rectangles this room (4 bytes)
  909. u_int32_t seperator16; //!< 0x00000000 (4 bytes)
  910. u_int32_t lightSize; //!< size of light data (number of lights * 88) (4 bytes)
  911. u_int32_t numTotalRoomLights; //!< total number of lights this room (4 bytes)
  912. u_int32_t unknownR7; //!< unknown, usually equals 0, 1, 2, or 3 (4 bytes)
  913. int32_t unknownR8; //!< usually equals room yTop. Sometimes a few blocks off.
  914. //!< If null room then 0xCDCDCDCD
  915. int32_t lyBottom; //!< equals room yBottom. If null room then 0xCDCDCDCD (4 bytes)
  916. u_int32_t numLayers; //!< number of layers (pieces) this room (4 bytes)
  917. u_int32_t layerOffset; //!< this number + 216 will give you an offset from the start
  918. //!< of the room data to the start of the layer data (4 bytes)
  919. u_int32_t verticesOffset; //!< this number + 216 will give you an offset from the start
  920. //!< of the room data to the start of the verex data (4 bytes)
  921. u_int32_t polyOffset; //!< this number + 216 will give you an offset from the start
  922. //!< of the room data to the start of the rectangle/triangle data (4 bytes)
  923. u_int32_t polyOffset2; //!< same as above ? (4 bytes)
  924. u_int32_t verticesSize; //!< size of vertices data block (4 bytes)
  925. u_int32_t seperator17; //!< 0xCDCDCDCD (4 bytes)
  926. u_int32_t seperator18; //!< 0xCDCDCDCD (4 bytes)
  927. u_int32_t seperator19; //!< 0xCDCDCDCD (4 bytes)
  928. u_int32_t seperator20; //!< 0xCDCDCDCD (4 bytes)
  929. tr5_light_t *lights; //!< [LightSize];
  930. //!< data for the lights (88 bytes * NumRoomLights)
  931. tr2_room_sector_t *sectors; //!< Data[(NumXSectors * NumZSectors) * 8];
  932. //!< normal sector data structure
  933. u_int16_t numDoors; //!< number of portals (2 bytes)
  934. tr2_room_portal_t *doors; //!< [NumDoors];
  935. //!< normal portal structure (32 bytes * NumDoors)
  936. u_int16_t seperator21; //!< 0xCDCD (2 bytes)
  937. tr2_room_staticmesh_t *meshes; //!< [NumStaticMeshes];
  938. //!< normal room static mesh structure (20 bytes * NumRoomStaticMeshes)
  939. tr5_room_layer_t *layers; //!< [NumLayers];
  940. //!< data for the room layers (pieces) (56 bytes * NumLayers)
  941. tr5_room_geometry_t *faces; //!< [NumRoomRectangles + NumRoomTriangles];
  942. /* Data for the room polys (face4 and face3).
  943. * Structured as first layers rectangles
  944. * then triangles, followed by the
  945. * next layers rectangles and triangles, etc.,
  946. * until all layers are done.
  947. * (12 bytes each rectangle. 10 bytes each triangle)
  948. */
  949. tr5_vertex_t *vertices; //!< [VerticesSize];
  950. /*!< Data for the room vertices.
  951. * Structured as vertices for the first layer,
  952. * then vertices for the second layer, etc.,
  953. * until all layers are done.
  954. * (28 bytes each vertex.
  955. */
  956. } tr5_room_t;
  957. /*!
  958. * \brief TR5 Object Texture Vertex (4 bytes)
  959. */
  960. typedef struct {
  961. u_int8_t xCoordinate; //!< 0 if Xpixel is the low value,
  962. //!< 255 if Xpixel is the high value in the object texture (1 byte)
  963. u_int8_t xPixel; //!< (1 byte)
  964. u_int8_t yCoordinate; //!< 0 if Ypixel is the low value,
  965. //!< 255 if Ypixel is the high value in the object texture (1 byte)
  966. u_int8_t yPixel; //!< (1 byte)
  967. } tr5_object_texture_vertex_t;
  968. /*!
  969. * \brief TR5 Object Texture (40 bytes)
  970. */
  971. typedef struct {
  972. u_int16_t attribute; //!< 0, 1, or 2 (2 means 2 sided) (2 bytes)
  973. u_int32_t tile; //!< need to mask with 0xFF as other bits are flags.
  974. //!< ie int15_t seems to indicate triangle (4 bytes)
  975. tr5_object_texture_vertex_t vertices[4]; //!< Vertices[4] (16 bytes)
  976. u_int32_t uv1; //!< unknown how used (4 bytes)
  977. u_int32_t uv2; //!< unknown how used (4 bytes)
  978. u_int32_t xSize; //!< unknown how used, x size (4 bytes)
  979. u_int32_t ySize; //!< unknown how used, y size (4 bytes)
  980. u_int16_t seperator; //!< always 0x0000 (2 bytes)
  981. } tr5_object_texture_t;
  982. /*!
  983. * \brief TR5 Flyby camera (40 bytes)
  984. */
  985. typedef struct {
  986. int32_t cameraX; //!< x position of camera in world coordinates (4 bytes)
  987. int32_t cameraY; //!< y position of camera in world coordinates (4 bytes)
  988. int32_t cameraZ; //!< z position of camera in world coordinates (4 bytes)
  989. int32_t targetX; //!< x position of aiming point in world coords (4 bytes)
  990. int32_t targetY; //!< y position of aiming point in world coords (4 bytes)
  991. int32_t targetZ; //!< z position of aiming point in world coords (4 bytes)
  992. int8_t sequence; //!< sequence # of camera (1 byte)
  993. int8_t cameraNumber; //!< camera # (1 byte)
  994. u_int16_t fov; //!< fov of camera ( .0054945 for each degree ) (2 bytes)
  995. u_int16_t roll; //!< roll of camera ( .0054945 for each degree ) (2 bytes)
  996. u_int16_t timer; //!< timer number (2 bytes)
  997. u_int16_t speed; //!< ( .000015259 each ) (2 bytes)
  998. u_int16_t flags; //!< ( see your handy TRLE manual for the specs ) (2 bytes)
  999. u_int32_t room; //!< room number (4 bytes)
  1000. } tr5_flyby_camera_t;
  1001. /*!
  1002. * \brief TR5 Moveable (20 bytes).
  1003. *
  1004. * Same as old structure but has u_int16_t filler at the end
  1005. */
  1006. typedef struct {
  1007. u_int32_t objectId; //!< object identifier ( matched in Items[] )
  1008. u_int16_t numMeshes; //!< number of meshes in this object
  1009. u_int16_t startingMesh; //!< starting mesh ( offset into MeshPointers[] )
  1010. u_int32_t meshTree; //!< offset into MeshTree[] )
  1011. u_int32_t frameOffset; //!< byte offset into Frames[] ( divide by 2 for Frames[i] )
  1012. u_int16_t animation; //!< offset into Animations[]
  1013. u_int16_t filler; //!< always equal to 65519 ( 0xFFEF )
  1014. } tr5_moveable_t;
  1015. typedef struct {
  1016. tr2_vertex_t center; //!< relative coordinates of mesh centre (6 bytes)
  1017. u_int8_t unknown1[4]; //!< unknown (4 bytes)
  1018. int16_t numVertices; //!< number of vertices to follow (2 bytes)
  1019. tr2_vertex_t *vertices; //!< list of vertices (NumVertices * 6 bytes)
  1020. int16_t numNormals; //!< number of normals to follow (2 bytes)
  1021. tr2_vertex_t *normals; //!< list of normals (NumNormals * 6 bytes)
  1022. //!< (becomes Lights if NumNormals < 0; 2 bytes)
  1023. int16_t numTexturedRectangles; //!< number of textured rectangles to follow (2 bytes)
  1024. tr5_face4_t *texturedRectangles; //!< list of textured rectangles (NumTexturedRectangles * 12 bytes)
  1025. int16_t numTexturedTriangles; //!< number of textured triangles to follow (2 bytes)
  1026. tr5_face3_t *texturedTriangles; //!< list of textured triangles (NumTexturedTriangles * 10 bytes)
  1027. } tr5_mesh_t;
  1028. /*!
  1029. * \brief TR5 Animation (40 bytes).
  1030. *
  1031. * Same as old structure but has 8 bytes before FrameStart.
  1032. */
  1033. typedef struct {
  1034. u_int32_t FrameOffset; //!< byte offset into Frames[] ( divide by 2 for Frames[i] )
  1035. u_int8_t FrameRate; //!< Engine ticks per frame
  1036. u_int8_t FrameSize; //!< number of int16_t's in Frames[] used by this animation
  1037. u_int16_t StateId;
  1038. int16_t Unknown;
  1039. int16_t Speed; //!< Evengi Popov found this but I never seen what he said it was for
  1040. u_int16_t AccelLo; //!< same as above
  1041. int16_t AccelHi; //!< same as above
  1042. u_int8_t AUnknown[8]; //!< Unknown
  1043. u_int16_t FrameStart; //!< first frame in this animation
  1044. u_int16_t FrameEnd; //!< last frame in this animation ( numframes = ( End - Start) + 1 )
  1045. u_int16_t NextAnimation;
  1046. u_int16_t NextFrame;
  1047. u_int16_t NumStateChanges;
  1048. u_int16_t StateChangeOffset; //!< offset into StateChanges[]
  1049. u_int16_t NumAnimCommands; //!< how many of them to use
  1050. u_int16_t AnimCommand; //!< offset into AnimCommand[]
  1051. } tr5_animation_t;
  1052. typedef struct {
  1053. unsigned int unknown[24];
  1054. } tr5_cinematic_frame_t;
  1055. #ifdef WIN32
  1056. #pragma pack(pop, tr2_h, 1)
  1057. #endif
  1058. /*!
  1059. * \brief Loads maps, meshes, textures...
  1060. */
  1061. class TombRaider {
  1062. public:
  1063. /*!
  1064. * \brief Constructs an object of TombRaider
  1065. */
  1066. TombRaider();
  1067. /*!
  1068. * \brief Deconstructs an object of TombRaider
  1069. */
  1070. ~TombRaider();
  1071. ////////////////////////////////////////
  1072. // Wash me -- not part of cleaned API //
  1073. ////////////////////////////////////////
  1074. int NumRooms();
  1075. int NumMoveables();
  1076. int NumTextures();
  1077. /*!
  1078. * \brief Get number of _special_ textures/images
  1079. * \returns number of special textures/images
  1080. */
  1081. int NumSpecialTextures();
  1082. int NumAnimations();
  1083. unsigned int NumFrames();
  1084. int NumStaticMeshes();
  1085. int NumSprites();
  1086. int NumSpriteSequences();
  1087. int NumItems();
  1088. tr2_version_type Engine();
  1089. unsigned short *Frame();
  1090. tr2_animation_t *Animation();
  1091. tr2_item_t *Item();
  1092. tr2_object_texture_t *ObjectTextures();
  1093. /*!
  1094. * \brief Get number of boxes
  1095. * \returns number of boxes
  1096. */
  1097. unsigned int getNumBoxes();
  1098. tr2_box_t *Box();
  1099. tr2_mesh_t *Mesh();
  1100. /*!
  1101. * \brief Get number of animations for a moveable
  1102. * \param moveable_index valid moveable id
  1103. * \returns number of animations for specified moveable
  1104. */
  1105. int getNumAnimsForMoveable(int moveable_index);
  1106. tr2_staticmesh_t *StaticMesh();
  1107. tr2_moveable_t *Moveable();
  1108. tr2_meshtree_t *MeshTree();
  1109. /*!
  1110. * \brief Get the sprites
  1111. * \returns the sprite array
  1112. */
  1113. tr2_sprite_texture_t *Sprite();
  1114. tr2_sprite_sequence_t *SpriteSequence();
  1115. /*!
  1116. * \brief Makes a 32bit RGBA image from a stexture/bmap
  1117. * \param texture valid index into tex_special list
  1118. * \returns 32bit RGBA image or NULL on error
  1119. */
  1120. unsigned char *SpecialTexTile(int texture);
  1121. /*!
  1122. * \brief Get copies of texture and it's bumpmap
  1123. * \param texture valid textile index
  1124. * \param image will be set to texture if found, or NULL
  1125. * \param bumpmap will be set to bumpmap if found, or NULL
  1126. */
  1127. void Texture(int texture, unsigned char **image, unsigned char **bumpmap);
  1128. unsigned int *Palette16();
  1129. unsigned char *Palette8();
  1130. tr2_room_t *Room();
  1131. /*!
  1132. * \brief Check if a file is a TombRaider pak
  1133. * \param filename file to check
  1134. * \returns 0 if it is a TombRaider pak
  1135. */
  1136. int checkMime(char *filename);
  1137. /*!
  1138. * \brief Loads TombRaider 1-5 pak into memory
  1139. * and does some processing.
  1140. *
  1141. * At 10% all textures are loaded. The exact figure
  1142. * '10' will always be passed to allow for texture
  1143. * caching while meshes load for TR4.
  1144. * \param filename points to valid TombRaider pak
  1145. * \param percent load progress callback
  1146. * \returns 0 on success, < 0 on error
  1147. * \sa TombRaider::loadTR5()
  1148. */
  1149. int Load(char *filename, void (*percent)(int));
  1150. /*!
  1151. * \brief Makes a clamped 0.0 to 1.0 texel from coord pair
  1152. * \param texel texel value, is modified, divided by 255.0 and returned
  1153. * \param offset if offset is negative, texel is decreased by one, else increased
  1154. * \returns modified texel divided by 255.0
  1155. */
  1156. float adjustTexel(unsigned char texel, char offset);
  1157. /*!
  1158. * \brief Compute rotation angles from moveable animation data
  1159. * \param frame moveable animation data
  1160. * \param frame_offset moveable animation data
  1161. * \param angle_offset moveable animation data
  1162. * \param x will be set to computed angle
  1163. * \param y will be set to computed angle
  1164. * \param z will be set to computed angle
  1165. */
  1166. void computeRotationAngles(unsigned short **frame,
  1167. unsigned int *frame_offset,
  1168. unsigned int *angle_offset,
  1169. float *x, float *y, float *z);
  1170. /*!
  1171. * \brief Returns computed UV in u and v
  1172. * \param st object texture vert, its coordinates are added to the pixels and divided by 255.0
  1173. * \param u will contain calculated x value
  1174. * \param v will contain calculated y value
  1175. */
  1176. void computeUV(tr2_object_texture_vert_t *st, float *u, float *v);
  1177. /*!
  1178. * \brief Get number of bump maps in loaded pak
  1179. * \returns number of bump maps
  1180. */
  1181. int getBumpMapCount();
  1182. void getColor(int index, float color[4]);
  1183. tr2_version_type getEngine();
  1184. /*!
  1185. * \brief Get the collision sphere for a mesh
  1186. * \param meshIndex mesh index
  1187. * \param center will be filled with center coordinates, not NULL
  1188. * \param radius will be filled with radius, not NULL
  1189. */
  1190. void getMeshCollisionInfo(unsigned int meshIndex,
  1191. float center[3], float *radius);
  1192. /*!
  1193. * \brief Get SIGNED mesh count (TR encoded < 0 errors)
  1194. * \returns signed mesh count
  1195. */
  1196. int getMeshCount();
  1197. /*!
  1198. * \brief This method is made to let you fill arrays or
  1199. * create single faces. There may be an allocatin version that
  1200. * passes back arrays later.
  1201. * Returns Quads/Rects as 2 triangles,
  1202. * because returning quads would be too trivial :)
  1203. * \param meshIndex mesh index
  1204. * \param faceIndex face index
  1205. * \param index allocated RGBA
  1206. * \param color allocated RGBA
  1207. * \fixme This method interface may change later
  1208. */
  1209. void getMeshColoredRectangle(unsigned int meshIndex,
  1210. unsigned int faceIndex,
  1211. int index[6], float color[4]);
  1212. /*!
  1213. * \brief This method is made to let you fill arrays or
  1214. * create single faces. There may be an allocating version that
  1215. * passes back arrays later.
  1216. * \param meshIndex mesh index
  1217. * \param faceIndex face index
  1218. * \param index allocated RGBA
  1219. * \param color allocated RGBA
  1220. * \fixme This method interface may change later
  1221. */
  1222. void getMeshColoredTriangle(unsigned int meshIndex,
  1223. unsigned int faceIndex,
  1224. int index[3], float color[4]);
  1225. /*!
  1226. * \brief This method is made to let you fill arrays or
  1227. * create single faces. There may be an allocatin version that
  1228. * passes back arrays later.
  1229. * Returns Quads/Rects as 2 triangles,
  1230. * because returning quads would be too trivial :)
  1231. * \param meshIndex mesh index
  1232. * \param faceIndex face index
  1233. * \param index allocated
  1234. * \param st allocated
  1235. * \param texture allocated
  1236. * \param transparency allocated
  1237. * \fixme This method interface may change later
  1238. */
  1239. void getMeshTexturedRectangle(unsigned int meshIndex,
  1240. unsigned int faceIndex,
  1241. int index[6], float st[12], int *texture,
  1242. unsigned short *transparency);
  1243. /*!
  1244. * \brief This method is made to let you fill arrays or
  1245. * create single faces. There may be an allocatin version that
  1246. * passes back arrays later.
  1247. * \param meshIndex mesh index
  1248. * \param faceIndex face index
  1249. * \param index allocated
  1250. * \param st allocated
  1251. * \param texture allocated
  1252. * \param transparency allocated
  1253. * \fixme This method interface may change later
  1254. */
  1255. void getMeshTexturedTriangle(unsigned int meshIndex,
  1256. unsigned int faceIndex,
  1257. int index[3], float st[6], int *texture,
  1258. unsigned short *transparency);
  1259. /*!
  1260. * \brief Get face counts for a given mesh.
  1261. *
  1262. * \todo This method interface may change later...
  1263. * \param meshIndex mesh index
  1264. * \returns number of textured triangles in mesh
  1265. */
  1266. int getMeshTexturedTriangleCount(unsigned int meshIndex);
  1267. /*!
  1268. * \brief Get face counts for a given mesh.
  1269. * \param meshIndex mesh index
  1270. * \returns number of colored triangles in mesh
  1271. */
  1272. int getMeshColoredTriangleCount(unsigned int meshIndex);
  1273. /*!
  1274. * \brief Get face counts for a given mesh.
  1275. * \param meshIndex mesh index
  1276. * \returns number of textured rectangles in mesh
  1277. */
  1278. int getMeshTexturedRectangleCount(unsigned int meshIndex);
  1279. /*!
  1280. * \brief Get face counts for a given mesh.
  1281. * \returns number if colored rectangles in mesh
  1282. */
  1283. int getMeshColoredRectangleCount(unsigned int meshIndex);
  1284. /*!
  1285. * \brief Get vertex, normal and color arrays for a mesh
  1286. * \param meshIndex mesh index
  1287. * \param vertexCount will be set to length of vertex array
  1288. * \param verts will be set to allocated vertex array (XYX)
  1289. * \param normalCount will be set to length of normal array
  1290. * \param norms will be set to allocated normal array (IJK)
  1291. * \param colorCount will be set to length of color array
  1292. * \param colors will be set to allocated color array (I)
  1293. */
  1294. void getMeshVertexArrays(unsigned int meshIndex,
  1295. unsigned int *vertexCount, float **verts,
  1296. unsigned int *normalCount, float **norms,
  1297. unsigned int *colorCount, float **colors);
  1298. /*!
  1299. * \brief Get a single collision box from room (unified)
  1300. * \param roomIndex room index
  1301. * \param index index of box in room
  1302. * \param xyzA will contain first corner of box
  1303. * \param xyzB will contain second corner of box
  1304. * \param xyzC will contain third corner of box
  1305. * \param xyzD will contain fourth corner of box
  1306. * \returns 0 on success, < 0 on error
  1307. */
  1308. int getRoomBox(unsigned int roomIndex, unsigned int index,
  1309. float *xyzA, float *xyzB, float *xyzC, float *xyzD);
  1310. /*!
  1311. * \brief Get number of collision boxes in room (unified)
  1312. * \param roomIndex room index
  1313. * \returns number of collision boxes in room
  1314. */
  1315. unsigned int getRoomBoxCount(unsigned int roomIndex);
  1316. void getRoomInfo(unsigned int index,
  1317. unsigned int *flags, float pos[3],
  1318. float bboxMin[3], float bboxMax[3]);
  1319. /*!
  1320. * \brief Get a single light from a room (unified)
  1321. * \param roomIndex valid room index
  1322. * \param index valid light index in room
  1323. * \param pos allocated, will contain position
  1324. * \param color allocated, will contain color
  1325. * \param dir allocated, will contain direction
  1326. * \param attenuation will contain attenuation
  1327. * \param cutoffAngle will contain cutoff angle
  1328. * \param type will contain type
  1329. * \param flags will contain flags
  1330. * \returns 0 on success, < 0 on error
  1331. */
  1332. int getRoomLight(unsigned int roomIndex, unsigned int index,
  1333. float pos[4], float color[4], float dir[3],
  1334. float *attenuation, float *cutoffAngle,
  1335. unsigned int *type, unsigned int *flags);
  1336. /*!
  1337. * \brief Get number of lights in room (unified)
  1338. * \param roomIndex room index
  1339. * \returns number of lights in room
  1340. */
  1341. unsigned int getRoomLightCount(unsigned int roomIndex);
  1342. /*!
  1343. * \brief Get a single model info from a room
  1344. * \param roomIndex valid room index
  1345. * \param index valid model index in room
  1346. * \param modelIndex will contain starting mesh
  1347. * \param pos will contain pos
  1348. * \param yaw will contain yaw angle
  1349. * \returns 0 on success, < 0 on error
  1350. */
  1351. int getRoomModel(unsigned int roomIndex, unsigned int index,
  1352. int *modelIndex, float pos[3], float *yaw);
  1353. /*!
  1354. * \brief Get number of room models in room (unified)
  1355. * \param roomIndex room index
  1356. * \returns number of room models in room
  1357. */
  1358. unsigned int getRoomModelCount(unsigned int roomIndex);
  1359. /*!
  1360. * \brief Get a single portal from room (unified)
  1361. * \param roomIndex valid room index
  1362. * \param index valid portal index in room
  1363. * \param adjoiningRoom will contain adjoining room index
  1364. * \param normal allocated, will contain normal vector
  1365. * \param vertices allocated, will contain vertices
  1366. * \returns 0 on success, < 0 on error
  1367. */
  1368. int getRoomPortal(unsigned int roomIndex, unsigned int index,
  1369. int *adjoiningRoom, float normal[3], float vertices[12]);
  1370. /*!
  1371. * \brief Get number of portals from room (unified)
  1372. * \param roomIndex room index
  1373. * \returns number of portals from room
  1374. */
  1375. unsigned int getRoomPortalCount(unsigned int roomIndex);
  1376. /*!
  1377. * \brief Get rectangle data with texCoords for non-matching
  1378. * vertex/uv for each vertex in TombRaider room (unified)
  1379. * \param roomIndex valid room index
  1380. * \param rectangleIndex rectangle index in room
  1381. * \param indices will contain indices
  1382. * \param texCoords will contain texCoords
  1383. * \param texture will contain texture
  1384. * \param flags will contain flags
  1385. */
  1386. void getRoomRectangle(unsigned int roomIndex, unsigned int rectangleIndex,
  1387. unsigned int *indices, float *texCoords, int *texture,
  1388. unsigned int *flags);
  1389. /*!
  1390. * \brief Get number of rectangles from room (unified)
  1391. * \param roomIndex room index
  1392. * \returns number of rectangles from room
  1393. */
  1394. unsigned int getRoomRectangleCount(unsigned int roomIndex);
  1395. /*!
  1396. * \brief Get a single sector from room (unified)
  1397. * \param roomIndex room index
  1398. * \param index sector index
  1399. * \param flags will contain flags
  1400. * \param ceiling will contain ceiling
  1401. * \param floor will contain floor
  1402. * \param floorDataIndex will contain floor data index
  1403. * \param boxIndex will contain boxIndex
  1404. * \param roomBelow will contain roomBelow
  1405. * \param roomAbove will contain roomAbove
  1406. * \return 0 on success, < 0 on error
  1407. */
  1408. int getRoomSector(unsigned int roomIndex, unsigned int index,
  1409. unsigned int *flags, float *ceiling, float *floor,
  1410. int *floorDataIndex, int *boxIndex,
  1411. int *roomBelow, int *roomAbove);
  1412. /*!
  1413. * \brief Get number of sectors in room (unified)
  1414. * \param roomIndex room index
  1415. * \param zSectorsCount will contain width of sector list
  1416. * \param xSectorsCount will contain height of sector list
  1417. * \returns number of sectors in room
  1418. */
  1419. unsigned int getRoomSectorCount(unsigned int roomIndex,
  1420. unsigned int *zSectorsCount,
  1421. unsigned int *xSectorsCount);
  1422. void getRoomSprite(unsigned int roomIndex, unsigned int index,
  1423. float scale, int *texture,
  1424. float *pos, float *vertices, float *texcoords);
  1425. /*!
  1426. * \brief Get number of sprites in room (unified)
  1427. * \param roomIndex room index
  1428. * \returns number of sprites in room
  1429. */
  1430. unsigned int getRoomSpriteCount(unsigned int roomIndex);
  1431. /*!
  1432. * \brief Gets triangle data with texCoords for non-matching
  1433. * vertex/uv for each vertex in TombRaider room (unified)
  1434. * \param roomIndex room index
  1435. * \param triangleIndex triangle index
  1436. * \param indices will contain indices
  1437. * \param texCoords will contain texCoords
  1438. * \param texture will contain texture
  1439. * \param flags will contain flags
  1440. */
  1441. void getRoomTriangle(unsigned int roomIndex, unsigned int triangleIndex,
  1442. unsigned int *indices, float *texCoords, int *texture,
  1443. unsigned int *flags);
  1444. /*!
  1445. * \brief Gets triangle data with texCoords for non-matching
  1446. * vertex/uv for each vertex in TombRaider room.
  1447. *
  1448. * This is used with vertices, colors, etc. to do partial array
  1449. * rendering, since the texcoords will never match vertives
  1450. * (Tomb Raider is textile based).
  1451. * \param index room index
  1452. * \param textureOffset texture offset
  1453. * \param count will contain count
  1454. * \param indices will contain indices
  1455. * \param texCoords will contain texCoords
  1456. * \param textures will contain textures
  1457. * \param flags will contain flags
  1458. */
  1459. void getRoomTriangles(unsigned int index, int textureOffset,
  1460. unsigned int *count, unsigned int **indices,
  1461. float **texCoords, int **textures,
  1462. unsigned int **flags);
  1463. /*!
  1464. * \brief Gets triangle data with duplicated vertex/color/normal
  1465. * data for each face vertex to match the textile based texcoords.
  1466. *
  1467. * This uses more memory, but lets you do direct array rendering
  1468. * with OpenGL, D3D, etc.
  1469. * \param roomIndex room index
  1470. * \param textureOffset texture offset
  1471. * \param count will contain count
  1472. * \param indices will contain indices
  1473. * \param vertices will contain vertices
  1474. * \param texCoords will contain texCoords
  1475. * \param colors will contain colors
  1476. * \param textures will contain textures
  1477. * \param flags will contain flags
  1478. */
  1479. void getRoomTriangles(unsigned int roomIndex, int textureOffset,
  1480. unsigned int *count,
  1481. unsigned int **indices, float **vertices,
  1482. float **texCoords, float **colors,
  1483. int **textures, unsigned int **flags);
  1484. /*!
  1485. * \brief Get number of triangles from room (unified)
  1486. * \param roomIndex room index
  1487. * \returns number of triangles from room
  1488. */
  1489. unsigned int getRoomTriangleCount(unsigned int roomIndex);
  1490. /*!
  1491. * \brief Gets vertex position and color
  1492. * \param roomIndex room index
  1493. * \param vertexIndex vertex index
  1494. * \param xyz will contain vertex position, has to be allocated
  1495. * \param rgba will contain vertex color, has to be allocated
  1496. */
  1497. void getRoomVertex(unsigned int roomIndex, unsigned int vertexIndex,
  1498. float *xyz, float *rgba);
  1499. /*!
  1500. * \brief Get allocated vertex and color arrays and their element counts (unified)
  1501. * \param roomIndex valid room index
  1502. * \param vertexCount will contain vertex array length
  1503. * \param vertices will contain vertex array
  1504. * \param normalCount will contain normal array length
  1505. * \param normals will contain normal array
  1506. * \param colorCount will contain color array length
  1507. * \param colors will contain color array
  1508. */
  1509. void getRoomVertexArrays(unsigned int roomIndex,
  1510. unsigned int *vertexCount, float **vertices,
  1511. unsigned int *normalCount, float **normals,
  1512. unsigned int *colorCount, float **colors);
  1513. /*!
  1514. * \brief Get number of lights in room (unified)
  1515. * \param roomIndex room index
  1516. * \returns number of lights in room
  1517. */
  1518. unsigned int getRoomVertexCount(unsigned int roomIndex);
  1519. /*!
  1520. * \brief Get sky mesh ID
  1521. * \returns moveable id of sky mesh or -1 if none
  1522. */
  1523. int getSkyModelId();
  1524. void getSprites();
  1525. /*!
  1526. * \brief Get a copy of a sound sample and its byte size
  1527. * \param index sound sample index
  1528. * \param bytes will contain byte size of sound sample
  1529. * \param data will contain sound sample
  1530. */
  1531. void getSoundSample(unsigned int index,
  1532. unsigned int *bytes, unsigned char **data);
  1533. /*!
  1534. * \brief Get number of loaded sound samples
  1535. * \returns number of sound samples loaded
  1536. */
  1537. unsigned int getSoundSamplesCount();
  1538. /*!
  1539. * \brief Check if a mesh is valid
  1540. * \param index mesh index (?)
  1541. * \returns true if mesh is valid
  1542. */
  1543. bool isMeshValid(int index);
  1544. /*!
  1545. * \brief Check if a room is valid (TRC support)
  1546. * \param index room index
  1547. * \returns true if room is valid
  1548. */
  1549. bool isRoomValid(int index);
  1550. /*!
  1551. * \brief Load an external sound pak for TR2 and TR3
  1552. * \param filename pak to load
  1553. * \returns < 0 on error
  1554. */
  1555. int loadSFX(char *filename);
  1556. void reset();
  1557. void setDebug(bool toggle);
  1558. /*!
  1559. * \brief Sets lighting factor for each vertex color per room in TR3 paks
  1560. * \param f new lighting factor
  1561. */
  1562. void setRoomVertexLightingFactor(float f);
  1563. /*!
  1564. * \brief Set scaling for sprite texel alignment, etc.
  1565. * \param f new scaling factor
  1566. */
  1567. void setTexelScalingFactor(float f);
  1568. private:
  1569. void extractMeshes(unsigned char *mesh_data,
  1570. unsigned int num_mesh_pointers,
  1571. unsigned int *mesh_pointers);
  1572. int Fread(void *buffer, size_t size, size_t count, FILE *f);
  1573. /*!
  1574. * \brief Get a copy of the sound samples
  1575. * \param bytes will contain size of sound samples
  1576. * \param data will contain sound samples themselves
  1577. */
  1578. void getRiffData(unsigned int *bytes, unsigned char **data);
  1579. /*!
  1580. * \brief Get a copy of a TR4 sound sample
  1581. * \param index sound sample index
  1582. * \param bytes will contain length of sound sample
  1583. * \param data will contain sound sample itself
  1584. */
  1585. void getRiffDataTR4(unsigned int index,
  1586. unsigned int *bytes, unsigned char **data);
  1587. /*!
  1588. * \brief Get an array of offsets for a contiguous RIFF data stream in chunks.
  1589. *
  1590. * Offsets will be allocated with enough space to hold expected
  1591. * number of offsets. (Should be known number, otherwise not all RIFFs
  1592. * will be parsed.)
  1593. * \param riffData riff data
  1594. * \param riffDataBytes length of riff data
  1595. * \param offsets will contain offsets
  1596. * \param numOffsets known number
  1597. * \returns number of RIFFs found
  1598. */
  1599. int getRiffOffsets(unsigned char *riffData, unsigned int riffDataBytes,
  1600. unsigned int **offsets, unsigned int numOffsets);
  1601. /*!
  1602. * \brief Makes a 32bit RGBA image from a textile.
  1603. *
  1604. * This handles all selection and conversion, including
  1605. * alpha layering flags, now.
  1606. * \param texture valid index into textile list
  1607. * \returns 32bit RGBA image or NULL on error
  1608. */
  1609. unsigned char *getTexTile(int texture);
  1610. /*!
  1611. * \brief Loads a TR5 pak into memory.
  1612. *
  1613. * At 10% all textures are loaded
  1614. * the exact figure '10' will always be passed to
  1615. * allow for texture caching while meshes load.
  1616. * \param f valid FILE
  1617. * \param percent callback for loading progress
  1618. * \returns 0 on success, < 0 on error
  1619. */
  1620. int loadTR5(FILE *f, void (*percent)(int));
  1621. void print(const char *methodName, const char *s, ...) __attribute__((format(printf, 3, 4)));
  1622. void printDebug(const char *methodName, const char *s, ...) __attribute__((format(printf, 3, 4)));
  1623. bool mReset; //!< Guard multiple calls to reset()
  1624. bool mDebug; //!< Debug output toggle
  1625. unsigned int mPakVersion; //!< TombRaider pak file header version
  1626. tr2_version_type mEngineVersion; //!< TombRaider engine version
  1627. tr2_colour_t _palette8[256]; //!< 8-bit palette
  1628. unsigned int _palette16[256]; //!< 16-bit palette
  1629. unsigned int _num_textiles; //!< Total number of texture tiles
  1630. unsigned short _num_room_textures; //!< Num textures only for room use?
  1631. unsigned short _num_misc_textures; //!< Num of textures for misc use?
  1632. unsigned short _num_bump_map_textures; //!< Num of textures that are bump map, texture pairs
  1633. tr2_textile8_t *_textile8; //!< 8-bit (palettised) textiles
  1634. tr2_textile16_t *_textile16; //!< 16-bit (ARGB) textiles
  1635. tr2_textile32_t *_textile32; //!< 32-bit (BGRA) textiles
  1636. unsigned int _num_tex_special; //!< Special textures and bump maps count
  1637. unsigned char *_tex_special; //!< Special textures and bump maps
  1638. unsigned int _unknown_t; //!< 32-bit unknown (always 0 in real TR2 levels)
  1639. unsigned short _num_rooms; //!< Number of rooms in this level
  1640. tr2_room_t *_rooms; //!< List of rooms (TR1,TR2,TR3,TR4)
  1641. tr5_room_t *mRoomsTR5; //!< Rooms ( TR5 / TRC ) Only
  1642. unsigned int _num_floor_data; //!< Num of words of floor data this level
  1643. unsigned short *_floor_data; //!< Floor data
  1644. int mMeshCount; //!< Number of meshes this level
  1645. tr2_mesh_t *mMeshes; //!< list of meshes
  1646. unsigned int _num_animations; //!< number of animations this level
  1647. tr2_animation_t *_animations; //!< list of animations
  1648. unsigned int _num_state_changes; //!< number of structures(?) this level
  1649. tr2_state_change_t *_state_changes; //!< list of structures
  1650. unsigned int _num_anim_dispatches; //!< number of ranges(?) this level
  1651. tr2_anim_dispatch_t *_anim_dispatches; //!< list of ranges
  1652. unsigned int _num_anim_commands; //!< number of Bone1s this level
  1653. tr2_anim_command_t *_anim_commands; //!< list of Bone1s
  1654. unsigned int _num_mesh_trees; //!< number of Bone2s this level
  1655. tr2_meshtree_t *_mesh_trees; //!< list of Bone2s
  1656. unsigned int _num_frames; //!< num of words of frame data this level
  1657. unsigned short *_frames; //!< frame data
  1658. unsigned int _num_moveables; //!< number of moveables this level
  1659. tr2_moveable_t *_moveables; //!< list of moveables
  1660. u_int32_t numMoveablesTR5;
  1661. tr5_moveable_t *moveablesTR5;
  1662. u_int32_t numAnimationsTR5;
  1663. tr5_animation_t *animationsTR5;
  1664. u_int32_t numObjectTexturesTR5;
  1665. tr5_object_texture_t *objectTexturesTR5;
  1666. u_int32_t numCinematicFramesTR5;
  1667. tr5_cinematic_frame_t *cinematicFramesTR5;
  1668. u_int32_t numFlyByCamerasTR5;
  1669. tr5_flyby_camera_t *flyByCamerasTR5;
  1670. unsigned int _num_static_meshes; //!< number of static meshes this level
  1671. tr2_staticmesh_t *_static_meshes; //!< static meshes
  1672. unsigned int _num_object_textures; //!< number of object textures this level
  1673. tr2_object_texture_t *_object_textures; //!< list of object textures
  1674. unsigned int _num_sprite_textures; //!< num of sprite textures this level
  1675. tr2_sprite_texture_t *_sprite_textures; //!< list of sprite textures
  1676. unsigned int _num_sprite_sequences; //!< num of sprite sequences this level
  1677. tr2_sprite_sequence_t *_sprite_sequences; //!< sprite sequence data
  1678. int _num_cameras; //!< Number of Cameras
  1679. tr2_camera_t *_cameras; //!< cameras
  1680. int _num_sound_sources; //!< Number of Sounds
  1681. tr2_sound_source_t *_sound_sources; //!< sounds
  1682. int _num_boxes; //!< Number of Boxes
  1683. tr2_box_t *_boxes; /*!< boxes - looks like
  1684. * struct { unsigned short value[4]; }
  1685. * - value[0..2] might be a vector;
  1686. * value[3] seems to be index into
  1687. * Overlaps[] */
  1688. int _num_overlaps; //!< Number of Overlaps
  1689. short *_overlaps; /*!< Overlaps -
  1690. * looks like ushort; 0x8000 is flag
  1691. * of some sort appears to be an
  1692. * offset into Boxes[] and/or
  1693. * Boxes2[] */
  1694. short *_zones; //!< Boxes2
  1695. int _num_animated_textures; //!< Number of AnimTextures
  1696. short *_animated_textures; //!< Animtextures
  1697. int _num_items; //!< Number of Items
  1698. tr2_item_t *_items; //!< Items
  1699. unsigned char *_light_map; //!< Colour-light maps
  1700. unsigned int _num_cinematic_frames; //!< Number of cut-scene frames
  1701. tr2_cinematic_frame_t *_cinematic_frames; //!< Cut-scene frames
  1702. short _num_demo_data; //!< Number of Demo Data
  1703. unsigned char *_demo_data; //!< Demo data
  1704. float mRoomVertexLightingFactor;
  1705. float mTexelScale;
  1706. // Sound data
  1707. short *mSoundMap; //!< Sound map
  1708. int mNumSoundDetails; //!< Number of SampleModifiers
  1709. tr2_sound_details_t *mSoundDetails; //!< Sample modifiers
  1710. int mNumSampleIndices; //!< Number of Sample Indices
  1711. int *mSampleIndices; //!< Sample indices
  1712. unsigned int *mSampleIndicesTR5;
  1713. bool mRiffAlternateLoaded; //!< Is a TR2,TR3 SFX loaded?
  1714. unsigned int *mRiffAlternateOffsets; //!< After parsing this will
  1715. //!< hold byte offsets for TR2,TR3
  1716. //!< RIFFs in the buffered SFX
  1717. int mRiffDataSz; //!< Byte size of a loaded SFX
  1718. unsigned char *mRiffData; //!< SFX RIFF data in chunks
  1719. unsigned int mNumTR4Samples;
  1720. unsigned char **mTR4Samples;
  1721. unsigned int *mTR4SamplesSz;
  1722. // For packed Fread emu/wrapper
  1723. unsigned char *mCompressedLevelData; //!< Buffer used to emulate fread with uncompressed libz data
  1724. unsigned int mCompressedLevelDataOffset; //!< Offset into buffer
  1725. unsigned int mCompressedLevelSize; //!< Size of buffer
  1726. tr_fread_mode_t mFreadMode; //!< Fread mode file|buffer
  1727. };
  1728. #endif