Open Source Tomb Raider Engine
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Game.cpp 12KB

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  1. /*!
  2. * \file src/Game.cpp
  3. * \brief Game abstraction
  4. *
  5. * \author xythobuz
  6. */
  7. #include <algorithm>
  8. #include <map>
  9. #include <cstdlib>
  10. #include <cstring>
  11. #include "global.h"
  12. #include "Camera.h"
  13. #include "Game.h"
  14. #include "loader/Loader.h"
  15. #include "Log.h"
  16. #include "Render.h"
  17. #include "Sound.h"
  18. #include "StaticMesh.h"
  19. #include "TextureManager.h"
  20. #include "World.h"
  21. #include "utils/strings.h"
  22. #include "games/TombRaider1.h"
  23. #ifdef MULTITEXTURE
  24. std::map<int, int> gMapTex2Bump;
  25. #endif
  26. Game::Game() {
  27. mLoaded = false;
  28. mLara = -1;
  29. mTextureStart = 0;
  30. mTextureOffset = 0;
  31. }
  32. Game::~Game() {
  33. }
  34. unsigned int Game::getTextureStart() {
  35. return mTextureStart;
  36. }
  37. unsigned int Game::getTextureOffset() {
  38. return mTextureOffset;
  39. }
  40. int Game::initialize() {
  41. // Enable Renderer
  42. getRender().setMode(Render::modeLoadScreen);
  43. mTextureStart = getTextureManager().getTextureCount();
  44. return 0;
  45. }
  46. void Game::display() {
  47. getRender().display();
  48. }
  49. void Game::destroy() {
  50. mLoaded = false;
  51. mLara = -1;
  52. getRender().setMode(Render::modeDisabled);
  53. getWorld().destroy();
  54. getRender().ClearWorld();
  55. getSound().clear(); // Remove all previously loaded sounds
  56. }
  57. bool Game::isLoaded() {
  58. return mLoaded;
  59. }
  60. int Game::loadLevel(const char *level) {
  61. if (mLoaded)
  62. destroy();
  63. levelName = level;
  64. getLog() << "Loading " << levelName << Log::endl;
  65. int error = 0;
  66. auto loader = Loader::createLoader(level);
  67. if (loader) {
  68. // First Loader test
  69. error = loader->load(level);
  70. if (error != 0) {
  71. return error;
  72. }
  73. // And now...?
  74. getLog() << "Tried Loader..." << Log::endl;
  75. }
  76. if ((!loader) || (error == 0)) {
  77. // Old TombRaider level loader
  78. error = mTombRaider.Load(levelName.c_str());
  79. if (error != 0)
  80. return error;
  81. // If required, load the external sound effect file MAIN.SFX into TombRaider
  82. if ((mTombRaider.getEngine() == TR_VERSION_2) || (mTombRaider.getEngine() == TR_VERSION_3)) {
  83. std::string tmp(levelName);
  84. size_t pos = tmp.rfind('/');
  85. tmp.erase(pos + 1);
  86. tmp += "MAIN.SFX";
  87. error = mTombRaider.loadSFX(tmp.c_str());
  88. if (error != 0)
  89. getLog() << "Could not load " << tmp << Log::endl;
  90. }
  91. // Process data
  92. processTextures();
  93. processRooms();
  94. processModels();
  95. processSprites();
  96. processMoveables();
  97. processPakSounds();
  98. mTombRaider.reset();
  99. if (mLara == -1) {
  100. //! \todo Cutscene support
  101. getLog() << "Can't find Lara entity in level pak!" << Log::endl;
  102. destroy();
  103. return -1;
  104. } else {
  105. mLoaded = true;
  106. getRender().setMode(Render::modeVertexLight);
  107. return 0;
  108. }
  109. }
  110. }
  111. void Game::handleAction(ActionEvents action, bool isFinished) {
  112. if (mLoaded && (!isFinished)) {
  113. if (action == forwardAction) {
  114. getLara().move('f');
  115. } else if (action == backwardAction) {
  116. getLara().move('b');
  117. } else if (action == leftAction) {
  118. getLara().move('l');
  119. } else if (action == rightAction) {
  120. getLara().move('r');
  121. } else if (action == jumpAction) {
  122. } else if (action == crouchAction) {
  123. } else if (action == useAction) {
  124. } else if (action == holsterAction) {
  125. } else if (action == walkAction) {
  126. }
  127. }
  128. }
  129. void Game::handleMouseMotion(int xrel, int yrel, int xabs, int yabs) {
  130. if (mLoaded) {
  131. // Move Camera on X Axis
  132. if (xrel > 0)
  133. while (xrel-- > 0)
  134. getCamera().command(CAMERA_ROTATE_RIGHT);
  135. else if (xrel < 0)
  136. while (xrel++ < 0)
  137. getCamera().command(CAMERA_ROTATE_LEFT);
  138. // Move Camera on Y Axis
  139. if (yrel > 0)
  140. while (yrel-- > 0)
  141. getCamera().command(CAMERA_ROTATE_UP);
  142. else if (yrel < 0)
  143. while (yrel++ < 0)
  144. getCamera().command(CAMERA_ROTATE_DOWN);
  145. // Fix Laras rotation
  146. float angles[3] = { 0.0f, getCamera().getRadianYaw(), getCamera().getRadianPitch() };
  147. getLara().setAngles(angles);
  148. }
  149. }
  150. Entity &Game::getLara() {
  151. assert(mLara >= 0);
  152. assert(mLara < (int)getWorld().sizeEntity());
  153. return getWorld().getEntity(mLara);
  154. }
  155. void Game::processSprites() {
  156. for (int i = 0; i < (mTombRaider.NumItems() - 1); i++) {
  157. if ((mTombRaider.Engine() == TR_VERSION_1) && (mTombRaider.Item()[i].intensity1 == -1))
  158. continue;
  159. for (int j = 0; j < mTombRaider.NumSpriteSequences(); j++) {
  160. if (mTombRaider.SpriteSequence()[j].object_id == mTombRaider.Item()[i].object_id)
  161. getWorld().addSprite(*new SpriteSequence(mTombRaider, i, j));
  162. }
  163. }
  164. getLog() << "Found " << mTombRaider.NumSpriteSequences() << " sprites." << Log::endl;
  165. }
  166. void Game::processRooms() {
  167. for (int index = 0; index < mTombRaider.NumRooms(); index++)
  168. getWorld().addRoom(*new Room(mTombRaider, index));
  169. getLog() << "Found " << mTombRaider.NumRooms() << " rooms." << Log::endl;
  170. }
  171. void Game::processModels() {
  172. for (int index = 0; index < mTombRaider.getMeshCount(); index++)
  173. getWorld().addStaticMesh(*new StaticMesh(mTombRaider, index));
  174. getLog() << "Found " << mTombRaider.getMeshCount() << " meshes." << Log::endl;
  175. }
  176. void Game::processPakSounds()
  177. {
  178. unsigned char *riff;
  179. unsigned int riffSz;
  180. //tr2_sound_source_t *sound;
  181. //tr2_sound_details_t *detail;
  182. //float pos[3];
  183. unsigned int i;
  184. unsigned long id;
  185. /* detail
  186. short sample;
  187. short volume;
  188. short sound_range;
  189. short flags; // bits 8-15: priority?, 2-7: number of sound samples
  190. // in this group, bits 0-1: channel number
  191. */
  192. for (i = 0; i < mTombRaider.getSoundSamplesCount(); ++i)
  193. {
  194. mTombRaider.getSoundSample(i, &riffSz, &riff);
  195. getSound().addWave(riff, riffSz, &id, Sound::SoundFlagsNone);
  196. //if (((i + 1) == TR_SOUND_F_PISTOL) && (id > 0))
  197. //{
  198. //m_testSFX = id;
  199. //}
  200. delete [] riff;
  201. // sound[i].sound_id; // internal sound index
  202. // sound[i].flags; // 0x40, 0x80, or 0xc0
  203. //pos[0] = sound[i].x;
  204. //pos[1] = sound[i].y;
  205. //pos[2] = sound[i].z;
  206. //getSound().SourceAt(id, pos);
  207. }
  208. getLog() << "Found " << mTombRaider.getSoundSamplesCount() << " sound samples." << Log::endl;
  209. }
  210. void Game::processTextures()
  211. {
  212. unsigned char *image;
  213. unsigned char *bumpmap;
  214. int i;
  215. //if ( mTombRaider.getNumBumpMaps())
  216. // gBumpMapStart = mTombRaider.NumTextures();
  217. for (i = 0; i < mTombRaider.NumTextures(); ++i)
  218. {
  219. mTombRaider.Texture(i, &image, &bumpmap);
  220. // Overwrite any previous level textures on load
  221. getTextureManager().loadBufferSlot(image, 256, 256,
  222. RGBA, 32, (mTextureStart - 1) + i);
  223. #ifdef MULTITEXTURE
  224. gMapTex2Bump[(mTextureStart - 1) + i] = -1;
  225. #endif
  226. if (bumpmap)
  227. {
  228. #ifdef MULTITEXTURE
  229. gMapTex2Bump[(mTextureStart - 1) + i] = (mTextureStart - 1) + i +
  230. mTombRaider.NumTextures();
  231. #endif
  232. getTextureManager().loadBufferSlot(bumpmap, 256, 256,
  233. RGBA, 32,
  234. (mTextureStart - 1) + i + mTombRaider.NumTextures());
  235. }
  236. if (image)
  237. delete [] image;
  238. if (bumpmap)
  239. delete [] bumpmap;
  240. }
  241. mTextureOffset = (mTextureStart - 1) + mTombRaider.NumTextures();
  242. getLog() << "Found " << mTombRaider.NumTextures() << " textures." << Log::endl;
  243. }
  244. void Game::processMoveables()
  245. {
  246. unsigned int statCount = 0;
  247. tr2_moveable_t *moveable = mTombRaider.Moveable();
  248. tr2_item_t *item = mTombRaider.Item();
  249. tr2_sprite_sequence_t *sprite_sequence = mTombRaider.SpriteSequence();
  250. for (int i = 0; i < mTombRaider.NumItems(); ++i)
  251. {
  252. int j;
  253. int object_id = item[i].object_id;
  254. // It may not be a moveable, test for sprite
  255. if (!(mTombRaider.Engine() == TR_VERSION_1 && item[i].intensity1 == -1)) {
  256. for (j = 0; j < (int)mTombRaider.NumSpriteSequences(); ++j) {
  257. if (sprite_sequence[j].object_id == object_id)
  258. break;
  259. }
  260. // It's not a moveable, skip sprite
  261. if (j < (int)mTombRaider.NumSpriteSequences())
  262. continue;
  263. }
  264. for (j = 0; j < (int)mTombRaider.NumMoveables(); ++j) {
  265. if ((int)moveable[j].object_id == object_id)
  266. break;
  267. }
  268. // It's not a moveable or even a sprite? Skip unknown
  269. if (j == (int)mTombRaider.NumMoveables())
  270. continue;
  271. processMoveable(j, i, object_id);
  272. statCount++;
  273. }
  274. /*
  275. // Get models that aren't items
  276. for (int i = 0; i < mTombRaider.NumMoveables(); ++i)
  277. {
  278. switch ((int)moveable[i].object_id)
  279. {
  280. case 30:
  281. case 2: // Which tr needs this as model again?
  282. processMoveable(i, i, (int)moveable[i].object_id);
  283. break;
  284. default:
  285. switch (mTombRaider.Engine())
  286. {
  287. case TR_VERSION_1:
  288. switch ((int)moveable[i].object_id)
  289. {
  290. case TombRaider1::LaraMutant:
  291. processMoveable(i, i, (int)moveable[i].object_id);
  292. break;
  293. }
  294. break;
  295. case TR_VERSION_4:
  296. switch ((int)moveable[i].object_id)
  297. {
  298. case TR4_PISTOLS_ANIM:
  299. case TR4_UZI_ANIM:
  300. case TR4_SHOTGUN_ANIM:
  301. case TR4_CROSSBOW_ANIM:
  302. case TR4_GRENADE_GUN_ANIM:
  303. case TR4_SIXSHOOTER_ANIM:
  304. processMoveable(i, i, (int)moveable[i].object_id);
  305. break;
  306. }
  307. break;
  308. case TR_VERSION_2:
  309. case TR_VERSION_3:
  310. case TR_VERSION_5:
  311. case TR_VERSION_UNKNOWN:
  312. break;
  313. }
  314. }
  315. }
  316. */
  317. getLog() << "Found " << mTombRaider.NumMoveables() + statCount << " moveables." << Log::endl;
  318. }
  319. // index moveable, i item, sometimes both moveable
  320. // object_id of item or moveable
  321. void Game::processMoveable(int index, int i, int object_id) {
  322. // Check if the SkeletalModel is already cached
  323. bool cached = false;
  324. unsigned int model;
  325. for (model = 0; model < getWorld().sizeSkeletalModel(); model++) {
  326. if (getWorld().getSkeletalModel(model).getId() == object_id) {
  327. cached = true;
  328. break;
  329. }
  330. }
  331. // Create a new SkeletalModel, if needed
  332. if (!cached)
  333. getWorld().addSkeletalModel(*new SkeletalModel(mTombRaider, index, object_id));
  334. // Create a new Entity, using the cached or the new SkeletalModel
  335. Entity &entity = *new Entity(mTombRaider, index, i, model);
  336. getWorld().addEntity(entity);
  337. // Store reference to Lara
  338. if (entity.getObjectId() == 0)
  339. mLara = getWorld().sizeEntity() - 1;
  340. // Store reference to the SkyMesh
  341. if (i == mTombRaider.getSkyModelId())
  342. getRender().setSkyMesh(i, //moveable[i].starting_mesh,
  343. (mTombRaider.Engine() == TR_VERSION_2));
  344. }