Open Source Tomb Raider Engine
選択できるのは25トピックまでです。 トピックは、先頭が英数字で、英数字とダッシュ('-')を使用した35文字以内のものにしてください。

TombRaider.cpp 188KB

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  1. /*!
  2. * \file src/TombRaider.cpp
  3. * \brief Loads maps, meshes, textures...
  4. *
  5. * \author Mongoose
  6. */
  7. #include <stdlib.h>
  8. #include <stdio.h>
  9. #include <math.h>
  10. #include <string.h>
  11. #include <stdarg.h>
  12. #include <zlib.h>
  13. #include "global.h"
  14. #include "TombRaider.h"
  15. #ifdef __TEST_TR5_DUMP_TGA
  16. #include "utils/tga.h"
  17. #endif
  18. TombRaider::TombRaider() {
  19. _textile8 = NULL;
  20. _textile16 = NULL;
  21. _textile32 = NULL;
  22. _tex_special = NULL;
  23. _rooms = NULL;
  24. _floor_data = NULL;
  25. _animations = NULL;
  26. _state_changes = NULL;
  27. _anim_dispatches = NULL;
  28. _anim_commands = NULL;
  29. _mesh_trees = NULL;
  30. _frames = NULL;
  31. _moveables = NULL;
  32. _static_meshes = NULL;
  33. _object_textures = NULL;
  34. _sprite_textures = NULL;
  35. _sprite_sequences = NULL;
  36. _cameras = NULL;
  37. _sound_sources = NULL;
  38. _boxes = NULL;
  39. _overlaps = NULL;
  40. _zones = NULL;
  41. _animated_textures = NULL;
  42. _items = NULL;
  43. _light_map = NULL;
  44. _cinematic_frames = NULL;
  45. _demo_data = NULL;
  46. mRoomsTR5 = 0x0;
  47. mMeshes = 0x0;
  48. mSoundMap = 0x0;
  49. mSoundDetails = 0x0;
  50. mSampleIndices = 0x0;
  51. mSampleIndicesTR5 = 0x0;
  52. mRiffData = 0x0;
  53. mTR4Samples = 0x0;
  54. mTR4SamplesSz = 0x0;
  55. mRiffAlternateOffsets = 0x0;
  56. mCompressedLevelData = 0x0;
  57. moveablesTR5 = 0x0;
  58. animationsTR5 = 0x0;
  59. objectTexturesTR5 = 0x0;
  60. cinematicFramesTR5 = 0x0;
  61. flyByCamerasTR5 = 0x0;
  62. mNumTR4Samples = 0;
  63. mDebug = false;
  64. mRiffAlternateLoaded = false;
  65. mRoomVertexLightingFactor = 50.0f;
  66. mTexelScale = 256.0f;
  67. mRiffDataSz = 0;
  68. for (int i = 0; i < 256; i++) {
  69. _palette8[i].r = 0;
  70. _palette8[i].g = 0;
  71. _palette8[i].b = 0;
  72. _palette16[i] = 0;
  73. }
  74. reset();
  75. }
  76. TombRaider::~TombRaider() {
  77. reset();
  78. }
  79. int TombRaider::NumMoveables() {
  80. return _num_moveables;
  81. }
  82. int TombRaider::NumRooms() {
  83. return _num_rooms;
  84. }
  85. int TombRaider::NumAnimations() {
  86. return _num_animations;
  87. }
  88. unsigned int TombRaider::NumFrames() {
  89. return _num_frames;
  90. }
  91. int TombRaider::NumStaticMeshes() {
  92. return _num_static_meshes;
  93. }
  94. int TombRaider::NumSprites() {
  95. return _num_sprite_textures;
  96. }
  97. int TombRaider::NumSpriteSequences() {
  98. return _num_sprite_sequences;
  99. }
  100. int TombRaider::NumItems() {
  101. return _num_items;
  102. }
  103. int TombRaider::NumTextures() {
  104. //return _num_room_textures + _num_misc_textures + _num_bump_map_textures / 2;
  105. return _num_textiles - _num_bump_map_textures / 2;
  106. }
  107. tr2_room_t* TombRaider::Room() {
  108. return _rooms;
  109. }
  110. tr2_item_t* TombRaider::Item() {
  111. return _items;
  112. }
  113. tr2_object_texture_t* TombRaider::ObjectTextures() {
  114. return _object_textures;
  115. }
  116. unsigned int TombRaider::getNumBoxes() {
  117. return _num_boxes;
  118. }
  119. tr2_box_t* TombRaider::Box() {
  120. return _boxes;
  121. }
  122. tr2_mesh_t* TombRaider::Mesh() {
  123. /*
  124. if (n > 0 || n > mMeshCount)
  125. return NULL;
  126. return _meshes+n;
  127. */
  128. return mMeshes;
  129. }
  130. int TombRaider::getNumAnimsForMoveable(int moveable_index) {
  131. /***************************************************************************
  132. * It seems the number of animations isn't available in the moveable,
  133. * so we have to calculate it:
  134. * - Get the "# starting anim" for the next moveable (->N)
  135. * - Substract the "# starting anim" for moveable to N
  136. *
  137. * Doing this, we assume that the next moveable has its animations following
  138. * the animations of the current moveable (seems right for all tested
  139. * levels, but...)
  140. *
  141. * We also have to deal with the fact that the next moveable
  142. * could have "# starting anim" == -1
  143. * (ie. anim handled by the engine, like the ponytail anim).
  144. * If it's the case, we skip the moveable
  145. * and use the next moveable for our computation
  146. *
  147. * - Mongoose, Notes I edited from TRViewer
  148. **************************************************************************/
  149. int start_anim;
  150. int next_start_anim = 0xFFFF;
  151. tr2_moveable_t* last_moveable = 0x0;
  152. tr2_moveable_t* moveable = 0x0;
  153. tr2_moveable_t* next_moveable = 0x0;
  154. if ((moveable_index >= 0 &&
  155. moveable_index <= (int)_num_moveables) || _num_moveables < 1) {
  156. moveable = &_moveables[moveable_index];
  157. }
  158. if (!moveable) {
  159. return -1; // Was 0
  160. }
  161. last_moveable = &_moveables[moveable_index - 1];
  162. start_anim = moveable->animation;
  163. while (moveable != last_moveable) {
  164. next_moveable = moveable + 1;
  165. next_start_anim = next_moveable->animation;
  166. if (next_start_anim != 0xFFFF)
  167. break;
  168. moveable = next_moveable++;
  169. }
  170. if (moveable == last_moveable) {
  171. next_start_anim = _num_animations;
  172. }
  173. return ((start_anim != 0xFFFF) ? next_start_anim - start_anim : 0);
  174. }
  175. tr2_staticmesh_t* TombRaider::StaticMesh() {
  176. return _static_meshes;
  177. }
  178. tr2_version_type TombRaider::Engine() {
  179. return mEngineVersion;
  180. }
  181. tr2_animation_t* TombRaider::Animation() {
  182. return _animations;
  183. }
  184. unsigned short* TombRaider::Frame() {
  185. return _frames;
  186. }
  187. tr2_moveable_t* TombRaider::Moveable() {
  188. /*
  189. if (n > 0 || n > (int)_num_moveables)
  190. return NULL;
  191. */
  192. return _moveables;
  193. }
  194. tr2_meshtree_t* TombRaider::MeshTree() {
  195. /*
  196. if (n > 0 || n > (int)_num_mesh_trees)
  197. return NULL;
  198. */
  199. return _mesh_trees;
  200. }
  201. tr2_sprite_texture_t* TombRaider::Sprite() {
  202. return _sprite_textures;
  203. }
  204. tr2_sprite_sequence_t* TombRaider::SpriteSequence() {
  205. return _sprite_sequences;
  206. }
  207. unsigned char* TombRaider::SpecialTexTile(int texture) {
  208. unsigned char* image;
  209. unsigned char* ptr;
  210. image = NULL;
  211. if (texture >= 0 && texture < NumSpecialTextures()) {
  212. // Get base and offset into 32bit special textures/bump maps
  213. ptr = _tex_special;
  214. ptr += 256 * 256 * 4 * texture;
  215. // Clone it as a single 256x256 @ 32bpp image
  216. image = new unsigned char[256 * 256 * 4];
  217. memcpy(image, ptr, 256 * 256 * 4);
  218. }
  219. return image;
  220. }
  221. int TombRaider::NumSpecialTextures() {
  222. return _num_tex_special;
  223. }
  224. void TombRaider::Texture(int texture, unsigned char** image,
  225. unsigned char** bumpmap) {
  226. int bumpmap_base = _num_room_textures + _num_misc_textures;
  227. *image = getTexTile(texture);
  228. *bumpmap = NULL;
  229. if (_num_bump_map_textures && texture >= bumpmap_base) {
  230. *bumpmap = getTexTile(texture + _num_bump_map_textures / 2);
  231. }
  232. }
  233. unsigned int* TombRaider::Palette16() {
  234. return _palette16;
  235. }
  236. unsigned char* TombRaider::Palette8() {
  237. return (unsigned char*)_palette8;
  238. }
  239. int TombRaider::checkMime(const char* filename) {
  240. FILE* f;
  241. unsigned int version;
  242. if (!filename || !filename[0]) {
  243. print("checkFile", "Given filename was empty string or NULL");
  244. return -1;
  245. }
  246. f = fopen(filename, "rb");
  247. if (!f) {
  248. perror(filename);
  249. return -1;
  250. }
  251. //! \fixme Endianess
  252. fread(&version, sizeof(version), 1, f);
  253. fclose(f);
  254. switch (version) {
  255. case 0x00000020:
  256. case 0x0000002d:
  257. case 0xff080038:
  258. case 0xff180038:
  259. case 0xfffffff0: // bogus
  260. case 0x00345254: // "TR4\0"
  261. return 0;
  262. default:
  263. return 1;
  264. }
  265. }
  266. int TombRaider::Load(const char* filename) {
  267. FILE* f;
  268. int i, j, l;
  269. unsigned int num_mesh_data_words, num_mesh_pointers, data_size, data_offset;
  270. unsigned int* mesh_pointer_list;
  271. unsigned char* raw_mesh_data;
  272. bool tr5;
  273. long debugf;
  274. f = fopen(filename, "rb");
  275. if (!f) {
  276. perror(filename);
  277. return -1;
  278. }
  279. Fread(&mPakVersion, sizeof(mPakVersion), 1, f);
  280. //! \fixme endian
  281. printDebug("Load", "mPakVersion = %u", mPakVersion);
  282. tr5 = false;
  283. switch (mPakVersion) {
  284. case 0x00000020:
  285. mEngineVersion = TR_VERSION_1;
  286. break;
  287. case 0x0000002d:
  288. mEngineVersion = TR_VERSION_2;
  289. break;
  290. case 0xff080038:
  291. case 0xff180038:
  292. mEngineVersion = TR_VERSION_3;
  293. break;
  294. case 0xfffffff0: // bogus
  295. case 0x00345254: // "TR4\0"
  296. mEngineVersion = TR_VERSION_4;
  297. // Check to see if this is really a TR5 demo
  298. l = strlen(filename);
  299. // Looking for pattern "filename.trc"
  300. if ((filename[l - 1] == 'c' || filename[l - 1] == 'C') &&
  301. (filename[l - 2] == 'r' || filename[l - 2] == 'R') &&
  302. (filename[l - 3] == 't' || filename[l - 3] == 'T')) {
  303. printDebug("Load", "This is really a TR5 pak");
  304. mEngineVersion = TR_VERSION_5;
  305. return loadTR5(f);
  306. }
  307. break;
  308. default:
  309. mEngineVersion = TR_VERSION_UNKNOWN;
  310. }
  311. printDebug("Load", "mEngineVersion = 0x%x", mPakVersion);
  312. if (mEngineVersion == TR_VERSION_UNKNOWN)
  313. return -1;
  314. if (mEngineVersion == TR_VERSION_4) {
  315. unsigned int sz, usz; // compressed and uncompressed size
  316. unsigned char* compressed_data = NULL;
  317. int zerr;
  318. uLongf foo;
  319. // Read texture type offsets
  320. Fread(&_num_room_textures, 2, 1, f);
  321. printDebug("LoadTR4", "_num_room_textures = %u", _num_room_textures);
  322. Fread(&_num_misc_textures, 2, 1, f);
  323. printDebug("LoadTR4", "_num_misc_textures = %u", _num_misc_textures);
  324. Fread(&_num_bump_map_textures, 2, 1, f);
  325. printDebug("LoadTR4", "_num_bump_map_textures = %u", _num_bump_map_textures);
  326. // Read the sizes of the 32-bit textures
  327. Fread(&usz, sizeof(usz), 1, f);
  328. Fread(&sz, sizeof(sz), 1, f);
  329. printDebug("Load", "TR4 32-bit textures compressed size = %u bytes", sz);
  330. printDebug("Load", "TR4 32-bit textures uncompressed size = %u bytes", usz);
  331. _num_textiles = usz / sizeof(tr2_textile32_t);
  332. printDebug("LoadTR4", "_num_textiles = %i/%lu = %i",
  333. usz, sizeof(tr2_textile32_t), _num_textiles);
  334. _textile32 = new tr2_textile32_t[_num_textiles];
  335. // Allocate a temporary buffer for decompression
  336. compressed_data = new unsigned char[sz];
  337. Fread(compressed_data, sz, 1, f);
  338. // Decompress the textures
  339. foo = usz;
  340. zerr = uncompress((unsigned char*)_textile32,
  341. &foo,
  342. compressed_data,
  343. sz);
  344. usz = foo;
  345. printDebug("LoadTR4", "textile decompress [%s]",
  346. (zerr == Z_OK) ? "OK" : "ERROR");
  347. switch (zerr) {
  348. case Z_MEM_ERROR:
  349. printDebug("LoadTR4", "There was not enough memory");
  350. break;
  351. case Z_BUF_ERROR:
  352. printDebug("LoadTR4", "There was not enough room in the output buffer");
  353. break;
  354. case Z_DATA_ERROR:
  355. printDebug("LoadTR4", "The input data was corrupted");
  356. break;
  357. default:
  358. printDebug("LoadTR4", "textile decompress %i", zerr);
  359. }
  360. // Free the temporary buffer
  361. delete [] compressed_data;
  362. // Read in the 16-bit textures, set NumTextiles
  363. Fread(&usz, sizeof(usz), 1, f);
  364. Fread(&sz, sizeof(sz), 1, f);
  365. printDebug("Load", "TR4 16-bit textures compressed size = %u bytes", sz);
  366. printDebug("Load", "TR4 16-bit textures uncompressed size = %u bytes", usz);
  367. _num_textiles = usz / sizeof(tr2_textile16_t);
  368. printDebug("Load", "TR4 _num_textiles = %i/%lu = %i",
  369. usz, sizeof(tr2_textile16_t), _num_textiles);
  370. _textile16 = new tr2_textile16_t[_num_textiles];
  371. // Allocate a temporary buffer for decompression
  372. compressed_data = new unsigned char[sz];
  373. Fread(compressed_data, sz, 1, f);
  374. // Decompress the textures
  375. foo = usz;
  376. zerr = uncompress((unsigned char*)_textile16,
  377. &foo,
  378. compressed_data,
  379. sz);
  380. usz = foo;
  381. // printDebug("Load", "TR4 textile decompress [%s]",
  382. // (zerr == Z_OK) ? "OK" : "ERROR");
  383. switch (zerr) {
  384. case Z_MEM_ERROR:
  385. printDebug("Load", "TR4 textile decompress [ERROR]");
  386. printDebug("Load", "TR4 There was not enough memory");
  387. break;
  388. case Z_BUF_ERROR:
  389. printDebug("Load", "TR4 textile decompress [ERROR]");
  390. printDebug("Load", "TR4 There was not enough room in the output buffer");
  391. break;
  392. case Z_DATA_ERROR:
  393. printDebug("Load", "TR4 textile decompress [ERROR]");
  394. printDebug("Load", "TR4 The input data was corrupted");
  395. break;
  396. case Z_OK:
  397. printDebug("Load", "TR4 textile decompress [OK]");
  398. break;
  399. default:
  400. printDebug("Load", "TR4 textile decompress %i", zerr);
  401. }
  402. // Free the temporary buffer
  403. delete [] compressed_data;
  404. // Read the sizes of the sprite textures
  405. Fread(&usz, sizeof(usz), 1, f);
  406. Fread(&sz, sizeof(sz), 1, f);
  407. printDebug("Load", "TR4 sprite textures compressed size = %u bytes", sz);
  408. printDebug("Load", "TR4 sprite textures uncompressed size = %u bytes", usz);
  409. // Load sprite/bump map/gui/etc textures also
  410. _num_tex_special = usz / (256 * 256 * 4);
  411. printDebug("LoadTR5", "_num_tex_special = %i/%i = %i",
  412. usz, 256 * 256 * 4, _num_tex_special);
  413. printDebug("LoadTR5", "Reading %ibytes of sprite textures", usz);
  414. if (usz) {
  415. _tex_special = new unsigned char[usz];
  416. // Allocate a temporary buffer for decompression
  417. compressed_data = new unsigned char[sz];
  418. Fread(compressed_data, sz, 1, f);
  419. // Decompress the textures
  420. foo = usz;
  421. zerr = uncompress(_tex_special,
  422. &foo,
  423. compressed_data,
  424. sz);
  425. usz = foo;
  426. printDebug("LoadTR5", "special texture decompress [%s]",
  427. (zerr == Z_OK) ? "OK" : "ERROR");
  428. switch (zerr) {
  429. case Z_MEM_ERROR:
  430. printDebug("LoadTR5", "There was not enough memory");
  431. break;
  432. case Z_BUF_ERROR:
  433. printDebug("LoadTR5", "There was not enough room in the output buffer");
  434. break;
  435. case Z_DATA_ERROR:
  436. printDebug("LoadTR5", "The input data was corrupted");
  437. break;
  438. default:
  439. printDebug("LoadTR5", "textile decompress %i", zerr);
  440. }
  441. // Free the temporary buffer
  442. delete [] compressed_data;
  443. }
  444. // Read the sizes of the level data
  445. Fread(&usz, sizeof(usz), 1, f);
  446. Fread(&sz, sizeof(sz), 1, f);
  447. printDebug("Load", "TR4 level data compressed size = %u bytes", sz);
  448. printDebug("Load", "TR4 level data uncompressed size = %u bytes", usz);
  449. // Allocate a temporary buffer for decompression
  450. compressed_data = new unsigned char[sz];
  451. Fread(compressed_data, sz, 1, f);
  452. mCompressedLevelData = new unsigned char[usz];
  453. // Decompress the level data
  454. foo = usz;
  455. zerr = uncompress(mCompressedLevelData, &foo, compressed_data, sz);
  456. usz = foo;
  457. printDebug("Load", "TR4 level data decompress [%s]",
  458. (zerr == Z_OK) ? "OK" : "ERROR");
  459. switch (zerr) {
  460. case Z_MEM_ERROR:
  461. printDebug("Load", "TR4 There was not enough memory");
  462. break;
  463. case Z_BUF_ERROR:
  464. printDebug("Load", "TR4 There was not enough room in the output buffer");
  465. break;
  466. case Z_DATA_ERROR:
  467. printDebug("Load", "TR4 The input data was corrupted");
  468. break;
  469. }
  470. delete [] compressed_data;
  471. mCompressedLevelDataOffset = 0;
  472. mCompressedLevelSize = usz;
  473. // Toggle Fread mode to read from decompressed data in memory, not diskfile
  474. mFreadMode = TR_FREAD_COMPRESSED;
  475. }
  476. if (mEngineVersion == TR_VERSION_2 || mEngineVersion == TR_VERSION_3) {
  477. /* Read the 8-bit palette */
  478. Fread(_palette8, sizeof(tr2_colour_t), 256, f);
  479. /* Read 16-bit palette */
  480. Fread(_palette16, sizeof(_palette16), 1, f);
  481. printDebug("Load", "Read TR 2|3 8bit and 16bit palettes");
  482. }
  483. if (mEngineVersion != TR_VERSION_4) {
  484. /* Read the textiles */
  485. Fread(&_num_textiles, sizeof(_num_textiles), 1, f);
  486. printDebug("Load", "_num_textiles = %i", _num_textiles);
  487. /* 8-bit textiles come first */
  488. _textile8 = new tr2_textile8_t[_num_textiles];
  489. Fread(_textile8, sizeof(tr2_textile8_t), _num_textiles, f);
  490. /* 16-bit textiles come second */
  491. _textile16 = new tr2_textile16_t[_num_textiles];
  492. if (mEngineVersion != TR_VERSION_1) {
  493. //! \fixme need endian checking here
  494. Fread(_textile16, sizeof(tr2_textile16_t), _num_textiles, f);
  495. printDebug("Load", "Read in 16bit texture tiles");
  496. }
  497. }
  498. /* 32-bit unknown - seems to always be 0 */
  499. Fread(&_unknown_t, sizeof(_unknown_t), 1, f);
  500. printDebug("Load", "_unknown_t = 0x%x", _unknown_t);
  501. /* Read raw room data */
  502. //! \fixme needs endian checking
  503. Fread(&_num_rooms, sizeof(_num_rooms), 1, f);
  504. printDebug("Load", "_num_rooms = %i", _num_rooms);
  505. data_size = _num_rooms * sizeof(tr2_room_t);
  506. _rooms = new tr2_room_t[_num_rooms];
  507. /* Extract room details */
  508. for (i = 0; i < _num_rooms; ++i) {
  509. /* Read RoomInfo */
  510. //! \fixme endian check needed
  511. Fread(&_rooms[i].info, sizeof(tr2_room_info_t), 1, f);
  512. printDebug("Load", "_rooms[%i].info =\n { x=%i, z=%i, yt=%i, yb=%i}",
  513. i,
  514. _rooms[i].info.x, _rooms[i].info.z,
  515. _rooms[i].info.y_top, _rooms[i].info.y_bottom);
  516. /* Read raw data for rest of room */
  517. Fread(&_rooms[i].num_data_words, sizeof(_rooms[i].num_data_words), 1, f);
  518. printDebug("Load", "_rooms[%i].num_data_words = %u",
  519. i, _rooms[i].num_data_words);
  520. _rooms[i].data = new unsigned char[_rooms[i].num_data_words * 2];
  521. Fread(_rooms[i].data, 2, _rooms[i].num_data_words, f);
  522. /* Identify vertices */
  523. data_offset = 0;
  524. //! \fixme endian
  525. _rooms[i].room_data.num_vertices = *(short*)(void*)(_rooms[i].data);
  526. data_offset += sizeof(_rooms[0].room_data.num_vertices);
  527. data_size = _rooms[i].room_data.num_vertices * sizeof(tr2_vertex_room_t);
  528. printDebug("Load", "_rooms[%i].room_data.num_vertices = %u",
  529. i, _rooms[i].room_data.num_vertices);
  530. _rooms[i].room_data.vertices = 0x0;
  531. if (_rooms[i].room_data.num_vertices > 0) {
  532. _rooms[i].room_data.vertices =
  533. new tr2_vertex_room_t[_rooms[i].room_data.num_vertices];
  534. if (mEngineVersion == TR_VERSION_1) {
  535. data_size = _rooms[i].room_data.num_vertices *
  536. (sizeof(tr2_vertex_room_t) - 4);
  537. for (j = 0; j < _rooms[i].room_data.num_vertices; ++j) {
  538. memcpy(&_rooms[i].room_data.vertices[j],
  539. _rooms[i].data + data_offset +
  540. (j * (sizeof(tr2_vertex_room_t) - 4)),
  541. sizeof(tr2_vertex_room_t) - 4);
  542. // ??? Adjust for what's missing?
  543. _rooms[i].room_data.vertices[j].lighting2 =
  544. _rooms[i].room_data.vertices[j].lighting1;
  545. _rooms[i].room_data.vertices[j].attributes = 0;
  546. }
  547. } else {
  548. memcpy(_rooms[i].room_data.vertices,
  549. _rooms[i].data + data_offset, data_size);
  550. }
  551. //! \fixme endian conversions for verts needed
  552. }
  553. data_offset += data_size;
  554. /* identify rectangles */
  555. //! \fixme endian conversion
  556. _rooms[i].room_data.num_rectangles =
  557. *(short*)(void*)(_rooms[i].data + data_offset);
  558. data_offset += sizeof(_rooms[0].room_data.num_rectangles);
  559. data_size = _rooms[i].room_data.num_rectangles * sizeof(tr2_quad_t);
  560. printDebug("Load", "_rooms[%i].room_data.num_rectangles = %i",
  561. i, _rooms[i].room_data.num_rectangles);
  562. _rooms[i].room_data.rectangles = 0x0;
  563. if (_rooms[i].room_data.num_rectangles > 0) {
  564. _rooms[i].room_data.rectangles =
  565. new tr2_quad_t[_rooms[i].room_data.num_rectangles];
  566. memcpy(_rooms[i].room_data.rectangles,
  567. _rooms[i].data + data_offset, data_size);
  568. if (mEngineVersion >= TR_VERSION_3) {
  569. for (j = 0; j < _rooms[i].room_data.num_rectangles; ++j) {
  570. _rooms[i].room_data.rectangles[j].texture &= 0x7fff;
  571. }
  572. }
  573. //! \fixme endian conversion
  574. }
  575. data_offset += data_size;
  576. /* Identify triangles */
  577. _rooms[i].room_data.num_triangles =
  578. *(short*)(void*)(_rooms[i].data + data_offset);
  579. //! \fixme endian
  580. data_offset += sizeof(_rooms[0].room_data.num_triangles);
  581. data_size = _rooms[i].room_data.num_triangles * sizeof(tr2_tri_t);
  582. printDebug("Load", "_rooms[%i].room_data.num_triangles = %i",
  583. i, _rooms[i].room_data.num_triangles);
  584. _rooms[i].room_data.triangles = 0x0;
  585. if (_rooms[i].room_data.num_triangles > 0) {
  586. _rooms[i].room_data.triangles =
  587. new tr2_tri_t[_rooms[i].room_data.num_triangles];
  588. memcpy(_rooms[i].room_data.triangles,
  589. _rooms[i].data + data_offset, data_size);
  590. if (mEngineVersion >= TR_VERSION_3) {
  591. for (j = 0; j < _rooms[i].room_data.num_triangles; ++j) {
  592. _rooms[i].room_data.triangles[j].texture &= 0x7fff;
  593. }
  594. //! \fixme endian
  595. }
  596. }
  597. data_offset += data_size;
  598. /* Identify sprites */
  599. _rooms[i].room_data.num_sprites =
  600. *(short*)(void*)(_rooms[i].data + data_offset);
  601. //! \fixme endian
  602. data_offset += sizeof(_rooms[0].room_data.num_sprites);
  603. data_size = _rooms[i].room_data.num_sprites * sizeof(tr2_room_sprite_t);
  604. printDebug("Load", "_rooms[%i].room_data.num_sprites = %i",
  605. i, _rooms[i].room_data.num_sprites);
  606. _rooms[i].room_data.sprites = 0x0;
  607. if (_rooms[i].room_data.num_sprites > 0) {
  608. _rooms[i].room_data.sprites =
  609. new tr2_room_sprite_t[_rooms[i].room_data.num_sprites];
  610. memcpy(_rooms[i].room_data.sprites,
  611. _rooms[i].data + data_offset, data_size);
  612. if (mEngineVersion >= TR_VERSION_3) {
  613. for (j = 0; j < _rooms[i].room_data.num_sprites; j++) {
  614. _rooms[i].room_data.sprites[j].texture &= 0x7fff;
  615. }
  616. }
  617. //! \fixme endian
  618. }
  619. /* Free the raw room data */
  620. delete [] _rooms[i].data;
  621. _rooms[i].data = NULL;
  622. /* Read door info */
  623. //! \fixme endian
  624. Fread(&_rooms[i].num_portals, sizeof(_rooms[0].num_portals), 1, f);
  625. printDebug("Load", "_rooms[%i].num_portals = %i",
  626. i, _rooms[i].num_portals);
  627. if (_rooms[i].num_portals > 0)
  628. _rooms[i].portals = new tr2_room_portal_t[_rooms[i].num_portals];
  629. else
  630. _rooms[i].portals = 0;
  631. Fread(_rooms[i].portals, sizeof(tr2_room_portal_t),
  632. _rooms[i].num_portals, f);
  633. //! \fixme endian
  634. /* Read sector info */
  635. //! \fixme endian
  636. Fread(&_rooms[i].num_zsectors, sizeof(_rooms[0].num_zsectors), 1, f);
  637. Fread(&_rooms[i].num_xsectors, sizeof(_rooms[0].num_xsectors), 1, f);
  638. printDebug("Load", "_rooms[%i].num_zsectors = %i",
  639. i, _rooms[i].num_zsectors);
  640. printDebug("Load", "_rooms[%i].num_xsectors = %i",
  641. i, _rooms[i].num_xsectors);
  642. if (_rooms[i].num_zsectors > 0 && _rooms[i].num_xsectors > 0) {
  643. _rooms[i].sector_list =
  644. new tr2_room_sector_t[_rooms[i].num_zsectors * _rooms[i].num_xsectors];
  645. } else {
  646. _rooms[i].sector_list = 0x0;
  647. }
  648. Fread(_rooms[i].sector_list, sizeof(tr2_room_sector_t),
  649. _rooms[i].num_zsectors * _rooms[i].num_xsectors, f);
  650. //! \fixme endian
  651. printDebug("Load", "Read %u room sectors",
  652. _rooms[i].num_zsectors * _rooms[i].num_xsectors);
  653. /* Read room lighting & mode */
  654. if (mEngineVersion >= TR_VERSION_3) {
  655. Fread(&_rooms[i].intensity1, 4, 1, f);
  656. // Fake TR2 record:
  657. _rooms[i].light_mode = 0;
  658. } else if (mEngineVersion == TR_VERSION_1) {
  659. Fread(&_rooms[i].intensity1, 2, 1, f);
  660. // Is this intensity or LightMode?
  661. printDebug("Load", "_rooms[%i].intensity1 = %u",
  662. i, _rooms[i].intensity1);
  663. _rooms[i].intensity2 = _rooms[i].intensity1;
  664. _rooms[i].light_mode = 0;
  665. } else {
  666. // TR2
  667. Fread(&_rooms[i].intensity1, 6, 1, f);
  668. printDebug("Load", "TR2 _rooms[%i].intensity1 = %u",
  669. i, _rooms[i].intensity1);
  670. }
  671. /* Read room lighting info */
  672. //! \fixme endian
  673. Fread(&_rooms[i].num_lights, sizeof(_rooms[i].num_lights), 1, f);
  674. printDebug("Load", "_rooms[%i].num_lights = %u",
  675. i, _rooms[i].num_lights);
  676. _rooms[i].lights = 0x0;
  677. _rooms[i].tr4Lights = 0x0;
  678. // Mongoose 2002.04.03, New TR4 light struct, removed old
  679. // double size for others
  680. if (_rooms[i].num_lights > 0) {
  681. if (mEngineVersion == TR_VERSION_1) {
  682. _rooms[i].lights = new tr2_room_light_t[_rooms[i].num_lights];
  683. for (j = 0; j < _rooms[i].num_lights; ++j) {
  684. Fread(&_rooms[i].lights[j].x, sizeof(_rooms[0].lights[0].x), 3, f);
  685. // x, y, z
  686. printDebug("Load", "_rooms[%i].lights[%i] = <%i %i %i>",
  687. i, j,
  688. _rooms[i].lights[j].x,
  689. _rooms[i].lights[j].y,
  690. _rooms[i].lights[j].z);
  691. Fread(&_rooms[i].lights[j].intensity1, sizeof(short), 1, f);
  692. // Intensity1
  693. printDebug("Load", "_rooms[%i].lights[%i].intensity1 = %u",
  694. i, j,
  695. _rooms[i].lights[j].intensity1);
  696. _rooms[i].lights[j].intensity2 = _rooms[i].lights[j].intensity1;
  697. Fread(&_rooms[i].lights[j].fade1, sizeof(unsigned int), 1, f);
  698. // Fade1
  699. printDebug("Load", "_rooms[%i].lights[%i].fade1 = %u",
  700. i, j,
  701. _rooms[i].lights[j].fade1);
  702. _rooms[i].lights[j].fade2 = _rooms[i].lights[j].fade1;
  703. }
  704. } else if (mEngineVersion == TR_VERSION_4) {
  705. _rooms[i].tr4Lights = new tr4_room_light_t[_rooms[i].num_lights];
  706. Fread(_rooms[i].tr4Lights, sizeof(tr4_room_light_t),
  707. _rooms[i].num_lights, f);
  708. } else {
  709. _rooms[i].lights = new tr2_room_light_t[_rooms[i].num_lights];
  710. Fread(_rooms[i].lights, sizeof(tr2_room_light_t),
  711. _rooms[i].num_lights, f);
  712. }
  713. }
  714. //! \fixme endian
  715. /* Read Static Mesh Data */
  716. Fread(&_rooms[i].num_static_meshes, sizeof(unsigned short), 1, f);
  717. //! \fixme endian
  718. printDebug("Load", "_rooms[%i].num_static_meshes = %u",
  719. i, _rooms[i].num_static_meshes);
  720. _rooms[i].static_meshes = 0x0;
  721. if (_rooms[i].num_static_meshes > 0) {
  722. _rooms[i].static_meshes =
  723. new tr2_room_staticmesh_t[_rooms[i].num_static_meshes];
  724. if (mEngineVersion == TR_VERSION_1) {
  725. for (j = 0; j < _rooms[i].num_static_meshes; j++) {
  726. Fread(&_rooms[i].static_meshes[j], 18, 1, f);
  727. // Account for the missing .intensity2
  728. _rooms[i].static_meshes[j].object_id =
  729. _rooms[i].static_meshes[j].intensity2;
  730. _rooms[i].static_meshes[j].intensity2 =
  731. _rooms[i].static_meshes[j].intensity1;
  732. }
  733. } else {
  734. Fread(_rooms[i].static_meshes, sizeof(tr2_room_staticmesh_t),
  735. _rooms[i].num_static_meshes, f);
  736. }
  737. }
  738. //! \fixme endian
  739. Fread(&_rooms[i].alternate_room, sizeof(short), 1, f);
  740. //! \fixme endian
  741. printDebug("Load", "_rooms[%i].alternate_room = %i",
  742. i, _rooms[i].alternate_room);
  743. Fread(&_rooms[i].flags, sizeof(short), 1, f);
  744. //! \fixme endian
  745. printDebug("Load", "_rooms[%i].flags = 0x%x",
  746. i, _rooms[i].flags);
  747. /* Read TR3 room light colour */
  748. if (mEngineVersion >= TR_VERSION_3) {
  749. /* we force this to be 3 bytes
  750. (instead of just sizeof(room_light_colour))
  751. for Macs and others that can't handle odd-length structures...
  752. */
  753. Fread(&_rooms[i].room_light_colour, 3, 1, f);
  754. printDebug("Load", "TR3 _rooms[%i].room_light_colour {%i %i %i}",
  755. i,
  756. _rooms[i].room_light_colour.r,
  757. _rooms[i].room_light_colour.g,
  758. _rooms[i].room_light_colour.b);
  759. }
  760. }
  761. /* Read floor data */
  762. /*
  763. * Really, FloorData should be a per-sector dynamic allocation; however,
  764. * that requires a parser that can accurately determine where one sector's
  765. * FloorData ends and another's begins. Until we have that, we'll stick to
  766. * this crude (but effective) method...
  767. */
  768. Fread(&_num_floor_data, sizeof(_num_floor_data), 1, f);
  769. printDebug("Load", "_num_floor_data = %u", _num_floor_data);
  770. _floor_data = 0x0;
  771. if (_num_floor_data > 0) {
  772. _floor_data = new unsigned short[_num_floor_data];
  773. Fread(_floor_data, sizeof(short), _num_floor_data, f);
  774. //! \fixme endian
  775. }
  776. /* Read mesh data */
  777. Fread(&num_mesh_data_words, sizeof(num_mesh_data_words), 1, f);
  778. //! \fixme endian
  779. printDebug("Load", "num_mesh_data_words = %u", num_mesh_data_words);
  780. raw_mesh_data = new unsigned char[num_mesh_data_words * 2];
  781. Fread(raw_mesh_data, 2, num_mesh_data_words, f);
  782. // Endian-conversion of this data occurs in ExtractMeshes()
  783. printDebug("Load", "Read raw_mesh_data");
  784. /* Read mesh pointers */
  785. Fread(&num_mesh_pointers, sizeof(num_mesh_pointers), 1, f);
  786. //! \fixme endian
  787. printDebug("Load", "num_mesh_pointers = %u", num_mesh_pointers);
  788. mesh_pointer_list = new unsigned int[num_mesh_pointers];
  789. Fread(mesh_pointer_list, sizeof(unsigned int), num_mesh_pointers, f);
  790. //! \fixme endian
  791. printDebug("Load", "Read mesh_pointer_list");
  792. /* Extract meshes */
  793. extractMeshes(raw_mesh_data, num_mesh_pointers, mesh_pointer_list);
  794. delete [] raw_mesh_data;
  795. delete [] mesh_pointer_list;
  796. /* Read animations */
  797. Fread(&_num_animations, sizeof(_num_animations), 1, f);
  798. //! \fixme endian
  799. printDebug("Load", "_num_animations = %u", _num_animations);
  800. _animations = 0x0;
  801. if (_num_animations > 0) {
  802. _animations = new tr2_animation_t[_num_animations];
  803. if (mEngineVersion == TR_VERSION_4) {
  804. tr4_animation_t tr4_anim;
  805. for (i = 0; i < (int)_num_animations; ++i) {
  806. Fread(&tr4_anim, 40, 1, f);
  807. _animations[i].frame_offset = tr4_anim.frame_offset;
  808. _animations[i].frame_rate = tr4_anim.frame_rate;
  809. _animations[i].frame_size = tr4_anim.frame_size;
  810. _animations[i].state_id = tr4_anim.state_id;
  811. _animations[i].unknown1 = tr4_anim.unknown;
  812. _animations[i].unknown2 = tr4_anim.speed;
  813. _animations[i].unknown3 = tr4_anim.accel_lo;
  814. _animations[i].unknown4 = tr4_anim.accel_hi;
  815. _animations[i].frame_start = tr4_anim.frame_start;
  816. _animations[i].frame_end = tr4_anim.frame_end;
  817. _animations[i].next_animation = tr4_anim.next_animation;
  818. _animations[i].next_frame = tr4_anim.next_frame;
  819. _animations[i].num_state_changes = tr4_anim.num_state_changes;
  820. _animations[i].state_change_offset = tr4_anim.state_change_offset;
  821. _animations[i].num_anim_commands = (tr4_anim.num_anim_commands > 256)
  822. ? 0 : tr4_anim.num_anim_commands;
  823. _animations[i].anim_command = tr4_anim.anim_command;
  824. }
  825. } else {
  826. Fread(_animations, sizeof(tr2_animation_t), _num_animations, f);
  827. }
  828. }
  829. //! \fixme endian
  830. /* Read state changes */
  831. Fread(&_num_state_changes, sizeof(_num_state_changes), 1, f);
  832. //! \fixme endian
  833. printDebug("Load", "_num_state_changes = %u", _num_state_changes);
  834. if (_num_state_changes > 0) {
  835. _state_changes = new tr2_state_change_t[_num_state_changes];
  836. Fread(_state_changes, sizeof(tr2_state_change_t), _num_state_changes, f);
  837. }
  838. //! \fixme endian
  839. /* Read AnimDispatches */
  840. Fread(&_num_anim_dispatches, sizeof(_num_anim_dispatches), 1, f);
  841. //! \fixme endian
  842. printDebug("Load", "_num_anim_dispatches = %u", _num_anim_dispatches);
  843. _anim_dispatches = 0x0;
  844. if (_num_anim_dispatches > 0) {
  845. _anim_dispatches = new tr2_anim_dispatch_t[_num_anim_dispatches];
  846. Fread(_anim_dispatches, sizeof(tr2_anim_dispatch_t),
  847. _num_anim_dispatches, f);
  848. }
  849. //! \fixme endian
  850. /* Read anim commands */
  851. Fread(&_num_anim_commands, sizeof(_num_anim_commands), 1, f);
  852. //! \fixme endian
  853. printDebug("Load", "_num_anim_commands = %u", _num_anim_commands);
  854. _anim_commands = 0x0;
  855. if (_num_anim_commands > 0) {
  856. _anim_commands = new tr2_anim_command_t[_num_anim_commands];
  857. Fread(_anim_commands, sizeof(tr2_anim_command_t), _num_anim_commands, f);
  858. }
  859. //! \fixme endian
  860. /* Read MeshTrees */
  861. Fread(&_num_mesh_trees, sizeof(_num_mesh_trees), 1, f);
  862. //! \fixme endian
  863. printDebug("Load", "_num_mesh_trees = %u", _num_mesh_trees);
  864. _mesh_trees = 0x0;
  865. if (_num_mesh_trees > 0) {
  866. _mesh_trees = new tr2_meshtree_t[_num_mesh_trees];
  867. Fread(_mesh_trees, sizeof(int), _num_mesh_trees, f);
  868. }
  869. //! \fixme endian
  870. /* Read frames */
  871. Fread(&_num_frames, sizeof(_num_frames), 1, f);
  872. //! \fixme endian
  873. printDebug("Load", "_num_frames = %u", _num_frames);
  874. _frames = 0x0;
  875. if (_num_frames > 0) {
  876. _frames = new unsigned short[_num_frames];
  877. Fread(_frames, 2, _num_frames, f);
  878. //! \fixme endian
  879. if (mEngineVersion == TR_VERSION_1) {
  880. // re-format the frames[] to look like TR2 frames
  881. int num_frames;
  882. for (j = 0; j < (int)_num_animations; ++j) {
  883. int fo = _animations[j].frame_offset / 2;
  884. _animations[j].frame_size = (unsigned char)(_frames[fo + 9] * 2) + 10;
  885. }
  886. for (i = 0; i < (int)_num_frames;) {
  887. i += 9; // point to num_frames;
  888. j = i; // get rid of (overwrite) num_frames
  889. num_frames = _frames[i++];
  890. while (num_frames--) {
  891. _frames[j++] = _frames[i + 1]; // reverse the words as we go
  892. _frames[j++] = _frames[i];
  893. i += 2;
  894. }
  895. }
  896. }
  897. }
  898. /* Read moveables */
  899. Fread(&_num_moveables, sizeof(_num_moveables), 1, f);
  900. //! \fixme endian
  901. printDebug("Load", "_num_moveables = %u", _num_moveables);
  902. _moveables = 0x0;
  903. if (_num_moveables > 0) {
  904. debugf = ftell(f);
  905. _moveables = new tr2_moveable_t[_num_moveables];
  906. Fread(_moveables, 18, _num_moveables, f);
  907. }
  908. //! \fixme endian
  909. Fread(&_num_static_meshes, sizeof(int), 1, f);
  910. //! \fixme endian
  911. printDebug("Load", "_num_static_meshes = %u", _num_static_meshes);
  912. // SAFE EXIT //////////////////////////
  913. _static_meshes = 0x0;
  914. if (_num_static_meshes > 0) {
  915. _static_meshes = new tr2_staticmesh_t[_num_static_meshes];
  916. Fread(_static_meshes, sizeof(tr2_staticmesh_t),
  917. _num_static_meshes, f);
  918. //! \fixme endian
  919. }
  920. _object_textures = 0x0;
  921. if (mEngineVersion < TR_VERSION_3) {
  922. /* Read object textures */
  923. Fread(&_num_object_textures, sizeof(int), 1, f);
  924. printDebug("Load", "_num_object_textures = %u", _num_object_textures);
  925. //! \fixme endian
  926. if (_num_object_textures > 0) {
  927. _object_textures = new tr2_object_texture_t[_num_object_textures];
  928. Fread(_object_textures, sizeof(tr2_object_texture_t),
  929. _num_object_textures, f);
  930. }
  931. //! \fixme endian
  932. }
  933. if (mEngineVersion == TR_VERSION_4) {
  934. unsigned char zzbuf[4];
  935. Fread(zzbuf, 1, 3, f); // skip "SPR"
  936. zzbuf[3] = 0;
  937. printDebug("Load", "TR4 checking if %s == SPR", zzbuf);
  938. }
  939. /* Read sprite textures */
  940. Fread(&_num_sprite_textures, sizeof(int), 1, f);
  941. //! \fixme endian
  942. printDebug("Load", "_num_sprite_textures = %u", _num_sprite_textures);
  943. _sprite_textures = 0x0;
  944. if (_num_sprite_textures > 0) {
  945. _sprite_textures = new tr2_sprite_texture_t[_num_sprite_textures];
  946. Fread(_sprite_textures, sizeof(tr2_sprite_texture_t),
  947. _num_sprite_textures, f);
  948. }
  949. //! \fixme endian
  950. /* Read sprite texture data (?) */
  951. Fread(&_num_sprite_sequences, sizeof(int), 1, f);
  952. //! \fixme endian
  953. printDebug("Load", "_num_sprite_sequences = %u", _num_sprite_sequences);
  954. _sprite_sequences = 0x0;
  955. if (_num_sprite_sequences > 0) {
  956. _sprite_sequences = new tr2_sprite_sequence_t[_num_sprite_sequences];
  957. Fread(_sprite_sequences, sizeof(tr2_sprite_sequence_t),
  958. _num_sprite_sequences, f);
  959. }
  960. //! \fixme endian
  961. /* Read cameras */
  962. Fread(&_num_cameras, sizeof(_num_cameras), 1, f);
  963. //! \fixme endian
  964. printDebug("Load", "_num_cameras = %i", _num_cameras);
  965. _cameras = 0x0;
  966. if (_num_cameras > 0) {
  967. _cameras = new tr2_camera_t[_num_cameras];
  968. Fread(_cameras, sizeof(tr2_camera_t), _num_cameras, f);
  969. //! \fixme endian
  970. }
  971. if (mEngineVersion == TR_VERSION_4) {
  972. int num_ex_cam;
  973. tr4_extra_camera_t* ex_cam;
  974. Fread(&num_ex_cam, 4, 1, f);
  975. printDebug("Load", "num_extra_cam = %i", num_ex_cam);
  976. if (num_ex_cam > 0) {
  977. ex_cam = new tr4_extra_camera_t[num_ex_cam];
  978. Fread(ex_cam, sizeof(tr4_extra_camera_t), num_ex_cam, f);
  979. delete [] ex_cam;
  980. }
  981. }
  982. /* Read sound effects (?) */
  983. Fread(&_num_sound_sources, sizeof(_num_sound_sources), 1, f);
  984. //! \fixme endian
  985. printDebug("Load", "_num_sound_sources = %i", _num_sound_sources);
  986. _sound_sources = 0x0;
  987. if (_num_sound_sources > 0) {
  988. _sound_sources =
  989. (tr2_sound_source_t*) new unsigned char[_num_sound_sources * 40];
  990. Fread(_sound_sources, sizeof(tr2_sound_source_t),
  991. _num_sound_sources, f);
  992. //! \fixme endian
  993. }
  994. #ifdef OBSOLETE
  995. if (mEngineVersion == TR_VERSION_4) {
  996. unsigned int num_ZZ;
  997. unsigned char zzbuf[17];
  998. Fread(&num_ZZ, 1, sizeof(num_ZZ), f);
  999. while (num_ZZ--) {
  1000. Fread(zzbuf, 1, 16, f);
  1001. zzbuf[16] = 0;
  1002. printDebug("Load", "TR4 zz dump '%s'", zzbuf);
  1003. }
  1004. }
  1005. #endif
  1006. /* Read boxes */
  1007. Fread(&_num_boxes, sizeof(_num_boxes), 1, f);
  1008. //! \fixme endian
  1009. printDebug("Load", "_num_boxes = %i", _num_boxes);
  1010. _boxes = 0x0;
  1011. if (_num_boxes > 0) {
  1012. _boxes = new tr2_box_t[_num_boxes];
  1013. if (mEngineVersion == TR_VERSION_1) {
  1014. struct tr1_box {
  1015. int zmin, zmax, xmin, xmax;
  1016. short true_floor, overlap_index;
  1017. } __attribute__((packed)) *tr1box;
  1018. tr1box = new tr1_box[_num_boxes];
  1019. Fread(tr1box, sizeof(struct tr1_box), _num_boxes, f);
  1020. //! \fixme endian
  1021. for (j = 0; j < _num_boxes; ++j) {
  1022. _boxes[j].zmin = (unsigned char)(tr1box[j].zmin / 1024);
  1023. _boxes[j].zmax = (unsigned char)(tr1box[j].zmax / 1024);
  1024. _boxes[j].xmin = (unsigned char)(tr1box[j].xmin / 1024);
  1025. _boxes[j].xmax = (unsigned char)(tr1box[j].xmax / 1024);
  1026. _boxes[j].true_floor = tr1box[j].true_floor;
  1027. _boxes[j].overlap_index = tr1box[j].overlap_index;
  1028. }
  1029. delete [] tr1box;
  1030. } else {
  1031. Fread(_boxes, sizeof(tr2_box_t), _num_boxes, f);
  1032. }
  1033. //! \fixme endian
  1034. }
  1035. /* Read overlaps (?) */
  1036. Fread(&_num_overlaps, sizeof(_num_overlaps), 1, f);
  1037. //! \fixme endian
  1038. printDebug("Load", "_num_overlaps = %i", _num_overlaps);
  1039. _overlaps = 0x0;
  1040. if (_num_overlaps > 0) {
  1041. _overlaps = new short[_num_overlaps];
  1042. Fread(_overlaps, 2, _num_overlaps, f);
  1043. //! \fixme endian
  1044. }
  1045. _zones = 0x0;
  1046. /* Read Zones */
  1047. if (_num_boxes > 0) {
  1048. _zones = new short[_num_boxes * 10];
  1049. if (mEngineVersion == TR_VERSION_1) {
  1050. Fread(_zones, 12, _num_boxes, f);
  1051. } else {
  1052. Fread(_zones, 20, _num_boxes, f);
  1053. }
  1054. //! \fixme endian
  1055. }
  1056. /* Read animation textures (?) */
  1057. Fread(&_num_animated_textures, sizeof(_num_animated_textures), 1, f);
  1058. //! \fixme endian
  1059. printDebug("Load", "_num_animated_textures = %i", _num_animated_textures);
  1060. _animated_textures = 0x0;
  1061. if (_num_animated_textures > 0) {
  1062. _animated_textures = new short[_num_animated_textures];
  1063. Fread(_animated_textures, 2, _num_animated_textures, f);
  1064. //! \fixme endian
  1065. }
  1066. if (mEngineVersion >= TR_VERSION_3) {
  1067. /* Read object textures */
  1068. if (mEngineVersion == TR_VERSION_4) {
  1069. unsigned char zzbuf[5];
  1070. Fread(zzbuf, 1, 4, f); // skip "TEX"
  1071. //!! this should be 3, but we have a bug...
  1072. zzbuf[4] = 0;
  1073. printDebug("Load", "TR4 checking %s == TEX", zzbuf);
  1074. }
  1075. Fread(&_num_object_textures, sizeof(_num_object_textures), 1, f);
  1076. //! \fixme endian
  1077. printDebug("Load", "_num_object_textures = %i", _num_object_textures);
  1078. _object_textures = 0x0;
  1079. if (_num_object_textures > 0) {
  1080. // Used to be 2 * num, and I forgot why...
  1081. _object_textures = new tr2_object_texture_t[_num_object_textures];
  1082. //! \fixme This is fu fu fu fu fu fu
  1083. if (mEngineVersion == TR_VERSION_4) {
  1084. int jjj, kkk;
  1085. tr4_object_texture_t* tr4_tex;
  1086. tr4_tex = new tr4_object_texture_t[_num_object_textures];
  1087. Fread(tr4_tex, 38, _num_object_textures, f);
  1088. for (jjj = 0; jjj < (int)_num_object_textures; ++jjj) {
  1089. _object_textures[jjj].transparency_flags =
  1090. tr4_tex[jjj].attribute;
  1091. _object_textures[jjj].tile =
  1092. (unsigned short)tr4_tex[jjj].tile & 0x7fff;
  1093. for (kkk = 0; kkk < 4; ++kkk) {
  1094. _object_textures[jjj].vertices[kkk].xcoordinate =
  1095. tr4_tex[jjj].vertices[kkk].xcoordinate;
  1096. _object_textures[jjj].vertices[kkk].xpixel =
  1097. tr4_tex[jjj].vertices[kkk].xpixel;
  1098. _object_textures[jjj].vertices[kkk].ycoordinate =
  1099. tr4_tex[jjj].vertices[kkk].ycoordinate;
  1100. _object_textures[jjj].vertices[kkk].ypixel =
  1101. tr4_tex[jjj].vertices[kkk].ypixel;
  1102. }
  1103. }
  1104. delete [] tr4_tex;
  1105. } else {
  1106. Fread(_object_textures, sizeof(tr2_object_texture_t),
  1107. _num_object_textures, f);
  1108. }
  1109. }
  1110. //! \fixme endian
  1111. }
  1112. /* Read items */
  1113. Fread(&_num_items, sizeof(_num_items), 1, f);
  1114. //! \fixme endian
  1115. printDebug("Load", "_num_items = %i", _num_items);
  1116. _items = 0x0;
  1117. if (_num_items > 0) {
  1118. _items = new tr2_item_t[_num_items];
  1119. if (mEngineVersion == TR_VERSION_1) {
  1120. for (i = 0; i < _num_items; ++i) {
  1121. Fread(&_items[i], sizeof(tr2_item_t) - 2, 1, f);
  1122. _items[i].flags = _items[i].intensity2;
  1123. _items[i].intensity2 = _items[i].intensity1;
  1124. }
  1125. } else {
  1126. Fread(_items, sizeof(tr2_item_t), _num_items, f);
  1127. }
  1128. }
  1129. //! \fixme endian
  1130. /* Read LightMaps */
  1131. _light_map = new unsigned char[32 * 256];
  1132. if (mEngineVersion != TR_VERSION_4) {
  1133. Fread(_light_map, 32, 256, f);
  1134. }
  1135. if (mEngineVersion == TR_VERSION_1) {
  1136. /* read the 8-bit palette */
  1137. Fread(_palette8, sizeof(tr2_colour_t), 256, f);
  1138. printDebug("Load", "Read TR 1 palette");
  1139. // build 16-bit textiles from 8-bit
  1140. // (no extra colours, but creates consistent .TR2 file)
  1141. for (i = 0; i < (int)_num_textiles; ++i) {
  1142. unsigned short argb;
  1143. double colour_tmp;
  1144. for (j = 0; j < (256 * 256); ++j) {
  1145. colour_tmp = _palette8[_textile8[i].tile[j]].r & 0x3f;
  1146. colour_tmp = colour_tmp * 31.0 / 63.0;
  1147. argb = (unsigned short)(((int)colour_tmp) << 10);
  1148. colour_tmp = _palette8[_textile8[i].tile[j]].g & 0x3f;
  1149. colour_tmp = colour_tmp * 31.0 / 63.0;
  1150. argb |= (unsigned short)(((int)colour_tmp) << 5);
  1151. colour_tmp = _palette8[_textile8[i].tile[j]].b & 0x3f;
  1152. colour_tmp = colour_tmp * 31.0 / 63.0;
  1153. argb |= (unsigned short)((int)colour_tmp);
  1154. argb &= 0x7fff; // ???
  1155. if (_textile8[i].tile[j] != 0)
  1156. argb |= 0x8000;
  1157. _textile16[i].tile[j] = argb;
  1158. }
  1159. }
  1160. }
  1161. /* Read cinematic frames */
  1162. if (mEngineVersion == TR_VERSION_4) {
  1163. unsigned int num_ai_data;
  1164. Fread(&num_ai_data, 4, 1, f);
  1165. printDebug("Load", "num_ai_data = %i", num_ai_data);
  1166. tr4_ai_object_t* ai_obj = 0x0;
  1167. if (num_ai_data > 0) {
  1168. ai_obj = new tr4_ai_object_t[num_ai_data];
  1169. Fread(ai_obj, sizeof(tr4_ai_object_t), num_ai_data, f);
  1170. delete [] ai_obj;
  1171. }
  1172. } else {
  1173. unsigned short num_cinematic_frames;
  1174. Fread(&num_cinematic_frames, sizeof(num_cinematic_frames), 1, f);
  1175. //! \fixme endian
  1176. _num_cinematic_frames = num_cinematic_frames;
  1177. printDebug("Load", "_num_cinematic_frames = %i", _num_cinematic_frames);
  1178. _cinematic_frames = 0x0;
  1179. if (_num_cinematic_frames > 0) {
  1180. _cinematic_frames = new tr2_cinematic_frame_t[_num_cinematic_frames];
  1181. Fread(_cinematic_frames, sizeof(tr2_cinematic_frame_t),
  1182. _num_cinematic_frames, f);
  1183. // There may or may not be endian conversion required here - I have
  1184. // no idea what this data is.
  1185. }
  1186. }
  1187. /* Read demodata (?) */
  1188. Fread(&_num_demo_data, sizeof(_num_demo_data), 1, f);
  1189. //! \fixme endian
  1190. printDebug("Load", "_num_demo_data = %i", _num_demo_data);
  1191. _demo_data = 0x0;
  1192. if (_num_demo_data > 0) {
  1193. _demo_data = new unsigned char[_num_demo_data];
  1194. Fread(_demo_data, 1, _num_demo_data, f);
  1195. // There may or may not be endian conversion required here - I have
  1196. // no idea what this data is.
  1197. }
  1198. /* Read SoundMap */
  1199. mSoundMap = new short[370];
  1200. if (mEngineVersion == TR_VERSION_1) {
  1201. Fread(mSoundMap, sizeof(short), 256, f);
  1202. //memset(_sound_map, 0, 370 * sizeof(short)); //! \fixme KLUDGE!!!
  1203. } else {
  1204. Fread(mSoundMap, sizeof(short), 370, f);
  1205. }
  1206. //! \fixme endian
  1207. /* Read SoundDetails */
  1208. Fread(&mNumSoundDetails, sizeof(mNumSoundDetails), 1, f);
  1209. printDebug("Load", "mNumSoundDetails = %i", mNumSoundDetails);
  1210. //! \fixme endian
  1211. mSoundDetails = 0x0;
  1212. if (mNumSoundDetails > 0) {
  1213. mSoundDetails = new tr2_sound_details_t[mNumSoundDetails];
  1214. Fread(mSoundDetails, sizeof(tr2_sound_details_t), mNumSoundDetails, f);
  1215. }
  1216. //! \fixme endian
  1217. // Read sound sample indices
  1218. mSampleIndices = 0x0;
  1219. mNumSampleIndices = 0;
  1220. mRiffDataSz = 0;
  1221. mRiffData = 0x0;
  1222. mNumTR4Samples = 0;
  1223. mTR4Samples = 0x0;
  1224. switch (mEngineVersion) {
  1225. case TR_VERSION_1:
  1226. Fread(&mRiffDataSz, 4, 1, f);
  1227. printDebug("Load", "mRiffDataSz = %ibytes", mRiffDataSz);
  1228. if (mRiffDataSz > 0) {
  1229. mRiffData = new unsigned char[mRiffDataSz];
  1230. Fread(mRiffData, 1, mRiffDataSz, f);
  1231. }
  1232. Fread(&mNumSampleIndices, 4, 1, f);
  1233. printDebug("Load", "mNumSampleIndices = %i", mNumSampleIndices);
  1234. if (mNumSampleIndices > 0) {
  1235. mSampleIndices = new int[mNumSampleIndices];
  1236. //! \fixme (Endian)
  1237. Fread(mSampleIndices, 4, mNumSampleIndices, f);
  1238. }
  1239. break;
  1240. case TR_VERSION_4:
  1241. mFreadMode = TR_FREAD_NORMAL;
  1242. // 0x46464952
  1243. //! \fixme (Endian) Read bitu32 / uint32_t
  1244. Fread(&mNumTR4Samples, 4, 1, f);
  1245. printDebug("Load", "mNumTR4Samples = %i", mNumTR4Samples);
  1246. mRiffDataSz = 0;
  1247. mTR4Samples = new unsigned char* [mNumTR4Samples];
  1248. mTR4SamplesSz = new unsigned int[mNumTR4Samples];
  1249. memset(mTR4SamplesSz, 0, mNumTR4Samples * 4);
  1250. for (i = 0; i < (int)mNumTR4Samples; ++i) {
  1251. unsigned int sizeCompressed;
  1252. unsigned int sizeUncompressed;
  1253. unsigned char* compressedSoundSample;
  1254. unsigned char* unCompressedSoundSample;
  1255. int zErr;
  1256. uLongf libzUncompressedSize;
  1257. Fread(&sizeUncompressed, 4, 1, f);
  1258. printDebug("Load", " sizeUncompressed = %i", sizeUncompressed);
  1259. Fread(&sizeCompressed, 4, 1, f);
  1260. printDebug("Load", " sizeCompressed = %i", sizeCompressed);
  1261. compressedSoundSample = new unsigned char[sizeCompressed];
  1262. unCompressedSoundSample = new unsigned char[sizeUncompressed];
  1263. //printDebug("Load", " %lubytes read from file", ftell(f));
  1264. Fread(compressedSoundSample, sizeCompressed, 1, f);
  1265. printDebug("Load", " %c%c%c%c should be RIFF",
  1266. compressedSoundSample[0],
  1267. compressedSoundSample[1],
  1268. compressedSoundSample[2],
  1269. compressedSoundSample[3]);
  1270. //#define NEVER_DECOMPRESS
  1271. #ifdef NEVER_DECOMPRESS
  1272. mTR4Samples[i] = compressedSoundSample;
  1273. mTR4SamplesSz[i] = sizeCompressed;
  1274. delete [] unCompressedSoundSample;
  1275. #else
  1276. // Decompress the sample
  1277. libzUncompressedSize = sizeUncompressed;
  1278. zErr = uncompress(unCompressedSoundSample,
  1279. &libzUncompressedSize,
  1280. compressedSoundSample,
  1281. sizeCompressed);
  1282. sizeUncompressed = libzUncompressedSize;
  1283. switch (zErr) {
  1284. case Z_MEM_ERROR:
  1285. printDebug("Load", " Decompress Error: not enough memory");
  1286. break;
  1287. case Z_BUF_ERROR:
  1288. printDebug("Load", " Decompress Error: output buffer too small");
  1289. break;
  1290. case Z_DATA_ERROR:
  1291. printDebug("Load", " Decompress Error: input data was corrupted");
  1292. break;
  1293. case Z_OK:
  1294. printDebug("Load", " Decompress OK");
  1295. break;
  1296. default:
  1297. printDebug("Load", " Decompress Error: decompress error #%i", zErr);
  1298. }
  1299. // Hhhmm... handle uncompressed RIFFs too?
  1300. if (zErr == Z_OK) {
  1301. mTR4Samples[i] = unCompressedSoundSample;
  1302. mTR4SamplesSz[i] = sizeUncompressed;
  1303. delete [] compressedSoundSample;
  1304. } else {
  1305. printDebug("Load", " %lubytes read from file", ftell(f));
  1306. mTR4Samples[i] = compressedSoundSample;
  1307. mTR4SamplesSz[i] = sizeCompressed;
  1308. delete [] unCompressedSoundSample;
  1309. }
  1310. #endif
  1311. }
  1312. break;
  1313. case TR_VERSION_2:
  1314. case TR_VERSION_3:
  1315. case TR_VERSION_5:
  1316. case TR_VERSION_UNKNOWN:
  1317. //! \fixme (Endian) Read bit32 / int32_t
  1318. Fread(&mNumSampleIndices, 4, 1, f);
  1319. printDebug("Load", "mNumSampleIndices = %i", mNumSampleIndices);
  1320. if (mNumSampleIndices > 0) {
  1321. mSampleIndices = new int[mNumSampleIndices];
  1322. //! \fixme (Endian)
  1323. Fread(mSampleIndices, 4, mNumSampleIndices, f);
  1324. }
  1325. break;
  1326. }
  1327. if (mCompressedLevelData) {
  1328. printDebug("Load", "Freeing uncompressed TR4 data");
  1329. delete [] mCompressedLevelData;
  1330. }
  1331. //! \fixme memory damage?
  1332. mCompressedLevelData = NULL;
  1333. fclose(f);
  1334. return 0;
  1335. }
  1336. ////////////////////////////////////////////////////////////
  1337. // Public Accessors
  1338. ////////////////////////////////////////////////////////////
  1339. float TombRaider::adjustTexel(unsigned char texel, char offset) {
  1340. if (offset >= 0)
  1341. texel++;
  1342. else
  1343. texel--;
  1344. return ((float)texel / 255.0f);
  1345. }
  1346. void TombRaider::computeRotationAngles(unsigned short** frame,
  1347. unsigned int* frame_offset,
  1348. unsigned int* angle_offset,
  1349. float* x, float* y, float* z) {
  1350. unsigned short itmp, itmp2;
  1351. float angle;
  1352. itmp = (*frame)[(*frame_offset) + (*angle_offset)++];
  1353. if (Engine() == TR_VERSION_1) {
  1354. // All angles are three-axis
  1355. angle = (itmp >> 4) & 0x03ff;
  1356. angle *= 360.0 / 1024.0;
  1357. *x = angle;
  1358. itmp2 = (itmp << 6) & 0x03c0;
  1359. // Get Z rotation
  1360. itmp = (*frame)[(*frame_offset) + (*angle_offset)];
  1361. ++(*angle_offset);
  1362. itmp2 |= (itmp >> 10) & 0x003f;
  1363. angle = itmp2;
  1364. angle *= 360.0 / 1024.0;
  1365. *y = angle;
  1366. angle = itmp & 0x3ff;
  1367. angle *= 360.0 / 1024.0;
  1368. *z = angle;
  1369. } else if (itmp & 0xc000) {
  1370. // TR2, TR3, TR4 - single axis of rotation
  1371. if (Engine() == TR_VERSION_4) {
  1372. angle = itmp & 0x0fff;
  1373. angle /= 4096.0;
  1374. angle *= 360.0;
  1375. } else {
  1376. angle = itmp & 0x3ff;
  1377. angle /= 1024.0;
  1378. angle *= 360.0;
  1379. }
  1380. switch (itmp & 0xc000) {
  1381. case 0x4000:
  1382. *x = angle;
  1383. break;
  1384. case 0x8000:
  1385. *y = angle;
  1386. break;
  1387. case 0xc000:
  1388. *z = angle;
  1389. break;
  1390. }
  1391. } else { // TR2, TR3, TR4 - three axes
  1392. angle = (itmp >> 4) & 0x03ff;
  1393. angle *= 360.0 / 1024.0;
  1394. *x = angle;
  1395. itmp2 = (itmp << 6) & 0x03c0;
  1396. itmp = (*frame)[(*frame_offset) + (*angle_offset)++]; // get Z rotation
  1397. itmp2 |= (itmp >> 10) & 0x003f;
  1398. angle = itmp2;
  1399. angle *= 360.0 / 1024.0;
  1400. *y = angle;
  1401. angle = itmp & 0x3ff;
  1402. angle *= 360.0 / 1024.0;
  1403. *z = angle;
  1404. }
  1405. }
  1406. void TombRaider::computeUV(tr2_object_texture_vert_t* st, float* u, float* v) {
  1407. unsigned char x, y;
  1408. if (!st || !u || !v)
  1409. return;
  1410. x = st->xpixel;
  1411. y = st->ypixel;
  1412. x += (char)st->xcoordinate;
  1413. y += (char)st->ycoordinate;
  1414. //x += ((char)st->xcoordinate >= 0) ? 1 : -1;
  1415. //y += ((char)st->ycoordinate >= 0) ? 1 : -1;
  1416. *u = (float)x / 255.0f;
  1417. *v = (float)y / 255.0f;
  1418. }
  1419. int TombRaider::getBumpMapCount() {
  1420. return _num_bump_map_textures / 2;
  1421. }
  1422. void TombRaider::getColor(int index, float color[4]) {
  1423. switch (getEngine()) {
  1424. case TR_VERSION_1:
  1425. color[0] = _palette8[index].r / 64.0f;
  1426. color[1] = _palette8[index].g / 64.0f;
  1427. color[2] = _palette8[index].b / 64.0f;
  1428. //color[0] = (_palette8[index].r & 0xfd) / 64.0f;
  1429. //color[1] = (_palette8[index].g & 0xfd) / 64.0f;
  1430. //color[2] = (_palette8[index].b & 0xfd) / 64.0f;
  1431. color[3] = 1.0;
  1432. break;
  1433. case TR_VERSION_2:
  1434. case TR_VERSION_3:
  1435. case TR_VERSION_4:
  1436. case TR_VERSION_5:
  1437. case TR_VERSION_UNKNOWN:
  1438. color[0] = (float)(_palette16[index] & 0xff) / 256.0f;
  1439. color[1] = (float)((_palette16[index] >> 8) & 0xff) / 256.0f;
  1440. color[2] = (float)((_palette16[index] >> 16) & 0xff) / 256.0f;
  1441. color[3] = 1.0;
  1442. break;
  1443. }
  1444. }
  1445. tr2_version_type TombRaider::getEngine() {
  1446. return mEngineVersion;
  1447. }
  1448. void TombRaider::getMeshCollisionInfo(unsigned int meshIndex,
  1449. float center[3], float* radius) {
  1450. if ((int)meshIndex > mMeshCount) {
  1451. print("getMeshCollisionInfo", "Assertion error: invalid mesh index\n");
  1452. return;
  1453. }
  1454. center[0] = mMeshes[meshIndex].centre.x;
  1455. center[1] = mMeshes[meshIndex].centre.y;
  1456. center[2] = mMeshes[meshIndex].centre.z;
  1457. *radius = mMeshes[meshIndex].collision_size;
  1458. }
  1459. int TombRaider::getMeshCount() {
  1460. return mMeshCount;
  1461. }
  1462. /*! \fixme Needs refinement once the ideal format it's feeding is refined
  1463. * I should stick a HACK postfix on the method name - it's temporary
  1464. * until an array format can be crafted from a pinned down design and
  1465. * RE notes review session ( eg what about TR5? )
  1466. */
  1467. void TombRaider::getMeshColoredRectangle(unsigned int meshIndex,
  1468. unsigned int faceIndex,
  1469. int* index, float* color) {
  1470. unsigned int t1_1, t1_2, t1_3, t2_1, t2_2, t2_3;
  1471. if ((int)meshIndex > mMeshCount) {
  1472. print("getMeshColoredRectangle", "Assertion error: invalid mesh index\n");
  1473. return;
  1474. }
  1475. // Make 2 triangles from one quad!
  1476. t1_1 = 0;
  1477. t1_2 = 1;
  1478. t1_3 = 2;
  1479. t2_1 = 3;
  1480. t2_2 = 0;
  1481. t2_3 = 2;
  1482. index[0] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t1_1];
  1483. index[1] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t1_2];
  1484. index[2] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t1_3];
  1485. index[3] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t2_1];
  1486. index[4] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t2_2];
  1487. index[5] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t2_3];
  1488. switch (Engine()) {
  1489. case TR_VERSION_1:
  1490. getColor(mMeshes[meshIndex].coloured_rectangles[faceIndex].texture & 0xff, color);
  1491. break;
  1492. case TR_VERSION_2:
  1493. case TR_VERSION_3:
  1494. case TR_VERSION_4:
  1495. case TR_VERSION_5:
  1496. case TR_VERSION_UNKNOWN:
  1497. getColor((mMeshes[meshIndex].coloured_rectangles[faceIndex].texture >> 8) & 0xff, color);
  1498. break;
  1499. }
  1500. }
  1501. void TombRaider::getMeshColoredTriangle(unsigned int meshIndex,
  1502. unsigned int faceIndex,
  1503. int* index, float* color) {
  1504. if ((int)meshIndex > mMeshCount) {
  1505. print("getMeshColoredTriangle", "Assertion error: invalid mesh index\n");
  1506. return;
  1507. }
  1508. index[0] = mMeshes[meshIndex].coloured_triangles[faceIndex].vertices[0];
  1509. index[1] = mMeshes[meshIndex].coloured_triangles[faceIndex].vertices[1];
  1510. index[2] = mMeshes[meshIndex].coloured_triangles[faceIndex].vertices[2];
  1511. switch (Engine()) {
  1512. case TR_VERSION_1:
  1513. getColor(mMeshes[meshIndex].coloured_triangles[faceIndex].texture & 0xff,
  1514. color);
  1515. break;
  1516. case TR_VERSION_2:
  1517. case TR_VERSION_3:
  1518. case TR_VERSION_4:
  1519. case TR_VERSION_5:
  1520. case TR_VERSION_UNKNOWN:
  1521. getColor((mMeshes[meshIndex].coloured_triangles[faceIndex].texture >> 8) & 0xff,
  1522. color);
  1523. break;
  1524. }
  1525. }
  1526. void TombRaider::getMeshTexturedRectangle(unsigned int meshIndex,
  1527. unsigned int faceIndex,
  1528. int* index, float* st, int* texture,
  1529. unsigned short* transparency) {
  1530. unsigned int t1_1, t1_2, t1_3, t2_1, t2_2, t2_3;
  1531. static bool givenWarning = false; // hahaha... okay less spewing
  1532. tr2_mesh_t* meshes;
  1533. tr2_object_texture_t* object_texture;
  1534. int t_index;
  1535. unsigned int i, m;
  1536. if ((int)meshIndex > mMeshCount) {
  1537. print("getMeshTexturedRectangle", "Assertion error: invalid mesh index\n");
  1538. return;
  1539. }
  1540. m = meshIndex; // lazy
  1541. meshes = mMeshes; // lazy
  1542. object_texture = _object_textures; // lazy
  1543. i = faceIndex; // lazy
  1544. // Make 2 triangles from one quad!
  1545. t1_1 = 0;
  1546. t1_2 = 1;
  1547. t1_3 = 2;
  1548. t2_1 = 3;
  1549. t2_2 = 0;
  1550. t2_3 = 2;
  1551. t_index = meshes[m].textured_rectangles[i].texture;
  1552. index[0] = meshes[m].textured_rectangles[i].vertices[t1_1];
  1553. index[1] = meshes[m].textured_rectangles[i].vertices[t1_2];
  1554. index[2] = meshes[m].textured_rectangles[i].vertices[t1_3];
  1555. index[3] = meshes[m].textured_rectangles[i].vertices[t2_1];
  1556. index[4] = meshes[m].textured_rectangles[i].vertices[t2_2];
  1557. index[5] = meshes[m].textured_rectangles[i].vertices[t2_3];
  1558. computeUV(object_texture[t_index].vertices + t1_1, (st), (st) + 1);
  1559. computeUV(object_texture[t_index].vertices + t1_2, (st) + 2, (st) + 3);
  1560. computeUV(object_texture[t_index].vertices + t1_3, (st) + 4, (st) + 5);
  1561. computeUV(object_texture[t_index].vertices + t2_1, (st) + 6, (st) + 7);
  1562. computeUV(object_texture[t_index].vertices + t2_2, (st) + 8, (st) + 9);
  1563. computeUV(object_texture[t_index].vertices + t2_3, (st) + 10, (st) + 11);
  1564. *texture = object_texture[t_index].tile;
  1565. *transparency = object_texture[t_index].transparency_flags;
  1566. // TR3+ alpha Textured polygons
  1567. if (!givenWarning && *transparency == 2) {
  1568. givenWarning = true;
  1569. //! \fixme Use Material class to handle greyscale alpha intensity
  1570. // (partial alpha)
  1571. print("getMeshTexturedRectangle",
  1572. "TR3+ greyscale alpha intensity not implmented, %s:%i",
  1573. __FILE__, __LINE__);
  1574. }
  1575. }
  1576. void TombRaider::getMeshTexturedTriangle(unsigned int meshIndex,
  1577. unsigned int faceIndex,
  1578. int* index, float* st, int* texture,
  1579. unsigned short* transparency) {
  1580. static bool givenWarning = false; // hahaha... okay less spewing
  1581. tr2_mesh_t* meshes;
  1582. tr2_object_texture_t* object_texture;
  1583. int t_index;
  1584. unsigned int i;
  1585. if ((int)meshIndex > mMeshCount) {
  1586. print("getMeshTexturedTriangle", "Assertion error: invalid mesh index\n");
  1587. return;
  1588. }
  1589. meshes = mMeshes; // lazy
  1590. object_texture = _object_textures; // lazy
  1591. i = faceIndex; // lazy
  1592. t_index = meshes[meshIndex].textured_triangles[i].texture;
  1593. index[0] = meshes[meshIndex].textured_triangles[i].vertices[0];
  1594. index[1] = meshes[meshIndex].textured_triangles[i].vertices[1];
  1595. index[2] = meshes[meshIndex].textured_triangles[i].vertices[2];
  1596. computeUV(object_texture[t_index].vertices, (st), (st) + 1);
  1597. computeUV(object_texture[t_index].vertices + 1, (st) + 2, (st) + 3);
  1598. computeUV(object_texture[t_index].vertices + 2, (st) + 4, (st) + 5);
  1599. *texture = object_texture[t_index].tile;
  1600. *transparency = object_texture[t_index].transparency_flags;
  1601. // TR3+ alpha Textured polygons
  1602. if (!givenWarning && *transparency == 2) {
  1603. givenWarning = true;
  1604. //! \fixme Use Material class to handle greyscale alpha intensity
  1605. // (partial alpha)
  1606. print("getMeshTexturedTriangle",
  1607. "TR3+ greyscale alpha intensity not implmented, %s:%i",
  1608. __FILE__, __LINE__);
  1609. }
  1610. }
  1611. int TombRaider::getMeshTexturedTriangleCount(unsigned int meshIndex) {
  1612. if ((int)meshIndex > mMeshCount) {
  1613. print("getMeshTexturedTriangleCount", "Assertion error: invalid mesh index\n");
  1614. return 0;
  1615. }
  1616. return ((mMeshes[meshIndex].num_textured_triangles <= 0) ? 0 :
  1617. mMeshes[meshIndex].num_textured_triangles);
  1618. }
  1619. int TombRaider::getMeshColoredTriangleCount(unsigned int meshIndex) {
  1620. if ((int)meshIndex > mMeshCount) {
  1621. print("getMeshColoredTriangleCount", "Assertion error: invalid mesh index\n");
  1622. return 0;
  1623. }
  1624. return ((mMeshes[meshIndex].num_coloured_triangles <= 0) ? 0 :
  1625. mMeshes[meshIndex].num_coloured_triangles);
  1626. }
  1627. int TombRaider::getMeshTexturedRectangleCount(unsigned int meshIndex) {
  1628. if ((int)meshIndex > mMeshCount) {
  1629. print("getMeshTexturedRectangleCount", "Assertion error: invalid mesh index\n");
  1630. return 0;
  1631. }
  1632. return ((mMeshes[meshIndex].num_textured_rectangles <= 0) ? 0 :
  1633. mMeshes[meshIndex].num_textured_rectangles);
  1634. }
  1635. int TombRaider::getMeshColoredRectangleCount(unsigned int meshIndex) {
  1636. if ((int)meshIndex > mMeshCount) {
  1637. print("getMeshColoredRectangleCount", "Assertion error: invalid mesh index\n");
  1638. return 0;
  1639. }
  1640. return ((mMeshes[meshIndex].num_coloured_rectangles <= 0) ? 0 :
  1641. mMeshes[meshIndex].num_coloured_rectangles);
  1642. }
  1643. //! \fixme Perhaps making color an 8bit intensity would be a better idea
  1644. void TombRaider::getMeshVertexArrays(unsigned int meshIndex,
  1645. unsigned int* vertexCount, float** verts,
  1646. unsigned int* normalCount, float** norms,
  1647. unsigned int* colorCount, float** colors) {
  1648. unsigned int i;
  1649. float colorValue;
  1650. *vertexCount = 0;
  1651. *verts = 0x0;
  1652. *normalCount = 0;
  1653. *norms = 0x0;
  1654. *colorCount = 0;
  1655. *colors = 0x0;
  1656. if ((int)meshIndex > mMeshCount || mMeshes[meshIndex].num_vertices < 0)
  1657. return;
  1658. // Vertices
  1659. *vertexCount = mMeshes[meshIndex].num_vertices;
  1660. *verts = new float[*vertexCount * 3];
  1661. for (i = 0; i < *vertexCount; ++i) {
  1662. (*verts)[i * 3] = mMeshes[meshIndex].vertices[i].x;
  1663. (*verts)[i * 3 + 1] = mMeshes[meshIndex].vertices[i].y;
  1664. (*verts)[i * 3 + 2] = mMeshes[meshIndex].vertices[i].z;
  1665. }
  1666. // Normals, if any
  1667. if (mMeshes[meshIndex].num_normals > 0 &&
  1668. mMeshes[meshIndex].normals &&
  1669. mMeshes[meshIndex].num_normals == mMeshes[meshIndex].num_vertices) {
  1670. *normalCount = mMeshes[meshIndex].num_vertices;
  1671. *norms = new float[*normalCount * 3];
  1672. for (i = 0; i < *normalCount; ++i) {
  1673. (*norms)[i * 3] = mMeshes[meshIndex].normals[i].x;
  1674. (*norms)[i * 3 + 1] = mMeshes[meshIndex].normals[i].y;
  1675. (*norms)[i * 3 + 2] = mMeshes[meshIndex].normals[i].z;
  1676. }
  1677. }
  1678. // Vertex lighting/colors, if any
  1679. else if (mMeshes[meshIndex].num_vertices > 0 &&
  1680. mMeshes[meshIndex].mesh_lights) {
  1681. *colorCount = mMeshes[meshIndex].num_vertices;
  1682. #ifdef MESH_COLORS_SHOULD_BR_RGBA
  1683. *colors = new float[*colorCount * 4];
  1684. #else
  1685. *colors = new float[*colorCount];
  1686. #endif
  1687. for (i = 0; i < *colorCount; ++i) {
  1688. colorValue = mMeshes[meshIndex].mesh_lights[i];
  1689. switch (Engine()) {
  1690. case TR_VERSION_4:
  1691. case TR_VERSION_3:
  1692. colorValue /= 16384.0;
  1693. //! \fixme Should we really fall through here?!?
  1694. break; // just testing -- xythobuz, 20140119
  1695. case TR_VERSION_1:
  1696. case TR_VERSION_2:
  1697. case TR_VERSION_5:
  1698. case TR_VERSION_UNKNOWN:
  1699. colorValue = (1.0f - (colorValue / 8192.0f));
  1700. break;
  1701. }
  1702. #ifdef MESH_COLORS_SHOULD_BR_RGBA
  1703. (*colors)[i * 4 + 0] = colorValue;
  1704. (*colors)[i * 4 + 1] = colorValue;
  1705. (*colors)[i * 4 + 2] = colorValue;
  1706. (*colors)[i * 4 + 3] = 1.0;
  1707. #else
  1708. (*colors)[i] = colorValue;
  1709. #endif
  1710. }
  1711. }
  1712. }
  1713. int TombRaider::getRoomBox(unsigned int roomIndex, unsigned int index,
  1714. float* xyzA, float* xyzB,
  1715. float* xyzC, float* xyzD) {
  1716. if (!getRoomBoxCount(roomIndex) || index > getRoomBoxCount(roomIndex))
  1717. return -1;
  1718. switch (getEngine()) {
  1719. case TR_VERSION_UNKNOWN:
  1720. break;
  1721. case TR_VERSION_1:
  1722. case TR_VERSION_2:
  1723. case TR_VERSION_3:
  1724. case TR_VERSION_4:
  1725. case TR_VERSION_5:
  1726. xyzA[0] = (unsigned short)_boxes[index].xmin * 1024.0f;
  1727. xyzA[1] = (short)_boxes[index].true_floor;
  1728. xyzA[2] = (unsigned short)_boxes[index].zmin * 1024.0f;
  1729. xyzB[0] = (unsigned short)_boxes[index].xmax * 1024.0f;
  1730. xyzB[1] = (short)_boxes[index].true_floor;
  1731. xyzB[2] = (unsigned short)_boxes[index].zmin * 1024.0f;
  1732. xyzC[0] = (unsigned short)_boxes[index].xmax * 1024.0f;
  1733. xyzC[1] = (short)_boxes[index].true_floor;
  1734. xyzC[2] = (unsigned short)_boxes[index].zmax * 1024.0f;
  1735. xyzD[0] = (unsigned short)_boxes[index].xmin * 1024.0f;
  1736. xyzD[1] = (short)_boxes[index].true_floor;
  1737. xyzD[2] = (unsigned short)_boxes[index].zmax * 1024.0f;
  1738. }
  1739. return 0;
  1740. }
  1741. unsigned int TombRaider::getRoomBoxCount(unsigned int roomIndex) {
  1742. if (!isRoomValid(roomIndex))
  1743. return 0;
  1744. switch (getEngine()) {
  1745. case TR_VERSION_UNKNOWN:
  1746. break;
  1747. case TR_VERSION_1:
  1748. case TR_VERSION_2:
  1749. case TR_VERSION_3:
  1750. case TR_VERSION_4:
  1751. case TR_VERSION_5:
  1752. return _num_boxes;
  1753. }
  1754. return 0;
  1755. }
  1756. void TombRaider::getRoomInfo(unsigned int index,
  1757. unsigned int* flags, float pos[3],
  1758. float bboxMin[3], float bboxMax[3]) {
  1759. unsigned int i, n;
  1760. float f;
  1761. if (!isRoomValid(index))
  1762. return;
  1763. switch (getEngine()) {
  1764. case TR_VERSION_UNKNOWN:
  1765. break;
  1766. case TR_VERSION_5:
  1767. // Flags
  1768. *flags = mRoomsTR5[index].roomFlag; // Needs to be generic flags in class
  1769. // Positioning
  1770. pos[0] = mRoomsTR5[index].roomX;
  1771. pos[1] = 0.0f;
  1772. pos[2] = mRoomsTR5[index].roomZ;
  1773. // Bounding box setup
  1774. bboxMin[0] = 0.0;
  1775. bboxMin[1] = 0.0;
  1776. bboxMin[2] = 0.0;
  1777. bboxMax[0] = 0.0;
  1778. bboxMax[1] = 0.0;
  1779. bboxMax[2] = 0.0;
  1780. // Bounding Box setup
  1781. for (i = 0; i < mRoomsTR5[index].numLayers; ++i) {
  1782. //! \fixme check the boxes are in min, max order in TRC
  1783. if (i == 0) {
  1784. bboxMin[0] = mRoomsTR5[index].layers[i].layerBoundingBoxX1;
  1785. bboxMin[1] = mRoomsTR5[index].layers[i].layerBoundingBoxY1;
  1786. bboxMin[2] = mRoomsTR5[index].layers[i].layerBoundingBoxZ1;
  1787. bboxMax[0] = mRoomsTR5[index].layers[i].layerBoundingBoxX1;
  1788. bboxMax[1] = mRoomsTR5[index].layers[i].layerBoundingBoxY2;
  1789. bboxMax[2] = mRoomsTR5[index].layers[i].layerBoundingBoxZ2;
  1790. continue;
  1791. }
  1792. if (mRoomsTR5[index].layers[i].layerBoundingBoxX1 < bboxMin[0])
  1793. bboxMin[0] = mRoomsTR5[index].layers[i].layerBoundingBoxX1;
  1794. if (mRoomsTR5[index].layers[i].layerBoundingBoxY1 < bboxMin[1])
  1795. bboxMin[1] = mRoomsTR5[index].layers[i].layerBoundingBoxY1;
  1796. if (mRoomsTR5[index].layers[i].layerBoundingBoxZ1 < bboxMin[2])
  1797. bboxMin[2] = mRoomsTR5[index].layers[i].layerBoundingBoxZ1;
  1798. if (mRoomsTR5[index].layers[i].layerBoundingBoxX2 < bboxMax[0])
  1799. bboxMax[0] = mRoomsTR5[index].layers[i].layerBoundingBoxX2;
  1800. if (mRoomsTR5[index].layers[i].layerBoundingBoxY2 < bboxMax[1])
  1801. bboxMax[1] = mRoomsTR5[index].layers[i].layerBoundingBoxY2;
  1802. if (mRoomsTR5[index].layers[i].layerBoundingBoxZ2 < bboxMax[2])
  1803. bboxMax[2] = mRoomsTR5[index].layers[i].layerBoundingBoxZ2;
  1804. }
  1805. break;
  1806. case TR_VERSION_1:
  1807. case TR_VERSION_2:
  1808. case TR_VERSION_3:
  1809. case TR_VERSION_4:
  1810. // Flags
  1811. *flags = _rooms[index].flags; // Needs to be generic flags in class
  1812. // Positioning
  1813. pos[0] = _rooms[index].info.x;
  1814. pos[1] = 0.0f;
  1815. pos[2] = _rooms[index].info.z;
  1816. bboxMin[0] = 0.0;
  1817. bboxMin[1] = 0.0;
  1818. bboxMin[2] = 0.0;
  1819. bboxMax[0] = 0.0;
  1820. bboxMax[1] = 0.0;
  1821. bboxMax[2] = 0.0;
  1822. // Bounding Box setup
  1823. n = ((_rooms[index].room_data.num_vertices < 0) ? 0 :
  1824. _rooms[index].room_data.num_vertices);
  1825. for (i = 0; i < n; ++i) {
  1826. if (i == 0) {
  1827. bboxMin[0] = _rooms[index].room_data.vertices[i].vertex.x;
  1828. bboxMin[1] = _rooms[index].room_data.vertices[i].vertex.y;
  1829. bboxMin[2] = _rooms[index].room_data.vertices[i].vertex.z;
  1830. bboxMax[0] = _rooms[index].room_data.vertices[i].vertex.x;
  1831. bboxMax[1] = _rooms[index].room_data.vertices[i].vertex.y;
  1832. bboxMax[2] = _rooms[index].room_data.vertices[i].vertex.z;
  1833. continue;
  1834. }
  1835. f = _rooms[index].room_data.vertices[i].vertex.x;
  1836. if (f < bboxMin[0])
  1837. bboxMin[0] = f;
  1838. if (f > bboxMax[0])
  1839. bboxMax[0] = f;
  1840. f = _rooms[index].room_data.vertices[i].vertex.y;
  1841. if (f < bboxMin[1])
  1842. bboxMin[1] = f;
  1843. if (f > bboxMax[1])
  1844. bboxMax[1] = f;
  1845. f = _rooms[index].room_data.vertices[i].vertex.z;
  1846. if (f < bboxMin[2])
  1847. bboxMin[2] = f;
  1848. if (f > bboxMax[2])
  1849. bboxMax[2] = f;
  1850. }
  1851. break;
  1852. }
  1853. }
  1854. int TombRaider::getRoomLight(unsigned int roomIndex, unsigned int index,
  1855. float pos[4], float color[4], float dir[3],
  1856. float* attenuation, float* cutoffAngle,
  1857. unsigned int* type, unsigned int* flags) {
  1858. const float dd = 10000.0; // 4095.0;
  1859. float f;
  1860. *flags = 0; // reset
  1861. switch (getEngine()) {
  1862. case TR_VERSION_UNKNOWN:
  1863. return -1;
  1864. case TR_VERSION_1:
  1865. case TR_VERSION_2:
  1866. case TR_VERSION_3:
  1867. if (_rooms[roomIndex].num_lights <= 0 ||
  1868. (int)index > _rooms[roomIndex].num_lights) {
  1869. return -1;
  1870. }
  1871. if (_rooms[roomIndex].lights[index].fade1 == 100730731) {
  1872. f = 1.0;
  1873. } else {
  1874. f = _rooms[roomIndex].lights[index].fade1;
  1875. f /= dd;
  1876. }
  1877. *attenuation = f;
  1878. *flags |= tombraiderLight_useAttenuation;
  1879. pos[0] = _rooms[roomIndex].lights[index].x;
  1880. pos[1] = _rooms[roomIndex].lights[index].y;
  1881. pos[2] = _rooms[roomIndex].lights[index].z;
  1882. pos[3] = 1.0f;
  1883. color[0] = _rooms[roomIndex].lights[index].intensity1 / 409.60f;
  1884. color[1] = color[0];
  1885. color[2] = color[0];
  1886. color[3] = 1.0f;
  1887. if (Engine() == TR_VERSION_3) {
  1888. color[0] = _rooms[roomIndex].room_light_colour.r;
  1889. color[1] = _rooms[roomIndex].room_light_colour.g;
  1890. color[2] = _rooms[roomIndex].room_light_colour.b;
  1891. }
  1892. *type = tombraiderLight_typeDirectional;
  1893. break;
  1894. case TR_VERSION_4:
  1895. if (_rooms[roomIndex].num_lights <= 0 ||
  1896. (int)index > _rooms[roomIndex].num_lights) {
  1897. return -1;
  1898. }
  1899. pos[0] = _rooms[roomIndex].tr4Lights[index].xPosition;
  1900. pos[1] = _rooms[roomIndex].tr4Lights[index].yPosition;
  1901. pos[2] = _rooms[roomIndex].tr4Lights[index].zPosition;
  1902. pos[3] = 0.0f;
  1903. color[0] = _rooms[roomIndex].tr4Lights[index].color.r;
  1904. color[1] = _rooms[roomIndex].tr4Lights[index].color.g;
  1905. color[2] = _rooms[roomIndex].tr4Lights[index].color.b;
  1906. dir[0] = _rooms[roomIndex].tr4Lights[index].xDir;
  1907. dir[1] = _rooms[roomIndex].tr4Lights[index].yDir;
  1908. dir[2] = _rooms[roomIndex].tr4Lights[index].zDir;
  1909. *cutoffAngle = _rooms[roomIndex].tr4Lights[index].cutoff;
  1910. *flags |= tombraiderLight_useCutoff;
  1911. switch (_rooms[roomIndex].tr4Lights[index].lightType) {
  1912. case 1:
  1913. *type = tombraiderLight_typeDirectional;
  1914. break;
  1915. case 2:
  1916. *type = tombraiderLight_typeSpot;
  1917. break;
  1918. default:
  1919. *type = tombraiderLight_typePoint;
  1920. }
  1921. break;
  1922. case TR_VERSION_5:
  1923. if (mRoomsTR5[roomIndex].numRoomLights <= 0 ||
  1924. (int)index > mRoomsTR5[roomIndex].numRoomLights) {
  1925. return -1;
  1926. }
  1927. pos[0] = mRoomsTR5[roomIndex].lights[index].x;
  1928. pos[1] = mRoomsTR5[roomIndex].lights[index].y;
  1929. pos[2] = mRoomsTR5[roomIndex].lights[index].z;
  1930. pos[3] = 0.0f;
  1931. color[0] = mRoomsTR5[roomIndex].lights[index].red;
  1932. color[1] = mRoomsTR5[roomIndex].lights[index].green;
  1933. color[2] = mRoomsTR5[roomIndex].lights[index].blue;
  1934. dir[0] = mRoomsTR5[roomIndex].lights[index].directionVectorX;
  1935. dir[1] = mRoomsTR5[roomIndex].lights[index].directionVectorY;
  1936. dir[2] = mRoomsTR5[roomIndex].lights[index].directionVectorZ;
  1937. switch (mRoomsTR5[roomIndex].lights[index].lightType) {
  1938. case 2:
  1939. *type = tombraiderLight_typeSpot;
  1940. break;
  1941. case 3:
  1942. *type = tombraiderLight_typeDirectional;
  1943. break;
  1944. default:
  1945. *type = tombraiderLight_typePoint;
  1946. }
  1947. break;
  1948. }
  1949. return 0;
  1950. }
  1951. unsigned int TombRaider::getRoomLightCount(unsigned int roomIndex) {
  1952. if (!isRoomValid(roomIndex))
  1953. return 0;
  1954. switch (getEngine()) {
  1955. case TR_VERSION_UNKNOWN:
  1956. break;
  1957. case TR_VERSION_5:
  1958. return mRoomsTR5[roomIndex].numRoomLights;
  1959. case TR_VERSION_1:
  1960. case TR_VERSION_2:
  1961. case TR_VERSION_3:
  1962. case TR_VERSION_4:
  1963. return _rooms[roomIndex].num_lights;
  1964. }
  1965. return 0;
  1966. }
  1967. int TombRaider::getRoomModel(unsigned int roomIndex, unsigned int index,
  1968. int* modelIndex, float pos[3], float* yaw) {
  1969. unsigned int i, count;
  1970. if (!getRoomModelCount(roomIndex) || index > getRoomModelCount(roomIndex))
  1971. return -1;
  1972. switch (getEngine()) {
  1973. case TR_VERSION_UNKNOWN:
  1974. return -1;
  1975. case TR_VERSION_5:
  1976. count = NumStaticMeshes();
  1977. for (i = 0; i < count; ++i) {
  1978. if (mRoomsTR5[roomIndex].meshes[index].object_id ==
  1979. _static_meshes[i].object_id) {
  1980. *modelIndex = _static_meshes[i].starting_mesh;
  1981. pos[0] = mRoomsTR5[roomIndex].meshes[index].x;
  1982. pos[1] = mRoomsTR5[roomIndex].meshes[index].y;
  1983. pos[2] = mRoomsTR5[roomIndex].meshes[index].z;
  1984. *yaw = ((mRoomsTR5[roomIndex].meshes[index].rotation >> 14)
  1985. & 0x03) * 90;
  1986. }
  1987. }
  1988. break;
  1989. case TR_VERSION_1:
  1990. case TR_VERSION_2:
  1991. case TR_VERSION_3:
  1992. case TR_VERSION_4:
  1993. count = NumStaticMeshes();
  1994. for (i = 0; i < count; ++i) {
  1995. if (_rooms[roomIndex].static_meshes[index].object_id ==
  1996. _static_meshes[i].object_id) {
  1997. *modelIndex = _static_meshes[i].starting_mesh;
  1998. pos[0] = _rooms[roomIndex].static_meshes[index].x;
  1999. pos[1] = _rooms[roomIndex].static_meshes[index].y;
  2000. pos[2] = _rooms[roomIndex].static_meshes[index].z;
  2001. *yaw = ((_rooms[roomIndex].static_meshes[index].rotation >> 14)
  2002. & 0x03) * 90;
  2003. }
  2004. }
  2005. }
  2006. return 0;
  2007. }
  2008. unsigned int TombRaider::getRoomModelCount(unsigned int roomIndex) {
  2009. if (!isRoomValid(roomIndex))
  2010. return 0;
  2011. switch (getEngine()) {
  2012. case TR_VERSION_UNKNOWN:
  2013. break;
  2014. case TR_VERSION_5:
  2015. return mRoomsTR5[roomIndex].numStaticMeshes;
  2016. case TR_VERSION_1:
  2017. case TR_VERSION_2:
  2018. case TR_VERSION_3:
  2019. case TR_VERSION_4:
  2020. return _rooms[roomIndex].num_static_meshes;
  2021. }
  2022. return 0;
  2023. }
  2024. int TombRaider::getRoomPortal(unsigned int roomIndex, unsigned int index,
  2025. int* adjoiningRoom,
  2026. float normal[3], float vertices[12]) {
  2027. if (!getRoomPortalCount(roomIndex) || index > getRoomPortalCount(roomIndex))
  2028. return 0;
  2029. switch (getEngine()) {
  2030. case TR_VERSION_UNKNOWN:
  2031. break;
  2032. case TR_VERSION_5:
  2033. *adjoiningRoom = mRoomsTR5[roomIndex].doors[index].adjoining_room;
  2034. normal[0] = mRoomsTR5[roomIndex].doors[index].normal.x;// / NORMAL_SCALE;
  2035. normal[1] = mRoomsTR5[roomIndex].doors[index].normal.y;// / NORMAL_SCALE;
  2036. normal[2] = mRoomsTR5[roomIndex].doors[index].normal.z;// / NORMAL_SCALE;
  2037. vertices[0] = mRoomsTR5[roomIndex].doors[index].vertices[0].x;
  2038. vertices[1] = mRoomsTR5[roomIndex].doors[index].vertices[0].y;
  2039. vertices[2] = mRoomsTR5[roomIndex].doors[index].vertices[0].z;
  2040. vertices[3] = mRoomsTR5[roomIndex].doors[index].vertices[1].x;
  2041. vertices[4] = mRoomsTR5[roomIndex].doors[index].vertices[1].y;
  2042. vertices[5] = mRoomsTR5[roomIndex].doors[index].vertices[1].z;
  2043. vertices[6] = mRoomsTR5[roomIndex].doors[index].vertices[2].x;
  2044. vertices[7] = mRoomsTR5[roomIndex].doors[index].vertices[2].y;
  2045. vertices[8] = mRoomsTR5[roomIndex].doors[index].vertices[2].z;
  2046. vertices[9] = mRoomsTR5[roomIndex].doors[index].vertices[3].x;
  2047. vertices[10] = mRoomsTR5[roomIndex].doors[index].vertices[3].y;
  2048. vertices[11] = mRoomsTR5[roomIndex].doors[index].vertices[3].z;
  2049. break;
  2050. case TR_VERSION_1:
  2051. case TR_VERSION_2:
  2052. case TR_VERSION_3:
  2053. case TR_VERSION_4:
  2054. *adjoiningRoom = _rooms[roomIndex].portals[index].adjoining_room;
  2055. normal[0] = _rooms[roomIndex].portals[index].normal.x;// / NORMAL_SCALE;
  2056. normal[1] = _rooms[roomIndex].portals[index].normal.y;// / NORMAL_SCALE;
  2057. normal[2] = _rooms[roomIndex].portals[index].normal.z;// / NORMAL_SCALE;
  2058. vertices[0] = _rooms[roomIndex].portals[index].vertices[0].x;
  2059. vertices[1] = _rooms[roomIndex].portals[index].vertices[0].y;
  2060. vertices[2] = _rooms[roomIndex].portals[index].vertices[0].z;
  2061. vertices[3] = _rooms[roomIndex].portals[index].vertices[1].x;
  2062. vertices[4] = _rooms[roomIndex].portals[index].vertices[1].y;
  2063. vertices[5] = _rooms[roomIndex].portals[index].vertices[1].z;
  2064. vertices[6] = _rooms[roomIndex].portals[index].vertices[2].x;
  2065. vertices[7] = _rooms[roomIndex].portals[index].vertices[2].y;
  2066. vertices[8] = _rooms[roomIndex].portals[index].vertices[2].z;
  2067. vertices[9] = _rooms[roomIndex].portals[index].vertices[3].x;
  2068. vertices[10] = _rooms[roomIndex].portals[index].vertices[3].y;
  2069. vertices[11] = _rooms[roomIndex].portals[index].vertices[3].z;
  2070. }
  2071. return 0;
  2072. }
  2073. unsigned int TombRaider::getRoomPortalCount(unsigned int roomIndex) {
  2074. if (!isRoomValid(roomIndex))
  2075. return 0;
  2076. switch (getEngine()) {
  2077. case TR_VERSION_UNKNOWN:
  2078. break;
  2079. case TR_VERSION_5:
  2080. return mRoomsTR5[roomIndex].numDoors;
  2081. case TR_VERSION_1:
  2082. case TR_VERSION_2:
  2083. case TR_VERSION_3:
  2084. case TR_VERSION_4:
  2085. return _rooms[roomIndex].num_portals;
  2086. }
  2087. return 0;
  2088. }
  2089. //! \fixme No TRC support
  2090. void TombRaider::getRoomRectangle(unsigned int roomIndex,
  2091. unsigned int rectangleIndex,
  2092. unsigned int* indices, float* texCoords,
  2093. int* texture, unsigned int* flags) {
  2094. int tIndex;
  2095. unsigned int count, i, j, k;
  2096. switch (getEngine()) {
  2097. case TR_VERSION_UNKNOWN:
  2098. break;
  2099. case TR_VERSION_5:
  2100. for (i = 0, count = 0; i < mRoomsTR5[roomIndex].numLayers; ++i) {
  2101. if (count + mRoomsTR5[roomIndex].layers[i].numLayerRectangles >
  2102. rectangleIndex) {
  2103. k = rectangleIndex - count;
  2104. *texture = *flags = 0; // FIXME
  2105. // Setup per vertex
  2106. for (j = 0; j < 3; ++j) {
  2107. // Get vertex index { (0, a), (1, b), (2, c), (3, d) }
  2108. indices[j] = mRoomsTR5[roomIndex].faces[i].quads[k].vertices[j];
  2109. // FIXME
  2110. //tIndex = mRoomsTR5[roomIndex].faces[i].vertices[j].texture & 0xff;
  2111. //computeUV(objectTexturesTR5[tIndex].vertices + i,
  2112. // texCoords+i*2, texCoords+i*2+1);
  2113. }
  2114. break;
  2115. }
  2116. count += mRoomsTR5[roomIndex].layers[i].numLayerRectangles;
  2117. }
  2118. break;
  2119. case TR_VERSION_1:
  2120. case TR_VERSION_2:
  2121. case TR_VERSION_3:
  2122. case TR_VERSION_4:
  2123. tIndex = _rooms[roomIndex].room_data.rectangles[rectangleIndex].texture;
  2124. *texture = _object_textures[tIndex].tile;
  2125. *flags = 0;
  2126. switch (_object_textures[tIndex].transparency_flags) {
  2127. case 0:
  2128. break;
  2129. case 2:
  2130. *flags |= tombraiderFace_PartialAlpha;
  2131. break;
  2132. default:
  2133. *flags |= tombraiderFace_Alpha;
  2134. break;
  2135. }
  2136. // Setup per vertex
  2137. for (i = 0; i < 4; ++i) {
  2138. // Get vertex index {(0, a), (1, b), (2, c), (3, d)}
  2139. indices[i] = _rooms[roomIndex].room_data.rectangles[rectangleIndex].vertices[i];
  2140. computeUV(_object_textures[tIndex].vertices + i,
  2141. texCoords + i * 2, texCoords + i * 2 + 1);
  2142. }
  2143. }
  2144. }
  2145. unsigned int TombRaider::getRoomRectangleCount(unsigned int roomIndex) {
  2146. unsigned int i, count;
  2147. if (!isRoomValid(roomIndex))
  2148. return 0;
  2149. switch (getEngine()) {
  2150. case TR_VERSION_UNKNOWN:
  2151. break;
  2152. case TR_VERSION_5:
  2153. for (i = 0, count = 0; i < mRoomsTR5[roomIndex].numLayers; ++i) {
  2154. count += mRoomsTR5[roomIndex].layers[i].numLayerRectangles;
  2155. }
  2156. return count;
  2157. case TR_VERSION_1:
  2158. case TR_VERSION_2:
  2159. case TR_VERSION_3:
  2160. case TR_VERSION_4:
  2161. return ((_rooms[roomIndex].room_data.num_rectangles < 0) ? 0 :
  2162. _rooms[roomIndex].room_data.num_rectangles);
  2163. }
  2164. return 0;
  2165. }
  2166. int TombRaider::getRoomSector(unsigned int roomIndex, unsigned int index,
  2167. unsigned int* flags,
  2168. float* ceiling, float* floor,
  2169. int* floorDataIndex, int* boxIndex,
  2170. int* roomBelow, int* roomAbove) {
  2171. unsigned int count;
  2172. unsigned int zSectorsCount;
  2173. unsigned int xSectorsCount;
  2174. count = getRoomSectorCount(roomIndex, &zSectorsCount, &xSectorsCount);
  2175. if (!count || index > count)
  2176. return -1;
  2177. *flags = 0;
  2178. switch (getEngine()) {
  2179. case TR_VERSION_UNKNOWN:
  2180. break;
  2181. case TR_VERSION_5:
  2182. *floorDataIndex = mRoomsTR5[roomIndex].sectors[index].fd_index;
  2183. *boxIndex = mRoomsTR5[roomIndex].sectors[index].box_index;
  2184. *roomBelow = mRoomsTR5[roomIndex].sectors[index].room_below;
  2185. *roomAbove = mRoomsTR5[roomIndex].sectors[index].room_above;
  2186. if ((unsigned char)mRoomsTR5[roomIndex].sectors[index].floor == 0x81 ||
  2187. (unsigned char)mRoomsTR5[roomIndex].sectors[index].ceiling == 0x81) {
  2188. *flags |= tombraiderSector_wall;
  2189. }
  2190. *floor = mRoomsTR5[roomIndex].sectors[index].floor * 256.0f;
  2191. *ceiling = mRoomsTR5[roomIndex].sectors[index].ceiling * 256.0f;
  2192. break;
  2193. case TR_VERSION_1:
  2194. case TR_VERSION_2:
  2195. case TR_VERSION_3:
  2196. case TR_VERSION_4:
  2197. *floorDataIndex = _rooms[roomIndex].sector_list[index].fd_index;
  2198. *boxIndex = _rooms[roomIndex].sector_list[index].box_index;
  2199. *roomBelow = _rooms[roomIndex].sector_list[index].room_below;
  2200. *roomAbove = _rooms[roomIndex].sector_list[index].room_above;
  2201. if ((unsigned char)_rooms[roomIndex].sector_list[index].floor == 0x81 ||
  2202. (unsigned char)_rooms[roomIndex].sector_list[index].ceiling == 0x81) {
  2203. *flags |= tombraiderSector_wall;
  2204. }
  2205. *floor = _rooms[roomIndex].sector_list[index].floor * 256.0f;
  2206. *ceiling = _rooms[roomIndex].sector_list[index].ceiling * 256.0f;
  2207. }
  2208. if (*boxIndex == 65536) {
  2209. *boxIndex = -1;
  2210. }
  2211. if (*roomBelow == 255) {
  2212. *roomBelow = -1;
  2213. }
  2214. if (*roomAbove == 255) {
  2215. *roomAbove = -1;
  2216. }
  2217. return 0;
  2218. }
  2219. unsigned int TombRaider::getRoomSectorCount(unsigned int roomIndex,
  2220. unsigned int* zSectorsCount,
  2221. unsigned int* xSectorsCount) {
  2222. unsigned int count;
  2223. if (!isRoomValid(roomIndex))
  2224. return 0;
  2225. switch (getEngine()) {
  2226. case TR_VERSION_UNKNOWN:
  2227. break;
  2228. case TR_VERSION_5:
  2229. // width of sector list
  2230. *zSectorsCount = mRoomsTR5[roomIndex].numZSectors;
  2231. // height of sector list
  2232. *xSectorsCount = mRoomsTR5[roomIndex].numXSectors;
  2233. return (mRoomsTR5[roomIndex].numZSectors *
  2234. mRoomsTR5[roomIndex].numXSectors);
  2235. case TR_VERSION_1:
  2236. case TR_VERSION_2:
  2237. case TR_VERSION_3:
  2238. case TR_VERSION_4:
  2239. // width of sector list
  2240. *zSectorsCount = _rooms[roomIndex].num_zsectors;
  2241. // height of sector list
  2242. *xSectorsCount = _rooms[roomIndex].num_xsectors;
  2243. count = _rooms[roomIndex].num_zsectors * _rooms[roomIndex].num_xsectors;
  2244. return count;
  2245. }
  2246. return 0;
  2247. }
  2248. void TombRaider::getRoomSprite(unsigned int roomIndex, unsigned int index,
  2249. float scale, int* texture,
  2250. float* pos, float* vertices, float* texcoords) {
  2251. tr2_sprite_texture_t* sprite;
  2252. tr2_vertex_t* vertex;
  2253. int t_index, width, height, x, y;
  2254. float width2, height2;
  2255. unsigned int spriteCount;
  2256. spriteCount = getRoomSpriteCount(roomIndex);
  2257. if (spriteCount == 0 || index > spriteCount)
  2258. return;
  2259. if (scale == 0.0)
  2260. scale = 10.0;
  2261. t_index = _rooms[roomIndex].room_data.sprites[index].texture;
  2262. vertex =
  2263. &_rooms[roomIndex].room_data.vertices[_rooms[roomIndex].room_data.sprites[index].vertex].vertex;
  2264. sprite = &_sprite_textures[t_index];
  2265. // Info, offset in room added to position
  2266. pos[0] = _rooms[roomIndex].info.x + vertex->x;
  2267. pos[1] = vertex->y;
  2268. pos[2] = _rooms[roomIndex].info.z + vertex->z;
  2269. *texture = sprite->tile;
  2270. width = sprite->width >> 8;
  2271. height = sprite->height >> 8;
  2272. x = sprite->x;
  2273. y = sprite->y;
  2274. width2 = width * scale; // scale it up a bit (sprites are rather tiny)
  2275. height2 = height * scale;
  2276. // Quad
  2277. vertices[0] = -width2 / 2.0f;
  2278. vertices[1] = 0;
  2279. vertices[2] = 0;
  2280. vertices[3] = -width2 / 2.0f;
  2281. vertices[4] = -height2;
  2282. vertices[5] = 0;
  2283. vertices[6] = width2 / 2.0f;
  2284. vertices[7] = -height2;
  2285. vertices[8] = 0;
  2286. vertices[9] = width2 / 2.0f;
  2287. vertices[10] = 0;
  2288. vertices[11] = 0;
  2289. texcoords[0] = ((float)y + height) / mTexelScale;
  2290. texcoords[1] = (float)(x) / mTexelScale;
  2291. texcoords[2] = (float)(y) / mTexelScale;
  2292. texcoords[3] = (float)(x) / mTexelScale;
  2293. texcoords[4] = (float)(y) / mTexelScale;
  2294. texcoords[5] = ((float)x + width) / mTexelScale;
  2295. texcoords[6] = ((float)y + height) / mTexelScale;
  2296. texcoords[7] = ((float)x + width) / mTexelScale;
  2297. }
  2298. #ifdef OPTIONAL_ARRAY_INTERFACE
  2299. void TombRaider::getRoomSpriteArray(unsigned int index, float scale,
  2300. unsigned int* spriteCount, int* textures,
  2301. float* pos, float* vertices, float* texcoords) {
  2302. int i, t_index;
  2303. tr2_vertex_t* vertex;
  2304. int width, height, x, y;
  2305. float width2, height2;
  2306. *spriteCount = ((room[index].room_data.num_sprites < 0) ?
  2307. 0 : room[index].room_data.num_sprites);
  2308. if (*spriteCount == 0)
  2309. return;
  2310. textures = new int[*spriteCount];
  2311. pos = new float[*spriteCount * 3];
  2312. vertices = new float[*spriteCount * 12];
  2313. texcoords = new float[*spriteCount * 8];
  2314. if (scale == 0.0)
  2315. scale = 10.0;
  2316. for (i = 0; i < *spriteCount; ++i) {
  2317. t_index = room[index].room_data.sprites[i].texture;
  2318. vertex =
  2319. &room[index].room_data.vertices[room[index].room_data.sprites[i].vertex].vertex;
  2320. sprite = &sprite_textures[t_index];
  2321. // Info, offset in room added to position
  2322. pos[0 + i * 3] = room[index].info.x + vertex->x;
  2323. pos[1 + i * 3] = vertex->y;
  2324. pos[2 + i * 3] = room[index].info.z + vertex->z;
  2325. textures[i] = sprite->tile;
  2326. width = sprite->width >> 8;
  2327. height = sprite->height >> 8;
  2328. x = sprite->x;
  2329. y = sprite->y;
  2330. width2 = width * scale; // scale it up a bit (sprites are rather tiny)
  2331. height2 = height * scale;
  2332. // Quad
  2333. vertices[0 + i * 12] = -width2 / 2.0;
  2334. vertices[1 + i * 12] = 0;
  2335. vertices[2 + i * 12] = 0;
  2336. vertices[3 + i * 12] = -width2 / 2.0;
  2337. vertices[4 + i * 12] = -height2;
  2338. vertices[5 + i * 12] = 0;
  2339. vertices[6 + i * 12] = width2 / 2.0;
  2340. vertices[7 + i * 12] = -height2;
  2341. vertices[8 + i * 12] = 0;
  2342. vertices[9 + i * 12] = width2 / 2.0;
  2343. vertices[10 + i * 12] = 0;
  2344. vertices[11 + i * 12] = 0;
  2345. texcoords[0 + i * 8] = ((float)y + height) / mTexelScale;
  2346. texcoords[1 + i * 8] = (float)(x) / mTexelScale;
  2347. texcoords[2 + i * 8] = (float)(y) / mTexelScale;
  2348. texcoords[3 + i * 8] = (float)(x) / mTexelScale;
  2349. texcoords[4 + i * 8] = (float)(y) / mTexelScale;
  2350. texcoords[5 + i * 8] = ((float)x + width) / mTexelScale;
  2351. texcoords[6 + i * 8] = ((float)y + height) / mTexelScale;
  2352. texcoords[7 + i * 8] = ((float)x + width) / mTexelScale;
  2353. }
  2354. }
  2355. #endif
  2356. unsigned int TombRaider::getRoomSpriteCount(unsigned int roomIndex) {
  2357. if (!isRoomValid(roomIndex))
  2358. return 0;
  2359. switch (getEngine()) {
  2360. case TR_VERSION_UNKNOWN:
  2361. break;
  2362. case TR_VERSION_5:
  2363. return 0; // No room sprites in TRC
  2364. case TR_VERSION_1:
  2365. case TR_VERSION_2:
  2366. case TR_VERSION_3:
  2367. case TR_VERSION_4:
  2368. return ((_rooms[roomIndex].room_data.num_sprites < 0) ?
  2369. 0 : _rooms[roomIndex].room_data.num_sprites);
  2370. }
  2371. return 0;
  2372. }
  2373. void TombRaider::getRoomTriangle(unsigned int roomIndex,
  2374. unsigned int triangleIndex,
  2375. unsigned int* indices, float* texCoords,
  2376. int* texture, unsigned int* flags) {
  2377. int tIndex;
  2378. unsigned int count, i, j, k;
  2379. switch (getEngine()) {
  2380. case TR_VERSION_UNKNOWN:
  2381. break;
  2382. case TR_VERSION_5:
  2383. for (i = 0, count = 0; i < mRoomsTR5[roomIndex].numLayers; ++i) {
  2384. if (count + mRoomsTR5[roomIndex].layers[i].numLayerTriangles >
  2385. triangleIndex) {
  2386. k = triangleIndex - count;
  2387. *texture = *flags = 0; //! \fixme
  2388. // Setup per vertex
  2389. for (j = 0; j < 3; ++j) {
  2390. // Get vertex index {(0, a), (1, b), (2, c) }
  2391. indices[j] = mRoomsTR5[roomIndex].faces[i].tris[k].vertices[j];
  2392. //! \fixme
  2393. //tIndex = mRoomsTR5[roomIndex].faces[i].vertices[j].texture & 0xff;
  2394. //computeUV(objectTexturesTR5[tIndex].vertices + i,
  2395. // texCoords+i*2, texCoords+i*2+1);
  2396. }
  2397. break;
  2398. }
  2399. count += mRoomsTR5[roomIndex].layers[i].numLayerTriangles;
  2400. }
  2401. break;
  2402. case TR_VERSION_1:
  2403. case TR_VERSION_2:
  2404. case TR_VERSION_3:
  2405. case TR_VERSION_4:
  2406. tIndex = _rooms[roomIndex].room_data.triangles[triangleIndex].texture;
  2407. *texture = _object_textures[tIndex].tile;
  2408. *flags = 0;
  2409. switch (_object_textures[tIndex].transparency_flags) {
  2410. case 0:
  2411. break;
  2412. case 2:
  2413. *flags |= tombraiderFace_PartialAlpha;
  2414. break;
  2415. default:
  2416. *flags |= tombraiderFace_Alpha;
  2417. break;
  2418. }
  2419. // Setup per vertex
  2420. for (i = 0; i < 3; ++i) {
  2421. // Get vertex index {(0, a), (1, b), (2, c) }
  2422. indices[i] = _rooms[roomIndex].room_data.triangles[triangleIndex].vertices[i];
  2423. computeUV(_object_textures[tIndex].vertices + i,
  2424. texCoords + i * 2, texCoords + i * 2 + 1);
  2425. }
  2426. }
  2427. }
  2428. void TombRaider::getRoomTriangles(unsigned int index, int textureOffset,
  2429. unsigned int* triangleCount,
  2430. unsigned int** indices,
  2431. float** texCoords, int** textures,
  2432. unsigned int** flags) {
  2433. unsigned int count, i, j;
  2434. int texture;
  2435. if (!isRoomValid(index))
  2436. return;
  2437. switch (getEngine()) {
  2438. case TR_VERSION_UNKNOWN:
  2439. break;
  2440. case TR_VERSION_5:
  2441. for (i = 0, count = 0; i < mRoomsTR5[index].numLayers; ++i) {
  2442. count += mRoomsTR5[index].layers[i].numLayerTriangles;
  2443. }
  2444. //! \fixme !!!
  2445. break;
  2446. case TR_VERSION_1:
  2447. case TR_VERSION_2:
  2448. case TR_VERSION_3:
  2449. case TR_VERSION_4:
  2450. // Generate textured triangles
  2451. count = ((_rooms[index].room_data.num_triangles < 0) ? 0 :
  2452. _rooms[index].room_data.num_triangles);
  2453. *triangleCount = count;
  2454. *indices = new unsigned int[count * 3];
  2455. *texCoords = new float[count * 6];
  2456. *textures = new int[count];
  2457. *flags = new unsigned int[count];
  2458. for (i = 0; i < count; ++i) {
  2459. texture = _rooms[index].room_data.triangles[i].texture;
  2460. // Adjust texture id using m_texOffset to map into
  2461. // correct textures
  2462. (*textures)[i] = _object_textures[texture].tile + textureOffset;
  2463. (*flags)[i] = 0;
  2464. switch (_object_textures[texture].transparency_flags) {
  2465. case 0:
  2466. break;
  2467. case 2:
  2468. (*flags)[i] |= tombraiderFace_PartialAlpha;
  2469. break;
  2470. default:
  2471. (*flags)[i] |= tombraiderFace_Alpha;
  2472. break;
  2473. }
  2474. // Setup per vertex
  2475. for (j = 0; j < 3; ++j) {
  2476. // Get vertex index {(0, a), (1, b), (2, c)}
  2477. (*indices)[i * 3 + j] = _rooms[index].room_data.triangles[i].vertices[j];
  2478. computeUV(_object_textures[texture].vertices + j,
  2479. (*texCoords) + i * 3 + j * 2, (*texCoords) + i * 3 + j * 2 + 1);
  2480. }
  2481. }
  2482. }
  2483. }
  2484. unsigned int TombRaider::getRoomTriangleCount(unsigned int roomIndex) {
  2485. unsigned int i, count;
  2486. if (!isRoomValid(roomIndex))
  2487. return 0;
  2488. switch (getEngine()) {
  2489. case TR_VERSION_UNKNOWN:
  2490. break;
  2491. case TR_VERSION_5:
  2492. for (i = 0, count = 0; i < mRoomsTR5[roomIndex].numLayers; ++i) {
  2493. count += mRoomsTR5[roomIndex].layers[i].numLayerTriangles;
  2494. }
  2495. return count;
  2496. case TR_VERSION_1:
  2497. case TR_VERSION_2:
  2498. case TR_VERSION_3:
  2499. case TR_VERSION_4:
  2500. return ((_rooms[roomIndex].room_data.num_triangles < 0) ? 0 :
  2501. _rooms[roomIndex].room_data.num_triangles);
  2502. }
  2503. return 0;
  2504. }
  2505. //! \fixme No TR5 support
  2506. void TombRaider::getRoomVertex(unsigned int roomIndex, unsigned int vertexIndex,
  2507. float* xyz, float* rgba) {
  2508. float color_value;
  2509. unsigned int index = roomIndex, i = vertexIndex;
  2510. tr2_vertex_t* vertex = 0x0;
  2511. switch (getEngine()) {
  2512. case TR_VERSION_5:
  2513. //! \fixme !!!
  2514. print("getRoomVertex", "Error: No TRC implementation is the answer");
  2515. break;
  2516. case TR_VERSION_1:
  2517. case TR_VERSION_2:
  2518. case TR_VERSION_3:
  2519. case TR_VERSION_4:
  2520. case TR_VERSION_UNKNOWN:
  2521. vertex = &_rooms[index].room_data.vertices[i].vertex;
  2522. xyz[0] = vertex->x;
  2523. xyz[1] = vertex->y;
  2524. xyz[2] = vertex->z;
  2525. switch (getEngine()) {
  2526. case TR_VERSION_1:
  2527. color_value = _rooms[index].room_data.vertices[i].attributes;
  2528. color_value = (1.1f - (color_value / 8192.0f));
  2529. rgba[0] = color_value;
  2530. rgba[1] = color_value;
  2531. rgba[2] = color_value;
  2532. break;
  2533. case TR_VERSION_3:
  2534. case TR_VERSION_4:
  2535. color_value = _rooms[index].room_data.vertices[i].lighting1;
  2536. color_value /= 16384.0;
  2537. rgba[0] = color_value + ((float)_rooms[index].room_light_colour.r /
  2538. mRoomVertexLightingFactor);
  2539. rgba[1] = color_value + ((float)_rooms[index].room_light_colour.g /
  2540. mRoomVertexLightingFactor);
  2541. rgba[2] = color_value + ((float)_rooms[index].room_light_colour.b /
  2542. mRoomVertexLightingFactor);
  2543. break;
  2544. case TR_VERSION_2:
  2545. case TR_VERSION_5: // Not really...
  2546. case TR_VERSION_UNKNOWN:
  2547. color_value = _rooms[index].room_data.vertices[i].lighting1;
  2548. color_value = (1.1f - (color_value / 8192.0f));
  2549. rgba[0] = color_value;
  2550. rgba[1] = color_value;
  2551. rgba[2] = color_value;
  2552. }
  2553. // Underwater rooms have an ambient color with a shade of blue
  2554. if (_rooms[index].flags & 0x0001) {
  2555. rgba[0] *= 0.6;
  2556. rgba[2] *= 1.2;
  2557. }
  2558. // Alpha color
  2559. rgba[3] = 1.0;
  2560. }
  2561. }
  2562. void TombRaider::getRoomVertexArrays(unsigned int roomIndex,
  2563. unsigned int* vertexCount, float** vertices,
  2564. unsigned int* normalCount, float** normals,
  2565. unsigned int* colorCount, float** colors) {
  2566. float color_value;
  2567. float rgba[4];
  2568. unsigned int i, j, k, count;
  2569. unsigned char c;
  2570. tr2_vertex_t* vertex = 0x0;
  2571. count = getRoomVertexCount(roomIndex);
  2572. *vertexCount = 0;
  2573. *vertices = 0x0;
  2574. *normalCount = 0;
  2575. *normals = 0x0;
  2576. *colorCount = 0;
  2577. *colors = 0x0;
  2578. if (count == 0)
  2579. return;
  2580. switch (getEngine()) {
  2581. case TR_VERSION_UNKNOWN:
  2582. break;
  2583. case TR_VERSION_5:
  2584. *vertexCount = count;
  2585. *vertices = new float[count * 3];
  2586. *normalCount = count;
  2587. *normals = new float[count * 3];
  2588. *colorCount = count;
  2589. *colors = new float[count * 4];
  2590. for (i = 0, k = 0; i < mRoomsTR5[roomIndex].numLayers; ++i) {
  2591. for (j = 0; j < mRoomsTR5[roomIndex].layers[i].numLayerVertices; ++j) {
  2592. (*vertices)[k * 3] = mRoomsTR5[roomIndex].faces[i].verts[j].x;
  2593. (*vertices)[k * 3 + 1] = mRoomsTR5[roomIndex].faces[i].verts[j].y;
  2594. (*vertices)[k * 3 + 2] = mRoomsTR5[roomIndex].faces[i].verts[j].z;
  2595. (*normals)[k * 3] = mRoomsTR5[roomIndex].faces[i].verts[j].nx;
  2596. (*normals)[k * 3 + 1] = mRoomsTR5[roomIndex].faces[i].verts[j].ny;
  2597. (*normals)[k * 3 + 2] = mRoomsTR5[roomIndex].faces[i].verts[j].nz;
  2598. //! \fixme Ah, yeah this may be wrong
  2599. c = ((unsigned char*)&mRoomsTR5[roomIndex].faces[i].verts[j].vColor)[1];
  2600. (*colors)[k * 4] = (float)c / 255.0f;
  2601. c = ((unsigned char*)&mRoomsTR5[roomIndex].faces[i].verts[j].vColor)[2];
  2602. (*colors)[k * 4 + 1] = (float)c / 255.0f;
  2603. c = ((unsigned char*)&mRoomsTR5[roomIndex].faces[i].verts[j].vColor)[3];
  2604. (*colors)[k * 4 + 2] = (float)c / 255.0f;
  2605. c = ((unsigned char*)&mRoomsTR5[roomIndex].faces[i].verts[j].vColor)[0];
  2606. (*colors)[k * 4 + 3] = (float)c / 255.0f;
  2607. }
  2608. }
  2609. break;
  2610. case TR_VERSION_1:
  2611. case TR_VERSION_2:
  2612. case TR_VERSION_3:
  2613. case TR_VERSION_4:
  2614. *vertexCount = count;
  2615. *vertices = new float[count * 3];
  2616. *normalCount = 0; //! \fixme Do some TR1-TR4 levels support normals here?
  2617. *normals = 0x0;
  2618. *colorCount = count;
  2619. *colors = new float[count * 4];
  2620. // Setup vertex coloring and vertices
  2621. for (i = 0; i < count; ++i) {
  2622. vertex = &_rooms[roomIndex].room_data.vertices[i].vertex;
  2623. (*vertices)[i * 3] = vertex->x;
  2624. (*vertices)[i * 3 + 1] = vertex->y;
  2625. (*vertices)[i * 3 + 2] = vertex->z;
  2626. switch (getEngine()) {
  2627. case TR_VERSION_1:
  2628. color_value = _rooms[roomIndex].room_data.vertices[i].attributes;
  2629. color_value = (1.1f - (color_value / 8192.0f));
  2630. break;
  2631. case TR_VERSION_4:
  2632. case TR_VERSION_3:
  2633. color_value = _rooms[roomIndex].room_data.vertices[i].lighting1;
  2634. color_value /= 16384.0;
  2635. break;
  2636. case TR_VERSION_2:
  2637. case TR_VERSION_5:
  2638. case TR_VERSION_UNKNOWN:
  2639. color_value = _rooms[roomIndex].room_data.vertices[i].lighting1;
  2640. color_value = (1.1f - (color_value / 8192.0f));
  2641. }
  2642. switch (getEngine()) {
  2643. case TR_VERSION_4:
  2644. case TR_VERSION_3:
  2645. rgba[0] = (color_value +
  2646. ((float)_rooms[roomIndex].room_light_colour.r /
  2647. mRoomVertexLightingFactor));
  2648. rgba[1] = (color_value +
  2649. ((float)_rooms[roomIndex].room_light_colour.g /
  2650. mRoomVertexLightingFactor));
  2651. rgba[2] = (color_value +
  2652. ((float)_rooms[roomIndex].room_light_colour.b /
  2653. mRoomVertexLightingFactor));
  2654. break;
  2655. case TR_VERSION_1:
  2656. case TR_VERSION_2:
  2657. case TR_VERSION_5:
  2658. case TR_VERSION_UNKNOWN:
  2659. rgba[0] = color_value;
  2660. rgba[1] = color_value;
  2661. rgba[2] = color_value;
  2662. }
  2663. // Underwater rooms have an ambient color with a shade of blue
  2664. if (_rooms[roomIndex].flags & 0x0001) {
  2665. rgba[0] *= 0.6;
  2666. rgba[2] *= 1.2;
  2667. }
  2668. // Alpha color
  2669. rgba[3] = 1.0;
  2670. (*colors)[i * 4] = rgba[0];
  2671. (*colors)[i * 4 + 1] = rgba[1];
  2672. (*colors)[i * 4 + 2] = rgba[2];
  2673. (*colors)[i * 4 + 3] = rgba[3];
  2674. }
  2675. }
  2676. }
  2677. unsigned int TombRaider::getRoomVertexCount(unsigned int roomIndex) {
  2678. unsigned int i, count;
  2679. if (!isRoomValid(roomIndex))
  2680. return 0;
  2681. switch (getEngine()) {
  2682. case TR_VERSION_UNKNOWN:
  2683. break;
  2684. case TR_VERSION_5:
  2685. for (i = 0, count = 0; i < mRoomsTR5[roomIndex].numLayers; ++i) {
  2686. count += mRoomsTR5[roomIndex].layers[i].numLayerVertices;
  2687. }
  2688. return count;
  2689. case TR_VERSION_1:
  2690. case TR_VERSION_2:
  2691. case TR_VERSION_3:
  2692. case TR_VERSION_4:
  2693. return ((_rooms[roomIndex].room_data.num_vertices < 0) ? 0 :
  2694. _rooms[roomIndex].room_data.num_vertices);
  2695. }
  2696. return 0;
  2697. }
  2698. int TombRaider::getSkyModelId() {
  2699. int skyMesh = -1;
  2700. //bool rot = false;
  2701. tr2_moveable_t* moveable;
  2702. unsigned int i, id;
  2703. moveable = Moveable();
  2704. switch (Engine()) {
  2705. case TR_VERSION_2:
  2706. //rot = true;
  2707. id = 254;
  2708. break;
  2709. case TR_VERSION_3:
  2710. id = 355;
  2711. break;
  2712. case TR_VERSION_4:
  2713. id = 459;
  2714. break;
  2715. case TR_VERSION_1:
  2716. case TR_VERSION_5:
  2717. case TR_VERSION_UNKNOWN:
  2718. return -1;
  2719. }
  2720. if (id > 0) {
  2721. for (i = 0; (int)i < NumMoveables(); ++i) {
  2722. if (moveable[i].object_id == id) {
  2723. //sky_mesh = moveable[i].starting_mesh;
  2724. skyMesh = i;
  2725. break;
  2726. }
  2727. }
  2728. }
  2729. return skyMesh;
  2730. }
  2731. void TombRaider::getSprites() {
  2732. #ifdef FIXME
  2733. int i, j, k, l, x, y, s_index, width, height;
  2734. float scale, width2, height2;
  2735. tr2_sprite_texture_t* sprite;
  2736. tr2_sprite_texture_t* sprite_textures;
  2737. tr2_sprite_sequence_t* sprite_sequence;
  2738. sprite_seq_t* r_mesh;
  2739. tr2_item_t* item;
  2740. r_mesh = Mesh();
  2741. item = Item();
  2742. sprite_textures = Sprite();
  2743. sprite_sequence = SpriteSequence();
  2744. scale = 4.0;
  2745. printf("Processing sprites: ");
  2746. for (i = 0; i < NumItems() - 1; ++i) {
  2747. print(false, "Processing sprites in Items: %i/%i",
  2748. i, NumItems());
  2749. // It's a mesh, skip it
  2750. if (Engine() == TR_VERSION_1 && item[i].intensity1 == -1)
  2751. continue;
  2752. k = item[i].object_id;
  2753. // Search the SpriteSequence list
  2754. // (if we didn't already decide that it's a mesh)
  2755. for (j = 0; j < (int)NumSpriteSequences(); ++j) {
  2756. if (sprite_sequence[j].object_id == k) {
  2757. k = item[i].object_id;
  2758. s_index = sprite_sequence[j].offset;
  2759. spriteSequence = new sprite_seq_t;
  2760. spriteSequence->spriteCount = -sprite_sequence[j].negative_length;
  2761. spriteSequence->sprites = new sprite_t[r_mesh->num_sprites];
  2762. sprite = spriteSequence->sprites;
  2763. callbackAddSpriteSequence(spriteSequence);
  2764. for (l = 0; l < r_mesh->num_sprites; ++l) {
  2765. sprite = &sprite_textures[s_index];
  2766. width = sprite->width >> 8;
  2767. height = sprite->height >> 8;
  2768. x = sprite->x;
  2769. y = sprite->y;
  2770. width2 = width * scale;
  2771. height2 = height * scale;
  2772. // For external use
  2773. sprite[l].pos[0] = item[i].x;
  2774. sprite[l].pos[1] = item[i].y;
  2775. sprite[l].pos[2] = item[i].z;
  2776. sprite[l].textureIndex = sprite->tile;
  2777. sprite[l].radius = width2 / 2.0;
  2778. sprite[l].vertex[0].pos[0] = -width2 / 2.0;
  2779. sprite[l].vertex[1].pos[0] = -width2 / 2.0;
  2780. sprite[l].vertex[2].pos[0] = width2 / 2.0;
  2781. sprite[l].vertex[3].pos[0] = width2 / 2.0;
  2782. sprite[l].vertex[0].pos[1] = 0;
  2783. sprite[l].vertex[1].pos[1] = -height2;
  2784. sprite[l].vertex[2].pos[1] = -height2;
  2785. sprite[l].vertex[3].pos[1] = 0;
  2786. sprite[l].vertex[0].pos[2] = 0;
  2787. sprite[l].vertex[1].pos[2] = 0;
  2788. sprite[l].vertex[2].pos[2] = 0;
  2789. sprite[l].vertex[3].pos[2] = 0;
  2790. sprite[l].texel[3].st[0] = (double)(x + width) / mTexelScale;
  2791. sprite[l].texel[3].st[1] = (double)(y + height) / mTexelScale;
  2792. sprite[l].texel[2].st[0] = (double)(x + width) / mTexelScale;
  2793. sprite[l].texel[2].st[1] = (double)(y) / mTexelScale;
  2794. sprite[l].texel[1].st[0] = (double)(x) / mTexelScale;
  2795. sprite[l].texel[1].st[1] = (double)(y) / mTexelScale;
  2796. sprite[l].texel[0].st[0] = (double)(x) / mTexelScale;
  2797. sprite[l].texel[0].st[1] = (double)(y + height) / mTexelScale;
  2798. printf(".");
  2799. fflush(stdout);
  2800. }
  2801. }
  2802. }
  2803. }
  2804. printf("\n");
  2805. #endif
  2806. }
  2807. void TombRaider::getSoundSample(unsigned int index,
  2808. unsigned int* bytes, unsigned char** data) {
  2809. unsigned char* riff;
  2810. unsigned int offset, altIndex;
  2811. *bytes = 0;
  2812. *data = 0x0;
  2813. switch (Engine()) {
  2814. case TR_VERSION_1:
  2815. //! \fixme This implies higher tmp memory cost ( copy safety )
  2816. getRiffData(bytes, &riff);
  2817. if (riff && (int)index < mNumSampleIndices) {
  2818. offset = mSampleIndices[index];
  2819. if ((int)index < mNumSampleIndices - 1) {
  2820. *bytes = mSampleIndices[index + 1] - mSampleIndices[index];
  2821. } else {
  2822. *bytes = *bytes - mSampleIndices[index];
  2823. }
  2824. *data = new unsigned char[*bytes];
  2825. memcpy(*data, riff + offset, *bytes);
  2826. }
  2827. if (riff) {
  2828. delete [] riff;
  2829. }
  2830. break;
  2831. case TR_VERSION_2:
  2832. case TR_VERSION_3:
  2833. if (mRiffAlternateLoaded &&
  2834. mRiffData && mRiffAlternateOffsets && (int)index < mNumSampleIndices) {
  2835. altIndex = mSampleIndices[index];
  2836. offset = mRiffAlternateOffsets[altIndex];
  2837. if ((int)offset > mRiffDataSz) {
  2838. print("getSoundSample",
  2839. "WARNING: offset too large, may be mismatched SFX and game pak, handling...\n");
  2840. return;
  2841. }
  2842. if (altIndex < mNumTR4Samples - 1) {
  2843. *bytes = mRiffAlternateOffsets[altIndex + 1] - offset;
  2844. } else {
  2845. *bytes = mRiffDataSz - offset;
  2846. }
  2847. *data = new unsigned char[*bytes];
  2848. memcpy(*data, mRiffData + offset, *bytes);
  2849. }
  2850. break;
  2851. case TR_VERSION_4:
  2852. case TR_VERSION_5:
  2853. getRiffDataTR4(index, bytes, data);
  2854. break;
  2855. case TR_VERSION_UNKNOWN:
  2856. break;
  2857. }
  2858. }
  2859. unsigned int TombRaider::getSoundSamplesCount() {
  2860. unsigned int count = 0;
  2861. switch (Engine()) {
  2862. case TR_VERSION_1:
  2863. count = mNumSampleIndices;
  2864. break;
  2865. case TR_VERSION_2:
  2866. case TR_VERSION_3:
  2867. if (mRiffAlternateLoaded) {
  2868. count = mNumSampleIndices;
  2869. }
  2870. break;
  2871. case TR_VERSION_4:
  2872. case TR_VERSION_5:
  2873. count = mNumTR4Samples;
  2874. break;
  2875. case TR_VERSION_UNKNOWN:
  2876. count = 0;
  2877. break;
  2878. }
  2879. return count;
  2880. }
  2881. bool TombRaider::isMeshValid(int index) {
  2882. return !(index < 0 ||
  2883. index > mMeshCount ||
  2884. ((mMeshes[index].num_vertices < 0 ||
  2885. mMeshes[index].vertices == NULL)));
  2886. }
  2887. bool TombRaider::isRoomValid(int index) {
  2888. // Yes, you MUST support signed indices due to legacy engines
  2889. if (index < 0)
  2890. return false;
  2891. switch (getEngine()) {
  2892. case TR_VERSION_UNKNOWN:
  2893. break;
  2894. case TR_VERSION_5:
  2895. if (index < _num_rooms &&
  2896. //mRoomsTR5[index].roomX != 0xcdcdcd &&
  2897. //mRoomsTR5[index].roomZ != 0xcdcdcd)
  2898. * ((int*)&mRoomsTR5[index].roomX) != 0xcdcdcd &&
  2899. *((int*)&mRoomsTR5[index].roomZ) != 0xcdcdcd)
  2900. // Cast to int * as it was comparing with float 0xcdcdcd before
  2901. // -- xythobuz
  2902. {
  2903. return true;
  2904. }
  2905. break;
  2906. case TR_VERSION_1:
  2907. case TR_VERSION_2:
  2908. case TR_VERSION_3:
  2909. case TR_VERSION_4:
  2910. if (index < _num_rooms &&
  2911. _rooms[index].room_data.num_vertices > 0) {
  2912. return true;
  2913. }
  2914. }
  2915. return false;
  2916. }
  2917. ////////////////////////////////////////////////////////////
  2918. // Public Mutators
  2919. ////////////////////////////////////////////////////////////
  2920. int TombRaider::loadSFX(const char* filename) {
  2921. FILE* f = fopen(filename, "rb");
  2922. long bytes = 0;
  2923. unsigned char* data;
  2924. if (!f) {
  2925. perror("Couldn't load SFX file");
  2926. return -1;
  2927. }
  2928. fseek(f, 0L, SEEK_END);
  2929. bytes = ftell(f);
  2930. fseek(f, 0L, SEEK_SET);
  2931. if (bytes > 8) {
  2932. data = new unsigned char[bytes];
  2933. fread(data, bytes, 1, f);
  2934. mNumTR4Samples = getRiffOffsets(data, bytes,
  2935. &mRiffAlternateOffsets,
  2936. mNumSampleIndices);
  2937. // This SFX must not come close to matching this game pak
  2938. if ((int)mNumTR4Samples < mNumSampleIndices) {
  2939. delete [] data;
  2940. fclose(f);
  2941. print("loadSFX", "WARNING: SFX RIFF has less than pak's RIFF count\n");
  2942. return -2;
  2943. }
  2944. // If you ran out of room, then reallocate and parse agian =(
  2945. if (mNumSampleIndices < (int)mNumTR4Samples) {
  2946. delete [] mRiffAlternateOffsets;
  2947. mNumTR4Samples = getRiffOffsets(data, bytes,
  2948. &mRiffAlternateOffsets,
  2949. mNumTR4Samples);
  2950. }
  2951. mRiffDataSz = bytes;
  2952. mRiffData = data;
  2953. mRiffAlternateLoaded = true;
  2954. }
  2955. fclose(f);
  2956. return 0;
  2957. }
  2958. void TombRaider::reset() {
  2959. delete [] _anim_dispatches;
  2960. _anim_dispatches = NULL;
  2961. delete [] _anim_commands;
  2962. _anim_commands = NULL;
  2963. delete [] _mesh_trees;
  2964. _mesh_trees = NULL;
  2965. delete [] _frames;
  2966. _frames = NULL;
  2967. delete [] _moveables;
  2968. _moveables = NULL;
  2969. delete [] _static_meshes;
  2970. _static_meshes = NULL;
  2971. delete [] _object_textures;
  2972. _object_textures = NULL;
  2973. delete [] _sprite_textures;
  2974. _sprite_textures = NULL;
  2975. delete [] _sprite_sequences;
  2976. _sprite_sequences = NULL;
  2977. delete [] _cameras;
  2978. _cameras = NULL;
  2979. delete [] _sound_sources;
  2980. _sound_sources = NULL;
  2981. delete [] _boxes;
  2982. _boxes = NULL;
  2983. delete [] _overlaps;
  2984. _overlaps = NULL;
  2985. delete [] _zones;
  2986. _zones = NULL;
  2987. delete [] _animated_textures;
  2988. _animated_textures = NULL;
  2989. delete [] _items;
  2990. _items = NULL;
  2991. delete [] _light_map;
  2992. _light_map = NULL;
  2993. delete [] _cinematic_frames;
  2994. _cinematic_frames = NULL;
  2995. delete [] _demo_data;
  2996. _demo_data = NULL;
  2997. delete [] mRiffAlternateOffsets;
  2998. mRiffAlternateOffsets = NULL;
  2999. delete [] mSoundMap;
  3000. mSoundMap = NULL;
  3001. delete [] mSoundDetails;
  3002. mSoundDetails = NULL;
  3003. delete [] mSampleIndices;
  3004. mSampleIndices = NULL;
  3005. delete [] mRiffData;
  3006. mRiffData = NULL;
  3007. if (mTR4Samples) {
  3008. for (unsigned int i = 0; i < mNumTR4Samples; ++i) {
  3009. delete [] mTR4Samples[i];
  3010. mTR4Samples[i] = NULL;
  3011. }
  3012. delete [] mTR4Samples;
  3013. mTR4Samples = NULL;
  3014. }
  3015. delete [] mTR4SamplesSz;
  3016. mTR4SamplesSz = NULL;
  3017. if (_rooms) {
  3018. for (unsigned int i = 0; i < _num_rooms; ++i) {
  3019. if (_rooms[i].room_data.num_vertices > 0)
  3020. delete [] _rooms[i].room_data.vertices;
  3021. if (_rooms[i].room_data.num_rectangles > 0)
  3022. delete [] _rooms[i].room_data.rectangles;
  3023. if (_rooms[i].room_data.num_triangles > 0)
  3024. delete [] _rooms[i].room_data.triangles;
  3025. if (_rooms[i].room_data.num_sprites > 0)
  3026. delete [] _rooms[i].room_data.sprites;
  3027. if (_rooms[i].num_portals > 0)
  3028. delete [] _rooms[i].portals;
  3029. delete [] _rooms[i].sector_list;
  3030. delete [] _rooms[i].lights;
  3031. delete [] _rooms[i].tr4Lights;
  3032. delete [] _rooms[i].static_meshes;
  3033. }
  3034. delete [] _rooms;
  3035. _rooms = NULL;
  3036. }
  3037. delete [] _floor_data;
  3038. _floor_data = NULL;
  3039. if (mMeshes) {
  3040. for (unsigned int i = 0; (int)i < mMeshCount; ++i) {
  3041. delete [] mMeshes[i].vertices;
  3042. delete [] mMeshes[i].mesh_lights;
  3043. delete [] mMeshes[i].normals;
  3044. delete [] mMeshes[i].textured_rectangles;
  3045. delete [] mMeshes[i].textured_triangles;
  3046. delete [] mMeshes[i].coloured_rectangles;
  3047. delete [] mMeshes[i].coloured_triangles;
  3048. }
  3049. delete [] mMeshes;
  3050. mMeshes = NULL;
  3051. }
  3052. delete [] _animations;
  3053. _animations = NULL;
  3054. delete [] _state_changes;
  3055. _state_changes = NULL;
  3056. numMoveablesTR5 = 0;
  3057. delete [] moveablesTR5;
  3058. moveablesTR5 = NULL;
  3059. numAnimationsTR5 = 0;
  3060. delete [] animationsTR5;
  3061. animationsTR5 = NULL;
  3062. numObjectTexturesTR5 = 0;
  3063. delete [] objectTexturesTR5;
  3064. objectTexturesTR5 = NULL;
  3065. numCinematicFramesTR5 = 0;
  3066. delete [] cinematicFramesTR5;
  3067. cinematicFramesTR5 = NULL;
  3068. numFlyByCamerasTR5 = 0;
  3069. delete [] flyByCamerasTR5;
  3070. flyByCamerasTR5 = NULL;
  3071. // Texture use
  3072. delete [] _tex_special;
  3073. _tex_special = NULL;
  3074. delete [] _textile8;
  3075. _textile8 = NULL;
  3076. delete [] _textile16;
  3077. _textile16 = NULL;
  3078. delete [] _textile32;
  3079. _textile32 = NULL;
  3080. // Compressed level use
  3081. delete [] mCompressedLevelData;
  3082. mCompressedLevelData = NULL;
  3083. mCompressedLevelDataOffset = 0;
  3084. mCompressedLevelSize = 0;
  3085. mFreadMode = TR_FREAD_NORMAL;
  3086. // Clear out vars
  3087. mNumTR4Samples = 0;
  3088. mPakVersion = 0;
  3089. mEngineVersion = TR_VERSION_UNKNOWN;
  3090. mNumSampleIndices = 0;
  3091. mNumSoundDetails = 0;
  3092. mRiffAlternateLoaded = false;
  3093. _num_floor_data = 0;
  3094. _num_textiles = 0;
  3095. _num_tex_special = 0;
  3096. _num_room_textures = 0;
  3097. _num_misc_textures = 0;
  3098. _num_bump_map_textures = 0;
  3099. _unknown_t = 0;
  3100. _num_rooms = 0;
  3101. _num_anim_dispatches = 0;
  3102. mMeshCount = 0;
  3103. _num_state_changes = 0;
  3104. _num_animations = 0;
  3105. _num_anim_commands = 0;
  3106. _num_mesh_trees = 0;
  3107. _num_frames = 0;
  3108. _num_moveables = 0;
  3109. _num_demo_data = 0;
  3110. _num_cinematic_frames = 0;
  3111. _num_items = 0;
  3112. _num_animated_textures = 0;
  3113. _num_cameras = 0;
  3114. _num_sound_sources = 0;
  3115. _num_boxes = 0;
  3116. _num_static_meshes = 0;
  3117. _num_object_textures = 0;
  3118. _num_sprite_textures = 0;
  3119. _num_sprite_sequences = 0;
  3120. _num_overlaps = 0;
  3121. }
  3122. void TombRaider::setDebug(bool toggle) {
  3123. mDebug = toggle;
  3124. }
  3125. void TombRaider::setRoomVertexLightingFactor(float f) {
  3126. mRoomVertexLightingFactor = f;
  3127. }
  3128. void TombRaider::setTexelScalingFactor(float f) {
  3129. mTexelScale = f;
  3130. }
  3131. ////////////////////////////////////////////////////////////
  3132. // Private Accessors
  3133. ////////////////////////////////////////////////////////////
  3134. void TombRaider::extractMeshes(unsigned char* mesh_data,
  3135. unsigned int num_mesh_pointers,
  3136. unsigned int* mesh_pointers) {
  3137. unsigned int size, i;
  3138. unsigned char* mesh_pointer;
  3139. int negative_size;
  3140. /* Alloc space for mesh */
  3141. mMeshCount = num_mesh_pointers;
  3142. printDebug("ExtractMeshes", "mMeshCount = %u", mMeshCount);
  3143. mMeshes = new tr2_mesh_t[mMeshCount];
  3144. printDebug("ExtractMeshes", "num_mesh_pointers = %u", num_mesh_pointers);
  3145. for (i = 0; i < num_mesh_pointers; ++i) {
  3146. /* Get mesh start */
  3147. mesh_pointer = &mesh_data[mesh_pointers[i]];
  3148. /* Get Centre + Unknowns */
  3149. memcpy(&mMeshes[i].centre.x, mesh_pointer, 10);
  3150. //! \fixme endian
  3151. // depending on the interpretation of the unknowns that follow the Centre
  3152. // element, more endian conversion may be necessary
  3153. mesh_pointer += 10;
  3154. /* Get number of vertices */
  3155. memcpy(&mMeshes[i].num_vertices, mesh_pointer, 2);
  3156. //! \fixme endian
  3157. printDebug("ExtractMeshes", "mMeshes[%i].num_vertices = %u",
  3158. i, mMeshes[i].num_vertices);
  3159. mesh_pointer += sizeof(unsigned short);
  3160. mMeshes[i].num_vertices = (short)abs(mMeshes[i].num_vertices);
  3161. /* Get vertex list */
  3162. size = sizeof(tr2_vertex_t) * mMeshes[i].num_vertices;
  3163. mMeshes[i].vertices = 0x0;
  3164. if (mMeshes[i].num_vertices > 0)
  3165. mMeshes[i].vertices = new tr2_vertex_t[mMeshes[i].num_vertices];
  3166. memcpy(mMeshes[i].vertices, mesh_pointer, size);
  3167. //! \fixme endian
  3168. mesh_pointer += size;
  3169. /* Get number of normals */
  3170. memcpy(&mMeshes[i].num_normals, mesh_pointer, sizeof(unsigned short));
  3171. //! \fixme endian
  3172. mesh_pointer += sizeof(unsigned short);
  3173. negative_size = (mMeshes[i].num_normals < 0);
  3174. mMeshes[i].num_normals = (short)abs(mMeshes[i].num_normals);
  3175. printDebug("ExtractMeshes", "negative_size = %u", negative_size);
  3176. mMeshes[i].mesh_lights = 0x0;
  3177. mMeshes[i].normals = 0x0;
  3178. /* Get normal list */
  3179. if (negative_size) {
  3180. negative_size = 0;
  3181. size = mMeshes[i].num_normals * sizeof(unsigned short);
  3182. mMeshes[i].mesh_lights = 0x0;
  3183. if (mMeshes[i].num_normals > 0)
  3184. mMeshes[i].mesh_lights = new short[mMeshes[i].num_normals];
  3185. memcpy(mMeshes[i].mesh_lights, mesh_pointer, size);
  3186. } else {
  3187. size = sizeof(tr2_vertex_t) * mMeshes[i].num_normals;
  3188. mMeshes[i].normals = 0x0;
  3189. if (mMeshes[i].num_normals > 0)
  3190. mMeshes[i].normals = new tr2_vertex_t[mMeshes[i].num_normals];
  3191. memcpy(mMeshes[i].normals, mesh_pointer, size);
  3192. }
  3193. //! \fixme endian
  3194. mesh_pointer += size;
  3195. /* Get number of textured rectangles */
  3196. memcpy(&mMeshes[i].num_textured_rectangles,
  3197. mesh_pointer, sizeof(unsigned short));
  3198. //! \fixme endian
  3199. mesh_pointer += sizeof(unsigned short);
  3200. mMeshes[i].num_textured_rectangles =
  3201. (short)abs(mMeshes[i].num_textured_rectangles);
  3202. size = sizeof(tr2_quad_t) * mMeshes[i].num_textured_rectangles;
  3203. mMeshes[i].textured_rectangles = 0x0;
  3204. if (mMeshes[i].num_textured_rectangles > 0)
  3205. mMeshes[i].textured_rectangles =
  3206. new tr2_quad_t[mMeshes[i].num_textured_rectangles];
  3207. printDebug("ExtractMeshes", "mMeshes[%i].num_textured_rectangles = %u",
  3208. i, mMeshes[i].num_textured_rectangles);
  3209. /* Get list of textured rectangles */
  3210. if (mMeshes[i].num_textured_rectangles > 0) {
  3211. if (mEngineVersion == TR_VERSION_4) {
  3212. int j;
  3213. for (j = 0; j < mMeshes[i].num_textured_rectangles; ++j) {
  3214. memcpy(&mMeshes[i].textured_rectangles[j],
  3215. mesh_pointer, sizeof(tr2_quad_t));
  3216. mesh_pointer += sizeof(tr2_quad_t) + sizeof(unsigned short);
  3217. }
  3218. } else {
  3219. memcpy(mMeshes[i].textured_rectangles, mesh_pointer, size);
  3220. }
  3221. //! \fixme endian
  3222. if (mEngineVersion != TR_VERSION_4)
  3223. mesh_pointer += size;
  3224. }
  3225. /* Get number of textured triangles */
  3226. memcpy(&mMeshes[i].num_textured_triangles,
  3227. mesh_pointer, sizeof(unsigned short));
  3228. //! \fixme endian
  3229. mesh_pointer += sizeof(unsigned short);
  3230. mMeshes[i].num_textured_triangles =
  3231. (short)abs(mMeshes[i].num_textured_triangles);
  3232. size = sizeof(tr2_tri_t) * mMeshes[i].num_textured_triangles;
  3233. //if (mEngineVersion == TR_VERSION_4)
  3234. // size += 2 * mMeshes[i].num_textured_triangles;
  3235. mMeshes[i].textured_triangles = 0x0;
  3236. if (mMeshes[i].num_textured_triangles > 0) {
  3237. mMeshes[i].textured_triangles =
  3238. new tr2_tri_t[mMeshes[i].num_textured_triangles];
  3239. }
  3240. printDebug("ExtractMeshes", " mMeshes[%i].num_textured_triangles = %u",
  3241. i, mMeshes[i].num_textured_triangles);
  3242. /* Get list of textured triangles */
  3243. if (mMeshes[i].num_textured_triangles > 0) {
  3244. if (mEngineVersion == TR_VERSION_4) {
  3245. int j;
  3246. for (j = 0; j < mMeshes[i].num_textured_triangles; ++j) {
  3247. memcpy(&mMeshes[i].textured_triangles[j],
  3248. mesh_pointer, sizeof(tr2_tri_t));
  3249. mesh_pointer += sizeof(tr2_tri_t) + sizeof(unsigned short);
  3250. }
  3251. } else {
  3252. memcpy(mMeshes[i].textured_triangles, mesh_pointer, size);
  3253. }
  3254. //! \fixme endian
  3255. if (mEngineVersion != TR_VERSION_4)
  3256. mesh_pointer += size;
  3257. }
  3258. if (mEngineVersion == TR_VERSION_4) {
  3259. mMeshes[i].num_coloured_rectangles = 0;
  3260. mMeshes[i].num_coloured_triangles = 0;
  3261. mMeshes[i].coloured_rectangles = 0x0;
  3262. mMeshes[i].coloured_triangles = 0x0;
  3263. //! \fixme is this right? Mongoose 2002.04.04
  3264. mesh_pointer += 2;
  3265. continue;
  3266. }
  3267. /* Get number of coloured rectangles */
  3268. memcpy(&mMeshes[i].num_coloured_rectangles, mesh_pointer,
  3269. sizeof(unsigned short));
  3270. //! \fixme endian
  3271. mesh_pointer += sizeof(unsigned short);
  3272. mMeshes[i].num_coloured_rectangles =
  3273. (short)abs(mMeshes[i].num_coloured_rectangles);
  3274. mMeshes[i].coloured_rectangles = 0x0;
  3275. size = sizeof(tr2_quad_t) * mMeshes[i].num_coloured_rectangles;
  3276. if (mMeshes[i].num_coloured_rectangles > 0)
  3277. mMeshes[i].coloured_rectangles =
  3278. new tr2_quad_t[mMeshes[i].num_coloured_rectangles];
  3279. printDebug("ExtractMeshes", "mMeshes[%i].num_coloured_rectangles = %u",
  3280. i, mMeshes[i].num_coloured_rectangles);
  3281. /* Get list of coloured rectangles */
  3282. if (mMeshes[i].num_coloured_rectangles > 0) {
  3283. memcpy(mMeshes[i].coloured_rectangles, mesh_pointer, size);
  3284. //! \fixme endian
  3285. mesh_pointer += size;
  3286. }
  3287. /* Get number of coloured triangles */
  3288. memcpy(&mMeshes[i].num_coloured_triangles, mesh_pointer,
  3289. sizeof(unsigned short));
  3290. //! \fixme endian
  3291. mesh_pointer += sizeof(unsigned short);
  3292. mMeshes[i].num_coloured_triangles =
  3293. (short)abs(mMeshes[i].num_coloured_triangles);
  3294. size = sizeof(tr2_tri_t) * mMeshes[i].num_coloured_triangles;
  3295. mMeshes[i].coloured_triangles = 0x0;
  3296. if (mMeshes[i].num_coloured_triangles > 0)
  3297. mMeshes[i].coloured_triangles =
  3298. new tr2_tri_t[mMeshes[i].num_coloured_triangles];
  3299. printDebug("ExtractMeshes", "mMeshes[%i].num_coloured_triangles = %u",
  3300. i, mMeshes[i].num_coloured_triangles);
  3301. /* Get list of coloured triangles */
  3302. if (mMeshes[i].num_coloured_triangles > 0) {
  3303. memcpy(mMeshes[i].coloured_triangles, mesh_pointer, size);
  3304. //! \fixme endian
  3305. mesh_pointer += size;
  3306. }
  3307. }
  3308. }
  3309. int TombRaider::Fread(void* buffer, size_t size, size_t count, FILE* f) {
  3310. int num_read;
  3311. if (mFreadMode == TR_FREAD_COMPRESSED) {
  3312. num_read = count;
  3313. num_read *= size;
  3314. if ((mCompressedLevelDataOffset + num_read) <= mCompressedLevelSize) {
  3315. memcpy(buffer, &mCompressedLevelData[mCompressedLevelDataOffset],
  3316. num_read);
  3317. mCompressedLevelDataOffset += num_read;
  3318. return count;
  3319. } else {
  3320. print("Fread", "(%p, %lu, %lu, %p) ERROR: Returned %d bytes too far",
  3321. buffer, size, count, f, num_read);
  3322. reset();
  3323. exit(2);
  3324. }
  3325. }
  3326. unsigned int offset = ftell(f);
  3327. if (fread(buffer, size, count, f) != count) {
  3328. print("Fread", "ERROR: Failed fread. Should Abort. @ 0x%x", offset);
  3329. reset();
  3330. exit(2);
  3331. // return -1; // Unreachable anyways
  3332. }
  3333. return count;
  3334. }
  3335. void TombRaider::getRiffData(unsigned int* bytes, unsigned char** data) {
  3336. *bytes = 0;
  3337. *data = 0x0;
  3338. if (mRiffDataSz) {
  3339. *bytes = mRiffDataSz;
  3340. *data = new unsigned char[mRiffDataSz];
  3341. memcpy(*data, mRiffData, mRiffDataSz);
  3342. }
  3343. }
  3344. void TombRaider::getRiffDataTR4(unsigned int index,
  3345. unsigned int* bytes, unsigned char** data) {
  3346. *bytes = 0;
  3347. *data = 0x0;
  3348. if (index < mNumTR4Samples) {
  3349. *bytes = mTR4SamplesSz[index];
  3350. *data = new unsigned char[*bytes];
  3351. memcpy(*data, mTR4Samples[index], *bytes);
  3352. }
  3353. }
  3354. int TombRaider::getRiffOffsets(unsigned char* riffData,
  3355. unsigned int riffDataBytes,
  3356. unsigned int** offsets,
  3357. unsigned int numOffsets) {
  3358. unsigned int i, j = 0, riffCount, state;
  3359. *offsets = new unsigned int[numOffsets];
  3360. for (i = 0, riffCount = 0, state = 4; i < riffDataBytes; ++i) {
  3361. switch (riffData[i]) {
  3362. case 'R':
  3363. if (state == 4) {
  3364. j = i; // tmp offset guess
  3365. state = 0;
  3366. continue;
  3367. }
  3368. break;
  3369. case 'I':
  3370. if (state == 0) {
  3371. state = 1;
  3372. continue;
  3373. }
  3374. break;
  3375. case 'F':
  3376. if (state == 1) {
  3377. state = 2;
  3378. continue;
  3379. } else if (state == 2) {
  3380. state = 3;
  3381. // Found RIFF header, but we can only report
  3382. // riffCount offsets ( buffer size limits )
  3383. if (riffCount < numOffsets) {
  3384. (*offsets)[riffCount] = j;
  3385. }
  3386. ++riffCount;
  3387. continue;
  3388. }
  3389. break;
  3390. }
  3391. state = 4;
  3392. }
  3393. return riffCount;
  3394. }
  3395. unsigned char* TombRaider::getTexTile(int texture) {
  3396. unsigned char* image;
  3397. unsigned int color;
  3398. int j, k, index, offset;
  3399. int xmin, xmax, ymin, ymax, x, y;
  3400. image = NULL;
  3401. if (texture >= 0 && texture < (int)_num_textiles) {
  3402. image = new unsigned char[256 * 256 * 4];
  3403. memset(image, 0, 256 * 256 * 4);
  3404. if (_textile32) {
  3405. // Convert 32bit BGRA image format to 32bit RGBA
  3406. for (j = 0; j < 256; j++) {
  3407. for (k = 0; k < 256; k++) {
  3408. index = (j * 256) + k;
  3409. color = _textile32[texture].tile[index];
  3410. index = (j * 1024) + (k * 4);
  3411. image[index + 2] = *((unsigned char*)(&color));
  3412. image[index + 1] = *((unsigned char*)(&color) + 1);
  3413. image[index + 0] = *((unsigned char*)(&color) + 2);
  3414. image[index + 3] = *((unsigned char*)(&color) + 3);
  3415. }
  3416. }
  3417. } else {
  3418. // Convert 16bit ARGB image format to 32bit RGBA
  3419. for (j = 0; j < 256; j++) {
  3420. for (k = 0; k < 256; k++) {
  3421. index = (j * 256) + k;
  3422. offset = _textile16[texture].tile[index];
  3423. index = (j * 1024) + (k * 4);
  3424. image[index + 0] = ((offset >> 10) & 0x1f) * 8;
  3425. image[index + 1] = ((offset >> 5) & 0x1f) * 8;
  3426. image[index + 2] = (offset & 0x1f) * 8;
  3427. image[index + 3] = (offset & 0x8000) ? 0xFF : 0;
  3428. }
  3429. }
  3430. }
  3431. switch (Engine()) {
  3432. case TR_VERSION_4:
  3433. case TR_VERSION_3: // Account for alpha flags
  3434. for (j = 0; j < (int)_num_object_textures; j++) {
  3435. //! \fixme This kind of works for lighting - but messes up lara
  3436. #ifdef FIXME
  3437. if (_object_textures[j].tile == texture &&
  3438. _object_textures[j].transparency_flags == 1) {
  3439. xmin = 999;
  3440. xmax = 0;
  3441. ymin = 999;
  3442. ymax = 0;
  3443. y = 4;
  3444. // Account for triangles
  3445. if (_object_textures[j].vertices[3].xpixel == 0 &&
  3446. _object_textures[j].vertices[3].ypixel == 0)
  3447. y = 3;
  3448. for (k = 0; k < y; k++) {
  3449. if (_object_textures[j].vertices[k].xpixel > xmax)
  3450. xmax = _object_textures[j].vertices[k].xpixel;
  3451. if (_object_textures[j].vertices[k].xpixel < xmin)
  3452. xmin = _object_textures[j].vertices[k].xpixel;
  3453. if (_object_textures[j].vertices[k].ypixel > ymax)
  3454. ymax = _object_textures[j].vertices[k].ypixel;
  3455. if (_object_textures[j].vertices[k].ypixel < ymin)
  3456. ymin = _object_textures[j].vertices[k].ypixel;
  3457. }
  3458. for (x = xmin; x <= xmax; x++) {
  3459. for (y = ymin; y <= ymax; y++) {
  3460. index = (y * 256) + x;
  3461. offset = _textile16[texture].tile[index];
  3462. index = (y * 1024) + (x * 4);
  3463. image[index + 0] = ((offset >> 10) & 0x1f) * 8;
  3464. image[index + 1] = ((offset >> 5) & 0x1f) * 8;
  3465. image[index + 2] = (offset & 0x1f) * 8;
  3466. // Set transparency to full
  3467. if (offset & 0x8000) {
  3468. image[index + 3] = 0x00;
  3469. }
  3470. }
  3471. }
  3472. } else
  3473. #endif
  3474. if (_object_textures[j].tile == texture &&
  3475. _object_textures[j].transparency_flags == 2) {
  3476. xmin = 999;
  3477. xmax = 0;
  3478. ymin = 999;
  3479. ymax = 0;
  3480. y = 4;
  3481. // Account for triangles
  3482. if (_object_textures[j].vertices[3].xpixel == 0 &&
  3483. _object_textures[j].vertices[3].ypixel == 0)
  3484. y = 3;
  3485. for (k = 0; k < y; k++) {
  3486. if (_object_textures[j].vertices[k].xpixel > xmax)
  3487. xmax = _object_textures[j].vertices[k].xpixel;
  3488. if (_object_textures[j].vertices[k].xpixel < xmin)
  3489. xmin = _object_textures[j].vertices[k].xpixel;
  3490. if (_object_textures[j].vertices[k].ypixel > ymax)
  3491. ymax = _object_textures[j].vertices[k].ypixel;
  3492. if (_object_textures[j].vertices[k].ypixel < ymin)
  3493. ymin = _object_textures[j].vertices[k].ypixel;
  3494. }
  3495. for (x = xmin; x <= xmax; x++) {
  3496. for (y = ymin; y <= ymax; y++) {
  3497. if (_textile32) {
  3498. index = (y * 256) + x;
  3499. color = _textile32[texture].tile[index];
  3500. index = (y * 1024) + (x * 4);
  3501. image[index + 2] = *((unsigned char*)(&color));
  3502. image[index + 1] = *((unsigned char*)(&color) + 1);
  3503. image[index + 0] = *((unsigned char*)(&color) + 2);
  3504. image[index + 3] = *((unsigned char*)(&color) + 3);
  3505. k = image[index] + image[index + 1] + image[index + 2];
  3506. // Set transparency based upon intensity
  3507. image[index + 3] = (unsigned char)(k / 3);
  3508. } else {
  3509. index = (y * 256) + x;
  3510. offset = _textile16[texture].tile[index];
  3511. index = (y * 1024) + (x * 4);
  3512. image[index + 0] = ((offset >> 10) & 0x1f) * 8;
  3513. image[index + 1] = ((offset >> 5) & 0x1f) * 8;
  3514. image[index + 2] = (offset & 0x1f) * 8;
  3515. image[index + 3] = (offset & 0x8000) ? 0xFF : 0;
  3516. k = image[index] + image[index + 1] + image[index + 2];
  3517. // Set transparency based upon intensity
  3518. if (offset & 0x8000)
  3519. image[index + 3] = (unsigned char)(k / 3);
  3520. else
  3521. image[index + 3] = 0;
  3522. }
  3523. }
  3524. }
  3525. }
  3526. }
  3527. break;
  3528. case TR_VERSION_1:
  3529. case TR_VERSION_2:
  3530. case TR_VERSION_5:
  3531. case TR_VERSION_UNKNOWN:
  3532. break;
  3533. }
  3534. }
  3535. return image;
  3536. }
  3537. //! \fixme Move these data about to make full use in the class ;)
  3538. int TombRaider::loadTR5(FILE* f) {
  3539. unsigned int level_data_sz, riffOffset, seperator0;
  3540. unsigned int portalOffset, nextRoomOffset, thisRoomOffset;
  3541. int i, j, k;
  3542. uint16_t us;
  3543. uint32_t numMeshData, numMeshPointers, u;
  3544. uint32_t* meshPointers;
  3545. uint8_t* meshData;
  3546. char check[32];
  3547. printDebug("Load", "mEngineVersion = 0x%x", mPakVersion);
  3548. if (mEngineVersion != TR_VERSION_5)
  3549. return -1;
  3550. unsigned int sz, usz; // compressed and uncompressed size
  3551. unsigned char* compressed_data = NULL;
  3552. int zerr;
  3553. uLongf foo;
  3554. // Read texture type offsets
  3555. Fread(&_num_room_textures, 2, 1, f);
  3556. printDebug("LoadTR5", "_num_room_textures = %u", _num_room_textures);
  3557. Fread(&_num_misc_textures, 2, 1, f);
  3558. printDebug("LoadTR5", "_num_misc_textures = %u", _num_misc_textures);
  3559. Fread(&_num_bump_map_textures, 2, 1, f);
  3560. printDebug("LoadTR5", "_num_bump_map_textures = %u", _num_bump_map_textures);
  3561. // Read the sizes of the 32-bit textures
  3562. Fread(&usz, sizeof(usz), 1, f);
  3563. Fread(&sz, sizeof(sz), 1, f);
  3564. printDebug("LoadTR5", "32-bit textures compressed size = %u bytes", sz);
  3565. printDebug("LoadTR5", "32-bit textures uncompressed size = %u bytes", usz);
  3566. _num_textiles = usz / sizeof(tr2_textile32_t);
  3567. printDebug("LoadTR5", "_num_textiles = %i/%lu = %i",
  3568. usz, sizeof(tr2_textile32_t), _num_textiles);
  3569. _textile32 = new tr2_textile32_t[_num_textiles];
  3570. // Allocate a temporary buffer for decompression
  3571. compressed_data = new unsigned char[sz];
  3572. Fread(compressed_data, sz, 1, f);
  3573. // Decompress the textures
  3574. foo = usz;
  3575. zerr = uncompress((unsigned char*)_textile32,
  3576. &foo,
  3577. compressed_data,
  3578. sz);
  3579. usz = foo;
  3580. printDebug("LoadTR5", "textile decompress [%s]",
  3581. (zerr == Z_OK) ? "OK" : "ERROR");
  3582. switch (zerr) {
  3583. case Z_MEM_ERROR:
  3584. printDebug("LoadTR5", "There was not enough memory");
  3585. break;
  3586. case Z_BUF_ERROR:
  3587. printDebug("LoadTR5", "There was not enough room in the output buffer");
  3588. break;
  3589. case Z_DATA_ERROR:
  3590. printDebug("LoadTR5", "The input data was corrupted");
  3591. break;
  3592. default:
  3593. printDebug("LoadTR5", "textile decompress %i", zerr);
  3594. }
  3595. // Free the temporary buffer
  3596. delete [] compressed_data;
  3597. // Read in the 16-bit textures, set NumTextiles
  3598. Fread(&usz, sizeof(usz), 1, f);
  3599. Fread(&sz, sizeof(sz), 1, f);
  3600. printDebug("LoadTR5", "16-bit textures compressed size = %u bytes", sz);
  3601. printDebug("LoadTR5", "16-bit textures uncompressed size = %u bytes", usz);
  3602. _num_textiles = usz / sizeof(tr2_textile16_t);
  3603. printDebug("LoadTR5", "_num_textiles = %i/%lu = %i",
  3604. usz, sizeof(tr2_textile16_t), _num_textiles);
  3605. _textile16 = new tr2_textile16_t[_num_textiles];
  3606. // Allocate a temporary buffer for decompression
  3607. compressed_data = new unsigned char[sz];
  3608. Fread(compressed_data, sz, 1, f);
  3609. // Decompress the textures
  3610. foo = usz;
  3611. zerr = uncompress((unsigned char*)_textile16,
  3612. &foo,
  3613. compressed_data,
  3614. sz);
  3615. usz = foo;
  3616. printDebug("LoadTR5", "textile decompress [%s]",
  3617. (zerr == Z_OK) ? "OK" : "ERROR");
  3618. switch (zerr) {
  3619. case Z_MEM_ERROR:
  3620. printDebug("LoadTR5", "There was not enough memory");
  3621. break;
  3622. case Z_BUF_ERROR:
  3623. printDebug("LoadTR5", "There was not enough room in the output buffer");
  3624. break;
  3625. case Z_DATA_ERROR:
  3626. printDebug("LoadTR5", "The input data was corrupted");
  3627. break;
  3628. default:
  3629. printDebug("LoadTR5", "textile decompress %i", zerr);
  3630. }
  3631. // Free the temporary buffer
  3632. delete [] compressed_data;
  3633. // Read the sizes of the sprite textures
  3634. Fread(&usz, sizeof(usz), 1, f);
  3635. Fread(&sz, sizeof(sz), 1, f);
  3636. printDebug("LoadTR5", "sprite textures compressed size = %u bytes", sz);
  3637. printDebug("LoadTR5", "sprite textures uncompressed size = %u bytes", usz);
  3638. // Load sprite/bump map/gui/etc textures also
  3639. _num_tex_special = usz / (256 * 256 * 4);
  3640. printDebug("LoadTR5", "_num_tex_special = %i/%i = %i",
  3641. usz, 256 * 256 * 4, _num_tex_special);
  3642. printDebug("LoadTR5", "Reading %ibytes of sprite textures", usz);
  3643. if (usz) {
  3644. _tex_special = new unsigned char[usz];
  3645. // Allocate a temporary buffer for decompression
  3646. compressed_data = new unsigned char[sz];
  3647. Fread(compressed_data, sz, 1, f);
  3648. // Decompress the textures
  3649. foo = usz;
  3650. zerr = uncompress(_tex_special,
  3651. &foo,
  3652. compressed_data,
  3653. sz);
  3654. usz = foo;
  3655. printDebug("LoadTR5", "special texture decompress [%s]",
  3656. (zerr == Z_OK) ? "OK" : "ERROR");
  3657. switch (zerr) {
  3658. case Z_MEM_ERROR:
  3659. printDebug("LoadTR5", "There was not enough memory");
  3660. break;
  3661. case Z_BUF_ERROR:
  3662. printDebug("LoadTR5", "There was not enough room in the output buffer");
  3663. break;
  3664. case Z_DATA_ERROR:
  3665. printDebug("LoadTR5", "The input data was corrupted");
  3666. break;
  3667. default:
  3668. printDebug("LoadTR5", "textile decompress %i", zerr);
  3669. }
  3670. // Free the temporary buffer
  3671. delete [] compressed_data;
  3672. }
  3673. // Mongoose 2002.01.08, Michiel has discovered the
  3674. // first 4 bytes here are 2 bitu16 flags for Lara type and weather
  3675. uint16_t laraType, weather;
  3676. Fread(&laraType, 2, 1, f);
  3677. printDebug("LoadTR5", "laraType = 0x%x", laraType);
  3678. Fread(&weather, 2, 1, f);
  3679. printDebug("LoadTR5", "weather = 0x%x", weather);
  3680. printDebug("LoadTR5", "skipping 28bytes of unknowns");
  3681. Fread(&seperator0, 4, 1, f);
  3682. printDebug("LoadTR5", "0x%x", seperator0);
  3683. Fread(&seperator0, 4, 1, f);
  3684. printDebug("LoadTR5", "0x%x", seperator0);
  3685. Fread(&seperator0, 4, 1, f);
  3686. printDebug("LoadTR5", "0x%x", seperator0);
  3687. Fread(&seperator0, 4, 1, f);
  3688. printDebug("LoadTR5", "0x%x", seperator0);
  3689. Fread(&seperator0, 4, 1, f);
  3690. printDebug("LoadTR5", "0x%x", seperator0);
  3691. Fread(&seperator0, 4, 1, f);
  3692. printDebug("LoadTR5", "0x%x", seperator0);
  3693. Fread(&seperator0, 4, 1, f);
  3694. printDebug("LoadTR5", "0x%x", seperator0);
  3695. Fread(&level_data_sz, 4, 1, f);
  3696. printDebug("LoadTR5", "Level data size = %u", level_data_sz);
  3697. Fread(&riffOffset, 4, 1, f);
  3698. printDebug("LoadTR5", "Same as last, also offset to RIFFs = %u",
  3699. riffOffset);
  3700. Fread(&seperator0, 4, 1, f);
  3701. printDebug("LoadTR5", "Seperator, always 0x00? = %u", seperator0);
  3702. Fread(&_num_rooms, 4, 1, f);
  3703. printDebug("LoadTR5", "_num_rooms = %u", _num_rooms);
  3704. mRoomsTR5 = new tr5_room_t[_num_rooms];
  3705. for (i = 0; i < _num_rooms; ++i) {
  3706. thisRoomOffset = ftell(f);
  3707. Fread(&mRoomsTR5[i].checkXELA, 4, 1, f);
  3708. printDebug("LoadTR5", "room[%i].checkXELA (0x414c4558)? = 0x%x",
  3709. i, mRoomsTR5[i].checkXELA);
  3710. if (mRoomsTR5[i].checkXELA != 0x414c4558) {
  3711. print("LoadTR5", "Error #1 room[%i].checkXELA (0x414c4558) != 0x%x",
  3712. i, mRoomsTR5[i].checkXELA);
  3713. return -3;
  3714. }
  3715. Fread(&mRoomsTR5[i].roomDataSize, 4, 1, f);
  3716. printDebug("LoadTR5", "offset to next room = %u",
  3717. mRoomsTR5[i].roomDataSize);
  3718. nextRoomOffset = ftell(f) + mRoomsTR5[i].roomDataSize;
  3719. Fread(&mRoomsTR5[i].seperator, 4, 1, f);
  3720. printDebug("LoadTR5", "room[%i].seperator, CDCDCDCD = %X?",
  3721. i, mRoomsTR5[i].seperator);
  3722. if (mRoomsTR5[i].seperator != 0xcdcdcdcd) {
  3723. print("LoadTR5", "Error #2 room[%i].seperator, CDCDCDCD != 0x%X",
  3724. i, mRoomsTR5[i].seperator);
  3725. return -3;
  3726. }
  3727. // Start 60byte struct /////////////
  3728. printDebug("LoadTR5", "60byte struct {");
  3729. // Often start of "XELA" +216 + ublock1 = FD end,
  3730. // but have seen 0xffffffff (-1). Better using next data
  3731. // and compute FD size the old way of X*Z*8
  3732. Fread(&mRoomsTR5[i].endSDOffset, 4, 1, f);
  3733. printDebug("LoadTR5", "%u + 216 + XELA start = FD end",
  3734. mRoomsTR5[i].endSDOffset);
  3735. // Start of "XELA" + 216 + ublock2 = FD start
  3736. Fread(&mRoomsTR5[i].startSDOffset, 4, 1, f);
  3737. printDebug("LoadTR5", "%u + 216 + XELA start = FD start",
  3738. mRoomsTR5[i].startSDOffset);
  3739. Fread(&mRoomsTR5[i].seperator2, 4, 1, f);
  3740. printDebug("LoadTR5", "seperator2 = %u", mRoomsTR5[i].seperator2);
  3741. if (mRoomsTR5[i].seperator2 != 0xcdcdcdcd &&
  3742. mRoomsTR5[i].seperator2 != 0x00000000) {
  3743. print("LoadTR5", "Error #3 CDCDCDCD | 0x0 != 0x%x",
  3744. mRoomsTR5[i].seperator2);
  3745. return -3;
  3746. }
  3747. // Possibly start of "XELA" + 216 + ublock4 = end portals
  3748. Fread(&mRoomsTR5[i].endPortalOffset, 4, 1, f);
  3749. printDebug("LoadTR5", "%u + 216 + XELA start = end portals",
  3750. mRoomsTR5[i].endPortalOffset);
  3751. Fread(&mRoomsTR5[i].x, 4, 1, f);
  3752. printDebug("LoadTR5", "room.x = %u", mRoomsTR5[i].x);
  3753. Fread(&mRoomsTR5[i].seperator3, 4, 1, f);
  3754. printDebug("LoadTR5", "0x00000000 = %u ?", mRoomsTR5[i].seperator3);
  3755. Fread(&mRoomsTR5[i].z, 4, 1, f);
  3756. printDebug("LoadTR5", "room.z = %u", mRoomsTR5[i].z);
  3757. Fread(&mRoomsTR5[i].yBottom, 4, 1, f);
  3758. printDebug("LoadTR5", "room.y_bottom = %u", mRoomsTR5[i].yBottom);
  3759. Fread(&mRoomsTR5[i].yTop, 4, 1, f);
  3760. printDebug("LoadTR5", "room.y_top = %u", mRoomsTR5[i].yTop);
  3761. Fread(&mRoomsTR5[i].numZSectors, 2, 1, f);
  3762. printDebug("LoadTR5", "num_z_sectors = %i", mRoomsTR5[i].numZSectors);
  3763. Fread(&mRoomsTR5[i].numXSectors, 2, 1, f);
  3764. printDebug("LoadTR5", "num_x_sectors = %i", mRoomsTR5[i].numXSectors);
  3765. Fread(&mRoomsTR5[i].roomAmbientColor, 4, 1, f);
  3766. printDebug("LoadTR5", "room_ambient_color = 0x%x",
  3767. mRoomsTR5[i].roomAmbientColor);
  3768. Fread(&mRoomsTR5[i].numRoomLights, 2, 1, f);
  3769. printDebug("LoadTR5", "num_lights = %i", mRoomsTR5[i].numRoomLights);
  3770. Fread(&mRoomsTR5[i].numStaticMeshes, 2, 1, f);
  3771. printDebug("LoadTR5", "num_static_meshes = %i",
  3772. mRoomsTR5[i].numStaticMeshes);
  3773. Fread(&mRoomsTR5[i].unknownR1, 2, 1, f);
  3774. printDebug("LoadTR5", "unknown 0x0001? = 0x%x", mRoomsTR5[i].unknownR1);
  3775. Fread(&mRoomsTR5[i].unknownR2, 2, 1, f);
  3776. printDebug("LoadTR5", "unknown 0x0000? = 0x%x", mRoomsTR5[i].unknownR2);
  3777. Fread(&mRoomsTR5[i].filler, 4, 1, f);
  3778. printDebug("LoadTR5", "Always 0x7fff? = 0x%x", mRoomsTR5[i].filler);
  3779. Fread(&mRoomsTR5[i].filler2, 4, 1, f);
  3780. printDebug("LoadTR5", "Always 0x7fff? = 0x%x", mRoomsTR5[i].filler2);
  3781. printDebug("LoadTR5", "}");
  3782. // End 60byte structure /////////////////
  3783. Fread(&mRoomsTR5[i].seperator4, 4, 1, f);
  3784. printDebug("LoadTR5", "seperator4 CDCDCDCD = 0x%x",
  3785. mRoomsTR5[i].seperator4);
  3786. if (mRoomsTR5[i].seperator4 != 0xcdcdcdcd) {
  3787. print("LoadTR5", "Error #5 CDCDCDCD != 0x%x",
  3788. mRoomsTR5[i].seperator4);
  3789. return -3;
  3790. }
  3791. Fread(&mRoomsTR5[i].seperator5, 4, 1, f);
  3792. printDebug("LoadTR5", "seperator5 CDCDCDCD = 0x%x",
  3793. mRoomsTR5[i].seperator5);
  3794. if (mRoomsTR5[i].seperator5 != 0xcdcdcdcd) {
  3795. print("LoadTR5", "Error #6 CDCDCDCD != 0x%x",
  3796. mRoomsTR5[i].seperator5);
  3797. return -3;
  3798. }
  3799. // Start 20byte structure ///////////////
  3800. printDebug("LoadTR5", "20byte struct {");
  3801. Fread(mRoomsTR5[i].seperator6, 6, 1, f);
  3802. printDebug("LoadTR5", "6 bytes 0xFF = 0x%x%x%x%x%x%x",
  3803. mRoomsTR5[i].seperator6[0], mRoomsTR5[i].seperator6[1],
  3804. mRoomsTR5[i].seperator6[2], mRoomsTR5[i].seperator6[3],
  3805. mRoomsTR5[i].seperator6[4], mRoomsTR5[i].seperator6[5]);
  3806. Fread(&mRoomsTR5[i].roomFlag, 2, 1, f);
  3807. printDebug("LoadTR5", "room_flag = %i", mRoomsTR5[i].roomFlag);
  3808. Fread(&mRoomsTR5[i].unknownR5, 2, 1, f);
  3809. printDebug("LoadTR5", "unknown = %i", mRoomsTR5[i].unknownR5);
  3810. Fread(mRoomsTR5[i].seperator7, 10, 1, f);
  3811. printDebug("LoadTR5", "10 bytes 0x00 = 0x%x%x%x%x%x%x%x%x%x%x",
  3812. mRoomsTR5[i].seperator7[0], mRoomsTR5[i].seperator7[1],
  3813. mRoomsTR5[i].seperator7[2], mRoomsTR5[i].seperator7[3],
  3814. mRoomsTR5[i].seperator7[4], mRoomsTR5[i].seperator7[5],
  3815. mRoomsTR5[i].seperator7[6], mRoomsTR5[i].seperator7[7],
  3816. mRoomsTR5[i].seperator7[8], mRoomsTR5[i].seperator7[9]);
  3817. printDebug("LoadTR5", "}");
  3818. // End 20byte structure /////////////////
  3819. Fread(&mRoomsTR5[i].seperator8, 4, 1, f);
  3820. printDebug("LoadTR5", "seperator8 CDCDCDCD = 0x%x",
  3821. mRoomsTR5[i].seperator8);
  3822. if (mRoomsTR5[i].seperator8 != 0xcdcdcdcd) {
  3823. print("LoadTR5", "Error #9 CDCDCDCD != 0x%x",
  3824. mRoomsTR5[i].seperator8);
  3825. return -3;
  3826. }
  3827. printDebug("LoadTR5", "16byte struct {");
  3828. Fread(&mRoomsTR5[i].unknownR6, 4, 1, f);
  3829. printDebug("LoadTR5", "unknownR6 = %i", mRoomsTR5[i].unknownR6);
  3830. Fread(&mRoomsTR5[i].roomX, 4, 1, f);
  3831. printDebug("LoadTR5", "roomX = %f", mRoomsTR5[i].roomX);
  3832. Fread(&mRoomsTR5[i].seperator9, 4, 1, f);
  3833. printDebug("LoadTR5", "seperator9 CDCDCDCD | 0x0 = 0x%x",
  3834. mRoomsTR5[i].seperator9);
  3835. if (mRoomsTR5[i].seperator9 != 0xcdcdcdcd &&
  3836. mRoomsTR5[i].seperator9 != 0x0) {
  3837. print("LoadTR5", "Error #10 CDCDCDCD | 0x0 != 0x%x",
  3838. mRoomsTR5[i].seperator9);
  3839. return -3;
  3840. }
  3841. Fread(&mRoomsTR5[i].roomZ, 4, 1, f);
  3842. printDebug("LoadTR5", "roomZ = %f", mRoomsTR5[i].roomZ);
  3843. printDebug("LoadTR5", "}");
  3844. Fread(&mRoomsTR5[i].seperator10, 4, 1, f);
  3845. printDebug("LoadTR5", "seperator10 CDCDCDCD = 0x%x",
  3846. mRoomsTR5[i].seperator10);
  3847. if (mRoomsTR5[i].seperator10 != 0xcdcdcdcd) {
  3848. print("LoadTR5", "Error #11 CDCDCDCD != 0x%x",
  3849. mRoomsTR5[i].seperator10);
  3850. return -3;
  3851. }
  3852. Fread(&mRoomsTR5[i].seperator11, 4, 1, f);
  3853. printDebug("LoadTR5", "seperator11 CDCDCDCD = 0x%x",
  3854. mRoomsTR5[i].seperator11);
  3855. if (mRoomsTR5[i].seperator11 != 0xcdcdcdcd) {
  3856. print("LoadTR5", "Error #12 CDCDCDCD != 0x%x",
  3857. mRoomsTR5[i].seperator11);
  3858. return -3;
  3859. }
  3860. Fread(&mRoomsTR5[i].seperator12, 4, 1, f);
  3861. printDebug("LoadTR5", "seperator12 CDCDCDCD = 0x%x",
  3862. mRoomsTR5[i].seperator12);
  3863. if (mRoomsTR5[i].seperator12 != 0xcdcdcdcd) {
  3864. print("LoadTR5", "Error #13 CDCDCDCD != 0x%x",
  3865. mRoomsTR5[i].seperator12);
  3866. return -3;
  3867. }
  3868. Fread(&mRoomsTR5[i].seperator13, 4, 1, f);
  3869. printDebug("LoadTR5", "seperator13 CDCDCDCD = 0x%x",
  3870. mRoomsTR5[i].seperator13);
  3871. if (mRoomsTR5[i].seperator13 != 0xcdcdcdcd) {
  3872. print("LoadTR5", "Error #14 CDCDCDCD | 0x0 != 0x%x",
  3873. mRoomsTR5[i].seperator13);
  3874. return -3;
  3875. }
  3876. Fread(&mRoomsTR5[i].seperator14, 4, 1, f);
  3877. printDebug("LoadTR5", "seperator14 CDCDCDCD = 0x%x",
  3878. mRoomsTR5[i].seperator14);
  3879. if (mRoomsTR5[i].seperator14 != 0xcdcdcdcd &&
  3880. mRoomsTR5[i].seperator14 != 0x00000000) {
  3881. print("LoadTR5", "Error #15 CDCDCDCD | 0x0 != 0x%x",
  3882. mRoomsTR5[i].seperator14);
  3883. return -3;
  3884. }
  3885. Fread(&mRoomsTR5[i].seperator15, 4, 1, f);
  3886. printDebug("LoadTR5", "seperator15 CDCDCDCD = 0x%x",
  3887. mRoomsTR5[i].seperator15);
  3888. if (mRoomsTR5[i].seperator15 != 0xcdcdcdcd) {
  3889. print("LoadTR5", "Error #16 CDCDCDCD != 0x%x",
  3890. mRoomsTR5[i].seperator15);
  3891. return -3;
  3892. }
  3893. // 56byte struct /////////////
  3894. printDebug("LoadTR5", "56byte struct {");
  3895. Fread(&mRoomsTR5[i].numRoomTriangles, 4, 1, f);
  3896. printDebug("LoadTR5", "num_triangles = %u",
  3897. mRoomsTR5[i].numRoomTriangles);
  3898. Fread(&mRoomsTR5[i].numRoomRectangles, 4, 1, f);
  3899. printDebug("LoadTR5", "num_rectangles = %u",
  3900. mRoomsTR5[i].numRoomRectangles);
  3901. Fread(&mRoomsTR5[i].seperator16, 4, 1, f);
  3902. printDebug("LoadTR5", "seperator16, 0x00? = 0x%x",
  3903. mRoomsTR5[i].seperator16);
  3904. // Num lights * 88bytes
  3905. Fread(&mRoomsTR5[i].lightSize, 4, 1, f);
  3906. printDebug("LoadTR5", "light_size = %u", mRoomsTR5[i].lightSize);
  3907. Fread(&mRoomsTR5[i].numTotalRoomLights, 4, 1, f);
  3908. printDebug("LoadTR5", "num_lights = %u",
  3909. mRoomsTR5[i].numTotalRoomLights);
  3910. Fread(&mRoomsTR5[i].unknownR7, 4, 1, f); // was num_unknown_36byte structs to read
  3911. printDebug("LoadTR5", "unknownR7 structs = %u", mRoomsTR5[i].unknownR7);
  3912. Fread(&mRoomsTR5[i].unknownR8, 4, 1, f);
  3913. printDebug("LoadTR5", "unknownR8 = 0x%x", mRoomsTR5[i].unknownR8);
  3914. Fread(&mRoomsTR5[i].yBottom, 4, 1, f);
  3915. printDebug("LoadTR5", "lyBottom = 0x%x", mRoomsTR5[i].lyBottom);
  3916. Fread(&mRoomsTR5[i].numLayers, 4, 1, f);
  3917. printDebug("LoadTR5", "num_layers = %u", mRoomsTR5[i].numLayers);
  3918. Fread(&mRoomsTR5[i].layerOffset, 4, 1, f);
  3919. printDebug("LoadTR5", "layerOffset = 0x%x", mRoomsTR5[i].layerOffset);
  3920. Fread(&mRoomsTR5[i].verticesOffset, 4, 1, f);
  3921. printDebug("LoadTR5", "verticesOffset = 0x%x", mRoomsTR5[i].verticesOffset);
  3922. Fread(&mRoomsTR5[i].polyOffset, 4, 1, f);
  3923. printDebug("LoadTR5", "polyOffset = 0x%x", mRoomsTR5[i].polyOffset);
  3924. Fread(&mRoomsTR5[i].polyOffset2, 4, 1, f);
  3925. printDebug("LoadTR5", "polyOffset2 = 0x%x", mRoomsTR5[i].polyOffset2);
  3926. Fread(&mRoomsTR5[i].verticesSize, 4, 1, f);
  3927. printDebug("LoadTR5", "verticesSize = 0x%x", mRoomsTR5[i].verticesSize);
  3928. printDebug("LoadTR5", "}");
  3929. //////////////////////////////
  3930. Fread(&mRoomsTR5[i].seperator17, 4, 1, f);
  3931. printDebug("LoadTR5", "seperator17 CDCDCDCD = 0x%x",
  3932. mRoomsTR5[i].seperator17);
  3933. if (mRoomsTR5[i].seperator17 != 0xcdcdcdcd) {
  3934. print("LoadTR5", "Error #18 CDCDCDCD != 0x%x",
  3935. mRoomsTR5[i].seperator17);
  3936. return -3;
  3937. }
  3938. Fread(&mRoomsTR5[i].seperator18, 4, 1, f);
  3939. printDebug("LoadTR5", "seperator18 CDCDCDCD = 0x%x",
  3940. mRoomsTR5[i].seperator18);
  3941. if (mRoomsTR5[i].seperator18 != 0xcdcdcdcd) {
  3942. print("LoadTR5", "Error #19 CDCDCDCD != 0x%x",
  3943. mRoomsTR5[i].seperator18);
  3944. return -3;
  3945. }
  3946. Fread(&mRoomsTR5[i].seperator19, 4, 1, f);
  3947. printDebug("LoadTR5", "seperator19 CDCDCDCD = 0x%x",
  3948. mRoomsTR5[i].seperator19);
  3949. if (mRoomsTR5[i].seperator19 != 0xcdcdcdcd) {
  3950. print("LoadTR5", "Error #20 CDCDCDCD != 0x%x",
  3951. mRoomsTR5[i].seperator19);
  3952. return -3;
  3953. }
  3954. Fread(&mRoomsTR5[i].seperator20, 4, 1, f);
  3955. printDebug("LoadTR5", "seperator20 CDCDCDCD = 0x%x",
  3956. mRoomsTR5[i].seperator20);
  3957. if (mRoomsTR5[i].seperator20 != 0xcdcdcdcd) {
  3958. print("LoadTR5", "Error #21 CDCDCDCD != 0x%x",
  3959. mRoomsTR5[i].seperator20);
  3960. return -3;
  3961. }
  3962. // Lights
  3963. printDebug("LoadTR5", "Reading %u lights @ 88bytes each",
  3964. mRoomsTR5[i].numRoomLights);
  3965. if (mRoomsTR5[i].numRoomLights) {
  3966. mRoomsTR5[i].lights = new tr5_light_t[mRoomsTR5[i].numRoomLights];
  3967. }
  3968. for (j = 0; j < (int)mRoomsTR5[i].numRoomLights; ++j) {
  3969. Fread(&mRoomsTR5[i].lights[j], 88, 1, f);
  3970. //Fread(&mRoomsTR5[i].lights[j].x, 4, 1, f);
  3971. printDebug("LoadTR5", "light[%i].x? = %f", j,
  3972. mRoomsTR5[i].lights[j].x);
  3973. //Fread(&mRoomsTR5[i].lights[j].y, 4, 1, f);
  3974. printDebug("LoadTR5", "light[%i].y? = %f", j,
  3975. mRoomsTR5[i].lights[j].y);
  3976. //Fread(&mRoomsTR5[i].lights[j].z, 4, 1, f);
  3977. printDebug("LoadTR5", "light[%i].z? = %f", j,
  3978. mRoomsTR5[i].lights[j].z);
  3979. //Fread(&mRoomsTR5[i].lights[j].red, 4, 1, f);
  3980. printDebug("LoadTR5", "light[%i].r? = %f",
  3981. j, mRoomsTR5[i].lights[j].red);
  3982. //Fread(&mRoomsTR5[i].lights[j].green, 4, 1, f);
  3983. printDebug("LoadTR5", "light[%i].g? = %f",
  3984. j, mRoomsTR5[i].lights[j].green);
  3985. //Fread(&mRoomsTR5[i].lights[j].blue, 4, 1, f);
  3986. printDebug("LoadTR5", "light[%i].b? = %f",
  3987. j, mRoomsTR5[i].lights[j].blue);
  3988. // 24bytes from start of light
  3989. //Fread(&mRoomsTR5[i].lights[j].seperator, 4, 1, f);
  3990. printDebug("LoadTR5", "CDCDCDCD for some maps? = 0x%8x\t\t[%s]",
  3991. mRoomsTR5[i].lights[j].seperator,
  3992. (mRoomsTR5[i].lights[j].seperator == 0xcdcdcdcd)
  3993. ? "OK" : "ERROR");
  3994. //Fread(&mRoomsTR5[i].lights[j].input, 4, 1, f);
  3995. printDebug("LoadTR5", "light[%i].input = %f",
  3996. j, mRoomsTR5[i].lights[j].input);
  3997. //Fread(&mRoomsTR5[i].lights[j].output, 4, 1, f);
  3998. printDebug("LoadTR5", "light[%i].output = %f",
  3999. j, mRoomsTR5[i].lights[j].output);
  4000. //Fread(&mRoomsTR5[i].lights[j].range, 4, 1, f);
  4001. printDebug("LoadTR5", "light[%i].range = %f",
  4002. j, mRoomsTR5[i].lights[j].range);
  4003. //Fread(&mRoomsTR5[i].lights[j].directionVectorX, 4, 1, f);
  4004. printDebug("LoadTR5", "light[%i].directionVectorX = %f",
  4005. j, mRoomsTR5[i].lights[j].directionVectorX);
  4006. //Fread(&mRoomsTR5[i].lights[j].directionVectorY, 4, 1, f);
  4007. printDebug("LoadTR5", "light[%i].directionVectorY = %f",
  4008. j, mRoomsTR5[i].lights[j].directionVectorY);
  4009. //Fread(&mRoomsTR5[i].lights[j].directionVectorZ, 4, 1, f);
  4010. printDebug("LoadTR5", "light[%i].directionVectorZ = %f",
  4011. j, mRoomsTR5[i].lights[j].directionVectorZ);
  4012. //Fread(&mRoomsTR5[i].lights[j].x2, 4, 1, f);
  4013. printDebug("LoadTR5", "light[%i].x2 = %u",
  4014. j, mRoomsTR5[i].lights[j].x2);
  4015. //Fread(&mRoomsTR5[i].lights[j].y2, 4, 1, f);
  4016. printDebug("LoadTR5", "light[%i].y2 = %u",
  4017. j, mRoomsTR5[i].lights[j].y2);
  4018. //Fread(&mRoomsTR5[i].lights[j].z2, 4, 1, f);
  4019. printDebug("LoadTR5", "light[%i].z2 = %u",
  4020. j, mRoomsTR5[i].lights[j].z2);
  4021. //Fread(&mRoomsTR5[i].lights[j].directionVectorX2, 4, 1, f);
  4022. printDebug("LoadTR5", "light[%i].directionVectorX2 = %u",
  4023. j, mRoomsTR5[i].lights[j].directionVectorX2);
  4024. //Fread(&mRoomsTR5[i].lights[j].directionVectorY2, 4, 1, f);
  4025. printDebug("LoadTR5", "light[%i].directionVectorY2 = %u",
  4026. j, mRoomsTR5[i].lights[j].directionVectorY2);
  4027. //Fread(&mRoomsTR5[i].lights[j].directionVectorZ2, 4, 1, f);
  4028. printDebug("LoadTR5", "light[%i].directionVectorZ2 = %u",
  4029. j, mRoomsTR5[i].lights[j].directionVectorZ2);
  4030. //Fread(&mRoomsTR5[i].lights[j].lightType, 1, 1, f);
  4031. printDebug("LoadTR5", "light[%i].d3d_flag = 0x%x (%s)",
  4032. j, mRoomsTR5[i].lights[j].lightType,
  4033. (mRoomsTR5[i].lights[j].lightType == 1) ? "Point" :
  4034. (mRoomsTR5[i].lights[j].lightType == 2) ? "Spot" :
  4035. (mRoomsTR5[i].lights[j].lightType == 3) ? "Directional" : "Unknown");
  4036. //Fread(&mRoomsTR5[i].lights[j].seperator2, 3, 1, f);
  4037. printDebug("LoadTR5", "CDCDCD = %c%c%c",
  4038. mRoomsTR5[i].lights[j].seperator2[0],
  4039. mRoomsTR5[i].lights[j].seperator2[1],
  4040. mRoomsTR5[i].lights[j].seperator2[2]);
  4041. }
  4042. int numSectors = mRoomsTR5[i].numXSectors * mRoomsTR5[i].numZSectors;
  4043. if (numSectors) {
  4044. mRoomsTR5[i].sectors = new tr2_room_sector_t[numSectors];
  4045. }
  4046. // Sectors
  4047. printDebug("LoadTR5", "Reading %u sectors @ 8bytes each",
  4048. numSectors);
  4049. for (j = 0; j < numSectors; ++j) {
  4050. Fread(&mRoomsTR5[i].sectors[j].fd_index, 2, 1, f);
  4051. printDebug("LoadTR5", "sector[%i].fd_index = %u", j,
  4052. mRoomsTR5[i].sectors[j].fd_index);
  4053. Fread(&mRoomsTR5[i].sectors[j].box_index, 2, 1, f);
  4054. printDebug("LoadTR5", "sector[%i].box_index = %u", j,
  4055. mRoomsTR5[i].sectors[j].box_index);
  4056. Fread(&mRoomsTR5[i].sectors[j].room_below, 1, 1, f);
  4057. printDebug("LoadTR5", "sector[%i].room_below = %u", j,
  4058. mRoomsTR5[i].sectors[j].room_below);
  4059. Fread(&mRoomsTR5[i].sectors[j].floor, 1, 1, f);
  4060. printDebug("LoadTR5", "sector[%i].floor = %i", j,
  4061. (*(char*)(&mRoomsTR5[i].sectors[j].floor)));
  4062. Fread(&mRoomsTR5[i].sectors[j].room_above, 1, 1, f);
  4063. printDebug("LoadTR5", "sector[%i].room_above = %u", j,
  4064. mRoomsTR5[i].sectors[j].room_above);
  4065. Fread(&mRoomsTR5[i].sectors[j].ceiling, 1, 1, f);
  4066. printDebug("LoadTR5", "sector[%i].ceiling = %i", j,
  4067. (*(char*)(&mRoomsTR5[i].sectors[j].ceiling)));
  4068. }
  4069. portalOffset = (thisRoomOffset + mRoomsTR5[i].startSDOffset + 216 +
  4070. numSectors * 8);
  4071. u = ftell(f);
  4072. if (u != portalOffset) {
  4073. printDebug("LoadTR5", "*** Skipping %i bytes to start of portals ***",
  4074. portalOffset - u);
  4075. fseek(f, portalOffset, SEEK_SET);
  4076. }
  4077. // Portals //////////////////////
  4078. Fread(&mRoomsTR5[i].numDoors, 2, 1, f);
  4079. printDebug("LoadTR5", "room[%i].tr5_num_portals = %u",
  4080. i, mRoomsTR5[i].numDoors);
  4081. printDebug("LoadTR5", "Reading %u portals @ 32bytes each",
  4082. mRoomsTR5[i].numDoors);
  4083. if (mRoomsTR5[i].numDoors) {
  4084. mRoomsTR5[i].doors = new tr2_room_portal_t[mRoomsTR5[i].numDoors];
  4085. }
  4086. for (j = 0; j < (int)mRoomsTR5[i].numDoors; ++j) {
  4087. Fread(&mRoomsTR5[i].doors[j].adjoining_room, 2, 1, f);
  4088. printDebug("LoadTR5", "room[%i].portal[%i].adjoining_room = %u",
  4089. i, j, mRoomsTR5[i].doors[j].adjoining_room);
  4090. Fread(&mRoomsTR5[i].doors[j].normal.x, 2, 1, f);
  4091. Fread(&mRoomsTR5[i].doors[j].normal.y, 2, 1, f);
  4092. Fread(&mRoomsTR5[i].doors[j].normal.z, 2, 1, f);
  4093. printDebug("LoadTR5", "portal[%i].normal = ( %i, %i, %i )", j,
  4094. mRoomsTR5[i].doors[j].normal.x,
  4095. mRoomsTR5[i].doors[j].normal.y,
  4096. mRoomsTR5[i].doors[j].normal.z);
  4097. for (k = 0; k < 4; ++k) {
  4098. Fread(&mRoomsTR5[i].doors[j].vertices[k].x, 2, 1, f);
  4099. Fread(&mRoomsTR5[i].doors[j].vertices[k].y, 2, 1, f);
  4100. Fread(&mRoomsTR5[i].doors[j].vertices[k].z, 2, 1, f);
  4101. printDebug("LoadTR5", "portal[%i].vertices[%i] = ( %i, %i, %i )",
  4102. j, k,
  4103. mRoomsTR5[i].doors[j].vertices[k].x,
  4104. mRoomsTR5[i].doors[j].vertices[k].y,
  4105. mRoomsTR5[i].doors[j].vertices[k].z);
  4106. }
  4107. }
  4108. Fread(&mRoomsTR5[i].seperator21, 2, 1, f);
  4109. printDebug("LoadTR5", "seperator21, CDCD = 0x%x",
  4110. mRoomsTR5[i].seperator21);
  4111. if (mRoomsTR5[i].seperator21 != 0xcdcd) {
  4112. print("LoadTR5", "Error #22 CDCD != 0x%x",
  4113. mRoomsTR5[i].seperator21);
  4114. return -3;
  4115. }
  4116. portalOffset = (thisRoomOffset + mRoomsTR5[i].endPortalOffset + 216);
  4117. u = ftell(f);
  4118. if (u != portalOffset) {
  4119. printDebug("LoadTR5", "*** Skipping %i bytes to end of portals ***",
  4120. portalOffset - u);
  4121. fseek(f, portalOffset, SEEK_SET);
  4122. }
  4123. if (mRoomsTR5[i].numStaticMeshes) {
  4124. mRoomsTR5[i].meshes = new tr2_room_staticmesh_t[mRoomsTR5[i].numStaticMeshes];
  4125. }
  4126. // Static meshes
  4127. for (j = 0; j < (int)mRoomsTR5[i].numStaticMeshes; ++j) {
  4128. Fread(&mRoomsTR5[i].meshes[j].x, 4, 1, f);
  4129. printDebug("LoadTR5", "static_mesh[%i].x = %i", j,
  4130. mRoomsTR5[i].meshes[j].x);
  4131. Fread(&mRoomsTR5[i].meshes[j].y, 4, 1, f);
  4132. printDebug("LoadTR5", "static_mesh[%i].y = %i", j,
  4133. mRoomsTR5[i].meshes[j].y);
  4134. Fread(&mRoomsTR5[i].meshes[j].z, 4, 1, f);
  4135. printDebug("LoadTR5", "static_mesh[%i].z = %i", j,
  4136. mRoomsTR5[i].meshes[j].z);
  4137. Fread(&mRoomsTR5[i].meshes[j].rotation, 2, 1, f);
  4138. printDebug("LoadTR5", "static_mesh[%i].rotation = %i", j,
  4139. mRoomsTR5[i].meshes[j].rotation);
  4140. Fread(&mRoomsTR5[i].meshes[j].intensity1, 2, 1, f);
  4141. printDebug("LoadTR5", "static_mesh[%i].intensity1 = %i", j,
  4142. mRoomsTR5[i].meshes[j].intensity1);
  4143. Fread(&mRoomsTR5[i].meshes[j].intensity2, 2, 1, f);
  4144. printDebug("LoadTR5", "static_mesh[%i].intensity2 = %i", j,
  4145. mRoomsTR5[i].meshes[j].intensity2);
  4146. Fread(&mRoomsTR5[i].meshes[j].object_id, 2, 1, f);
  4147. printDebug("LoadTR5", "static_mesh[%i].object_id = %i", j,
  4148. mRoomsTR5[i].meshes[j].object_id);
  4149. }
  4150. // Layers /////////////////
  4151. if (mRoomsTR5[i].numLayers) {
  4152. mRoomsTR5[i].layers = new tr5_room_layer_t[mRoomsTR5[i].numLayers];
  4153. }
  4154. printDebug("LoadTR5", "Reading %i layers",
  4155. mRoomsTR5[i].numLayers);
  4156. for (j = 0; j < (int)mRoomsTR5[i].numLayers; ++j) {
  4157. Fread(&mRoomsTR5[i].layers[j], 56, 1, f);
  4158. printDebug("LoadTR5", "layer[%i].num_vertices = %i", j,
  4159. mRoomsTR5[i].layers[j].numLayerVertices);
  4160. printDebug("LoadTR5", "layer[%i].unknown1 = %i", j,
  4161. mRoomsTR5[i].layers[j].unknownL1);
  4162. printDebug("LoadTR5", "layer[%i].num_rectangles = %i", j,
  4163. mRoomsTR5[i].layers[j].numLayerRectangles);
  4164. printDebug("LoadTR5", "layer[%i].num_triangles = %i", j,
  4165. mRoomsTR5[i].layers[j].numLayerTriangles);
  4166. printDebug("LoadTR5", "layer[%i].num_2side_textures? = %i", j,
  4167. mRoomsTR5[i].layers[j].unknownL2);
  4168. printDebug("LoadTR5", "layer[%i].filler, 0? = %i", j,
  4169. mRoomsTR5[i].layers[j].filler);
  4170. printDebug("LoadTR5", "layer[%i].filler2, 0? = %i", j,
  4171. mRoomsTR5[i].layers[j].filler2);
  4172. printDebug("LoadTR5", "layer[%i].bbox[0] = {%.2f %.2f %.2f}", j,
  4173. mRoomsTR5[i].layers[j].layerBoundingBoxX1,
  4174. mRoomsTR5[i].layers[j].layerBoundingBoxX1,
  4175. mRoomsTR5[i].layers[j].layerBoundingBoxX1);
  4176. printDebug("LoadTR5", "layer[%i].bbox[1] = {%.2f %.2f %.2f}", j,
  4177. mRoomsTR5[i].layers[j].layerBoundingBoxX2,
  4178. mRoomsTR5[i].layers[j].layerBoundingBoxX2,
  4179. mRoomsTR5[i].layers[j].layerBoundingBoxX2);
  4180. printDebug("LoadTR5", "layer[%i].filler3, 0? = %i", j,
  4181. mRoomsTR5[i].layers[j].filler3);
  4182. printDebug("LoadTR5", "layer[%i].unknown6 = %i", j,
  4183. mRoomsTR5[i].layers[j].unknownL6);
  4184. printDebug("LoadTR5", "layer[%i].unknown7 = %i", j,
  4185. mRoomsTR5[i].layers[j].unknownL7);
  4186. printDebug("LoadTR5", "layer[%i].unknown8 = %i", j,
  4187. mRoomsTR5[i].layers[j].unknownL8);
  4188. }
  4189. if (mRoomsTR5[i].numLayers) {
  4190. mRoomsTR5[i].faces = new tr5_room_geometry_t[mRoomsTR5[i].numLayers];
  4191. }
  4192. for (j = 0; j < (int)mRoomsTR5[i].numLayers; ++j) {
  4193. mRoomsTR5[i].faces[j].quads = 0x0;
  4194. mRoomsTR5[i].faces[j].tris = 0x0;
  4195. k = mRoomsTR5[i].layers[j].numLayerRectangles;
  4196. if (k) {
  4197. printDebug("LoadTR5", "Reading %i layer quads", k);
  4198. mRoomsTR5[i].faces[j].quads = new tr5_face4_t[k];
  4199. Fread(mRoomsTR5[i].faces[j].quads, 12, k, f);
  4200. }
  4201. k = mRoomsTR5[i].layers[j].numLayerTriangles;
  4202. if (k) {
  4203. printDebug("LoadTR5", "Reading %i layer tris", k);
  4204. mRoomsTR5[i].faces[j].tris = new tr5_face3_t[k];
  4205. Fread(mRoomsTR5[i].faces[j].tris, 10, k, f);
  4206. }
  4207. }
  4208. for (j = 0; j < (int)mRoomsTR5[i].numLayers; ++j) {
  4209. mRoomsTR5[i].faces[j].verts = 0x0;
  4210. k = mRoomsTR5[i].layers[j].numLayerVertices;
  4211. if (k) {
  4212. printDebug("LoadTR5", "Reading %i layer vertices", k);
  4213. mRoomsTR5[i].faces[j].verts = new tr5_vertex_t[k];
  4214. Fread(mRoomsTR5[i].faces[j].verts, 28, k, f);
  4215. }
  4216. }
  4217. #define TR5_SKIP_TO_ROOMS
  4218. #ifdef TR5_SKIP_TO_ROOMS
  4219. unsigned int hack = ftell(f);
  4220. if (hack < nextRoomOffset) {
  4221. printDebug("LoadTR5", "Skipping %i bytes at end of room[%i]",
  4222. nextRoomOffset - hack, i);
  4223. fseek(f, nextRoomOffset, SEEK_SET);
  4224. }
  4225. #else
  4226. long hack = 0;
  4227. // This peels padding off the end of TRCs like ANDREA1.TRC
  4228. while (hack != 0xcdcd) {
  4229. Fread(&hack, 2, 1, f);
  4230. printDebug("LoadTR5", "hack[%i] = 0x%x", i, hack);
  4231. }
  4232. #endif
  4233. }
  4234. Fread(&_num_floor_data, 4, 1, f);
  4235. printDebug("LoadTR5", "_num_floor_data = %u", _num_floor_data);
  4236. printDebug("LoadTR5", "Reading %u floorData elements", _num_floor_data);
  4237. _floor_data = new unsigned short[_num_floor_data];
  4238. Fread(_floor_data, 2, _num_floor_data, f);
  4239. // Number of 16bits of mesh data to follow
  4240. Fread(&numMeshData, 4, 1, f);
  4241. printDebug("LoadTR5", "numMeshData = %u", numMeshData);
  4242. meshData = new unsigned char[2 * numMeshData];
  4243. Fread(meshData, 2, numMeshData, f);
  4244. // Use pointers array to index in meshData array for tr5_mesh_t's
  4245. Fread(&numMeshPointers, 4, 1, f);
  4246. printDebug("LoadTR5", "numMeshPointers = %u", numMeshPointers);
  4247. meshPointers = new uint32_t[numMeshPointers];
  4248. Fread(meshPointers, 4, numMeshPointers, f);
  4249. Fread(&numAnimationsTR5, 4, 1, f);
  4250. printDebug("LoadTR5", "numAnimationsTR5 = %u", numAnimationsTR5);
  4251. animationsTR5 = new tr5_animation_t[numAnimationsTR5];
  4252. Fread(animationsTR5, 40, numAnimationsTR5, f);
  4253. Fread(&u, 4, 1, f);
  4254. _num_state_changes = u;
  4255. printDebug("LoadTR5", "_num_state_changes = %u", _num_state_changes);
  4256. _state_changes = new tr2_state_change_t[_num_state_changes];
  4257. Fread(_state_changes, 6, _num_state_changes, f);
  4258. Fread(&u, 4, 1, f);
  4259. _num_anim_dispatches = u;
  4260. printDebug("LoadTR5", "_num_anim_dispatches = %u", _num_anim_dispatches);
  4261. _anim_dispatches = new tr2_anim_dispatch_t[_num_anim_dispatches];
  4262. Fread(_anim_dispatches, 8, _num_anim_dispatches, f);
  4263. Fread(&u, 4, 1, f);
  4264. _num_anim_commands = u;
  4265. printDebug("LoadTR5", "_num_anim_commands = %u", _num_anim_commands);
  4266. _anim_commands = new tr2_anim_command_t[_num_anim_commands];
  4267. Fread(_anim_commands, 2, _num_anim_commands, f);
  4268. Fread(&u, 4, 1, f);
  4269. _num_mesh_trees = u;
  4270. printDebug("LoadTR5", "_num_mesh_trees = %u", _num_mesh_trees);
  4271. _mesh_trees = new tr2_meshtree_t[_num_mesh_trees];
  4272. Fread(_mesh_trees, 4, _num_mesh_trees, f);
  4273. Fread(&u, 4, 1, f);
  4274. _num_frames = u;
  4275. printDebug("LoadTR5", "_num_frames = %u", _num_frames);
  4276. _frames = new uint16_t[_num_frames];
  4277. Fread(_frames, 2, _num_frames, f);
  4278. Fread(&numMoveablesTR5, 4, 1, f);
  4279. printDebug("LoadTR5", "numMoveablesTR5 = %u", numMoveablesTR5);
  4280. moveablesTR5 = new tr5_moveable_t[numMoveablesTR5];
  4281. Fread(moveablesTR5, 20, numMoveablesTR5, f);
  4282. Fread(&u, 4, 1, f);
  4283. _num_static_meshes = u;
  4284. printDebug("LoadTR5", "_num_static_meshes = %u", _num_static_meshes);
  4285. _static_meshes = new tr2_staticmesh_t[_num_static_meshes];
  4286. Fread(_static_meshes, 32, _num_static_meshes, f);
  4287. Fread(check, 4, 1, f);
  4288. printDebug("LoadTR5", "Check: SPR = '%c%c%c'?",
  4289. check[0], check[1], check[2]);
  4290. if (check[0] != 'S' || check[1] != 'P' || check[2] != 'R') {
  4291. print("LoadTR5", "Error: SPR != '%c%c%c'", check[0], check[1], check[2]);
  4292. return -4;
  4293. }
  4294. Fread(&u, 4, 1, f);
  4295. _num_sprite_textures = u;
  4296. printDebug("LoadTR5", "_num_sprite_textures = %u", _num_sprite_textures);
  4297. _sprite_textures = new tr2_sprite_texture_t[_num_sprite_textures];
  4298. Fread(_sprite_textures, 16, _num_sprite_textures, f);
  4299. Fread(&u, 4, 1, f);
  4300. _num_sprite_sequences = u;
  4301. printDebug("LoadTR5", "_num_sprite_sequences = %u", _num_sprite_sequences);
  4302. _sprite_sequences = new tr2_sprite_sequence_t[_num_sprite_sequences];
  4303. Fread(_sprite_sequences, 8, _num_sprite_sequences, f);
  4304. Fread(&u, 4, 1, f);
  4305. _num_cameras = u;
  4306. printDebug("LoadTR5", "_num_cameras = %u", _num_cameras);
  4307. if (_num_cameras > 0) {
  4308. _cameras = new tr2_camera_t[_num_cameras];
  4309. Fread(_cameras, 16, _num_cameras, f);
  4310. } else {
  4311. _cameras = 0x0;
  4312. }
  4313. Fread(&numFlyByCamerasTR5, 4, 1, f);
  4314. printDebug("LoadTR5", "numFlyByCameras = %u", numFlyByCamerasTR5);
  4315. if (numFlyByCamerasTR5 > 0) {
  4316. flyByCamerasTR5 = new tr5_flyby_camera_t[numFlyByCamerasTR5];
  4317. Fread(flyByCamerasTR5, 40, numFlyByCamerasTR5, f);
  4318. } else {
  4319. flyByCamerasTR5 = 0x0;
  4320. }
  4321. Fread(&u, 4, 1, f);
  4322. _num_sound_sources = u;
  4323. printDebug("LoadTR5", "_num_sound_sources = %u", _num_sound_sources);
  4324. if (_num_sound_sources > 0) {
  4325. _sound_sources = new tr2_sound_source_t[_num_sound_sources];
  4326. Fread(_sound_sources, 16, _num_sound_sources, f);
  4327. } else {
  4328. _sound_sources = 0x0;
  4329. }
  4330. Fread(&u, 4, 1, f);
  4331. _num_boxes = u;
  4332. printDebug("LoadTR5", "_num_boxes = %u", _num_boxes);
  4333. _boxes = new tr2_box_t[_num_boxes];
  4334. Fread(_boxes, 8, _num_boxes, f);
  4335. Fread(&u, 4, 1, f);
  4336. _num_overlaps = u;
  4337. printDebug("LoadTR5", "_num_overlaps = %u", _num_overlaps);
  4338. _overlaps = new short[_num_overlaps];
  4339. Fread(_overlaps, 2, _num_overlaps, f);
  4340. _zones = new short[_num_boxes * 10];
  4341. Fread(_zones, 20, _num_boxes, f);
  4342. Fread(&u, 4, 1, f);
  4343. _num_animated_textures = u;
  4344. printDebug("LoadTR5", "_num_animated_textures = %u", _num_animated_textures);
  4345. _animated_textures = new short[_num_animated_textures];
  4346. Fread(_animated_textures, 2, _num_animated_textures, f);
  4347. Fread(check, 1, 5, f);
  4348. printDebug("LoadTR5", "Check: TEX = '%c%c%c'?",
  4349. check[1], check[2], check[3]);
  4350. // check[0] is '^D'
  4351. if (check[1] != 'T' || check[2] != 'E' || check[3] != 'X') {
  4352. print("LoadTR5", "Error: TEX != '%c%c%c' @ %lu",
  4353. check[1], check[2], check[3], ftell(f));
  4354. return -4;
  4355. }
  4356. Fread(&numObjectTexturesTR5, 4, 1, f);
  4357. printDebug("LoadTR5", "numObjectTextures = %u", numObjectTexturesTR5);
  4358. objectTexturesTR5 = new tr5_object_texture_t[numObjectTexturesTR5];
  4359. Fread(objectTexturesTR5, 40, numObjectTexturesTR5, f);
  4360. Fread(&u, 4, 1, f);
  4361. _num_items = u;
  4362. printDebug("LoadTR5", "_num_items = %u", _num_items);
  4363. _items = new tr2_item_t[_num_items];
  4364. Fread(_items, 24, _num_items, f);
  4365. Fread(&numCinematicFramesTR5, 4, 1, f);
  4366. printDebug("LoadTR5", "numCinematicFrames = %u", numCinematicFramesTR5);
  4367. if (numCinematicFramesTR5 > 0) {
  4368. cinematicFramesTR5 = new tr5_cinematic_frame_t[numCinematicFramesTR5];
  4369. Fread(cinematicFramesTR5, 24, numCinematicFramesTR5, f);
  4370. } else {
  4371. cinematicFramesTR5 = 0x0;
  4372. }
  4373. Fread(&us, 2, 1, f);
  4374. _num_demo_data = us; // Could overflow? not sure
  4375. printDebug("LoadTR5", "_num_demo_data = %u", _num_demo_data);
  4376. if (_num_demo_data > 0) {
  4377. _demo_data = new unsigned char[_num_demo_data];
  4378. Fread(_demo_data, 1, _num_demo_data, f);
  4379. } else {
  4380. _demo_data = 0x0;
  4381. }
  4382. printDebug("LoadTR5", "Reading soundMap");
  4383. mSoundMap = new short[450];
  4384. Fread(mSoundMap, 900, 1, f);
  4385. Fread(&u, 4, 1, f);
  4386. mNumSoundDetails = u;
  4387. printDebug("LoadTR5", "numSoundDetails = %u", mNumSoundDetails);
  4388. mSoundDetails = new tr2_sound_details_t[mNumSoundDetails];
  4389. Fread(mSoundDetails, 8, mNumSoundDetails, f);
  4390. Fread(&u, 4, 1, f);
  4391. mNumSampleIndices = u;
  4392. printDebug("LoadTR5", "numSampleIndices = %u", mNumSampleIndices);
  4393. mSampleIndicesTR5 = new unsigned int[mNumSampleIndices];
  4394. Fread(mSampleIndicesTR5, 4, mNumSampleIndices, f);
  4395. Fread(&u, 4, 1, f);
  4396. printDebug("LoadTR5", "Check 0xCDCDCDCD = 0x%X?", u);
  4397. if (u != 0xcdcdcdcd) {
  4398. print("LoadTR5", "Check 0xCDCDCDCD != 0x%X @ %ld", u, ftell(f));
  4399. return -5;
  4400. }
  4401. // Skip over the extra short in the demo.trc, but if it's not there
  4402. // seek back
  4403. u = ftell(f);
  4404. Fread(&us, 2, 1, f);
  4405. if (us != 0xcdcd) {
  4406. fseek(f, u, SEEK_SET);
  4407. }
  4408. //! \fixme (Endian) Read bitu32 / uint32_t
  4409. Fread(&mNumTR4Samples, 4, 1, f);
  4410. printDebug("Load", "mNumTR4Samples = %i", mNumTR4Samples);
  4411. mRiffDataSz = 0;
  4412. mTR4Samples = new unsigned char* [mNumTR4Samples];
  4413. mTR4SamplesSz = new unsigned int[mNumTR4Samples];
  4414. memset(mTR4SamplesSz, 0, mNumTR4Samples * 4);
  4415. for (i = 0; i < (int)mNumTR4Samples; ++i) {
  4416. unsigned int sizeCompressed;
  4417. unsigned int sizeUncompressed;
  4418. unsigned char* compressedSoundSample;
  4419. unsigned char* unCompressedSoundSample;
  4420. int zErr;
  4421. uLongf libzUncompressedSize;
  4422. Fread(&sizeUncompressed, 4, 1, f);
  4423. printDebug("Load", " sizeUncompressed = %i", sizeUncompressed);
  4424. Fread(&sizeCompressed, 4, 1, f);
  4425. printDebug("Load", " sizeCompressed = %i", sizeCompressed);
  4426. compressedSoundSample = new unsigned char[sizeCompressed];
  4427. unCompressedSoundSample = new unsigned char[sizeUncompressed];
  4428. //printDebug("Load", " %lubytes read from file", ftell(f));
  4429. Fread(compressedSoundSample, sizeCompressed, 1, f);
  4430. printDebug("Load", " %c%c%c%c should be RIFF",
  4431. compressedSoundSample[0],
  4432. compressedSoundSample[1],
  4433. compressedSoundSample[2],
  4434. compressedSoundSample[3]);
  4435. // Decompress the sample
  4436. libzUncompressedSize = sizeUncompressed;
  4437. zErr = uncompress(unCompressedSoundSample,
  4438. &libzUncompressedSize,
  4439. compressedSoundSample,
  4440. sizeCompressed);
  4441. sizeUncompressed = libzUncompressedSize;
  4442. switch (zErr) {
  4443. case Z_MEM_ERROR:
  4444. printDebug("Load", " Decompress Error: not enough memory");
  4445. break;
  4446. case Z_BUF_ERROR:
  4447. printDebug("Load", " Decompress Error: output buffer too small");
  4448. break;
  4449. case Z_DATA_ERROR:
  4450. printDebug("Load", " Decompress Error: input data was corrupted");
  4451. break;
  4452. case Z_OK:
  4453. printDebug("Load", " Decompress OK");
  4454. break;
  4455. default:
  4456. printDebug("Load", " Decompress Error: decompress error #%i", zErr);
  4457. }
  4458. // Hhhmm... handle uncompressed RIFFs too?
  4459. if (zErr == Z_OK) {
  4460. mTR4Samples[i] = unCompressedSoundSample;
  4461. mTR4SamplesSz[i] = sizeUncompressed;
  4462. delete [] compressedSoundSample;
  4463. } else {
  4464. printDebug("Load", " %lubytes read from file", ftell(f));
  4465. mTR4Samples[i] = compressedSoundSample;
  4466. mTR4SamplesSz[i] = sizeCompressed;
  4467. delete [] unCompressedSoundSample;
  4468. }
  4469. }
  4470. fclose(f);
  4471. return 0;
  4472. }
  4473. void TombRaider::print(const char* methodName, const char* s, ...) {
  4474. va_list args;
  4475. va_start(args, s);
  4476. fprintf(stderr, "TombRaider::%s> ", methodName);
  4477. vfprintf(stderr, s, args);
  4478. fprintf(stderr, "\n");
  4479. va_end(args);
  4480. }
  4481. void TombRaider::printDebug(const char* methodName, const char* s, ...) {
  4482. va_list args;
  4483. if (!mDebug)
  4484. return;
  4485. va_start(args, s);
  4486. fprintf(stdout, "TombRaider::%s> ", methodName);
  4487. vfprintf(stdout, s, args);
  4488. fprintf(stdout, "\n");
  4489. va_end(args);
  4490. }
  4491. ////////////////////////////////////////////////////////////
  4492. // Private Mutators
  4493. ////////////////////////////////////////////////////////////