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。

TombRaiderData.h 45KB

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  1. /*!
  2. * \file include/TombRaiderData.h
  3. * \brief Structs and enums for TombRaider
  4. *
  5. * \author Mongoose
  6. */
  7. #ifndef _TOMBRAIDERDATA_H_
  8. #define _TOMBRAIDERDATA_H_
  9. #include <cstdint>
  10. #ifdef _MSC_VER
  11. #pragma pack(push, tr2_h, 1)
  12. #endif
  13. #define TR_SOUND_FOOTSTEP0 1
  14. #define TR_SOUND_F_PISTOL 12
  15. #define TR_ANIAMTION_RUN 0
  16. #define TR_ANIAMTION_STAND 11
  17. #define TR_ANIAMTION_TURN_L 12
  18. #define TR_ANIAMTION_TURN_R 13
  19. #define TR_ANIAMTION_HIT_WALL_FRONT 53
  20. #define TR_ANIAMTION_SWIM_IDLE 87
  21. #define TR_ANIAMTION_SWIM 86
  22. #define TR_ANIAMTION_SWIM_L 143
  23. #define TR_ANIAMTION_SWIM_R 144
  24. #define TR_ANIAMTION_GRAB_LEDGE 96
  25. #define TR_ANIAMTION_PULLING_UP 97
  26. typedef enum {
  27. TR_VERSION_UNKNOWN,
  28. TR_VERSION_1,
  29. TR_VERSION_2,
  30. TR_VERSION_3,
  31. TR_VERSION_4,
  32. TR_VERSION_5
  33. } tr2_version_type;
  34. typedef enum {
  35. TR_FREAD_NORMAL = 0,
  36. TR_FREAD_COMPRESSED
  37. } tr_fread_mode_t;
  38. typedef enum {
  39. tombraiderLight_typeDirectional = 1,
  40. tombraiderLight_typeSpot = 2,
  41. tombraiderLight_typePoint = 3
  42. } tombraiderLightType;
  43. typedef enum {
  44. tombraiderLight_useCutoff = 1,
  45. tombraiderLight_useAttenuation = 2
  46. } tombraiderLightFlags;
  47. typedef enum {
  48. tombraiderRoom_underWater = 1
  49. } tombraiderRoomFlags;
  50. typedef enum {
  51. tombraiderSector_wall = 1
  52. } tombraiderSectorFlags;
  53. typedef enum {
  54. tombraiderFace_Alpha = (1 << 0),
  55. tombraiderFace_Colored = (1 << 1),
  56. tombraiderFace_PartialAlpha = (1 << 2)
  57. } tombraiderFace_Flags;
  58. enum TR4_Objects {
  59. TR4_LARA = 0,
  60. TR4_PISTOLS_ANIM = 1,
  61. TR4_UZI_ANIM = 2,
  62. TR4_SHOTGUN_ANIM = 3,
  63. TR4_CROSSBOW_ANIM = 4,
  64. TR4_GRENADE_GUN_ANIM = 5,
  65. TR4_SIXSHOOTER_ANIM = 6,
  66. TR4_FLARE_ANIM = 7,
  67. TR4_LARA_SKIN = 8,
  68. TR4_LARA_SKIN_JOINTS = 9,
  69. TR4_LARA_SCREAM = 10,
  70. TR4_LARA_CROSSBOW_LASER = 11,
  71. TR4_LARA_REVOLVER_LASER = 12,
  72. TR4_LARA_HOLSTERS = 13,
  73. TR4_LARA_HOLSTERS_PISTOLS = 14,
  74. TR4_LARA_HOLSTERS_UZIS = 15,
  75. TR4_LARA_HOLSTERS_SIXSHOOTER = 16,
  76. TR4_LARA_SPEECH_HEAD1 = 17,
  77. TR4_LARA_SPEECH_HEAD2 = 18,
  78. TR4_LARA_SPEECH_HEAD3 = 19,
  79. TR4_LARA_SPEECH_HEAD4 = 20
  80. };
  81. /*!
  82. * \brief Basic 24-bit colour structure.
  83. *
  84. * It appears that only 6 bits per colour are actually
  85. * used, making it 18-bit colour.
  86. */
  87. typedef struct {
  88. unsigned char r; //!< Red part
  89. unsigned char g; //!< Green part
  90. unsigned char b; //!< Blue part
  91. } __attribute__ ((packed)) tr2_colour_t;
  92. /*!
  93. * \brief Basic vertex structure.
  94. *
  95. * Note that all vertices are relative coordinates;
  96. * each mesh (room, object, etc.) has its own offset by
  97. * which the vertex coordinates are translated.
  98. */
  99. typedef struct {
  100. short x;
  101. short y;
  102. short z;
  103. } __attribute__ ((packed)) tr2_vertex_t;
  104. /*!
  105. * \brief A rectangular (quad) face definition.
  106. *
  107. * Four vertices (the values are indices into the
  108. * appropriate vertex list) and a texture (an index
  109. * into the texture list) or colour (index into 8-bit palette).
  110. *
  111. * I've seen a few coloured polygons where Texture is
  112. * greater than 255, but ANDing the value with 0xFF
  113. * seems to produce acceptable results.
  114. */
  115. typedef struct {
  116. unsigned short vertices[4];
  117. unsigned short texture;
  118. } __attribute__ ((packed)) tr2_quad_t; // was tr2_face4
  119. typedef struct {
  120. unsigned short vertices[4]; //!< The 4 vertices of a quad
  121. unsigned short texture; //!< Object-texture index
  122. unsigned short lighting; //!< Transparency flag & strength of the highlight
  123. /*!<
  124. * Bit 0: if set, alpha channel = intensity (same meaning that when the
  125. * Attribute field of tr2_object_texture is 2. Cf TRosetta stone document)
  126. *
  127. * Bit 1-7: strength of the highlight. In TR4, objects can exhibit some kind
  128. * of light reflection when seen from some particular angles. These bits give
  129. * the strength of this effect:
  130. * the more bigger the value is, the more visible is the effect.
  131. */
  132. } __attribute__ ((packed)) tr4_quad_t;
  133. /*!
  134. * \brief A triangular face definition.
  135. *
  136. * Three vertices (the values are indices into the
  137. * appropriate vertex list) and a texture (an index into the
  138. * texture list) or colour (index into palette).
  139. *
  140. * In the case of a colour, (Texture & 0xff) is the index
  141. * into the 8-bit palette, while (Texture >> 8) is
  142. * the index into the 16-bit palette.
  143. */
  144. typedef struct {
  145. unsigned short vertices[3];
  146. unsigned short texture;
  147. } __attribute__ ((packed)) tr2_tri_t; // was tr2_face3
  148. typedef struct {
  149. unsigned short vertices[3]; //!< The 3 vertices of a tri
  150. unsigned short texture; //!< Object-texture index
  151. unsigned short lighting; //!< Transparency flag & strength of the highlight
  152. } __attribute__ ((packed)) tr4_tri_t;
  153. /*!
  154. * \brief An 8-bit texture tile (65536 bytes).
  155. *
  156. * Each byte represents a pixel whose colour
  157. * is in the 8-bit palette.
  158. */
  159. typedef struct {
  160. unsigned char tile[256 * 256];
  161. } __attribute__ ((packed)) tr2_textile8_t;
  162. /*!
  163. * \brief A 16-bit texture tile (131072 bytes).
  164. *
  165. * Each word represents a pixel
  166. * whose colour is of the form ARGB, MSB-to-LSB:
  167. *
  168. * * 1-bit transparency (0: transparent, 1: opaque)
  169. * * 5-bit red channel
  170. * * 5-bit green channel
  171. * * 5-bit blue channel
  172. */
  173. typedef struct {
  174. unsigned short tile[256 * 256];
  175. } __attribute__ ((packed)) tr2_textile16_t;
  176. /*!
  177. * \brief A 32-bit texture tile (262144 bytes).
  178. *
  179. * BGRA with 4bytes each channel.
  180. */
  181. typedef struct {
  182. unsigned int tile[256 * 256];
  183. } __attribute__ ((packed)) tr2_textile32_t;
  184. /*!
  185. * \brief The "header" of a room.
  186. *
  187. * X/Z indicate the base position of the room mesh in world coordinates.
  188. *
  189. * yLowest and yHighest indicate the lowest and highest points in this room
  190. * (even though their actual values appear to be reversed, since a "high"
  191. * point will have a smaller value than a "low" point).
  192. *
  193. * When positioning objects/items, as well as the room meshes
  194. * themselves, y is always 0-relative (not room-relative).
  195. */
  196. typedef struct {
  197. int x; //!< X-offset of room (world coordinates)
  198. int z; //!< Z-offset of room (world coordinates)
  199. int y_bottom; //!< Y-offset of lowest point in room (world coordinates, actually highest value)
  200. int y_top; //!< Y-offset of highest point in room (world coordinates, actually lowest value)
  201. } __attribute__ ((packed)) tr2_room_info_t;
  202. /*!
  203. * \brief Portal structure.
  204. *
  205. * This defines every viable exit from a given "room".
  206. *
  207. * Note that "rooms" are really just areas. They aren't
  208. * necessarily enclosed. The door structure below defines
  209. * areas of egress, not the actual moveable mesh,
  210. * texture, and action (if any).
  211. */
  212. typedef struct {
  213. unsigned short adjoining_room; //!< Which room this "door" leads to
  214. tr2_vertex_t normal; //!< Which way the "door" faces
  215. tr2_vertex_t vertices[4]; //!< The corners of the "door"
  216. } __attribute__ ((packed)) tr2_room_portal_t;
  217. /*!
  218. * \brief Room sector structure.
  219. *
  220. * Sectors are 1024 * 1024 (world coordinates). Floor and
  221. * Ceiling are signed number of 256 units of height
  222. * (relative to 0), e.g. Floor 0x04 corresponds to
  223. * Y = 1024 in world coordinates.
  224. *
  225. * Note: this implies that, while X and Z can be quite large,
  226. * Y is constrained to -32768..32512. Floor/Ceiling value of
  227. * 0x81 indicates impenetrable wall.
  228. *
  229. * Floor values are used by the game engine to determine what
  230. * objects Lara can traverse and how.
  231. *
  232. * Relative steps of 1 (-256) can be walked up;
  233. * steps of 2..7 (-512..-1792) can/must be climbed;
  234. * steps larger than 7 (-2048..-32768) cannot be climbed (too tall)
  235. *
  236. * In TR3, BoxIndex is more complicated. Only bits 4-14 are the
  237. * "real" index; bits 0-3 are most likely some kind of flag,
  238. * such as what kind of footstep sound to make (wood, metal, snow).
  239. * Furthermore, there is a special value of the "real" index,
  240. * 2047, or 0x7ff.
  241. *
  242. * RoomAbove and RoomBelow indicate what neighboring rooms are
  243. * in these directions; if RoomAbove is not "none", then the
  244. * ceiling is a collisional portal to that room, while if
  245. * RoomBelow is not "none", then the floor is a collisional
  246. * portal to that room.
  247. */
  248. typedef struct {
  249. unsigned short fd_index; //!< Index into FloorData[]
  250. unsigned short box_index; //!< Index into Boxes[]/Zones[] (-1 if none)
  251. unsigned char room_below; //!< The number of the room below this one (-1 or 255 if none)
  252. char floor; //!< Absolute height of floor (Multiply by 256 for world coordinates)
  253. unsigned char room_above; //!< The number of the room above this one (-1 or 255 if none)
  254. char ceiling; //!< Absolute height of ceiling (multiply by 256 for world coordinates)
  255. } __attribute__ ((packed)) tr2_room_sector_t;
  256. /*!
  257. * \brief Room lighting structure.
  258. *
  259. * X/Y/Z are in world coordinates.
  260. *
  261. * Lighting values seem to range from 0..8192.
  262. */
  263. typedef struct {
  264. int x;
  265. int y;
  266. int z;
  267. unsigned short intensity1;
  268. unsigned short intensity2;
  269. unsigned int fade1;
  270. unsigned int fade2;
  271. } __attribute__ ((packed)) tr2_room_light_t;
  272. typedef struct {
  273. int xPosition; //!< World coords
  274. int yPosition; //!< World coords
  275. int zPosition; //!< World coords
  276. tr2_colour_t color; //!< Three bytes rgb values
  277. unsigned char lightType; //!< Same as D3D (i.e. 2 is for spotlight)
  278. unsigned char unknown; //!< Always 0xff?
  279. unsigned char intensity;
  280. float in;
  281. float out;
  282. float length;
  283. float cutoff;
  284. float xDir, yDir, zDir; //!< Direction?
  285. } __attribute__ ((packed)) tr4_room_light_t;
  286. /*!
  287. * \brief Room vertex structure.
  288. *
  289. * This defines the vertices within a room.
  290. */
  291. typedef struct {
  292. tr2_vertex_t vertex;
  293. short lighting1; //!< Values range from 0 to 32767 in TR3, 0=dark.
  294. /*!< I think the values ranged from 0 to 8192
  295. * in TR1/2, 0=bright. */
  296. unsigned short attributes; /*!<
  297. * * 0x8000 Something to do with water surface
  298. * * 0x4000 Under water lighting modulation
  299. * and movement if viewed from
  300. * above water surface
  301. * * 0x2000 Water/quicksand surface movement
  302. * * 0x1fef Nothing?
  303. * * 0x0010 Everything?
  304. */
  305. short lighting2; //!< Seems to be the same as lighting1
  306. } __attribute__ ((packed)) tr2_vertex_room_t;
  307. /*!
  308. * \brief Sprite structure
  309. */
  310. typedef struct {
  311. short vertex; //!< Offset into vertex list
  312. short texture; //!< Offset into texture list
  313. } __attribute__ ((packed)) tr2_room_sprite_t;
  314. /*!
  315. * \brief Room mesh structure.
  316. *
  317. * This is the geometry of the "room," including
  318. * walls, floors, rocks, water, etc. It does _not_ include
  319. * objects that Lara can interact with (keyboxes,
  320. * moveable blocks, moveable doors, etc.)
  321. */
  322. typedef struct tr2_room_data_s {
  323. short num_vertices; //!< Number of vertices in the following list
  324. tr2_vertex_room_t *vertices; //!< List of vertices (relative coordinates)
  325. short num_rectangles; //!< Number of textured rectangles
  326. tr2_quad_t *rectangles; //!< List of textured rectangles
  327. short num_triangles; //!< Number of textured triangles
  328. tr2_tri_t *triangles; //!< List of textured triangles
  329. short num_sprites; //!< Number of sprites
  330. tr2_room_sprite_t *sprites; //!< List of sprites
  331. } __attribute__ ((packed)) tr2_room_data_t;
  332. /*!
  333. * \brief Room static mesh data.
  334. *
  335. * Positions and IDs of static meshes
  336. * (e.g. skeletons, spiderwebs, furniture)
  337. */
  338. typedef struct {
  339. int x; //!< Absolute position in world coordinates
  340. int y;
  341. int z;
  342. unsigned short rotation; //!< High two bits (0xc000) indicate steps of 90 degrees
  343. unsigned short intensity1;
  344. unsigned short intensity2;
  345. unsigned short object_id; //!< Which StaticMesh item to draw
  346. } __attribute__ ((packed)) tr2_room_staticmesh_t;
  347. /*!
  348. * \brief Room structure.
  349. *
  350. * Here's where all the room data comes together.
  351. */
  352. typedef struct {
  353. tr2_room_info_t info; //!< where the room exists, in world coordinates
  354. unsigned int num_data_words; //!< number of data words (bitu16)
  355. unsigned char *data; //!< the raw data from which the rest of this is derived
  356. tr2_room_data_t room_data; //!< the room mesh
  357. unsigned short num_portals; //!< number of visibility portals that leave this room
  358. tr2_room_portal_t *portals; //!< list of visibility portals
  359. unsigned short num_zsectors; //!< width of sector list
  360. unsigned short num_xsectors; //!< height of sector list
  361. tr2_room_sector_t *sector_list; //!< list of sectors in this room
  362. short intensity1;
  363. short intensity2;
  364. short light_mode;
  365. unsigned short num_lights; //!< number of lights in this room
  366. tr2_room_light_t *lights; //!< list of lights
  367. unsigned short num_static_meshes; //!< number of static meshes
  368. tr2_room_staticmesh_t *static_meshes; //!< static meshes
  369. short alternate_room;
  370. short flags; /*!< * 0x0001 - room is filled with water
  371. * * 0x0020 - Lara's ponytail gets blown by the wind */
  372. tr2_colour_t room_light_colour; //!< TR3 ONLY!
  373. tr4_room_light_t *tr4Lights; //!< TR4 ONLY!
  374. } __attribute__ ((packed)) tr2_room_t;
  375. /*!
  376. * \brief Animation structure up to TR3.
  377. */
  378. typedef struct {
  379. unsigned int frame_offset; //!< byte offset into Frames[] (divide by 2 for Frames[i])
  380. unsigned char frame_rate; //!< "ticks" per frame
  381. unsigned char frame_size; //!< number of words in Frames[] used by this animation
  382. short state_id;
  383. short unknown1;
  384. short unknown2;
  385. short unknown3;
  386. short unknown4;
  387. unsigned short frame_start; //!< first frame in this animation
  388. unsigned short frame_end; //!< last frame in this animation (numframes = (End - Start) + 1)
  389. unsigned short next_animation;
  390. unsigned short next_frame;
  391. unsigned short num_state_changes;
  392. unsigned short state_change_offset; //!< offset into StateChanges[]
  393. unsigned short num_anim_commands;
  394. unsigned short anim_command; //!< offset into AnimCommands[]
  395. } __attribute__ ((packed)) tr2_animation_t;
  396. /*!
  397. * \brief Data for an animation structure (40 bytes in TR4 vice 32 in TR1/2/3)
  398. */
  399. typedef struct {
  400. unsigned int frame_offset; //!< same meaning as in TR3
  401. unsigned char frame_rate; //!< same meaning as in TR3
  402. unsigned char frame_size; //!< same meaning as in TR3
  403. unsigned short state_id; //!< same meaning as in TR3
  404. short unknown; //!< same meaning as in TR3
  405. short speed; //!< same meaning as in TR3
  406. unsigned short accel_lo; //!< same meaning as in TR3
  407. short accel_hi; //!< same meaning as in TR3
  408. unsigned char unknown2[8]; //!< new in TR4
  409. unsigned short frame_start; //!< same meaning as in TR3
  410. unsigned short frame_end; //!< same meaning as in TR3
  411. unsigned short next_animation; //!< same meaning as in TR3
  412. unsigned short next_frame; //!< same meaning as in TR3
  413. unsigned short num_state_changes; //!< same meaning as in TR3
  414. unsigned short state_change_offset; //!< same meaning as in TR3
  415. unsigned short num_anim_commands; //!< same meaning as in TR3
  416. unsigned short anim_command; //!< same meaning as in TR3
  417. } __attribute__ ((packed)) tr4_animation_t;
  418. /*!
  419. * \brief State Change structure
  420. */
  421. typedef struct {
  422. unsigned short state_id;
  423. unsigned short num_anim_dispatches; //!< Number of dispatches (seems to always be 1..5)
  424. unsigned short anim_dispatch; //!< Offset into AnimDispatches[]
  425. } __attribute__ ((packed)) tr2_state_change_t;
  426. /*!
  427. * \brief Animation Dispatch structure
  428. */
  429. typedef struct {
  430. short low;
  431. short high;
  432. short next_animation;
  433. short next_frame;
  434. } __attribute__ ((packed)) tr2_anim_dispatch_t;
  435. /*!
  436. * \brief AnimCommand structure
  437. */
  438. typedef struct {
  439. short value;
  440. } __attribute__ ((packed)) tr2_anim_command_t;
  441. /*!
  442. * \brief MeshTree structure.
  443. *
  444. * MeshTree[] is actually groups of four ints. The first one is a
  445. * "flags" word; bit 1 (0x0002) indicates "make previous mesh an
  446. * anchor (e.g. PUSH)"; bit 0 (0x0001) indicates "return to previous
  447. * anchor (e.g. POP)".
  448. * The next three ints are X, Y, Z offsets from the last mesh position.
  449. */
  450. typedef struct {
  451. int flags; //!< 0x0001 = POP, 0x0002 = PUSH
  452. int x;
  453. int y;
  454. int z;
  455. } __attribute__ ((packed)) tr2_meshtree_t;
  456. /*!
  457. * \brief Moveable structure.
  458. *
  459. * This defines a list of contiguous meshes that
  460. * comprise one object, e.g. in WALL.TR2,
  461. *
  462. * moveable[0] = Lara (StartingMesh 0, NumMeshes 15),
  463. * moveable[13] = Tiger (StartingMesh 215, NumMeshes 27)
  464. * moveable[15] = Spikes (StartingMesh 249, NumMeshes 1)
  465. * moveable[16] = Boulder (StartingMesh 250, NumMeshes 1)
  466. * moveable[20] = Rolling Blade (StartingMesh 254, NumMeshes 1)
  467. */
  468. typedef struct {
  469. unsigned int object_id; //!< Item Identifier
  470. unsigned short num_meshes; //!< number of meshes in this object
  471. unsigned short starting_mesh; //!< first mesh
  472. unsigned int mesh_tree; //!< offset into MeshTree[]
  473. unsigned int frame_offset; //!< byte offset into Frames[] (divide by 2 for Frames[i])
  474. unsigned short animation; //!< offset into Animations[]
  475. } __attribute__ ((packed)) tr2_moveable_t;
  476. /*!
  477. * \brief StaticMesh structure.
  478. *
  479. * This defines meshes that don't move (e.g. skeletons
  480. * lying on the floor, spiderwebs, etc.)
  481. */
  482. typedef struct {
  483. unsigned int object_id; //!< Item Identifier
  484. unsigned short starting_mesh; //!< first mesh
  485. tr2_vertex_t bounding_box[2][2];
  486. unsigned short flags;
  487. } __attribute__ ((packed)) tr2_staticmesh_t;
  488. /*!
  489. * \brief Object texture vertex structure.
  490. *
  491. * Maps coordinates into texture tiles.
  492. */
  493. typedef struct {
  494. unsigned char xcoordinate;
  495. unsigned char xpixel;
  496. unsigned char ycoordinate;
  497. unsigned char ypixel;
  498. } __attribute__ ((packed)) tr2_object_texture_vert_t;
  499. /*!
  500. * \brief Object texture structure.
  501. */
  502. typedef struct {
  503. unsigned short transparency_flags; /*!< * 0: Opaque
  504. * * 1: Use transparency
  505. * * 2: Use partial transparency
  506. * [grayscale intensity :: transparency]
  507. */
  508. unsigned short tile; //!< index into textile list
  509. tr2_object_texture_vert_t vertices[4]; //!< the four corners of the texture
  510. } __attribute__ ((packed)) tr2_object_texture_t;
  511. /*!
  512. * \brief Sprite texture structure.
  513. */
  514. typedef struct {
  515. unsigned short tile;
  516. unsigned char x;
  517. unsigned char y;
  518. unsigned short width; //!< Actually, (width * 256) + 255
  519. unsigned short height; //!< Actually, (height * 256) + 255
  520. short left_side;
  521. short top_side;
  522. short right_side;
  523. short bottom_side;
  524. } __attribute__ ((packed)) tr2_sprite_texture_t;
  525. /*!
  526. * \brief Sprite Sequence structure
  527. */
  528. typedef struct {
  529. int object_id; //!< Item identifier (same numbering as in tr2_moveable)
  530. short negative_length; //!< Negative of "how many sprites are in this sequence"
  531. short offset; //!< Where (in sprite texture list) this sequence starts
  532. } __attribute__ ((packed)) tr2_sprite_sequence_t;
  533. /*!
  534. * \brief Mesh structure.
  535. *
  536. * The mesh list contains the mesh info for Lara (in all her
  537. * various incarnations), blocks, enemies (tigers, birds, bad guys),
  538. * moveable blocks, zip line handles, boulders, spinning blades,
  539. * you name it.
  540. *
  541. * If NumNormals is negative, Normals[] represent vertex
  542. * lighting values (one per vertex).
  543. */
  544. typedef struct {
  545. tr2_vertex_t centre; /*!< \brief This seems to describe the
  546. * approximate geometric centre
  547. * of the mesh (possibly the centre of gravity?)
  548. * (relative coordinates, just like the vertices) */
  549. int collision_size; //!< radius of collisional sphere
  550. short num_vertices; //!< number of vertices in this mesh
  551. tr2_vertex_t *vertices; //!< list of vertices (relative coordinates)
  552. short num_normals; //!< number of normals in this mesh (should always equal NumVertices)
  553. tr2_vertex_t *normals; //!< list of normals (NULL if NumNormals < 0)
  554. short *mesh_lights; //!< if NumNormals < 0
  555. short num_textured_rectangles; //!< number of textured rectangles
  556. tr2_quad_t *textured_rectangles; //!< list of textured rectangles
  557. short num_textured_triangles; //!< number of textured triangles in this mesh
  558. tr2_tri_t *textured_triangles; //!< list of textured triangles
  559. short num_coloured_rectangles; //!< number of coloured rectangles
  560. tr2_quad_t *coloured_rectangles; //!< list of coloured rectangles
  561. short num_coloured_triangles; //!< number of coloured triangles in this mesh
  562. tr2_tri_t *coloured_triangles; //!< list of coloured triangles
  563. } __attribute__ ((packed)) tr2_mesh_t;
  564. /*!
  565. * \brief Frame structure.
  566. *
  567. * Frames indicates how composite meshes are positioned and rotated.
  568. * They work in conjunction with Animations[] and Bone2[].
  569. *
  570. * A given frame has the following format:
  571. *
  572. * short BB1x, BB1y, BB1z // bounding box (low)
  573. * short BB2x, BB2y, BB2z // bounding box (high)
  574. * short OffsetX, OffsetY, OffsetZ // starting offset for this moveable
  575. * (TR1 ONLY: short NumValues // number of angle sets to follow)
  576. * (TR2/3: NumValues is implicitly NumMeshes (from moveable))
  577. *
  578. * What follows next is a list of angle sets. In TR2/3, an angle set can
  579. * specify either one or three axes of rotation. If either of the high two
  580. * bits (0xc000) of the first angle unsigned short are set, it's one axis:
  581. *
  582. * only one unsigned short,
  583. * low 10 bits (0x03ff),
  584. * scale is 0x100 == 90 degrees;
  585. *
  586. * the high two bits are interpreted as follows:
  587. *
  588. * 0x4000 == X only, 0x8000 == Y only,
  589. * 0xC000 == Z only.
  590. *
  591. * If neither of the high bits are set, it's a three-axis rotation. The next
  592. * 10 bits (0x3ff0) are the X rotation, the next 10 (including the following
  593. * unsigned short) (0x000f, 0xfc00) are the Y rotation,
  594. * the next 10 (0x03ff) are the Z rotation, same scale as
  595. * before (0x100 == 90 degrees).
  596. *
  597. * Rotations are performed in Y, X, Z order.
  598. * TR1 ONLY: All angle sets are two words and interpreted like the two-word
  599. * sets in TR2/3, EXCEPT that the word order is reversed.
  600. */
  601. typedef struct {
  602. tr2_vertex_t vector[3];
  603. int num_words;
  604. unsigned short *words;
  605. } __attribute__ ((packed)) tr2_frame_t;
  606. /*!
  607. * \brief Item structure
  608. */
  609. typedef struct {
  610. short object_id;
  611. short room;
  612. int x;
  613. int y;
  614. int z;
  615. short angle;
  616. short intensity1;
  617. short intensity2;
  618. short flags; //!< 0x0100 indicates "inactive" or "invisible"
  619. } __attribute__ ((packed)) tr2_item_t;
  620. /*!
  621. * \brief SoundSource structure
  622. */
  623. typedef struct {
  624. int x; //!< position of sound source
  625. int y;
  626. int z;
  627. unsigned short sound_id; //!< internal sound index
  628. unsigned short flags; //!< 0x40, 0x80, or 0xc0
  629. } __attribute__ ((packed)) tr2_sound_source_t;
  630. /*!
  631. * \brief Boxes structure
  632. */
  633. typedef struct {
  634. unsigned char zmin; //!< sectors (* 1024 units)
  635. unsigned char zmax;
  636. unsigned char xmin;
  637. unsigned char xmax;
  638. short true_floor; //!< Y value (no scaling)
  639. short overlap_index; //!< index into Overlaps[]
  640. } __attribute__ ((packed)) tr2_box_t;
  641. /*!
  642. * \brief AnimatedTexture structure.
  643. *
  644. * - really should be simple short[], since it's variable length
  645. */
  646. typedef struct {
  647. short num_texture_ids; //!< Number of Texture IDs - 1
  648. short *texture_list; //!< list of textures to cycle through
  649. } __attribute__ ((packed)) tr2_animated_texture_t;
  650. /*!
  651. * \brief Camera structure
  652. */
  653. typedef struct {
  654. int x;
  655. int y;
  656. int z;
  657. short room;
  658. unsigned short unknown1; //!< correlates to Boxes[]?
  659. } __attribute__ ((packed)) tr2_camera_t;
  660. /*
  661. * \brief Data for a flyby camera (40 bytes)
  662. */
  663. typedef struct {
  664. int pos[6]; //!< Positions ? (x1,y1,z1,x2,y2,z2) roatations?
  665. unsigned char index[2]; //!< A pair of indices
  666. unsigned short unknown[5]; //!< ??
  667. int id; //!< Index of something
  668. } __attribute__ ((packed)) tr4_extra_camera_t;
  669. /*!
  670. * \brief Sound sample structure
  671. */
  672. typedef struct {
  673. short sample;
  674. short volume;
  675. short sound_range;
  676. short flags; /*!< \ brief bits 8-15: priority?, 2-7: number of sound samples
  677. * in this group, bits 0-1: channel number */
  678. } __attribute__ ((packed)) tr2_sound_details_t;
  679. /*!
  680. * \brief Cutscene Camera structure
  681. */
  682. typedef struct {
  683. short roty; //!< Rotation about Y axis, +/-32767 ::= +/- 180 degrees
  684. short rotz; //!< Rotation about Z axis, +/-32767 ::= +/- 180 degrees
  685. short rotz2; //!< Rotation about Z axis (why two?), +/-32767 ::= +/- 180 degrees
  686. short posz; //!< Z position of camera, relative to something
  687. short posy; //!< Y position of camera, relative to something
  688. short posx; //!< X position of camera, relative to something
  689. short unknown1;
  690. short rotx; //!< Rotation about X axis, +/-32767 ::= +/- 180 degrees
  691. } __attribute__ ((packed)) tr2_cinematic_frame_t;
  692. /*!
  693. * \brief Data for a AI object (24 bytes).
  694. *
  695. * this field replaces the bitu16 NumCinematicFrames of TR1/2/3 levels
  696. *
  697. * Used to read TR4 AI data
  698. */
  699. typedef struct {
  700. unsigned short int object_id; //!< the objectID from the AI object
  701. //!< (AI_FOLLOW is 402)
  702. unsigned short int room;
  703. int x, y, a;
  704. unsigned short int ocb;
  705. unsigned short int flags; //!< The trigger flags
  706. //!< (button 1-5, first button has value 2)
  707. int angle; //!< rotation
  708. } __attribute__ ((packed)) tr4_ai_object_t;
  709. /*!
  710. * \brief Used to read packed TR4 texels
  711. */
  712. typedef struct {
  713. unsigned short attribute; //!< same meaning as in TR3
  714. unsigned short tile; //!< same meaning as in TR3
  715. unsigned short flags; //!< new in TR4
  716. tr2_object_texture_vert_t vertices[4]; //!< same meaning as in TR3
  717. unsigned int unknown1, unknown2; //!< new in TR4: x & y offset in something
  718. unsigned int xsize, ysize; //!< new in TR4: width-1 & height-1 of the object texture
  719. } __attribute__ ((packed)) tr4_object_texture_t;
  720. /*!
  721. * \brief TR5 Room Layer (56 bytes)
  722. */
  723. typedef struct {
  724. uint32_t numLayerVertices; //!< number of vertices in this layer (4 bytes)
  725. uint16_t unknownL1; //!< unknown (2 bytes)
  726. uint16_t numLayerRectangles; //!< number of rectangles in this layer (2 bytes)
  727. uint16_t numLayerTriangles; //!< number of triangles in this layer (2 bytes)
  728. uint16_t unknownL2; //!< appears to be the number of 2 sided textures
  729. //!< in this layer, however is sometimes 1 off (2 bytes)
  730. uint16_t filler; //!< always 0 (2 bytes)
  731. uint16_t filler2; //!< always 0 (2 bytes)
  732. float layerBoundingBoxX1; //!< These 6 floats (4 bytes each) define the bounding box for the layer
  733. float layerBoundingBoxY1;
  734. float layerBoundingBoxZ1;
  735. float layerBoundingBoxX2;
  736. float layerBoundingBoxY2;
  737. float layerBoundingBoxZ2;
  738. uint32_t filler3; //!< always 0 (4 bytes)
  739. uint32_t unknownL6; //!< unknown (4 bytes)
  740. uint32_t unknownL7; //!< unknown (4 bytes)
  741. uint32_t unknownL8; //!< unknown. Always the same throughout the level. (4 bytes)
  742. } tr5_room_layer_t;
  743. /*!
  744. * \brief TR5 Quad (12 bytes)
  745. */
  746. typedef struct {
  747. uint16_t vertices[4]; //!< the values are the indices into the
  748. //!< appropriate layer vertice list. (2 bytes each)
  749. uint16_t texture; //!< the texture number for this face. Needs to be masked
  750. //!< with 0xFFF as the high 4 bits are flags (2 bytes)
  751. uint16_t unknownF4; //!< unknown (2 bytes)
  752. } tr5_face4_t;
  753. /*!
  754. * \brief TR5 triangular face (10 bytes)
  755. */
  756. typedef struct {
  757. uint16_t vertices[3]; //!< the values are the indices into the
  758. //!< appropriate layer vertice list (2 bytes each)
  759. uint16_t texture; //!< the texture number for this face. Needs to be masked
  760. //!< with 0xFFF as the high 4 bits are flags (2 bytes)
  761. uint16_t unknownF3; //!< unknown (2 bytes)
  762. } tr5_face3_t;
  763. /*!
  764. * \brief TR5 Vertex (28 bytes)
  765. */
  766. typedef struct {
  767. float x; //!< x of vertex (4 bytes)
  768. float y; //!< y of vertex (4 bytes)
  769. float z; //!< z of vertex (4 bytes)
  770. float nx; //!< x of vertex normal (4 bytes)
  771. float ny; //!< y of vertex normal (4 bytes)
  772. float nz; //!< z of vertex normal (4 bytes)
  773. uint32_t vColor; //!< vertex color ARGB format (4 bytes)
  774. } tr5_vertex_t;
  775. /*!
  776. * \brief This is to help store and manage TR5 layer based polgons for rooms
  777. */
  778. typedef struct {
  779. tr5_face4_t *quads;
  780. tr5_face3_t *tris;
  781. tr5_vertex_t *verts;
  782. } tr5_room_geometry_t;
  783. /*!
  784. * \brief TR5 light (88 bytes)
  785. */
  786. typedef struct {
  787. float x; //!< x position of light (4 bytes)
  788. float y; //!< y position of light (4 bytes)
  789. float z; //!< z position of light (4 bytes)
  790. /*!< Maybe wrong: The (x, y, z) floats specify the position of the light
  791. * in world coordinates.
  792. *
  793. * The sun type light should not use these but seems to have a
  794. * large x value (9 million, give or take)
  795. * a zero y value, and a small z value (4 - 20) in the original TR5 levels
  796. */
  797. float red; //!< color of red spectrum (4 bytes)
  798. float green; //!< color of green spectrum (4 bytes)
  799. float blue; //!< color of blue spectrum (4 bytes)
  800. uint32_t seperator; //!< not used 0xCDCDCDCD (4 bytes)
  801. float input; //!< cosine of the IN value for light / size of IN value (4 bytes)
  802. float output; //!< cosine of the OUT value for light / size of OUT value (4 bytes)
  803. /*!< At this point the info diverges dependant
  804. * on which type of light being used:
  805. *
  806. * 0 = sun, 1 = light, 2 = spot, 3 = shadow
  807. *
  808. * The sun type doesn't use input and output.
  809. *
  810. * For the spot type these are the hotspot and falloff angle cosines.
  811. *
  812. * For the light and shadow types these are the TR units
  813. * for the hotspot/falloff (1024=1sector).
  814. */
  815. float radInput; //!< (IN radians) * 2 (4 bytes)
  816. float radOutput; //!< (OUT radians) * 2 (4 bytes)
  817. //!< radInput and radOutput are only used by the spot type light
  818. float range; //!< Range of light (4 bytes), only used by the spot type light
  819. float directionVectorX; //!< light direction (4 bytes)
  820. float directionVectorY; //!< light direction (4 bytes)
  821. float directionVectorZ; //!< light direction (4 bytes)
  822. /*!< The 3 directionVector floats are used only by the 'sun' and 'spot' type lights.
  823. * They describe the directional vector of the light.
  824. * This can be obtained by:
  825. *
  826. * if both x and y LightDirectionVectorX = cosX * sinY
  827. *
  828. * LightDirectionVectorY = sinX
  829. * LightDirectionVectorZ = cosX * cosY
  830. */
  831. int32_t x2; //!< x position of light (4 bytes)
  832. int32_t y2; //!< y position of light (4 bytes)
  833. int32_t z2; //!< z position of light (4 bytes)
  834. /*!<
  835. * x2, y2, z2 and the directionVectors-2 repeat some of the
  836. * previous information in long data types vice floats
  837. */
  838. int32_t directionVectorX2; //!< light direction (4 bytes)
  839. int32_t directionVectorY2; //!< light direction (4 bytes)
  840. int32_t directionVectorZ2; //!< light direction (4 bytes)
  841. //!< 16384 = 1.0 for the rotations (1/16384)
  842. uint8_t lightType; //!< type of light as specified above (1 byte)
  843. uint8_t seperator2[3]; //!< 0xCDCDCD (3 bytes)
  844. } tr5_light_t;
  845. /*!
  846. * \brief TR5 Room.
  847. *
  848. * First number is offset in bytes from start of room structure.
  849. */
  850. typedef struct {
  851. uint32_t checkXELA; //!< "XELA" (4 bytes)
  852. uint32_t roomDataSize; /*!< size of the following data ( use this vice
  853. * 'walking thru' to get next room) (4 bytes) */
  854. uint32_t seperator; //!< 0xCDCDCDCD (4 bytes)
  855. uint32_t endSDOffset; /*!< usually this number + 216 will give you the
  856. * offset from the start of the room data to the end
  857. * of the Sector Data. HOWEVER have seen where this
  858. * bitu32 is equal to -1 so it is better to use the
  859. * following bitu32 and + 216 +
  860. * ((NumXSectors * NumZSectors)*8) if you need
  861. * to obtain this information. (4 bytes) */
  862. uint32_t startSDOffset; /*!< this number + 216 will give you the offset from
  863. * the start of the room to the start of the
  864. * sector data. (4 bytes) */
  865. uint32_t seperator2; //!< will either be 0x00000000 or 0xCDCDCDCD (4 bytes)
  866. uint32_t endPortalOffset; /*!< this number + 216 will give you the offset
  867. * from the start of the room to the end of the
  868. * portal data. (4 bytes) */
  869. int32_t x; //!< X position of room ( world coordinates) (4 bytes)
  870. int32_t seperator3; //!< 0x00000000 (4 bytes)
  871. int32_t z; //!< Z position of room (world coordinates) (4 bytes)
  872. int32_t yBottom; //!< lowest point in room (4 bytes)
  873. int32_t yTop; //!< highest point in room (4 bytes)
  874. uint16_t numZSectors; //!< sector table width (2 bytes)
  875. uint16_t numXSectors; //!< sector table height (2 bytes)
  876. uint32_t roomAmbientColor; //!< ARGB format (blue is least significant byte) (4 bytes)
  877. uint16_t numRoomLights; //!< number of lights in this room (2 bytes)
  878. uint16_t numStaticMeshes; //!< number of static meshes in this room (2 bytes)
  879. uint16_t unknownR1; //!< usually 0x0001 however high byte is sometimes non zero (2 bytes)
  880. uint16_t unknownR2; //!< usually 0x0000 however low byte is sometimes non zero (2 bytes)
  881. uint32_t filler; //!< always 0x00007FFF (4 bytes)
  882. uint32_t filler2; //!< always 0x00007FFF (4 bytes)
  883. uint32_t seperator4; //!< 0xCDCDCDCD (4 bytes)
  884. uint32_t seperator5; //!< 0xCDCDCDCD (4 bytes)
  885. unsigned char seperator6[6]; //!< 6 bytes 0xFF
  886. uint16_t roomFlag; //!< 0x01 = water, 0x20 = wind, others unknown (2 bytes)
  887. uint16_t unknownR5; //!< unknown (2 bytes)
  888. unsigned char seperator7[10]; //!< 10 bytes 0x00
  889. uint32_t seperator8; //!< 0xCDCDCDCD (4 bytes)
  890. uint32_t unknownR6; //!< unknown (4 bytes)
  891. float roomX; //!< X position of room in world coordinates
  892. //!< If null room then this data will be 0xCDCDCDCD (4 bytes)
  893. uint32_t seperator9; //!< 0x00000000 or 0xCDCDCDCD if null room. (4 bytes)
  894. float roomZ; //!< Z position of room in world coordinates
  895. //!< If null room then will be bitu32 0xCDCDCDCD (4 bytes)
  896. uint32_t seperator10; //!< 0xCDCDCDCD (4 bytes)
  897. uint32_t seperator11; //!< 0xCDCDCDCD (4 bytes)
  898. uint32_t seperator12; //!< 0xCDCDCDCD (4 bytes)
  899. uint32_t seperator13; //!< 0xCDCDCDCD (4 bytes)
  900. uint32_t seperator14; //!< 0x00000000 unless null room then 0xCDCDCDCD (4 bytes)
  901. uint32_t seperator15; //!< 0xCDCDCDCD (4 bytes)
  902. uint32_t numRoomTriangles; //!< total number of triangles this room (4 bytes)
  903. uint32_t numRoomRectangles; //!< total number of rectangles this room (4 bytes)
  904. uint32_t seperator16; //!< 0x00000000 (4 bytes)
  905. uint32_t lightSize; //!< size of light data (number of lights * 88) (4 bytes)
  906. uint32_t numTotalRoomLights; //!< total number of lights this room (4 bytes)
  907. uint32_t unknownR7; //!< unknown, usually equals 0, 1, 2, or 3 (4 bytes)
  908. int32_t unknownR8; //!< usually equals room yTop. Sometimes a few blocks off.
  909. //!< If null room then 0xCDCDCDCD
  910. int32_t lyBottom; //!< equals room yBottom. If null room then 0xCDCDCDCD (4 bytes)
  911. uint32_t numLayers; //!< number of layers (pieces) this room (4 bytes)
  912. uint32_t layerOffset; //!< this number + 216 will give you an offset from the start
  913. //!< of the room data to the start of the layer data (4 bytes)
  914. uint32_t verticesOffset; //!< this number + 216 will give you an offset from the start
  915. //!< of the room data to the start of the verex data (4 bytes)
  916. uint32_t polyOffset; //!< this number + 216 will give you an offset from the start
  917. //!< of the room data to the start of the rectangle/triangle data (4 bytes)
  918. uint32_t polyOffset2; //!< same as above ? (4 bytes)
  919. uint32_t verticesSize; //!< size of vertices data block (4 bytes)
  920. uint32_t seperator17; //!< 0xCDCDCDCD (4 bytes)
  921. uint32_t seperator18; //!< 0xCDCDCDCD (4 bytes)
  922. uint32_t seperator19; //!< 0xCDCDCDCD (4 bytes)
  923. uint32_t seperator20; //!< 0xCDCDCDCD (4 bytes)
  924. tr5_light_t *lights; //!< [LightSize];
  925. //!< data for the lights (88 bytes * NumRoomLights)
  926. tr2_room_sector_t *sectors; //!< Data[(NumXSectors * NumZSectors) * 8];
  927. //!< normal sector data structure
  928. uint16_t numDoors; //!< number of portals (2 bytes)
  929. tr2_room_portal_t *doors; //!< [NumDoors];
  930. //!< normal portal structure (32 bytes * NumDoors)
  931. uint16_t seperator21; //!< 0xCDCD (2 bytes)
  932. tr2_room_staticmesh_t *meshes; //!< [NumStaticMeshes];
  933. //!< normal room static mesh structure (20 bytes * NumRoomStaticMeshes)
  934. tr5_room_layer_t *layers; //!< [NumLayers];
  935. //!< data for the room layers (pieces) (56 bytes * NumLayers)
  936. tr5_room_geometry_t *faces; //!< [NumRoomRectangles + NumRoomTriangles];
  937. /* Data for the room polys (face4 and face3).
  938. * Structured as first layers rectangles
  939. * then triangles, followed by the
  940. * next layers rectangles and triangles, etc.,
  941. * until all layers are done.
  942. * (12 bytes each rectangle. 10 bytes each triangle)
  943. */
  944. tr5_vertex_t *vertices; //!< [VerticesSize];
  945. /*!< Data for the room vertices.
  946. * Structured as vertices for the first layer,
  947. * then vertices for the second layer, etc.,
  948. * until all layers are done.
  949. * (28 bytes each vertex.
  950. */
  951. } tr5_room_t;
  952. /*!
  953. * \brief TR5 Object Texture Vertex (4 bytes)
  954. */
  955. typedef struct {
  956. uint8_t xCoordinate; //!< 0 if Xpixel is the low value,
  957. //!< 255 if Xpixel is the high value in the object texture (1 byte)
  958. uint8_t xPixel; //!< (1 byte)
  959. uint8_t yCoordinate; //!< 0 if Ypixel is the low value,
  960. //!< 255 if Ypixel is the high value in the object texture (1 byte)
  961. uint8_t yPixel; //!< (1 byte)
  962. } tr5_object_texture_vertex_t;
  963. /*!
  964. * \brief TR5 Object Texture (40 bytes)
  965. */
  966. typedef struct {
  967. uint16_t attribute; //!< 0, 1, or 2 (2 means 2 sided) (2 bytes)
  968. uint32_t tile; //!< need to mask with 0xFF as other bits are flags.
  969. //!< ie int15_t seems to indicate triangle (4 bytes)
  970. tr5_object_texture_vertex_t vertices[4]; //!< Vertices[4] (16 bytes)
  971. uint32_t uv1; //!< unknown how used (4 bytes)
  972. uint32_t uv2; //!< unknown how used (4 bytes)
  973. uint32_t xSize; //!< unknown how used, x size (4 bytes)
  974. uint32_t ySize; //!< unknown how used, y size (4 bytes)
  975. uint16_t seperator; //!< always 0x0000 (2 bytes)
  976. } tr5_object_texture_t;
  977. /*!
  978. * \brief TR5 Flyby camera (40 bytes)
  979. */
  980. typedef struct {
  981. int32_t cameraX; //!< x position of camera in world coordinates (4 bytes)
  982. int32_t cameraY; //!< y position of camera in world coordinates (4 bytes)
  983. int32_t cameraZ; //!< z position of camera in world coordinates (4 bytes)
  984. int32_t targetX; //!< x position of aiming point in world coords (4 bytes)
  985. int32_t targetY; //!< y position of aiming point in world coords (4 bytes)
  986. int32_t targetZ; //!< z position of aiming point in world coords (4 bytes)
  987. int8_t sequence; //!< sequence # of camera (1 byte)
  988. int8_t cameraNumber; //!< camera # (1 byte)
  989. uint16_t fov; //!< fov of camera ( .0054945 for each degree ) (2 bytes)
  990. uint16_t roll; //!< roll of camera ( .0054945 for each degree ) (2 bytes)
  991. uint16_t timer; //!< timer number (2 bytes)
  992. uint16_t speed; //!< ( .000015259 each ) (2 bytes)
  993. uint16_t flags; //!< ( see your handy TRLE manual for the specs ) (2 bytes)
  994. uint32_t room; //!< room number (4 bytes)
  995. } tr5_flyby_camera_t;
  996. /*!
  997. * \brief TR5 Moveable (20 bytes).
  998. *
  999. * Same as old structure but has uint16_t filler at the end
  1000. */
  1001. typedef struct {
  1002. uint32_t objectId; //!< object identifier ( matched in Items[] )
  1003. uint16_t numMeshes; //!< number of meshes in this object
  1004. uint16_t startingMesh; //!< starting mesh ( offset into MeshPointers[] )
  1005. uint32_t meshTree; //!< offset into MeshTree[] )
  1006. uint32_t frameOffset; //!< byte offset into Frames[] ( divide by 2 for Frames[i] )
  1007. uint16_t animation; //!< offset into Animations[]
  1008. uint16_t filler; //!< always equal to 65519 ( 0xFFEF )
  1009. } tr5_moveable_t;
  1010. typedef struct {
  1011. tr2_vertex_t center; //!< relative coordinates of mesh centre (6 bytes)
  1012. uint8_t unknown1[4]; //!< unknown (4 bytes)
  1013. int16_t numVertices; //!< number of vertices to follow (2 bytes)
  1014. tr2_vertex_t *vertices; //!< list of vertices (NumVertices * 6 bytes)
  1015. int16_t numNormals; //!< number of normals to follow (2 bytes)
  1016. tr2_vertex_t *normals; //!< list of normals (NumNormals * 6 bytes)
  1017. //!< (becomes Lights if NumNormals < 0; 2 bytes)
  1018. int16_t numTexturedRectangles; //!< number of textured rectangles to follow (2 bytes)
  1019. tr5_face4_t *texturedRectangles; //!< list of textured rectangles (NumTexturedRectangles * 12 bytes)
  1020. int16_t numTexturedTriangles; //!< number of textured triangles to follow (2 bytes)
  1021. tr5_face3_t *texturedTriangles; //!< list of textured triangles (NumTexturedTriangles * 10 bytes)
  1022. } tr5_mesh_t;
  1023. /*!
  1024. * \brief TR5 Animation (40 bytes).
  1025. *
  1026. * Same as old structure but has 8 bytes before FrameStart.
  1027. */
  1028. typedef struct {
  1029. uint32_t FrameOffset; //!< byte offset into Frames[] ( divide by 2 for Frames[i] )
  1030. uint8_t FrameRate; //!< Engine ticks per frame
  1031. uint8_t FrameSize; //!< number of int16_t's in Frames[] used by this animation
  1032. uint16_t StateId;
  1033. int16_t Unknown;
  1034. int16_t Speed; //!< Evengi Popov found this but I never seen what he said it was for
  1035. uint16_t AccelLo; //!< same as above
  1036. int16_t AccelHi; //!< same as above
  1037. uint8_t AUnknown[8]; //!< Unknown
  1038. uint16_t FrameStart; //!< first frame in this animation
  1039. uint16_t FrameEnd; //!< last frame in this animation ( numframes = ( End - Start) + 1 )
  1040. uint16_t NextAnimation;
  1041. uint16_t NextFrame;
  1042. uint16_t NumStateChanges;
  1043. uint16_t StateChangeOffset; //!< offset into StateChanges[]
  1044. uint16_t NumAnimCommands; //!< how many of them to use
  1045. uint16_t AnimCommand; //!< offset into AnimCommand[]
  1046. } tr5_animation_t;
  1047. typedef struct {
  1048. unsigned int unknown[24];
  1049. } tr5_cinematic_frame_t;
  1050. #ifdef _MSC_VER
  1051. #pragma pack(pop, tr2_h, 1)
  1052. #endif
  1053. #endif