Open Source Tomb Raider Engine
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TombRaider.cpp 189KB

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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. {
  20. _textile8 = NULL;
  21. _textile16 = NULL;
  22. _textile32 = NULL;
  23. _tex_special = NULL;
  24. _rooms = NULL;
  25. _floor_data = NULL;
  26. _animations = NULL;
  27. _state_changes = NULL;
  28. _anim_dispatches = NULL;
  29. _anim_commands = NULL;
  30. _mesh_trees = NULL;
  31. _frames = NULL;
  32. _moveables = NULL;
  33. _static_meshes = NULL;
  34. _object_textures = NULL;
  35. _sprite_textures = NULL;
  36. _sprite_sequences = NULL;
  37. _cameras = NULL;
  38. _sound_sources = NULL;
  39. _boxes = NULL;
  40. _overlaps = NULL;
  41. _zones = NULL;
  42. _animated_textures = NULL;
  43. _items = NULL;
  44. _light_map = NULL;
  45. _cinematic_frames = NULL;
  46. _demo_data = NULL;
  47. mRoomsTR5 = 0x0;
  48. mMeshes = 0x0;
  49. mSoundMap = 0x0;
  50. mSoundDetails = 0x0;
  51. mSampleIndices = 0x0;
  52. mSampleIndicesTR5 = 0x0;
  53. mRiffData = 0x0;
  54. mTR4Samples = 0x0;
  55. mTR4SamplesSz = 0x0;
  56. mRiffAlternateOffsets = 0x0;
  57. mCompressedLevelData = 0x0;
  58. moveablesTR5 = 0x0;
  59. animationsTR5 = 0x0;
  60. objectTexturesTR5 = 0x0;
  61. cinematicFramesTR5 = 0x0;
  62. flyByCamerasTR5 = 0x0;
  63. mNumTR4Samples = 0;
  64. mDebug = false;
  65. mRiffAlternateLoaded = false;
  66. mRoomVertexLightingFactor = 50.0f;
  67. mTexelScale = 256.0f;
  68. mRiffDataSz = 0;
  69. for (int i = 0; i < 256; i++) {
  70. _palette8[i].r = 0;
  71. _palette8[i].g = 0;
  72. _palette8[i].b = 0;
  73. _palette16[i] = 0;
  74. }
  75. reset();
  76. }
  77. TombRaider::~TombRaider()
  78. {
  79. reset();
  80. }
  81. int TombRaider::NumMoveables()
  82. {
  83. return _num_moveables;
  84. }
  85. int TombRaider::NumRooms()
  86. {
  87. return _num_rooms;
  88. }
  89. int TombRaider::NumAnimations()
  90. {
  91. return _num_animations;
  92. }
  93. unsigned int TombRaider::NumFrames()
  94. {
  95. return _num_frames;
  96. }
  97. int TombRaider::NumStaticMeshes()
  98. {
  99. return _num_static_meshes;
  100. }
  101. int TombRaider::NumSprites()
  102. {
  103. return _num_sprite_textures;
  104. }
  105. int TombRaider::NumSpriteSequences()
  106. {
  107. return _num_sprite_sequences;
  108. }
  109. int TombRaider::NumItems()
  110. {
  111. return _num_items;
  112. }
  113. int TombRaider::NumTextures()
  114. {
  115. //return _num_room_textures + _num_misc_textures + _num_bump_map_textures / 2;
  116. return _num_textiles - _num_bump_map_textures / 2;
  117. }
  118. tr2_room_t *TombRaider::Room()
  119. {
  120. return _rooms;
  121. }
  122. tr2_item_t *TombRaider::Item()
  123. {
  124. return _items;
  125. }
  126. tr2_object_texture_t *TombRaider::ObjectTextures()
  127. {
  128. return _object_textures;
  129. }
  130. unsigned int TombRaider::getNumBoxes()
  131. {
  132. return _num_boxes;
  133. }
  134. tr2_box_t *TombRaider::Box()
  135. {
  136. return _boxes;
  137. }
  138. tr2_mesh_t *TombRaider::Mesh()
  139. {
  140. /*
  141. if (n > 0 || n > mMeshCount)
  142. return NULL;
  143. return _meshes+n;
  144. */
  145. return mMeshes;
  146. }
  147. int TombRaider::getNumAnimsForMoveable(int moveable_index)
  148. {
  149. /***************************************************************************
  150. * It seems the number of animations isn't available in the moveable,
  151. * so we have to calculate it:
  152. * - Get the "# starting anim" for the next moveable (->N)
  153. * - Substract the "# starting anim" for moveable to N
  154. *
  155. * Doing this, we assume that the next moveable has its animations following
  156. * the animations of the current moveable (seems right for all tested
  157. * levels, but...)
  158. *
  159. * We also have to deal with the fact that the next moveable
  160. * could have "# starting anim" == -1
  161. * (ie. anim handled by the engine, like the ponytail anim).
  162. * If it's the case, we skip the moveable
  163. * and use the next moveable for our computation
  164. *
  165. * - Mongoose, Notes I edited from TRViewer
  166. **************************************************************************/
  167. int start_anim;
  168. int next_start_anim = 0xFFFF;
  169. tr2_moveable_t *last_moveable = 0x0;
  170. tr2_moveable_t *moveable = 0x0;
  171. tr2_moveable_t *next_moveable = 0x0;
  172. if ((moveable_index >= 0 &&
  173. moveable_index <= (int)_num_moveables) || _num_moveables < 1)
  174. {
  175. moveable = &_moveables[moveable_index];
  176. }
  177. if (!moveable)
  178. {
  179. return -1; // Was 0
  180. }
  181. last_moveable = &_moveables[moveable_index-1];
  182. start_anim = moveable->animation;
  183. while (moveable != last_moveable)
  184. {
  185. next_moveable = moveable + 1;
  186. next_start_anim = next_moveable->animation;
  187. if (next_start_anim != 0xFFFF)
  188. break;
  189. moveable = next_moveable++;
  190. }
  191. if (moveable == last_moveable)
  192. {
  193. next_start_anim = _num_animations;
  194. }
  195. return ((start_anim != 0xFFFF) ? next_start_anim - start_anim : 0);
  196. }
  197. tr2_staticmesh_t *TombRaider::StaticMesh()
  198. {
  199. return _static_meshes;
  200. }
  201. tr2_version_type TombRaider::Engine()
  202. {
  203. return mEngineVersion;
  204. }
  205. tr2_animation_t *TombRaider::Animation()
  206. {
  207. return _animations;
  208. }
  209. unsigned short *TombRaider::Frame()
  210. {
  211. return _frames;
  212. }
  213. tr2_moveable_t *TombRaider::Moveable()
  214. {
  215. /*
  216. if (n > 0 || n > (int)_num_moveables)
  217. return NULL;
  218. */
  219. return _moveables;
  220. }
  221. tr2_meshtree_t *TombRaider::MeshTree()
  222. {
  223. /*
  224. if (n > 0 || n > (int)_num_mesh_trees)
  225. return NULL;
  226. */
  227. return _mesh_trees;
  228. }
  229. tr2_sprite_texture_t *TombRaider::Sprite()
  230. {
  231. return _sprite_textures;
  232. }
  233. tr2_sprite_sequence_t *TombRaider::SpriteSequence()
  234. {
  235. return _sprite_sequences;
  236. }
  237. unsigned char *TombRaider::SpecialTexTile(int texture)
  238. {
  239. unsigned char *image;
  240. unsigned char *ptr;
  241. image = NULL;
  242. if (texture >=0 && texture < NumSpecialTextures())
  243. {
  244. // Get base and offset into 32bit special textures/bump maps
  245. ptr = _tex_special;
  246. ptr += 256*256*4*texture;
  247. // Clone it as a single 256x256 @ 32bpp image
  248. image = new unsigned char[256*256*4];
  249. memcpy(image, ptr, 256*256*4);
  250. }
  251. return image;
  252. }
  253. int TombRaider::NumSpecialTextures()
  254. {
  255. return _num_tex_special;
  256. }
  257. void TombRaider::Texture(int texture, unsigned char **image,
  258. unsigned char **bumpmap)
  259. {
  260. int bumpmap_base = _num_room_textures + _num_misc_textures;
  261. *image = getTexTile(texture);
  262. *bumpmap = NULL;
  263. if (_num_bump_map_textures && texture >= bumpmap_base)
  264. {
  265. *bumpmap = getTexTile(texture + _num_bump_map_textures/2);
  266. }
  267. }
  268. unsigned int *TombRaider::Palette16()
  269. {
  270. return _palette16;
  271. }
  272. unsigned char *TombRaider::Palette8()
  273. {
  274. return (unsigned char *)_palette8;
  275. }
  276. int TombRaider::checkMime(char *filename) {
  277. FILE *f;
  278. unsigned int version;
  279. if (!filename || !filename[0]) {
  280. print("checkFile", "Given filename was empty string or NULL");
  281. return -1;
  282. }
  283. f = fopen(filename, "rb");
  284. if (!f) {
  285. perror(filename);
  286. return -1;
  287. }
  288. //! \fixme Endianess
  289. fread(&version, sizeof(version), 1, f);
  290. fclose(f);
  291. switch (version) {
  292. case 0x00000020:
  293. case 0x0000002d:
  294. case 0xff080038:
  295. case 0xff180038:
  296. case 0xfffffff0: // bogus
  297. case 0x00345254: // "TR4\0"
  298. return 0;
  299. default:
  300. return 1;
  301. }
  302. }
  303. int TombRaider::Load(char *filename)
  304. {
  305. FILE *f;
  306. int i, j, l;
  307. unsigned int num_mesh_data_words, num_mesh_pointers, data_size, data_offset;
  308. unsigned int *mesh_pointer_list;
  309. unsigned char *raw_mesh_data;
  310. bool tr5;
  311. long debugf;
  312. f = fopen(filename, "rb");
  313. if (!f)
  314. {
  315. perror(filename);
  316. return -1;
  317. }
  318. Fread(&mPakVersion, sizeof(mPakVersion), 1, f);
  319. //! \fixme endian
  320. printDebug("Load", "mPakVersion = %u", mPakVersion);
  321. tr5 = false;
  322. switch (mPakVersion)
  323. {
  324. case 0x00000020:
  325. mEngineVersion = TR_VERSION_1;
  326. break;
  327. case 0x0000002d:
  328. mEngineVersion = TR_VERSION_2;
  329. break;
  330. case 0xff080038:
  331. case 0xff180038:
  332. mEngineVersion = TR_VERSION_3;
  333. break;
  334. case 0xfffffff0: // bogus
  335. case 0x00345254: // "TR4\0"
  336. mEngineVersion = TR_VERSION_4;
  337. // Check to see if this is really a TR5 demo
  338. l = strlen(filename);
  339. // Looking for pattern "filename.trc"
  340. if ((filename[l-1] == 'c' || filename[l-1] == 'C') &&
  341. (filename[l-2] == 'r' || filename[l-2] == 'R') &&
  342. (filename[l-3] == 't' || filename[l-3] == 'T'))
  343. {
  344. printDebug("Load", "This is really a TR5 pak");
  345. mEngineVersion = TR_VERSION_5;
  346. return loadTR5(f);
  347. }
  348. break;
  349. default:
  350. mEngineVersion = TR_VERSION_UNKNOWN;
  351. }
  352. printDebug("Load", "mEngineVersion = 0x%x", mPakVersion);
  353. if (mEngineVersion == TR_VERSION_UNKNOWN)
  354. return -1;
  355. if (mEngineVersion == TR_VERSION_4)
  356. {
  357. unsigned int sz, usz; // compressed and uncompressed size
  358. unsigned char *compressed_data = NULL;
  359. int zerr;
  360. uLongf foo;
  361. // Read texture type offsets
  362. Fread(&_num_room_textures, 2, 1, f);
  363. printDebug("LoadTR4", "_num_room_textures = %u", _num_room_textures);
  364. Fread(&_num_misc_textures, 2, 1, f);
  365. printDebug("LoadTR4", "_num_misc_textures = %u", _num_misc_textures);
  366. Fread(&_num_bump_map_textures, 2, 1, f);
  367. printDebug("LoadTR4", "_num_bump_map_textures = %u", _num_bump_map_textures);
  368. // Read the sizes of the 32-bit textures
  369. Fread(&usz, sizeof(usz), 1, f);
  370. Fread(&sz, sizeof(sz), 1, f);
  371. printDebug("Load", "TR4 32-bit textures compressed size = %u bytes", sz);
  372. printDebug("Load", "TR4 32-bit textures uncompressed size = %u bytes", usz);
  373. _num_textiles = usz / sizeof(tr2_textile32_t);
  374. printDebug("LoadTR4", "_num_textiles = %i/%lu = %i",
  375. usz, sizeof(tr2_textile32_t), _num_textiles);
  376. _textile32 = new tr2_textile32_t[_num_textiles];
  377. // Allocate a temporary buffer for decompression
  378. compressed_data = new unsigned char[sz];
  379. Fread(compressed_data, sz, 1, f);
  380. // Decompress the textures
  381. foo = usz;
  382. zerr = uncompress((unsigned char *)_textile32,
  383. &foo,
  384. compressed_data,
  385. sz);
  386. usz = foo;
  387. printDebug("LoadTR4", "textile decompress [%s]",
  388. (zerr == Z_OK) ? "OK" : "ERROR");
  389. switch (zerr)
  390. {
  391. case Z_MEM_ERROR:
  392. printDebug("LoadTR4", "There was not enough memory");
  393. break;
  394. case Z_BUF_ERROR:
  395. printDebug("LoadTR4", "There was not enough room in the output buffer");
  396. break;
  397. case Z_DATA_ERROR:
  398. printDebug("LoadTR4", "The input data was corrupted");
  399. break;
  400. default:
  401. printDebug("LoadTR4", "textile decompress %i", zerr);
  402. }
  403. // Free the temporary buffer
  404. delete [] compressed_data;
  405. // Read in the 16-bit textures, set NumTextiles
  406. Fread(&usz, sizeof(usz), 1, f);
  407. Fread(&sz, sizeof(sz), 1, f);
  408. printDebug("Load", "TR4 16-bit textures compressed size = %u bytes", sz);
  409. printDebug("Load", "TR4 16-bit textures uncompressed size = %u bytes", usz);
  410. _num_textiles = usz / sizeof(tr2_textile16_t);
  411. printDebug("Load", "TR4 _num_textiles = %i/%lu = %i",
  412. usz, sizeof(tr2_textile16_t), _num_textiles);
  413. _textile16 = new tr2_textile16_t[_num_textiles];
  414. // Allocate a temporary buffer for decompression
  415. compressed_data = new unsigned char[sz];
  416. Fread(compressed_data, sz, 1, f);
  417. // Decompress the textures
  418. foo = usz;
  419. zerr = uncompress((unsigned char *)_textile16,
  420. &foo,
  421. compressed_data,
  422. sz);
  423. usz = foo;
  424. // printDebug("Load", "TR4 textile decompress [%s]",
  425. // (zerr == Z_OK) ? "OK" : "ERROR");
  426. switch (zerr)
  427. {
  428. case Z_MEM_ERROR:
  429. printDebug("Load", "TR4 textile decompress [ERROR]");
  430. printDebug("Load", "TR4 There was not enough memory");
  431. break;
  432. case Z_BUF_ERROR:
  433. printDebug("Load", "TR4 textile decompress [ERROR]");
  434. printDebug("Load", "TR4 There was not enough room in the output buffer");
  435. break;
  436. case Z_DATA_ERROR:
  437. printDebug("Load", "TR4 textile decompress [ERROR]");
  438. printDebug("Load", "TR4 The input data was corrupted");
  439. break;
  440. case Z_OK:
  441. printDebug("Load", "TR4 textile decompress [OK]");
  442. break;
  443. default:
  444. printDebug("Load", "TR4 textile decompress %i", zerr);
  445. }
  446. // Free the temporary buffer
  447. delete [] compressed_data;
  448. // Read the sizes of the sprite textures
  449. Fread(&usz, sizeof(usz), 1, f);
  450. Fread(&sz, sizeof(sz), 1, f);
  451. printDebug("Load", "TR4 sprite textures compressed size = %u bytes", sz);
  452. printDebug("Load", "TR4 sprite textures uncompressed size = %u bytes", usz);
  453. // Load sprite/bump map/gui/etc textures also
  454. _num_tex_special = usz/(256*256*4);
  455. printDebug("LoadTR5", "_num_tex_special = %i/%i = %i",
  456. usz, 256*256*4, _num_tex_special);
  457. printDebug("LoadTR5", "Reading %ibytes of sprite textures", usz);
  458. if (usz)
  459. {
  460. _tex_special = new unsigned char[usz];
  461. // Allocate a temporary buffer for decompression
  462. compressed_data = new unsigned char[sz];
  463. Fread(compressed_data, sz, 1, f);
  464. // Decompress the textures
  465. foo = usz;
  466. zerr = uncompress(_tex_special,
  467. &foo,
  468. compressed_data,
  469. sz);
  470. usz = foo;
  471. printDebug("LoadTR5", "special texture decompress [%s]",
  472. (zerr == Z_OK) ? "OK" : "ERROR");
  473. switch (zerr)
  474. {
  475. case Z_MEM_ERROR:
  476. printDebug("LoadTR5", "There was not enough memory");
  477. break;
  478. case Z_BUF_ERROR:
  479. printDebug("LoadTR5", "There was not enough room in the output buffer");
  480. break;
  481. case Z_DATA_ERROR:
  482. printDebug("LoadTR5", "The input data was corrupted");
  483. break;
  484. default:
  485. printDebug("LoadTR5", "textile decompress %i", zerr);
  486. }
  487. // Free the temporary buffer
  488. delete [] compressed_data;
  489. }
  490. // Read the sizes of the level data
  491. Fread(&usz, sizeof(usz), 1, f);
  492. Fread(&sz, sizeof(sz), 1, f);
  493. printDebug("Load", "TR4 level data compressed size = %u bytes", sz);
  494. printDebug("Load", "TR4 level data uncompressed size = %u bytes", usz);
  495. // Allocate a temporary buffer for decompression
  496. compressed_data = new unsigned char[sz];
  497. Fread(compressed_data, sz, 1, f);
  498. mCompressedLevelData = new unsigned char[usz];
  499. // Decompress the level data
  500. foo = usz;
  501. zerr = uncompress(mCompressedLevelData, &foo, compressed_data, sz);
  502. usz = foo;
  503. printDebug("Load", "TR4 level data decompress [%s]",
  504. (zerr == Z_OK) ? "OK" : "ERROR");
  505. switch (zerr)
  506. {
  507. case Z_MEM_ERROR:
  508. printDebug("Load", "TR4 There was not enough memory");
  509. break;
  510. case Z_BUF_ERROR:
  511. printDebug("Load", "TR4 There was not enough room in the output buffer");
  512. break;
  513. case Z_DATA_ERROR:
  514. printDebug("Load", "TR4 The input data was corrupted");
  515. break;
  516. }
  517. delete [] compressed_data;
  518. mCompressedLevelDataOffset = 0;
  519. mCompressedLevelSize = usz;
  520. // Toggle Fread mode to read from decompressed data in memory, not diskfile
  521. mFreadMode = TR_FREAD_COMPRESSED;
  522. }
  523. if (mEngineVersion == TR_VERSION_2 || mEngineVersion == TR_VERSION_3)
  524. {
  525. /* Read the 8-bit palette */
  526. Fread(_palette8, sizeof(tr2_colour_t), 256, f);
  527. /* Read 16-bit palette */
  528. Fread(_palette16, sizeof(_palette16), 1, f);
  529. printDebug("Load", "Read TR 2|3 8bit and 16bit palettes");
  530. }
  531. if (mEngineVersion != TR_VERSION_4)
  532. {
  533. /* Read the textiles */
  534. Fread(&_num_textiles, sizeof(_num_textiles), 1, f);
  535. printDebug("Load", "_num_textiles = %i", _num_textiles);
  536. /* 8-bit textiles come first */
  537. _textile8 = new tr2_textile8_t[_num_textiles];
  538. Fread(_textile8, sizeof(tr2_textile8_t), _num_textiles, f);
  539. /* 16-bit textiles come second */
  540. _textile16 = new tr2_textile16_t[_num_textiles];
  541. if (mEngineVersion != TR_VERSION_1)
  542. {
  543. //! \fixme need endian checking here
  544. Fread(_textile16, sizeof(tr2_textile16_t), _num_textiles, f);
  545. printDebug("Load", "Read in 16bit texture tiles");
  546. }
  547. }
  548. /* 32-bit unknown - seems to always be 0 */
  549. Fread(&_unknown_t, sizeof(_unknown_t), 1, f);
  550. printDebug("Load", "_unknown_t = 0x%x", _unknown_t);
  551. /* Read raw room data */
  552. //! \fixme needs endian checking
  553. Fread(&_num_rooms, sizeof(_num_rooms), 1, f);
  554. printDebug("Load", "_num_rooms = %i", _num_rooms);
  555. data_size = _num_rooms * sizeof(tr2_room_t);
  556. _rooms = new tr2_room_t[_num_rooms];
  557. /* Extract room details */
  558. for (i = 0; i < _num_rooms; ++i)
  559. {
  560. /* Read RoomInfo */
  561. //! \fixme endian check needed
  562. Fread(&_rooms[i].info, sizeof(tr2_room_info_t), 1, f);
  563. printDebug("Load", "_rooms[%i].info =\n { x=%i, z=%i, yt=%i, yb=%i}",
  564. i,
  565. _rooms[i].info.x, _rooms[i].info.z,
  566. _rooms[i].info.y_top, _rooms[i].info.y_bottom);
  567. /* Read raw data for rest of room */
  568. Fread(&_rooms[i].num_data_words, sizeof(_rooms[i].num_data_words), 1, f);
  569. printDebug("Load", "_rooms[%i].num_data_words = %u",
  570. i, _rooms[i].num_data_words);
  571. _rooms[i].data = new unsigned char[_rooms[i].num_data_words*2];
  572. Fread(_rooms[i].data, 2, _rooms[i].num_data_words, f);
  573. /* Identify vertices */
  574. data_offset = 0;
  575. //! \fixme endian
  576. _rooms[i].room_data.num_vertices = *(short *)(void *)(_rooms[i].data);
  577. data_offset += sizeof(_rooms[0].room_data.num_vertices);
  578. data_size = _rooms[i].room_data.num_vertices * sizeof(tr2_vertex_room_t);
  579. printDebug("Load", "_rooms[%i].room_data.num_vertices = %u",
  580. i, _rooms[i].room_data.num_vertices);
  581. _rooms[i].room_data.vertices = 0x0;
  582. if (_rooms[i].room_data.num_vertices > 0)
  583. {
  584. _rooms[i].room_data.vertices =
  585. new tr2_vertex_room_t[_rooms[i].room_data.num_vertices];
  586. if (mEngineVersion == TR_VERSION_1)
  587. {
  588. data_size = _rooms[i].room_data.num_vertices *
  589. (sizeof(tr2_vertex_room_t) - 4);
  590. for (j = 0; j < _rooms[i].room_data.num_vertices; ++j)
  591. {
  592. memcpy(&_rooms[i].room_data.vertices[j],
  593. _rooms[i].data + data_offset +
  594. (j * (sizeof(tr2_vertex_room_t) - 4)),
  595. sizeof(tr2_vertex_room_t) - 4);
  596. // ??? Adjust for what's missing?
  597. _rooms[i].room_data.vertices[j].lighting2 =
  598. _rooms[i].room_data.vertices[j].lighting1;
  599. _rooms[i].room_data.vertices[j].attributes = 0;
  600. }
  601. }
  602. else
  603. {
  604. memcpy(_rooms[i].room_data.vertices,
  605. _rooms[i].data + data_offset, data_size);
  606. }
  607. //! \fixme endian conversions for verts needed
  608. }
  609. data_offset += data_size;
  610. /* identify rectangles */
  611. //! \fixme endian conversion
  612. _rooms[i].room_data.num_rectangles =
  613. *(short *)(void *)(_rooms[i].data + data_offset);
  614. data_offset += sizeof(_rooms[0].room_data.num_rectangles);
  615. data_size = _rooms[i].room_data.num_rectangles * sizeof(tr2_quad_t);
  616. printDebug("Load", "_rooms[%i].room_data.num_rectangles = %i",
  617. i, _rooms[i].room_data.num_rectangles);
  618. _rooms[i].room_data.rectangles = 0x0;
  619. if (_rooms[i].room_data.num_rectangles > 0)
  620. {
  621. _rooms[i].room_data.rectangles =
  622. new tr2_quad_t[_rooms[i].room_data.num_rectangles];
  623. memcpy(_rooms[i].room_data.rectangles,
  624. _rooms[i].data + data_offset, data_size);
  625. if (mEngineVersion >= TR_VERSION_3)
  626. {
  627. for (j = 0; j < _rooms[i].room_data.num_rectangles; ++j)
  628. {
  629. _rooms[i].room_data.rectangles[j].texture &= 0x7fff;
  630. }
  631. }
  632. //! \fixme endian conversion
  633. }
  634. data_offset += data_size;
  635. /* Identify triangles */
  636. _rooms[i].room_data.num_triangles =
  637. *(short *)(void *)(_rooms[i].data + data_offset);
  638. //! \fixme endian
  639. data_offset += sizeof(_rooms[0].room_data.num_triangles);
  640. data_size = _rooms[i].room_data.num_triangles * sizeof(tr2_tri_t);
  641. printDebug("Load", "_rooms[%i].room_data.num_triangles = %i",
  642. i, _rooms[i].room_data.num_triangles);
  643. _rooms[i].room_data.triangles = 0x0;
  644. if (_rooms[i].room_data.num_triangles > 0)
  645. {
  646. _rooms[i].room_data.triangles =
  647. new tr2_tri_t[_rooms[i].room_data.num_triangles];
  648. memcpy(_rooms[i].room_data.triangles,
  649. _rooms[i].data + data_offset, data_size);
  650. if (mEngineVersion >= TR_VERSION_3)
  651. {
  652. for (j = 0; j < _rooms[i].room_data.num_triangles; ++j)
  653. {
  654. _rooms[i].room_data.triangles[j].texture &= 0x7fff;
  655. }
  656. //! \fixme endian
  657. }
  658. }
  659. data_offset += data_size;
  660. /* Identify sprites */
  661. _rooms[i].room_data.num_sprites =
  662. *(short *)(void *)(_rooms[i].data + data_offset);
  663. //! \fixme endian
  664. data_offset += sizeof(_rooms[0].room_data.num_sprites);
  665. data_size = _rooms[i].room_data.num_sprites * sizeof(tr2_room_sprite_t);
  666. printDebug("Load", "_rooms[%i].room_data.num_sprites = %i",
  667. i, _rooms[i].room_data.num_sprites);
  668. _rooms[i].room_data.sprites = 0x0;
  669. if (_rooms[i].room_data.num_sprites > 0)
  670. {
  671. _rooms[i].room_data.sprites =
  672. new tr2_room_sprite_t[_rooms[i].room_data.num_sprites];
  673. memcpy(_rooms[i].room_data.sprites,
  674. _rooms[i].data + data_offset, data_size);
  675. if (mEngineVersion >= TR_VERSION_3)
  676. {
  677. for (j = 0; j < _rooms[i].room_data.num_sprites; j++)
  678. {
  679. _rooms[i].room_data.sprites[j].texture &= 0x7fff;
  680. }
  681. }
  682. //! \fixme endian
  683. }
  684. /* Free the raw room data */
  685. delete [] _rooms[i].data;
  686. _rooms[i].data = NULL;
  687. /* Read door info */
  688. //! \fixme endian
  689. Fread(&_rooms[i].num_portals, sizeof(_rooms[0].num_portals), 1, f);
  690. printDebug("Load", "_rooms[%i].num_portals = %i",
  691. i, _rooms[i].num_portals);
  692. if (_rooms[i].num_portals > 0)
  693. _rooms[i].portals = new tr2_room_portal_t[_rooms[i].num_portals];
  694. else
  695. _rooms[i].portals = 0;
  696. Fread(_rooms[i].portals, sizeof(tr2_room_portal_t),
  697. _rooms[i].num_portals, f);
  698. //! \fixme endian
  699. /* Read sector info */
  700. //! \fixme endian
  701. Fread(&_rooms[i].num_zsectors, sizeof(_rooms[0].num_zsectors), 1, f);
  702. Fread(&_rooms[i].num_xsectors, sizeof(_rooms[0].num_xsectors), 1, f);
  703. printDebug("Load", "_rooms[%i].num_zsectors = %i",
  704. i, _rooms[i].num_zsectors);
  705. printDebug("Load", "_rooms[%i].num_xsectors = %i",
  706. i, _rooms[i].num_xsectors);
  707. if (_rooms[i].num_zsectors > 0 && _rooms[i].num_xsectors > 0)
  708. {
  709. _rooms[i].sector_list =
  710. new tr2_room_sector_t[_rooms[i].num_zsectors * _rooms[i].num_xsectors];
  711. }
  712. else
  713. {
  714. _rooms[i].sector_list = 0x0;
  715. }
  716. Fread(_rooms[i].sector_list, sizeof(tr2_room_sector_t),
  717. _rooms[i].num_zsectors * _rooms[i].num_xsectors, f);
  718. //! \fixme endian
  719. printDebug("Load", "Read %u room sectors",
  720. _rooms[i].num_zsectors * _rooms[i].num_xsectors);
  721. /* Read room lighting & mode */
  722. if (mEngineVersion >= TR_VERSION_3)
  723. {
  724. Fread(&_rooms[i].intensity1, 4, 1, f);
  725. // Fake TR2 record:
  726. _rooms[i].light_mode = 0;
  727. }
  728. else if (mEngineVersion == TR_VERSION_1)
  729. {
  730. Fread(&_rooms[i].intensity1, 2, 1, f);
  731. // Is this intensity or LightMode?
  732. printDebug("Load", "_rooms[%i].intensity1 = %u",
  733. i, _rooms[i].intensity1);
  734. _rooms[i].intensity2 = _rooms[i].intensity1;
  735. _rooms[i].light_mode = 0;
  736. }
  737. else
  738. { // TR2
  739. Fread(&_rooms[i].intensity1, 6, 1, f);
  740. printDebug("Load", "TR2 _rooms[%i].intensity1 = %u",
  741. i, _rooms[i].intensity1);
  742. }
  743. /* Read room lighting info */
  744. //! \fixme endian
  745. Fread(&_rooms[i].num_lights, sizeof(_rooms[i].num_lights), 1, f);
  746. printDebug("Load", "_rooms[%i].num_lights = %u",
  747. i, _rooms[i].num_lights);
  748. _rooms[i].lights = 0x0;
  749. _rooms[i].tr4Lights = 0x0;
  750. // Mongoose 2002.04.03, New TR4 light struct, removed old
  751. // double size for others
  752. if (_rooms[i].num_lights > 0)
  753. {
  754. if (mEngineVersion == TR_VERSION_1)
  755. {
  756. _rooms[i].lights = new tr2_room_light_t[_rooms[i].num_lights];
  757. for (j = 0; j < _rooms[i].num_lights; ++j)
  758. {
  759. Fread(&_rooms[i].lights[j].x, sizeof(_rooms[0].lights[0].x), 3,f);
  760. // x, y, z
  761. printDebug("Load", "_rooms[%i].lights[%i] = <%i %i %i>",
  762. i, j,
  763. _rooms[i].lights[j].x,
  764. _rooms[i].lights[j].y,
  765. _rooms[i].lights[j].z);
  766. Fread(&_rooms[i].lights[j].intensity1, sizeof(short), 1, f);
  767. // Intensity1
  768. printDebug("Load", "_rooms[%i].lights[%i].intensity1 = %u",
  769. i, j,
  770. _rooms[i].lights[j].intensity1);
  771. _rooms[i].lights[j].intensity2 = _rooms[i].lights[j].intensity1;
  772. Fread(&_rooms[i].lights[j].fade1, sizeof(unsigned int), 1, f);
  773. // Fade1
  774. printDebug("Load", "_rooms[%i].lights[%i].fade1 = %u",
  775. i, j,
  776. _rooms[i].lights[j].fade1);
  777. _rooms[i].lights[j].fade2 = _rooms[i].lights[j].fade1;
  778. }
  779. }
  780. else if (mEngineVersion == TR_VERSION_4)
  781. {
  782. _rooms[i].tr4Lights = new tr4_room_light_t[_rooms[i].num_lights];
  783. Fread(_rooms[i].tr4Lights, sizeof(tr4_room_light_t),
  784. _rooms[i].num_lights, f);
  785. }
  786. else
  787. {
  788. _rooms[i].lights = new tr2_room_light_t[_rooms[i].num_lights];
  789. Fread(_rooms[i].lights, sizeof(tr2_room_light_t),
  790. _rooms[i].num_lights, f);
  791. }
  792. }
  793. //! \fixme endian
  794. /* Read Static Mesh Data */
  795. Fread(&_rooms[i].num_static_meshes, sizeof(unsigned short), 1, f);
  796. //! \fixme endian
  797. printDebug("Load", "_rooms[%i].num_static_meshes = %u",
  798. i, _rooms[i].num_static_meshes);
  799. _rooms[i].static_meshes = 0x0;
  800. if (_rooms[i].num_static_meshes > 0)
  801. {
  802. _rooms[i].static_meshes =
  803. new tr2_room_staticmesh_t[_rooms[i].num_static_meshes];
  804. if (mEngineVersion == TR_VERSION_1)
  805. {
  806. for (j = 0; j < _rooms[i].num_static_meshes; j++)
  807. {
  808. Fread(&_rooms[i].static_meshes[j], 18, 1, f);
  809. // Account for the missing .intensity2
  810. _rooms[i].static_meshes[j].object_id =
  811. _rooms[i].static_meshes[j].intensity2;
  812. _rooms[i].static_meshes[j].intensity2 =
  813. _rooms[i].static_meshes[j].intensity1;
  814. }
  815. }
  816. else
  817. {
  818. Fread(_rooms[i].static_meshes, sizeof(tr2_room_staticmesh_t),
  819. _rooms[i].num_static_meshes, f);
  820. }
  821. }
  822. //! \fixme endian
  823. Fread(&_rooms[i].alternate_room, sizeof(short), 1, f);
  824. //! \fixme endian
  825. printDebug("Load", "_rooms[%i].alternate_room = %i",
  826. i, _rooms[i].alternate_room);
  827. Fread(&_rooms[i].flags, sizeof(short), 1, f);
  828. //! \fixme endian
  829. printDebug("Load", "_rooms[%i].flags = 0x%x",
  830. i, _rooms[i].flags);
  831. /* Read TR3 room light colour */
  832. if (mEngineVersion >= TR_VERSION_3)
  833. {
  834. /* we force this to be 3 bytes
  835. (instead of just sizeof(room_light_colour))
  836. for Macs and others that can't handle odd-length structures...
  837. */
  838. Fread(&_rooms[i].room_light_colour, 3, 1, f);
  839. printDebug("Load", "TR3 _rooms[%i].room_light_colour {%i %i %i}",
  840. i,
  841. _rooms[i].room_light_colour.r,
  842. _rooms[i].room_light_colour.g,
  843. _rooms[i].room_light_colour.b);
  844. }
  845. }
  846. /* Read floor data */
  847. /*
  848. * Really, FloorData should be a per-sector dynamic allocation; however,
  849. * that requires a parser that can accurately determine where one sector's
  850. * FloorData ends and another's begins. Until we have that, we'll stick to
  851. * this crude (but effective) method...
  852. */
  853. Fread(&_num_floor_data, sizeof(_num_floor_data), 1, f);
  854. printDebug("Load", "_num_floor_data = %u", _num_floor_data);
  855. _floor_data = 0x0;
  856. if (_num_floor_data > 0)
  857. {
  858. _floor_data = new unsigned short[_num_floor_data];
  859. Fread(_floor_data, sizeof(short), _num_floor_data, f);
  860. //! \fixme endian
  861. }
  862. /* Read mesh data */
  863. Fread(&num_mesh_data_words, sizeof(num_mesh_data_words), 1, f);
  864. //! \fixme endian
  865. printDebug("Load", "num_mesh_data_words = %u", num_mesh_data_words);
  866. raw_mesh_data = new unsigned char[num_mesh_data_words*2];
  867. Fread(raw_mesh_data, 2, num_mesh_data_words, f);
  868. // Endian-conversion of this data occurs in ExtractMeshes()
  869. printDebug("Load", "Read raw_mesh_data");
  870. /* Read mesh pointers */
  871. Fread(&num_mesh_pointers, sizeof(num_mesh_pointers), 1, f);
  872. //! \fixme endian
  873. printDebug("Load", "num_mesh_pointers = %u", num_mesh_pointers);
  874. mesh_pointer_list = new unsigned int[num_mesh_pointers];
  875. Fread(mesh_pointer_list, sizeof(unsigned int), num_mesh_pointers, f);
  876. //! \fixme endian
  877. printDebug("Load", "Read mesh_pointer_list");
  878. /* Extract meshes */
  879. extractMeshes(raw_mesh_data, num_mesh_pointers, mesh_pointer_list);
  880. delete [] raw_mesh_data;
  881. delete [] mesh_pointer_list;
  882. /* Read animations */
  883. Fread(&_num_animations, sizeof(_num_animations), 1, f);
  884. //! \fixme endian
  885. printDebug("Load", "_num_animations = %u", _num_animations);
  886. _animations = 0x0;
  887. if (_num_animations > 0)
  888. {
  889. _animations = new tr2_animation_t[_num_animations];
  890. if (mEngineVersion == TR_VERSION_4)
  891. {
  892. tr4_animation_t tr4_anim;
  893. for (i = 0; i < (int)_num_animations; ++i)
  894. {
  895. Fread(&tr4_anim, 40, 1, f);
  896. _animations[i].frame_offset = tr4_anim.frame_offset;
  897. _animations[i].frame_rate = tr4_anim.frame_rate;
  898. _animations[i].frame_size = tr4_anim.frame_size;
  899. _animations[i].state_id = tr4_anim.state_id;
  900. _animations[i].unknown1 = tr4_anim.unknown;
  901. _animations[i].unknown2 = tr4_anim.speed;
  902. _animations[i].unknown3 = tr4_anim.accel_lo;
  903. _animations[i].unknown4 = tr4_anim.accel_hi;
  904. _animations[i].frame_start = tr4_anim.frame_start;
  905. _animations[i].frame_end = tr4_anim.frame_end;
  906. _animations[i].next_animation = tr4_anim.next_animation;
  907. _animations[i].next_frame = tr4_anim.next_frame;
  908. _animations[i].num_state_changes = tr4_anim.num_state_changes;
  909. _animations[i].state_change_offset = tr4_anim.state_change_offset;
  910. _animations[i].num_anim_commands = (tr4_anim.num_anim_commands > 256)
  911. ? 0 : tr4_anim.num_anim_commands;
  912. _animations[i].anim_command = tr4_anim.anim_command;
  913. }
  914. }
  915. else
  916. {
  917. Fread(_animations, sizeof(tr2_animation_t), _num_animations, f);
  918. }
  919. }
  920. //! \fixme endian
  921. /* Read state changes */
  922. Fread(&_num_state_changes, sizeof(_num_state_changes), 1, f);
  923. //! \fixme endian
  924. printDebug("Load", "_num_state_changes = %u", _num_state_changes);
  925. if (_num_state_changes > 0)
  926. {
  927. _state_changes = new tr2_state_change_t[_num_state_changes];
  928. Fread(_state_changes, sizeof(tr2_state_change_t), _num_state_changes, f);
  929. }
  930. //! \fixme endian
  931. /* Read AnimDispatches */
  932. Fread(&_num_anim_dispatches, sizeof(_num_anim_dispatches), 1, f);
  933. //! \fixme endian
  934. printDebug("Load", "_num_anim_dispatches = %u", _num_anim_dispatches);
  935. _anim_dispatches = 0x0;
  936. if (_num_anim_dispatches > 0)
  937. {
  938. _anim_dispatches = new tr2_anim_dispatch_t[_num_anim_dispatches];
  939. Fread(_anim_dispatches, sizeof(tr2_anim_dispatch_t),
  940. _num_anim_dispatches, f);
  941. }
  942. //! \fixme endian
  943. /* Read anim commands */
  944. Fread(&_num_anim_commands, sizeof(_num_anim_commands), 1, f);
  945. //! \fixme endian
  946. printDebug("Load", "_num_anim_commands = %u", _num_anim_commands);
  947. _anim_commands = 0x0;
  948. if (_num_anim_commands > 0)
  949. {
  950. _anim_commands = new tr2_anim_command_t[_num_anim_commands];
  951. Fread(_anim_commands, sizeof(tr2_anim_command_t), _num_anim_commands, f);
  952. }
  953. //! \fixme endian
  954. /* Read MeshTrees */
  955. Fread(&_num_mesh_trees, sizeof(_num_mesh_trees), 1, f);
  956. //! \fixme endian
  957. printDebug("Load", "_num_mesh_trees = %u", _num_mesh_trees);
  958. _mesh_trees = 0x0;
  959. if (_num_mesh_trees > 0)
  960. {
  961. _mesh_trees = new tr2_meshtree_t[_num_mesh_trees];
  962. Fread(_mesh_trees, sizeof(int), _num_mesh_trees, f);
  963. }
  964. //! \fixme endian
  965. /* Read frames */
  966. Fread(&_num_frames, sizeof(_num_frames), 1, f);
  967. //! \fixme endian
  968. printDebug("Load", "_num_frames = %u", _num_frames);
  969. _frames = 0x0;
  970. if (_num_frames > 0)
  971. {
  972. _frames = new unsigned short[_num_frames];
  973. Fread(_frames, 2, _num_frames, f);
  974. //! \fixme endian
  975. if (mEngineVersion == TR_VERSION_1)
  976. {
  977. // re-format the frames[] to look like TR2 frames
  978. int num_frames;
  979. for (j = 0; j < (int)_num_animations; ++j)
  980. {
  981. int fo = _animations[j].frame_offset / 2;
  982. _animations[j].frame_size = (unsigned char)(_frames[fo + 9] * 2) + 10;
  983. }
  984. for (i = 0; i < (int)_num_frames; )
  985. {
  986. i += 9; // point to num_frames;
  987. j = i; // get rid of (overwrite) num_frames
  988. num_frames = _frames[i++];
  989. while (num_frames--)
  990. {
  991. _frames[j++] = _frames[i + 1]; // reverse the words as we go
  992. _frames[j++] = _frames[i];
  993. i += 2;
  994. }
  995. }
  996. }
  997. }
  998. /* Read moveables */
  999. Fread(&_num_moveables, sizeof(_num_moveables), 1, f);
  1000. //! \fixme endian
  1001. printDebug("Load", "_num_moveables = %u", _num_moveables);
  1002. _moveables = 0x0;
  1003. if (_num_moveables > 0)
  1004. {
  1005. debugf = ftell(f);
  1006. _moveables = new tr2_moveable_t[_num_moveables];
  1007. Fread(_moveables, 18, _num_moveables, f);
  1008. }
  1009. //! \fixme endian
  1010. Fread(&_num_static_meshes, sizeof(int), 1, f);
  1011. //! \fixme endian
  1012. printDebug("Load", "_num_static_meshes = %u", _num_static_meshes);
  1013. // SAFE EXIT //////////////////////////
  1014. _static_meshes = 0x0;
  1015. if (_num_static_meshes > 0)
  1016. {
  1017. _static_meshes = new tr2_staticmesh_t[_num_static_meshes];
  1018. Fread(_static_meshes, sizeof(tr2_staticmesh_t),
  1019. _num_static_meshes, f);
  1020. //! \fixme endian
  1021. }
  1022. _object_textures = 0x0;
  1023. if (mEngineVersion < TR_VERSION_3)
  1024. {
  1025. /* Read object textures */
  1026. Fread(&_num_object_textures, sizeof(int), 1, f);
  1027. printDebug("Load", "_num_object_textures = %u", _num_object_textures);
  1028. //! \fixme endian
  1029. if (_num_object_textures > 0)
  1030. {
  1031. _object_textures = new tr2_object_texture_t[_num_object_textures];
  1032. Fread(_object_textures, sizeof(tr2_object_texture_t),
  1033. _num_object_textures, f);
  1034. }
  1035. //! \fixme endian
  1036. }
  1037. if (mEngineVersion == TR_VERSION_4)
  1038. {
  1039. unsigned char zzbuf[4];
  1040. Fread(zzbuf, 1, 3, f); // skip "SPR"
  1041. zzbuf[3] = 0;
  1042. printDebug("Load", "TR4 checking if %s == SPR", zzbuf);
  1043. }
  1044. /* Read sprite textures */
  1045. Fread(&_num_sprite_textures, sizeof(int), 1, f);
  1046. //! \fixme endian
  1047. printDebug("Load", "_num_sprite_textures = %u", _num_sprite_textures);
  1048. _sprite_textures = 0x0;
  1049. if (_num_sprite_textures > 0)
  1050. {
  1051. _sprite_textures = new tr2_sprite_texture_t[_num_sprite_textures];
  1052. Fread(_sprite_textures, sizeof(tr2_sprite_texture_t),
  1053. _num_sprite_textures, f);
  1054. }
  1055. //! \fixme endian
  1056. /* Read sprite texture data (?) */
  1057. Fread(&_num_sprite_sequences, sizeof(int), 1, f);
  1058. //! \fixme endian
  1059. printDebug("Load", "_num_sprite_sequences = %u", _num_sprite_sequences);
  1060. _sprite_sequences = 0x0;
  1061. if (_num_sprite_sequences > 0)
  1062. {
  1063. _sprite_sequences = new tr2_sprite_sequence_t[_num_sprite_sequences];
  1064. Fread(_sprite_sequences, sizeof(tr2_sprite_sequence_t),
  1065. _num_sprite_sequences, f);
  1066. }
  1067. //! \fixme endian
  1068. /* Read cameras */
  1069. Fread(&_num_cameras, sizeof(_num_cameras), 1, f);
  1070. //! \fixme endian
  1071. printDebug("Load", "_num_cameras = %i", _num_cameras);
  1072. _cameras = 0x0;
  1073. if (_num_cameras > 0)
  1074. {
  1075. _cameras = new tr2_camera_t[_num_cameras];
  1076. Fread(_cameras, sizeof(tr2_camera_t), _num_cameras, f);
  1077. //! \fixme endian
  1078. }
  1079. if (mEngineVersion == TR_VERSION_4)
  1080. {
  1081. int num_ex_cam;
  1082. tr4_extra_camera_t *ex_cam;
  1083. Fread(&num_ex_cam, 4, 1, f);
  1084. printDebug("Load", "num_extra_cam = %i", num_ex_cam);
  1085. if (num_ex_cam > 0)
  1086. {
  1087. ex_cam = new tr4_extra_camera_t[num_ex_cam];
  1088. Fread(ex_cam, sizeof(tr4_extra_camera_t), num_ex_cam, f);
  1089. delete [] ex_cam;
  1090. }
  1091. }
  1092. /* Read sound effects (?) */
  1093. Fread(&_num_sound_sources, sizeof(_num_sound_sources), 1, f);
  1094. //! \fixme endian
  1095. printDebug("Load", "_num_sound_sources = %i", _num_sound_sources);
  1096. _sound_sources = 0x0;
  1097. if (_num_sound_sources > 0)
  1098. {
  1099. _sound_sources =
  1100. (tr2_sound_source_t*) new unsigned char[_num_sound_sources*40];
  1101. Fread(_sound_sources, sizeof(tr2_sound_source_t),
  1102. _num_sound_sources, f);
  1103. //! \fixme endian
  1104. }
  1105. #ifdef OBSOLETE
  1106. if (mEngineVersion == TR_VERSION_4)
  1107. {
  1108. unsigned int num_ZZ;
  1109. unsigned char zzbuf[17];
  1110. Fread(&num_ZZ, 1, sizeof(num_ZZ), f);
  1111. while (num_ZZ--)
  1112. {
  1113. Fread(zzbuf, 1, 16, f);
  1114. zzbuf[16] = 0;
  1115. printDebug("Load", "TR4 zz dump '%s'", zzbuf);
  1116. }
  1117. }
  1118. #endif
  1119. /* Read boxes */
  1120. Fread(&_num_boxes, sizeof(_num_boxes), 1, f);
  1121. //! \fixme endian
  1122. printDebug("Load", "_num_boxes = %i", _num_boxes);
  1123. _boxes = 0x0;
  1124. if (_num_boxes > 0)
  1125. {
  1126. _boxes = new tr2_box_t[_num_boxes];
  1127. if (mEngineVersion == TR_VERSION_1)
  1128. {
  1129. struct tr1_box
  1130. {
  1131. int zmin, zmax, xmin, xmax;
  1132. short true_floor, overlap_index;
  1133. } __attribute__ ((packed)) *tr1box;
  1134. tr1box = new tr1_box[_num_boxes];
  1135. Fread(tr1box, sizeof(struct tr1_box), _num_boxes, f);
  1136. //! \fixme endian
  1137. for (j = 0; j < _num_boxes; ++j)
  1138. {
  1139. _boxes[j].zmin = (unsigned char)(tr1box[j].zmin / 1024);
  1140. _boxes[j].zmax = (unsigned char)(tr1box[j].zmax / 1024);
  1141. _boxes[j].xmin = (unsigned char)(tr1box[j].xmin / 1024);
  1142. _boxes[j].xmax = (unsigned char)(tr1box[j].xmax / 1024);
  1143. _boxes[j].true_floor = tr1box[j].true_floor;
  1144. _boxes[j].overlap_index = tr1box[j].overlap_index;
  1145. }
  1146. delete [] tr1box;
  1147. }
  1148. else
  1149. {
  1150. Fread(_boxes, sizeof(tr2_box_t), _num_boxes, f);
  1151. }
  1152. //! \fixme endian
  1153. }
  1154. /* Read overlaps (?) */
  1155. Fread(&_num_overlaps, sizeof(_num_overlaps), 1, f);
  1156. //! \fixme endian
  1157. printDebug("Load", "_num_overlaps = %i", _num_overlaps);
  1158. _overlaps = 0x0;
  1159. if (_num_overlaps > 0)
  1160. {
  1161. _overlaps = new short[_num_overlaps];
  1162. Fread(_overlaps, 2, _num_overlaps, f);
  1163. //! \fixme endian
  1164. }
  1165. _zones = 0x0;
  1166. /* Read Zones */
  1167. if (_num_boxes > 0)
  1168. {
  1169. _zones = new short[_num_boxes*10];
  1170. if (mEngineVersion == TR_VERSION_1)
  1171. {
  1172. Fread(_zones, 12, _num_boxes, f);
  1173. }
  1174. else
  1175. {
  1176. Fread(_zones, 20, _num_boxes, f);
  1177. }
  1178. //! \fixme endian
  1179. }
  1180. /* Read animation textures (?) */
  1181. Fread(&_num_animated_textures, sizeof(_num_animated_textures), 1, f);
  1182. //! \fixme endian
  1183. printDebug("Load", "_num_animated_textures = %i", _num_animated_textures);
  1184. _animated_textures = 0x0;
  1185. if (_num_animated_textures > 0)
  1186. {
  1187. _animated_textures = new short[_num_animated_textures];
  1188. Fread(_animated_textures, 2, _num_animated_textures, f);
  1189. //! \fixme endian
  1190. }
  1191. if (mEngineVersion >= TR_VERSION_3)
  1192. {
  1193. /* Read object textures */
  1194. if (mEngineVersion == TR_VERSION_4)
  1195. {
  1196. unsigned char zzbuf[5];
  1197. Fread(zzbuf, 1, 4, f); // skip "TEX"
  1198. //!! this should be 3, but we have a bug...
  1199. zzbuf[4] = 0;
  1200. printDebug("Load", "TR4 checking %s == TEX", zzbuf);
  1201. }
  1202. Fread(&_num_object_textures, sizeof(_num_object_textures), 1, f);
  1203. //! \fixme endian
  1204. printDebug("Load", "_num_object_textures = %i", _num_object_textures);
  1205. _object_textures = 0x0;
  1206. if (_num_object_textures > 0)
  1207. {
  1208. // Used to be 2 * num, and I forgot why...
  1209. _object_textures = new tr2_object_texture_t[_num_object_textures];
  1210. //! \fixme This is fu fu fu fu fu fu
  1211. if (mEngineVersion == TR_VERSION_4)
  1212. {
  1213. int jjj, kkk;
  1214. tr4_object_texture_t *tr4_tex;
  1215. tr4_tex = new tr4_object_texture_t[_num_object_textures];
  1216. Fread(tr4_tex, 38, _num_object_textures, f);
  1217. for (jjj = 0; jjj < (int)_num_object_textures; ++jjj)
  1218. {
  1219. _object_textures[jjj].transparency_flags =
  1220. tr4_tex[jjj].attribute;
  1221. _object_textures[jjj].tile =
  1222. (unsigned short)tr4_tex[jjj].tile & 0x7fff;
  1223. for (kkk = 0; kkk < 4; ++kkk)
  1224. {
  1225. _object_textures[jjj].vertices[kkk].xcoordinate =
  1226. tr4_tex[jjj].vertices[kkk].xcoordinate;
  1227. _object_textures[jjj].vertices[kkk].xpixel =
  1228. tr4_tex[jjj].vertices[kkk].xpixel;
  1229. _object_textures[jjj].vertices[kkk].ycoordinate =
  1230. tr4_tex[jjj].vertices[kkk].ycoordinate;
  1231. _object_textures[jjj].vertices[kkk].ypixel =
  1232. tr4_tex[jjj].vertices[kkk].ypixel;
  1233. }
  1234. }
  1235. delete [] tr4_tex;
  1236. }
  1237. else
  1238. {
  1239. Fread(_object_textures, sizeof(tr2_object_texture_t),
  1240. _num_object_textures, f);
  1241. }
  1242. }
  1243. //! \fixme endian
  1244. }
  1245. /* Read items */
  1246. Fread(&_num_items, sizeof(_num_items), 1, f);
  1247. //! \fixme endian
  1248. printDebug("Load", "_num_items = %i", _num_items);
  1249. _items = 0x0;
  1250. if (_num_items > 0)
  1251. {
  1252. _items = new tr2_item_t[_num_items];
  1253. if (mEngineVersion == TR_VERSION_1)
  1254. {
  1255. for (i = 0; i < _num_items; ++i)
  1256. {
  1257. Fread(&_items[i], sizeof(tr2_item_t) - 2, 1, f);
  1258. _items[i].flags = _items[i].intensity2;
  1259. _items[i].intensity2 = _items[i].intensity1;
  1260. }
  1261. }
  1262. else
  1263. {
  1264. Fread(_items, sizeof(tr2_item_t), _num_items, f);
  1265. }
  1266. }
  1267. //! \fixme endian
  1268. /* Read LightMaps */
  1269. _light_map = new unsigned char[32 * 256];
  1270. if (mEngineVersion != TR_VERSION_4)
  1271. {
  1272. Fread(_light_map, 32, 256, f);
  1273. }
  1274. if (mEngineVersion == TR_VERSION_1)
  1275. {
  1276. /* read the 8-bit palette */
  1277. Fread(_palette8, sizeof(tr2_colour_t), 256, f);
  1278. printDebug("Load", "Read TR 1 palette");
  1279. // build 16-bit textiles from 8-bit
  1280. // (no extra colours, but creates consistent .TR2 file)
  1281. for (i = 0; i < (int)_num_textiles; ++i)
  1282. {
  1283. unsigned short argb;
  1284. double colour_tmp;
  1285. for (j = 0; j < (256 * 256); ++j)
  1286. {
  1287. colour_tmp = _palette8[_textile8[i].tile[j]].r & 0x3f;
  1288. colour_tmp = colour_tmp * 31.0 / 63.0;
  1289. argb = (unsigned short)(((int)colour_tmp) << 10);
  1290. colour_tmp = _palette8[_textile8[i].tile[j]].g & 0x3f;
  1291. colour_tmp = colour_tmp * 31.0 / 63.0;
  1292. argb |= (unsigned short)(((int)colour_tmp) << 5);
  1293. colour_tmp = _palette8[_textile8[i].tile[j]].b & 0x3f;
  1294. colour_tmp = colour_tmp * 31.0 / 63.0;
  1295. argb |= (unsigned short)((int)colour_tmp);
  1296. argb &= 0x7fff; // ???
  1297. if (_textile8[i].tile[j] != 0)
  1298. argb |= 0x8000;
  1299. _textile16[i].tile[j] = argb;
  1300. }
  1301. }
  1302. }
  1303. /* Read cinematic frames */
  1304. if (mEngineVersion == TR_VERSION_4)
  1305. {
  1306. unsigned int num_ai_data;
  1307. Fread(&num_ai_data, 4, 1, f);
  1308. printDebug("Load", "num_ai_data = %i", num_ai_data);
  1309. tr4_ai_object_t *ai_obj = 0x0;
  1310. if (num_ai_data > 0)
  1311. {
  1312. ai_obj = new tr4_ai_object_t[num_ai_data];
  1313. Fread(ai_obj, sizeof(tr4_ai_object_t), num_ai_data, f);
  1314. delete [] ai_obj;
  1315. }
  1316. }
  1317. else
  1318. {
  1319. unsigned short num_cinematic_frames;
  1320. Fread(&num_cinematic_frames, sizeof(num_cinematic_frames), 1, f);
  1321. //! \fixme endian
  1322. _num_cinematic_frames = num_cinematic_frames;
  1323. printDebug("Load", "_num_cinematic_frames = %i", _num_cinematic_frames);
  1324. _cinematic_frames = 0x0;
  1325. if (_num_cinematic_frames > 0)
  1326. {
  1327. _cinematic_frames = new tr2_cinematic_frame_t[_num_cinematic_frames];
  1328. Fread(_cinematic_frames, sizeof(tr2_cinematic_frame_t),
  1329. _num_cinematic_frames, f);
  1330. // There may or may not be endian conversion required here - I have
  1331. // no idea what this data is.
  1332. }
  1333. }
  1334. /* Read demodata (?) */
  1335. Fread(&_num_demo_data, sizeof(_num_demo_data), 1, f);
  1336. //! \fixme endian
  1337. printDebug("Load", "_num_demo_data = %i", _num_demo_data);
  1338. _demo_data = 0x0;
  1339. if (_num_demo_data > 0)
  1340. {
  1341. _demo_data = new unsigned char[_num_demo_data];
  1342. Fread(_demo_data, 1, _num_demo_data, f);
  1343. // There may or may not be endian conversion required here - I have
  1344. // no idea what this data is.
  1345. }
  1346. /* Read SoundMap */
  1347. mSoundMap = new short[370];
  1348. if (mEngineVersion == TR_VERSION_1)
  1349. {
  1350. Fread(mSoundMap, sizeof(short), 256, f);
  1351. //memset(_sound_map, 0, 370 * sizeof(short)); //! \fixme KLUDGE!!!
  1352. }
  1353. else
  1354. {
  1355. Fread(mSoundMap, sizeof(short), 370, f);
  1356. }
  1357. //! \fixme endian
  1358. /* Read SoundDetails */
  1359. Fread(&mNumSoundDetails, sizeof(mNumSoundDetails), 1, f);
  1360. printDebug("Load", "mNumSoundDetails = %i", mNumSoundDetails);
  1361. //! \fixme endian
  1362. mSoundDetails = 0x0;
  1363. if (mNumSoundDetails > 0)
  1364. {
  1365. mSoundDetails = new tr2_sound_details_t[mNumSoundDetails];
  1366. Fread(mSoundDetails, sizeof(tr2_sound_details_t), mNumSoundDetails, f);
  1367. }
  1368. //! \fixme endian
  1369. // Read sound sample indices
  1370. mSampleIndices = 0x0;
  1371. mNumSampleIndices = 0;
  1372. mRiffDataSz = 0;
  1373. mRiffData = 0x0;
  1374. mNumTR4Samples = 0;
  1375. mTR4Samples = 0x0;
  1376. switch (mEngineVersion)
  1377. {
  1378. case TR_VERSION_1:
  1379. Fread(&mRiffDataSz, 4, 1, f);
  1380. printDebug("Load", "mRiffDataSz = %ibytes", mRiffDataSz);
  1381. if (mRiffDataSz > 0)
  1382. {
  1383. mRiffData = new unsigned char[mRiffDataSz];
  1384. Fread(mRiffData, 1, mRiffDataSz, f);
  1385. }
  1386. Fread(&mNumSampleIndices, 4, 1, f);
  1387. printDebug("Load", "mNumSampleIndices = %i", mNumSampleIndices);
  1388. if (mNumSampleIndices > 0)
  1389. {
  1390. mSampleIndices = new int[mNumSampleIndices];
  1391. //! \fixme (Endian)
  1392. Fread(mSampleIndices, 4, mNumSampleIndices, f);
  1393. }
  1394. break;
  1395. case TR_VERSION_4:
  1396. mFreadMode = TR_FREAD_NORMAL;
  1397. // 0x46464952
  1398. //! \fixme (Endian) Read bitu32 / uint32_t
  1399. Fread(&mNumTR4Samples, 4, 1, f);
  1400. printDebug("Load", "mNumTR4Samples = %i", mNumTR4Samples);
  1401. mRiffDataSz = 0;
  1402. mTR4Samples = new unsigned char *[mNumTR4Samples];
  1403. mTR4SamplesSz = new unsigned int[mNumTR4Samples];
  1404. memset(mTR4SamplesSz, 0, mNumTR4Samples*4);
  1405. for (i = 0; i < (int)mNumTR4Samples; ++i)
  1406. {
  1407. unsigned int sizeCompressed;
  1408. unsigned int sizeUncompressed;
  1409. unsigned char *compressedSoundSample;
  1410. unsigned char *unCompressedSoundSample;
  1411. int zErr;
  1412. uLongf libzUncompressedSize;
  1413. Fread(&sizeUncompressed, 4, 1, f);
  1414. printDebug("Load", " sizeUncompressed = %i", sizeUncompressed);
  1415. Fread(&sizeCompressed, 4, 1, f);
  1416. printDebug("Load", " sizeCompressed = %i", sizeCompressed);
  1417. compressedSoundSample = new unsigned char[sizeCompressed];
  1418. unCompressedSoundSample = new unsigned char[sizeUncompressed];
  1419. //printDebug("Load", " %lubytes read from file", ftell(f));
  1420. Fread(compressedSoundSample, sizeCompressed, 1, f);
  1421. printDebug("Load", " %c%c%c%c should be RIFF",
  1422. compressedSoundSample[0],
  1423. compressedSoundSample[1],
  1424. compressedSoundSample[2],
  1425. compressedSoundSample[3]);
  1426. //#define NEVER_DECOMPRESS
  1427. #ifdef NEVER_DECOMPRESS
  1428. mTR4Samples[i] = compressedSoundSample;
  1429. mTR4SamplesSz[i] = sizeCompressed;
  1430. delete [] unCompressedSoundSample;
  1431. #else
  1432. // Decompress the sample
  1433. libzUncompressedSize = sizeUncompressed;
  1434. zErr = uncompress(unCompressedSoundSample,
  1435. &libzUncompressedSize,
  1436. compressedSoundSample,
  1437. sizeCompressed);
  1438. sizeUncompressed = libzUncompressedSize;
  1439. switch (zErr)
  1440. {
  1441. case Z_MEM_ERROR:
  1442. printDebug("Load", " Decompress Error: not enough memory");
  1443. break;
  1444. case Z_BUF_ERROR:
  1445. printDebug("Load", " Decompress Error: output buffer too small");
  1446. break;
  1447. case Z_DATA_ERROR:
  1448. printDebug("Load", " Decompress Error: input data was corrupted");
  1449. break;
  1450. case Z_OK:
  1451. printDebug("Load", " Decompress OK");
  1452. break;
  1453. default:
  1454. printDebug("Load", " Decompress Error: decompress error #%i", zErr);
  1455. }
  1456. // Hhhmm... handle uncompressed RIFFs too?
  1457. if (zErr == Z_OK)
  1458. {
  1459. mTR4Samples[i] = unCompressedSoundSample;
  1460. mTR4SamplesSz[i] = sizeUncompressed;
  1461. delete [] compressedSoundSample;
  1462. }
  1463. else
  1464. {
  1465. printDebug("Load", " %lubytes read from file", ftell(f));
  1466. mTR4Samples[i] = compressedSoundSample;
  1467. mTR4SamplesSz[i] = sizeCompressed;
  1468. delete [] unCompressedSoundSample;
  1469. }
  1470. #endif
  1471. }
  1472. break;
  1473. case TR_VERSION_2:
  1474. case TR_VERSION_3:
  1475. case TR_VERSION_5:
  1476. case TR_VERSION_UNKNOWN:
  1477. //! \fixme (Endian) Read bit32 / int32_t
  1478. Fread(&mNumSampleIndices, 4, 1, f);
  1479. printDebug("Load", "mNumSampleIndices = %i", mNumSampleIndices);
  1480. if (mNumSampleIndices > 0)
  1481. {
  1482. mSampleIndices = new int[mNumSampleIndices];
  1483. //! \fixme (Endian)
  1484. Fread(mSampleIndices, 4, mNumSampleIndices, f);
  1485. }
  1486. break;
  1487. }
  1488. if (mCompressedLevelData)
  1489. {
  1490. printDebug("Load", "Freeing uncompressed TR4 data");
  1491. delete [] mCompressedLevelData;
  1492. }
  1493. //! \fixme memory damage?
  1494. mCompressedLevelData = NULL;
  1495. fclose(f);
  1496. return 0;
  1497. }
  1498. ////////////////////////////////////////////////////////////
  1499. // Public Accessors
  1500. ////////////////////////////////////////////////////////////
  1501. float TombRaider::adjustTexel(unsigned char texel, char offset)
  1502. {
  1503. if (offset >= 0)
  1504. texel++;
  1505. else
  1506. texel--;
  1507. return ((float)texel / 255.0f);
  1508. }
  1509. void TombRaider::computeRotationAngles(unsigned short **frame,
  1510. unsigned int *frame_offset,
  1511. unsigned int *angle_offset,
  1512. float *x, float *y, float *z)
  1513. {
  1514. unsigned short itmp, itmp2;
  1515. float angle;
  1516. itmp = (*frame)[(*frame_offset) + (*angle_offset)++];
  1517. if (Engine() == TR_VERSION_1)
  1518. {
  1519. // All angles are three-axis
  1520. angle = (itmp >> 4) & 0x03ff;
  1521. angle *= 360.0 / 1024.0;
  1522. *x = angle;
  1523. itmp2 = (itmp << 6) & 0x03c0;
  1524. // Get Z rotation
  1525. itmp = (*frame)[(*frame_offset) + (*angle_offset)];
  1526. ++(*angle_offset);
  1527. itmp2 |= (itmp >> 10) & 0x003f;
  1528. angle = itmp2;
  1529. angle *= 360.0 / 1024.0;
  1530. *y = angle;
  1531. angle = itmp & 0x3ff;
  1532. angle *= 360.0 / 1024.0;
  1533. *z = angle;
  1534. }
  1535. else if (itmp & 0xc000)
  1536. {
  1537. // TR2, TR3, TR4 - single axis of rotation
  1538. if (Engine() == TR_VERSION_4)
  1539. {
  1540. angle = itmp & 0x0fff;
  1541. angle /= 4096.0;
  1542. angle *= 360.0;
  1543. }
  1544. else
  1545. {
  1546. angle = itmp & 0x3ff;
  1547. angle /= 1024.0;
  1548. angle *= 360.0;
  1549. }
  1550. switch (itmp & 0xc000)
  1551. {
  1552. case 0x4000:
  1553. *x = angle;
  1554. break;
  1555. case 0x8000:
  1556. *y = angle;
  1557. break;
  1558. case 0xc000:
  1559. *z = angle;
  1560. break;
  1561. }
  1562. }
  1563. else // TR2, TR3, TR4 - three axes
  1564. {
  1565. angle = (itmp >> 4) & 0x03ff;
  1566. angle *= 360.0 / 1024.0;
  1567. *x = angle;
  1568. itmp2 = (itmp << 6) & 0x03c0;
  1569. itmp = (*frame)[(*frame_offset) + (*angle_offset)++]; // get Z rotation
  1570. itmp2 |= (itmp >> 10) & 0x003f;
  1571. angle = itmp2;
  1572. angle *= 360.0 / 1024.0;
  1573. *y = angle;
  1574. angle = itmp & 0x3ff;
  1575. angle *= 360.0 / 1024.0;
  1576. *z = angle;
  1577. }
  1578. }
  1579. void TombRaider::computeUV(tr2_object_texture_vert_t *st, float *u, float *v)
  1580. {
  1581. unsigned char x, y;
  1582. if (!st || !u || !v)
  1583. return;
  1584. x = st->xpixel;
  1585. y = st->ypixel;
  1586. x += (char)st->xcoordinate;
  1587. y += (char)st->ycoordinate;
  1588. //x += ((char)st->xcoordinate >= 0) ? 1 : -1;
  1589. //y += ((char)st->ycoordinate >= 0) ? 1 : -1;
  1590. *u = (float)x / 255.0f;
  1591. *v = (float)y / 255.0f;
  1592. }
  1593. int TombRaider::getBumpMapCount()
  1594. {
  1595. return _num_bump_map_textures / 2;
  1596. }
  1597. void TombRaider::getColor(int index, float color[4])
  1598. {
  1599. switch (getEngine())
  1600. {
  1601. case TR_VERSION_1:
  1602. color[0] = _palette8[index].r / 64.0f;
  1603. color[1] = _palette8[index].g / 64.0f;
  1604. color[2] = _palette8[index].b / 64.0f;
  1605. //color[0] = (_palette8[index].r & 0xfd) / 64.0f;
  1606. //color[1] = (_palette8[index].g & 0xfd) / 64.0f;
  1607. //color[2] = (_palette8[index].b & 0xfd) / 64.0f;
  1608. color[3] = 1.0;
  1609. break;
  1610. case TR_VERSION_2:
  1611. case TR_VERSION_3:
  1612. case TR_VERSION_4:
  1613. case TR_VERSION_5:
  1614. case TR_VERSION_UNKNOWN:
  1615. color[0] = (float)(_palette16[index] & 0xff) / 256.0f;
  1616. color[1] = (float)((_palette16[index] >> 8) & 0xff) / 256.0f;
  1617. color[2] = (float)((_palette16[index] >> 16) & 0xff) / 256.0f;
  1618. color[3] = 1.0;
  1619. break;
  1620. }
  1621. }
  1622. tr2_version_type TombRaider::getEngine()
  1623. {
  1624. return mEngineVersion;
  1625. }
  1626. void TombRaider::getMeshCollisionInfo(unsigned int meshIndex,
  1627. float center[3], float *radius)
  1628. {
  1629. if ((int)meshIndex > mMeshCount)
  1630. {
  1631. print("getMeshCollisionInfo", "Assertion error: invalid mesh index\n");
  1632. return;
  1633. }
  1634. center[0] = mMeshes[meshIndex].centre.x;
  1635. center[1] = mMeshes[meshIndex].centre.y;
  1636. center[2] = mMeshes[meshIndex].centre.z;
  1637. *radius = mMeshes[meshIndex].collision_size;
  1638. }
  1639. int TombRaider::getMeshCount()
  1640. {
  1641. return mMeshCount;
  1642. }
  1643. /*! \fixme Needs refinement once the ideal format it's feeding is refined
  1644. * I should stick a HACK postfix on the method name - it's temporary
  1645. * until an array format can be crafted from a pinned down design and
  1646. * RE notes review session ( eg what about TR5? )
  1647. */
  1648. void TombRaider::getMeshColoredRectangle(unsigned int meshIndex,
  1649. unsigned int faceIndex,
  1650. int *index, float *color)
  1651. {
  1652. unsigned int t1_1, t1_2, t1_3, t2_1, t2_2, t2_3;
  1653. if ((int)meshIndex > mMeshCount)
  1654. {
  1655. print("getMeshColoredRectangle", "Assertion error: invalid mesh index\n");
  1656. return;
  1657. }
  1658. // Make 2 triangles from one quad!
  1659. t1_1 = 0;
  1660. t1_2 = 1;
  1661. t1_3 = 2;
  1662. t2_1 = 3;
  1663. t2_2 = 0;
  1664. t2_3 = 2;
  1665. index[0] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t1_1];
  1666. index[1] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t1_2];
  1667. index[2] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t1_3];
  1668. index[3] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t2_1];
  1669. index[4] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t2_2];
  1670. index[5] = mMeshes[meshIndex].coloured_rectangles[faceIndex].vertices[t2_3];
  1671. switch (Engine())
  1672. {
  1673. case TR_VERSION_1:
  1674. getColor(mMeshes[meshIndex].coloured_rectangles[faceIndex].texture & 0xff, color);
  1675. break;
  1676. case TR_VERSION_2:
  1677. case TR_VERSION_3:
  1678. case TR_VERSION_4:
  1679. case TR_VERSION_5:
  1680. case TR_VERSION_UNKNOWN:
  1681. getColor((mMeshes[meshIndex].coloured_rectangles[faceIndex].texture>>8) & 0xff, color);
  1682. break;
  1683. }
  1684. }
  1685. void TombRaider::getMeshColoredTriangle(unsigned int meshIndex,
  1686. unsigned int faceIndex,
  1687. int *index, float *color)
  1688. {
  1689. if ((int)meshIndex > mMeshCount)
  1690. {
  1691. print("getMeshColoredTriangle", "Assertion error: invalid mesh index\n");
  1692. return;
  1693. }
  1694. index[0] = mMeshes[meshIndex].coloured_triangles[faceIndex].vertices[0];
  1695. index[1] = mMeshes[meshIndex].coloured_triangles[faceIndex].vertices[1];
  1696. index[2] = mMeshes[meshIndex].coloured_triangles[faceIndex].vertices[2];
  1697. switch (Engine())
  1698. {
  1699. case TR_VERSION_1:
  1700. getColor(mMeshes[meshIndex].coloured_triangles[faceIndex].texture & 0xff,
  1701. color);
  1702. break;
  1703. case TR_VERSION_2:
  1704. case TR_VERSION_3:
  1705. case TR_VERSION_4:
  1706. case TR_VERSION_5:
  1707. case TR_VERSION_UNKNOWN:
  1708. getColor((mMeshes[meshIndex].coloured_triangles[faceIndex].texture>>8) & 0xff,
  1709. color);
  1710. break;
  1711. }
  1712. }
  1713. void TombRaider::getMeshTexturedRectangle(unsigned int meshIndex,
  1714. unsigned int faceIndex,
  1715. int *index, float *st, int *texture,
  1716. unsigned short *transparency)
  1717. {
  1718. unsigned int t1_1, t1_2, t1_3, t2_1, t2_2, t2_3;
  1719. static bool givenWarning = false; // hahaha... okay less spewing
  1720. tr2_mesh_t *meshes;
  1721. tr2_object_texture_t *object_texture;
  1722. int t_index;
  1723. unsigned int i, m;
  1724. if ((int)meshIndex > mMeshCount)
  1725. {
  1726. print("getMeshTexturedRectangle", "Assertion error: invalid mesh index\n");
  1727. return;
  1728. }
  1729. m = meshIndex; // lazy
  1730. meshes = mMeshes; // lazy
  1731. object_texture = _object_textures; // lazy
  1732. i = faceIndex; // lazy
  1733. // Make 2 triangles from one quad!
  1734. t1_1 = 0;
  1735. t1_2 = 1;
  1736. t1_3 = 2;
  1737. t2_1 = 3;
  1738. t2_2 = 0;
  1739. t2_3 = 2;
  1740. t_index = meshes[m].textured_rectangles[i].texture;
  1741. index[0] = meshes[m].textured_rectangles[i].vertices[t1_1];
  1742. index[1] = meshes[m].textured_rectangles[i].vertices[t1_2];
  1743. index[2] = meshes[m].textured_rectangles[i].vertices[t1_3];
  1744. index[3] = meshes[m].textured_rectangles[i].vertices[t2_1];
  1745. index[4] = meshes[m].textured_rectangles[i].vertices[t2_2];
  1746. index[5] = meshes[m].textured_rectangles[i].vertices[t2_3];
  1747. computeUV(object_texture[t_index].vertices+t1_1, (st), (st)+1);
  1748. computeUV(object_texture[t_index].vertices+t1_2, (st)+2, (st)+3);
  1749. computeUV(object_texture[t_index].vertices+t1_3, (st)+4, (st)+5);
  1750. computeUV(object_texture[t_index].vertices+t2_1, (st)+6, (st)+7);
  1751. computeUV(object_texture[t_index].vertices+t2_2, (st)+8, (st)+9);
  1752. computeUV(object_texture[t_index].vertices+t2_3, (st)+10, (st)+11);
  1753. *texture = object_texture[t_index].tile;
  1754. *transparency = object_texture[t_index].transparency_flags;
  1755. // TR3+ alpha Textured polygons
  1756. if (!givenWarning && *transparency == 2)
  1757. {
  1758. givenWarning = true;
  1759. //! \fixme Use Material class to handle greyscale alpha intensity
  1760. // (partial alpha)
  1761. print("getMeshTexturedRectangle",
  1762. "TR3+ greyscale alpha intensity not implmented, %s:%i",
  1763. __FILE__, __LINE__);
  1764. }
  1765. }
  1766. void TombRaider::getMeshTexturedTriangle(unsigned int meshIndex,
  1767. unsigned int faceIndex,
  1768. int *index, float *st, int *texture,
  1769. unsigned short *transparency)
  1770. {
  1771. static bool givenWarning = false; // hahaha... okay less spewing
  1772. tr2_mesh_t *meshes;
  1773. tr2_object_texture_t *object_texture;
  1774. int t_index;
  1775. unsigned int i;
  1776. if ((int)meshIndex > mMeshCount)
  1777. {
  1778. print("getMeshTexturedTriangle", "Assertion error: invalid mesh index\n");
  1779. return;
  1780. }
  1781. meshes = mMeshes; // lazy
  1782. object_texture = _object_textures; // lazy
  1783. i = faceIndex; // lazy
  1784. t_index = meshes[meshIndex].textured_triangles[i].texture;
  1785. index[0] = meshes[meshIndex].textured_triangles[i].vertices[0];
  1786. index[1] = meshes[meshIndex].textured_triangles[i].vertices[1];
  1787. index[2] = meshes[meshIndex].textured_triangles[i].vertices[2];
  1788. computeUV(object_texture[t_index].vertices, (st), (st)+1);
  1789. computeUV(object_texture[t_index].vertices+1, (st)+2, (st)+3);
  1790. computeUV(object_texture[t_index].vertices+2, (st)+4, (st)+5);
  1791. *texture = object_texture[t_index].tile;
  1792. *transparency = object_texture[t_index].transparency_flags;
  1793. // TR3+ alpha Textured polygons
  1794. if (!givenWarning && *transparency == 2)
  1795. {
  1796. givenWarning = true;
  1797. //! \fixme Use Material class to handle greyscale alpha intensity
  1798. // (partial alpha)
  1799. print("getMeshTexturedTriangle",
  1800. "TR3+ greyscale alpha intensity not implmented, %s:%i",
  1801. __FILE__, __LINE__);
  1802. }
  1803. }
  1804. int TombRaider::getMeshTexturedTriangleCount(unsigned int meshIndex)
  1805. {
  1806. if ((int)meshIndex > mMeshCount)
  1807. {
  1808. print("getMeshTexturedTriangleCount", "Assertion error: invalid mesh index\n");
  1809. return 0;
  1810. }
  1811. return ((mMeshes[meshIndex].num_textured_triangles <= 0) ? 0 :
  1812. mMeshes[meshIndex].num_textured_triangles);
  1813. }
  1814. int TombRaider::getMeshColoredTriangleCount(unsigned int meshIndex)
  1815. {
  1816. if ((int)meshIndex > mMeshCount)
  1817. {
  1818. print("getMeshColoredTriangleCount", "Assertion error: invalid mesh index\n");
  1819. return 0;
  1820. }
  1821. return ((mMeshes[meshIndex].num_coloured_triangles <= 0) ? 0 :
  1822. mMeshes[meshIndex].num_coloured_triangles);
  1823. }
  1824. int TombRaider::getMeshTexturedRectangleCount(unsigned int meshIndex)
  1825. {
  1826. if ((int)meshIndex > mMeshCount)
  1827. {
  1828. print("getMeshTexturedRectangleCount", "Assertion error: invalid mesh index\n");
  1829. return 0;
  1830. }
  1831. return ((mMeshes[meshIndex].num_textured_rectangles <= 0) ? 0 :
  1832. mMeshes[meshIndex].num_textured_rectangles);
  1833. }
  1834. int TombRaider::getMeshColoredRectangleCount(unsigned int meshIndex)
  1835. {
  1836. if ((int)meshIndex > mMeshCount)
  1837. {
  1838. print("getMeshColoredRectangleCount", "Assertion error: invalid mesh index\n");
  1839. return 0;
  1840. }
  1841. return ((mMeshes[meshIndex].num_coloured_rectangles <= 0) ? 0:
  1842. mMeshes[meshIndex].num_coloured_rectangles);
  1843. }
  1844. //! \fixme Perhaps making color an 8bit intensity would be a better idea
  1845. void TombRaider::getMeshVertexArrays(unsigned int meshIndex,
  1846. unsigned int *vertexCount, float **verts,
  1847. unsigned int *normalCount, float **norms,
  1848. unsigned int *colorCount, float **colors)
  1849. {
  1850. unsigned int i;
  1851. float colorValue;
  1852. *vertexCount = 0;
  1853. *verts = 0x0;
  1854. *normalCount = 0;
  1855. *norms = 0x0;
  1856. *colorCount = 0;
  1857. *colors = 0x0;
  1858. if ((int)meshIndex > mMeshCount || mMeshes[meshIndex].num_vertices < 0)
  1859. return;
  1860. // Vertices
  1861. *vertexCount = mMeshes[meshIndex].num_vertices;
  1862. *verts = new float[*vertexCount * 3];
  1863. for (i = 0; i < *vertexCount; ++i)
  1864. {
  1865. (*verts)[i*3] = mMeshes[meshIndex].vertices[i].x;
  1866. (*verts)[i*3+1] = mMeshes[meshIndex].vertices[i].y;
  1867. (*verts)[i*3+2] = mMeshes[meshIndex].vertices[i].z;
  1868. }
  1869. // Normals, if any
  1870. if (mMeshes[meshIndex].num_normals > 0 &&
  1871. mMeshes[meshIndex].normals &&
  1872. mMeshes[meshIndex].num_normals == mMeshes[meshIndex].num_vertices)
  1873. {
  1874. *normalCount = mMeshes[meshIndex].num_vertices;
  1875. *norms = new float[*normalCount * 3];
  1876. for (i = 0; i < *normalCount; ++i)
  1877. {
  1878. (*norms)[i*3] = mMeshes[meshIndex].normals[i].x;
  1879. (*norms)[i*3+1] = mMeshes[meshIndex].normals[i].y;
  1880. (*norms)[i*3+2] = mMeshes[meshIndex].normals[i].z;
  1881. }
  1882. }
  1883. // Vertex lighting/colors, if any
  1884. else if (mMeshes[meshIndex].num_vertices > 0 &&
  1885. mMeshes[meshIndex].mesh_lights)
  1886. {
  1887. *colorCount = mMeshes[meshIndex].num_vertices;
  1888. #ifdef MESH_COLORS_SHOULD_BR_RGBA
  1889. *colors = new float[*colorCount * 4];
  1890. #else
  1891. *colors = new float[*colorCount];
  1892. #endif
  1893. for (i = 0; i < *colorCount; ++i)
  1894. {
  1895. colorValue = mMeshes[meshIndex].mesh_lights[i];
  1896. switch (Engine())
  1897. {
  1898. case TR_VERSION_4:
  1899. case TR_VERSION_3:
  1900. colorValue /= 16384.0;
  1901. //! \fixme Should we really fall through here?!?
  1902. break; // just testing -- xythobuz, 20140119
  1903. case TR_VERSION_1:
  1904. case TR_VERSION_2:
  1905. case TR_VERSION_5:
  1906. case TR_VERSION_UNKNOWN:
  1907. colorValue = (1.0f - (colorValue / 8192.0f));
  1908. break;
  1909. }
  1910. #ifdef MESH_COLORS_SHOULD_BR_RGBA
  1911. (*colors)[i*4+0] = colorValue;
  1912. (*colors)[i*4+1] = colorValue;
  1913. (*colors)[i*4+2] = colorValue;
  1914. (*colors)[i*4+3] = 1.0;
  1915. #else
  1916. (*colors)[i] = colorValue;
  1917. #endif
  1918. }
  1919. }
  1920. }
  1921. int TombRaider::getRoomBox(unsigned int roomIndex, unsigned int index,
  1922. float *xyzA, float *xyzB,
  1923. float *xyzC, float *xyzD)
  1924. {
  1925. if (!getRoomBoxCount(roomIndex) || index > getRoomBoxCount(roomIndex))
  1926. return -1;
  1927. switch (getEngine())
  1928. {
  1929. case TR_VERSION_UNKNOWN:
  1930. break;
  1931. case TR_VERSION_1:
  1932. case TR_VERSION_2:
  1933. case TR_VERSION_3:
  1934. case TR_VERSION_4:
  1935. case TR_VERSION_5:
  1936. xyzA[0] = (unsigned short)_boxes[index].xmin * 1024.0f;
  1937. xyzA[1] = (short)_boxes[index].true_floor;
  1938. xyzA[2] = (unsigned short)_boxes[index].zmin * 1024.0f;
  1939. xyzB[0] = (unsigned short)_boxes[index].xmax * 1024.0f;
  1940. xyzB[1] = (short)_boxes[index].true_floor;
  1941. xyzB[2] = (unsigned short)_boxes[index].zmin * 1024.0f;
  1942. xyzC[0] = (unsigned short)_boxes[index].xmax * 1024.0f;
  1943. xyzC[1] = (short)_boxes[index].true_floor;
  1944. xyzC[2] = (unsigned short)_boxes[index].zmax * 1024.0f;
  1945. xyzD[0] = (unsigned short)_boxes[index].xmin * 1024.0f;
  1946. xyzD[1] = (short)_boxes[index].true_floor;
  1947. xyzD[2] = (unsigned short)_boxes[index].zmax * 1024.0f;
  1948. }
  1949. return 0;
  1950. }
  1951. unsigned int TombRaider::getRoomBoxCount(unsigned int roomIndex)
  1952. {
  1953. if (!isRoomValid(roomIndex))
  1954. return 0;
  1955. switch (getEngine())
  1956. {
  1957. case TR_VERSION_UNKNOWN:
  1958. break;
  1959. case TR_VERSION_1:
  1960. case TR_VERSION_2:
  1961. case TR_VERSION_3:
  1962. case TR_VERSION_4:
  1963. case TR_VERSION_5:
  1964. return _num_boxes;
  1965. }
  1966. return 0;
  1967. }
  1968. void TombRaider::getRoomInfo(unsigned int index,
  1969. unsigned int *flags, float pos[3],
  1970. float bboxMin[3], float bboxMax[3])
  1971. {
  1972. unsigned int i, n;
  1973. float f;
  1974. if (!isRoomValid(index))
  1975. return;
  1976. switch (getEngine())
  1977. {
  1978. case TR_VERSION_UNKNOWN:
  1979. break;
  1980. case TR_VERSION_5:
  1981. // Flags
  1982. *flags = mRoomsTR5[index].roomFlag; // Needs to be generic flags in class
  1983. // Positioning
  1984. pos[0] = mRoomsTR5[index].roomX;
  1985. pos[1] = 0.0f;
  1986. pos[2] = mRoomsTR5[index].roomZ;
  1987. // Bounding box setup
  1988. bboxMin[0] = 0.0;
  1989. bboxMin[1] = 0.0;
  1990. bboxMin[2] = 0.0;
  1991. bboxMax[0] = 0.0;
  1992. bboxMax[1] = 0.0;
  1993. bboxMax[2] = 0.0;
  1994. // Bounding Box setup
  1995. for (i = 0; i < mRoomsTR5[index].numLayers; ++i)
  1996. {
  1997. //! \fixme check the boxes are in min, max order in TRC
  1998. if (i == 0)
  1999. {
  2000. bboxMin[0] = mRoomsTR5[index].layers[i].layerBoundingBoxX1;
  2001. bboxMin[1] = mRoomsTR5[index].layers[i].layerBoundingBoxY1;
  2002. bboxMin[2] = mRoomsTR5[index].layers[i].layerBoundingBoxZ1;
  2003. bboxMax[0] = mRoomsTR5[index].layers[i].layerBoundingBoxX1;
  2004. bboxMax[1] = mRoomsTR5[index].layers[i].layerBoundingBoxY2;
  2005. bboxMax[2] = mRoomsTR5[index].layers[i].layerBoundingBoxZ2;
  2006. continue;
  2007. }
  2008. if (mRoomsTR5[index].layers[i].layerBoundingBoxX1 < bboxMin[0])
  2009. bboxMin[0] = mRoomsTR5[index].layers[i].layerBoundingBoxX1;
  2010. if (mRoomsTR5[index].layers[i].layerBoundingBoxY1 < bboxMin[1])
  2011. bboxMin[1] = mRoomsTR5[index].layers[i].layerBoundingBoxY1;
  2012. if (mRoomsTR5[index].layers[i].layerBoundingBoxZ1 < bboxMin[2])
  2013. bboxMin[2] = mRoomsTR5[index].layers[i].layerBoundingBoxZ1;
  2014. if (mRoomsTR5[index].layers[i].layerBoundingBoxX2 < bboxMax[0])
  2015. bboxMax[0] = mRoomsTR5[index].layers[i].layerBoundingBoxX2;
  2016. if (mRoomsTR5[index].layers[i].layerBoundingBoxY2 < bboxMax[1])
  2017. bboxMax[1] = mRoomsTR5[index].layers[i].layerBoundingBoxY2;
  2018. if (mRoomsTR5[index].layers[i].layerBoundingBoxZ2 < bboxMax[2])
  2019. bboxMax[2] = mRoomsTR5[index].layers[i].layerBoundingBoxZ2;
  2020. }
  2021. break;
  2022. case TR_VERSION_1:
  2023. case TR_VERSION_2:
  2024. case TR_VERSION_3:
  2025. case TR_VERSION_4:
  2026. // Flags
  2027. *flags = _rooms[index].flags; // Needs to be generic flags in class
  2028. // Positioning
  2029. pos[0] = _rooms[index].info.x;
  2030. pos[1] = 0.0f;
  2031. pos[2] = _rooms[index].info.z;
  2032. bboxMin[0] = 0.0;
  2033. bboxMin[1] = 0.0;
  2034. bboxMin[2] = 0.0;
  2035. bboxMax[0] = 0.0;
  2036. bboxMax[1] = 0.0;
  2037. bboxMax[2] = 0.0;
  2038. // Bounding Box setup
  2039. n = ((_rooms[index].room_data.num_vertices < 0) ? 0 :
  2040. _rooms[index].room_data.num_vertices);
  2041. for (i = 0; i < n; ++i)
  2042. {
  2043. if (i == 0)
  2044. {
  2045. bboxMin[0] = _rooms[index].room_data.vertices[i].vertex.x;
  2046. bboxMin[1] = _rooms[index].room_data.vertices[i].vertex.y;
  2047. bboxMin[2] = _rooms[index].room_data.vertices[i].vertex.z;
  2048. bboxMax[0] = _rooms[index].room_data.vertices[i].vertex.x;
  2049. bboxMax[1] = _rooms[index].room_data.vertices[i].vertex.y;
  2050. bboxMax[2] = _rooms[index].room_data.vertices[i].vertex.z;
  2051. continue;
  2052. }
  2053. f = _rooms[index].room_data.vertices[i].vertex.x;
  2054. if (f < bboxMin[0])
  2055. bboxMin[0] = f;
  2056. if (f > bboxMax[0])
  2057. bboxMax[0] = f;
  2058. f = _rooms[index].room_data.vertices[i].vertex.y;
  2059. if (f < bboxMin[1])
  2060. bboxMin[1] = f;
  2061. if (f > bboxMax[1])
  2062. bboxMax[1] = f;
  2063. f = _rooms[index].room_data.vertices[i].vertex.z;
  2064. if (f < bboxMin[2])
  2065. bboxMin[2] = f;
  2066. if (f > bboxMax[2])
  2067. bboxMax[2] = f;
  2068. }
  2069. break;
  2070. }
  2071. }
  2072. int TombRaider::getRoomLight(unsigned int roomIndex, unsigned int index,
  2073. float pos[4], float color[4], float dir[3],
  2074. float *attenuation, float *cutoffAngle,
  2075. unsigned int *type, unsigned int *flags)
  2076. {
  2077. const float dd = 10000.0; // 4095.0;
  2078. float f;
  2079. *flags = 0; // reset
  2080. switch (getEngine())
  2081. {
  2082. case TR_VERSION_UNKNOWN:
  2083. return -1;
  2084. case TR_VERSION_1:
  2085. case TR_VERSION_2:
  2086. case TR_VERSION_3:
  2087. if (_rooms[roomIndex].num_lights <= 0 ||
  2088. (int)index > _rooms[roomIndex].num_lights)
  2089. {
  2090. return -1;
  2091. }
  2092. if (_rooms[roomIndex].lights[index].fade1 == 100730731)
  2093. {
  2094. f = 1.0;
  2095. }
  2096. else
  2097. {
  2098. f = _rooms[roomIndex].lights[index].fade1;
  2099. f /= dd;
  2100. }
  2101. *attenuation = f;
  2102. *flags |= tombraiderLight_useAttenuation;
  2103. pos[0] = _rooms[roomIndex].lights[index].x;
  2104. pos[1] = _rooms[roomIndex].lights[index].y;
  2105. pos[2] = _rooms[roomIndex].lights[index].z;
  2106. pos[3] = 1.0f;
  2107. color[0] = _rooms[roomIndex].lights[index].intensity1 / 409.60f;
  2108. color[1] = color[0];
  2109. color[2] = color[0];
  2110. color[3] = 1.0f;
  2111. if (Engine() == TR_VERSION_3)
  2112. {
  2113. color[0] = _rooms[roomIndex].room_light_colour.r;
  2114. color[1] = _rooms[roomIndex].room_light_colour.g;
  2115. color[2] = _rooms[roomIndex].room_light_colour.b;
  2116. }
  2117. *type = tombraiderLight_typeDirectional;
  2118. break;
  2119. case TR_VERSION_4:
  2120. if (_rooms[roomIndex].num_lights <= 0 ||
  2121. (int)index > _rooms[roomIndex].num_lights)
  2122. {
  2123. return -1;
  2124. }
  2125. pos[0] = _rooms[roomIndex].tr4Lights[index].xPosition;
  2126. pos[1] = _rooms[roomIndex].tr4Lights[index].yPosition;
  2127. pos[2] = _rooms[roomIndex].tr4Lights[index].zPosition;
  2128. pos[3] = 0.0f;
  2129. color[0] = _rooms[roomIndex].tr4Lights[index].color.r;
  2130. color[1] = _rooms[roomIndex].tr4Lights[index].color.g;
  2131. color[2] = _rooms[roomIndex].tr4Lights[index].color.b;
  2132. dir[0] = _rooms[roomIndex].tr4Lights[index].xDir;
  2133. dir[1] = _rooms[roomIndex].tr4Lights[index].yDir;
  2134. dir[2] = _rooms[roomIndex].tr4Lights[index].zDir;
  2135. *cutoffAngle = _rooms[roomIndex].tr4Lights[index].cutoff;
  2136. *flags |= tombraiderLight_useCutoff;
  2137. switch (_rooms[roomIndex].tr4Lights[index].lightType)
  2138. {
  2139. case 1:
  2140. *type = tombraiderLight_typeDirectional;
  2141. break;
  2142. case 2:
  2143. *type = tombraiderLight_typeSpot;
  2144. break;
  2145. default:
  2146. *type = tombraiderLight_typePoint;
  2147. }
  2148. break;
  2149. case TR_VERSION_5:
  2150. if (mRoomsTR5[roomIndex].numRoomLights <= 0 ||
  2151. (int)index > mRoomsTR5[roomIndex].numRoomLights)
  2152. {
  2153. return -1;
  2154. }
  2155. pos[0] = mRoomsTR5[roomIndex].lights[index].x;
  2156. pos[1] = mRoomsTR5[roomIndex].lights[index].y;
  2157. pos[2] = mRoomsTR5[roomIndex].lights[index].z;
  2158. pos[3] = 0.0f;
  2159. color[0] = mRoomsTR5[roomIndex].lights[index].red;
  2160. color[1] = mRoomsTR5[roomIndex].lights[index].green;
  2161. color[2] = mRoomsTR5[roomIndex].lights[index].blue;
  2162. dir[0] = mRoomsTR5[roomIndex].lights[index].directionVectorX;
  2163. dir[1] = mRoomsTR5[roomIndex].lights[index].directionVectorY;
  2164. dir[2] = mRoomsTR5[roomIndex].lights[index].directionVectorZ;
  2165. switch (mRoomsTR5[roomIndex].lights[index].lightType)
  2166. {
  2167. case 2:
  2168. *type = tombraiderLight_typeSpot;
  2169. break;
  2170. case 3:
  2171. *type = tombraiderLight_typeDirectional;
  2172. break;
  2173. default:
  2174. *type = tombraiderLight_typePoint;
  2175. }
  2176. break;
  2177. }
  2178. return 0;
  2179. }
  2180. unsigned int TombRaider::getRoomLightCount(unsigned int roomIndex)
  2181. {
  2182. if (!isRoomValid(roomIndex))
  2183. return 0;
  2184. switch (getEngine())
  2185. {
  2186. case TR_VERSION_UNKNOWN:
  2187. break;
  2188. case TR_VERSION_5:
  2189. return mRoomsTR5[roomIndex].numRoomLights;
  2190. case TR_VERSION_1:
  2191. case TR_VERSION_2:
  2192. case TR_VERSION_3:
  2193. case TR_VERSION_4:
  2194. return _rooms[roomIndex].num_lights;
  2195. }
  2196. return 0;
  2197. }
  2198. int TombRaider::getRoomModel(unsigned int roomIndex, unsigned int index,
  2199. int *modelIndex, float pos[3], float *yaw)
  2200. {
  2201. unsigned int i, count;
  2202. if (!getRoomModelCount(roomIndex) || index > getRoomModelCount(roomIndex))
  2203. return -1;
  2204. switch (getEngine())
  2205. {
  2206. case TR_VERSION_UNKNOWN:
  2207. return -1;
  2208. case TR_VERSION_5:
  2209. count = NumStaticMeshes();
  2210. for (i = 0; i < count; ++i)
  2211. {
  2212. if (mRoomsTR5[roomIndex].meshes[index].object_id ==
  2213. _static_meshes[i].object_id)
  2214. {
  2215. *modelIndex = _static_meshes[i].starting_mesh;
  2216. pos[0] = mRoomsTR5[roomIndex].meshes[index].x;
  2217. pos[1] = mRoomsTR5[roomIndex].meshes[index].y;
  2218. pos[2] = mRoomsTR5[roomIndex].meshes[index].z;
  2219. *yaw = ((mRoomsTR5[roomIndex].meshes[index].rotation >> 14)
  2220. & 0x03) * 90;
  2221. }
  2222. }
  2223. break;
  2224. case TR_VERSION_1:
  2225. case TR_VERSION_2:
  2226. case TR_VERSION_3:
  2227. case TR_VERSION_4:
  2228. count = NumStaticMeshes();
  2229. for (i = 0; i < count; ++i)
  2230. {
  2231. if (_rooms[roomIndex].static_meshes[index].object_id ==
  2232. _static_meshes[i].object_id)
  2233. {
  2234. *modelIndex = _static_meshes[i].starting_mesh;
  2235. pos[0] = _rooms[roomIndex].static_meshes[index].x;
  2236. pos[1] = _rooms[roomIndex].static_meshes[index].y;
  2237. pos[2] = _rooms[roomIndex].static_meshes[index].z;
  2238. *yaw = ((_rooms[roomIndex].static_meshes[index].rotation >> 14)
  2239. & 0x03) * 90;
  2240. }
  2241. }
  2242. }
  2243. return 0;
  2244. }
  2245. unsigned int TombRaider::getRoomModelCount(unsigned int roomIndex)
  2246. {
  2247. if (!isRoomValid(roomIndex))
  2248. return 0;
  2249. switch (getEngine())
  2250. {
  2251. case TR_VERSION_UNKNOWN:
  2252. break;
  2253. case TR_VERSION_5:
  2254. return mRoomsTR5[roomIndex].numStaticMeshes;
  2255. case TR_VERSION_1:
  2256. case TR_VERSION_2:
  2257. case TR_VERSION_3:
  2258. case TR_VERSION_4:
  2259. return _rooms[roomIndex].num_static_meshes;
  2260. }
  2261. return 0;
  2262. }
  2263. int TombRaider::getRoomPortal(unsigned int roomIndex, unsigned int index,
  2264. int *adjoiningRoom,
  2265. float normal[3], float vertices[12])
  2266. {
  2267. if (!getRoomPortalCount(roomIndex) || index > getRoomPortalCount(roomIndex))
  2268. return 0;
  2269. switch (getEngine())
  2270. {
  2271. case TR_VERSION_UNKNOWN:
  2272. break;
  2273. case TR_VERSION_5:
  2274. *adjoiningRoom = mRoomsTR5[roomIndex].doors[index].adjoining_room;
  2275. normal[0] = mRoomsTR5[roomIndex].doors[index].normal.x;// / NORMAL_SCALE;
  2276. normal[1] = mRoomsTR5[roomIndex].doors[index].normal.y;// / NORMAL_SCALE;
  2277. normal[2] = mRoomsTR5[roomIndex].doors[index].normal.z;// / NORMAL_SCALE;
  2278. vertices[0] = mRoomsTR5[roomIndex].doors[index].vertices[0].x;
  2279. vertices[1] = mRoomsTR5[roomIndex].doors[index].vertices[0].y;
  2280. vertices[2] = mRoomsTR5[roomIndex].doors[index].vertices[0].z;
  2281. vertices[3] = mRoomsTR5[roomIndex].doors[index].vertices[1].x;
  2282. vertices[4] = mRoomsTR5[roomIndex].doors[index].vertices[1].y;
  2283. vertices[5] = mRoomsTR5[roomIndex].doors[index].vertices[1].z;
  2284. vertices[6] = mRoomsTR5[roomIndex].doors[index].vertices[2].x;
  2285. vertices[7] = mRoomsTR5[roomIndex].doors[index].vertices[2].y;
  2286. vertices[8] = mRoomsTR5[roomIndex].doors[index].vertices[2].z;
  2287. vertices[9] = mRoomsTR5[roomIndex].doors[index].vertices[3].x;
  2288. vertices[10] = mRoomsTR5[roomIndex].doors[index].vertices[3].y;
  2289. vertices[11] = mRoomsTR5[roomIndex].doors[index].vertices[3].z;
  2290. break;
  2291. case TR_VERSION_1:
  2292. case TR_VERSION_2:
  2293. case TR_VERSION_3:
  2294. case TR_VERSION_4:
  2295. *adjoiningRoom = _rooms[roomIndex].portals[index].adjoining_room;
  2296. normal[0] = _rooms[roomIndex].portals[index].normal.x;// / NORMAL_SCALE;
  2297. normal[1] = _rooms[roomIndex].portals[index].normal.y;// / NORMAL_SCALE;
  2298. normal[2] = _rooms[roomIndex].portals[index].normal.z;// / NORMAL_SCALE;
  2299. vertices[0] = _rooms[roomIndex].portals[index].vertices[0].x;
  2300. vertices[1] = _rooms[roomIndex].portals[index].vertices[0].y;
  2301. vertices[2] = _rooms[roomIndex].portals[index].vertices[0].z;
  2302. vertices[3] = _rooms[roomIndex].portals[index].vertices[1].x;
  2303. vertices[4] = _rooms[roomIndex].portals[index].vertices[1].y;
  2304. vertices[5] = _rooms[roomIndex].portals[index].vertices[1].z;
  2305. vertices[6] = _rooms[roomIndex].portals[index].vertices[2].x;
  2306. vertices[7] = _rooms[roomIndex].portals[index].vertices[2].y;
  2307. vertices[8] = _rooms[roomIndex].portals[index].vertices[2].z;
  2308. vertices[9] = _rooms[roomIndex].portals[index].vertices[3].x;
  2309. vertices[10] = _rooms[roomIndex].portals[index].vertices[3].y;
  2310. vertices[11] = _rooms[roomIndex].portals[index].vertices[3].z;
  2311. }
  2312. return 0;
  2313. }
  2314. unsigned int TombRaider::getRoomPortalCount(unsigned int roomIndex)
  2315. {
  2316. if (!isRoomValid(roomIndex))
  2317. return 0;
  2318. switch (getEngine())
  2319. {
  2320. case TR_VERSION_UNKNOWN:
  2321. break;
  2322. case TR_VERSION_5:
  2323. return mRoomsTR5[roomIndex].numDoors;
  2324. case TR_VERSION_1:
  2325. case TR_VERSION_2:
  2326. case TR_VERSION_3:
  2327. case TR_VERSION_4:
  2328. return _rooms[roomIndex].num_portals;
  2329. }
  2330. return 0;
  2331. }
  2332. //! \fixme No TRC support
  2333. void TombRaider::getRoomRectangle(unsigned int roomIndex,
  2334. unsigned int rectangleIndex,
  2335. unsigned int *indices, float *texCoords,
  2336. int *texture, unsigned int *flags)
  2337. {
  2338. int tIndex;
  2339. unsigned int count, i, j, k;
  2340. switch (getEngine())
  2341. {
  2342. case TR_VERSION_UNKNOWN:
  2343. break;
  2344. case TR_VERSION_5:
  2345. for (i = 0, count = 0; i < mRoomsTR5[roomIndex].numLayers; ++i)
  2346. {
  2347. if (count + mRoomsTR5[roomIndex].layers[i].numLayerRectangles >
  2348. rectangleIndex)
  2349. {
  2350. k = rectangleIndex - count;
  2351. *texture = *flags = 0; // FIXME
  2352. // Setup per vertex
  2353. for (j = 0; j < 3; ++j)
  2354. {
  2355. // Get vertex index { (0, a), (1, b), (2, c), (3, d) }
  2356. indices[j] = mRoomsTR5[roomIndex].faces[i].quads[k].vertices[j];
  2357. // FIXME
  2358. //tIndex = mRoomsTR5[roomIndex].faces[i].vertices[j].texture & 0xff;
  2359. //computeUV(objectTexturesTR5[tIndex].vertices + i,
  2360. // texCoords+i*2, texCoords+i*2+1);
  2361. }
  2362. break;
  2363. }
  2364. count += mRoomsTR5[roomIndex].layers[i].numLayerRectangles;
  2365. }
  2366. break;
  2367. case TR_VERSION_1:
  2368. case TR_VERSION_2:
  2369. case TR_VERSION_3:
  2370. case TR_VERSION_4:
  2371. tIndex = _rooms[roomIndex].room_data.rectangles[rectangleIndex].texture;
  2372. *texture = _object_textures[tIndex].tile;
  2373. *flags = 0;
  2374. switch (_object_textures[tIndex].transparency_flags)
  2375. {
  2376. case 0:
  2377. break;
  2378. case 2:
  2379. *flags |= tombraiderFace_PartialAlpha;
  2380. break;
  2381. default:
  2382. *flags |= tombraiderFace_Alpha;
  2383. break;
  2384. }
  2385. // Setup per vertex
  2386. for (i = 0; i < 4; ++i)
  2387. {
  2388. // Get vertex index {(0, a), (1, b), (2, c), (3, d)}
  2389. indices[i] = _rooms[roomIndex].room_data.rectangles[rectangleIndex].vertices[i];
  2390. computeUV(_object_textures[tIndex].vertices + i,
  2391. texCoords+i*2, texCoords+i*2+1);
  2392. }
  2393. }
  2394. }
  2395. unsigned int TombRaider::getRoomRectangleCount(unsigned int roomIndex)
  2396. {
  2397. unsigned int i, count;
  2398. if (!isRoomValid(roomIndex))
  2399. return 0;
  2400. switch (getEngine())
  2401. {
  2402. case TR_VERSION_UNKNOWN:
  2403. break;
  2404. case TR_VERSION_5:
  2405. for (i = 0, count = 0; i < mRoomsTR5[roomIndex].numLayers; ++i)
  2406. {
  2407. count += mRoomsTR5[roomIndex].layers[i].numLayerRectangles;
  2408. }
  2409. return count;
  2410. case TR_VERSION_1:
  2411. case TR_VERSION_2:
  2412. case TR_VERSION_3:
  2413. case TR_VERSION_4:
  2414. return ((_rooms[roomIndex].room_data.num_rectangles < 0) ? 0 :
  2415. _rooms[roomIndex].room_data.num_rectangles);
  2416. }
  2417. return 0;
  2418. }
  2419. int TombRaider::getRoomSector(unsigned int roomIndex, unsigned int index,
  2420. unsigned int *flags,
  2421. float *ceiling, float *floor,
  2422. int *floorDataIndex, int *boxIndex,
  2423. int *roomBelow, int *roomAbove)
  2424. {
  2425. unsigned int count;
  2426. unsigned int zSectorsCount;
  2427. unsigned int xSectorsCount;
  2428. count = getRoomSectorCount(roomIndex, &zSectorsCount, &xSectorsCount);
  2429. if (!count || index > count)
  2430. return -1;
  2431. *flags = 0;
  2432. switch (getEngine())
  2433. {
  2434. case TR_VERSION_UNKNOWN:
  2435. break;
  2436. case TR_VERSION_5:
  2437. *floorDataIndex = mRoomsTR5[roomIndex].sectors[index].fd_index;
  2438. *boxIndex = mRoomsTR5[roomIndex].sectors[index].box_index;
  2439. *roomBelow = mRoomsTR5[roomIndex].sectors[index].room_below;
  2440. *roomAbove = mRoomsTR5[roomIndex].sectors[index].room_above;
  2441. if ((unsigned char)mRoomsTR5[roomIndex].sectors[index].floor == 0x81 ||
  2442. (unsigned char)mRoomsTR5[roomIndex].sectors[index].ceiling == 0x81)
  2443. {
  2444. *flags |= tombraiderSector_wall;
  2445. }
  2446. *floor = mRoomsTR5[roomIndex].sectors[index].floor * 256.0f;
  2447. *ceiling = mRoomsTR5[roomIndex].sectors[index].ceiling * 256.0f;
  2448. break;
  2449. case TR_VERSION_1:
  2450. case TR_VERSION_2:
  2451. case TR_VERSION_3:
  2452. case TR_VERSION_4:
  2453. *floorDataIndex = _rooms[roomIndex].sector_list[index].fd_index;
  2454. *boxIndex = _rooms[roomIndex].sector_list[index].box_index;
  2455. *roomBelow = _rooms[roomIndex].sector_list[index].room_below;
  2456. *roomAbove = _rooms[roomIndex].sector_list[index].room_above;
  2457. if ((unsigned char)_rooms[roomIndex].sector_list[index].floor == 0x81 ||
  2458. (unsigned char)_rooms[roomIndex].sector_list[index].ceiling == 0x81)
  2459. {
  2460. *flags |= tombraiderSector_wall;
  2461. }
  2462. *floor = _rooms[roomIndex].sector_list[index].floor * 256.0f;
  2463. *ceiling = _rooms[roomIndex].sector_list[index].ceiling * 256.0f;
  2464. }
  2465. if (*boxIndex == 65536)
  2466. {
  2467. *boxIndex = -1;
  2468. }
  2469. if (*roomBelow == 255)
  2470. {
  2471. *roomBelow = -1;
  2472. }
  2473. if (*roomAbove == 255)
  2474. {
  2475. *roomAbove = -1;
  2476. }
  2477. return 0;
  2478. }
  2479. unsigned int TombRaider::getRoomSectorCount(unsigned int roomIndex,
  2480. unsigned int *zSectorsCount,
  2481. unsigned int *xSectorsCount)
  2482. {
  2483. unsigned int count;
  2484. if (!isRoomValid(roomIndex))
  2485. return 0;
  2486. switch (getEngine())
  2487. {
  2488. case TR_VERSION_UNKNOWN:
  2489. break;
  2490. case TR_VERSION_5:
  2491. // width of sector list
  2492. *zSectorsCount = mRoomsTR5[roomIndex].numZSectors;
  2493. // height of sector list
  2494. *xSectorsCount = mRoomsTR5[roomIndex].numXSectors;
  2495. return (mRoomsTR5[roomIndex].numZSectors *
  2496. mRoomsTR5[roomIndex].numXSectors);
  2497. case TR_VERSION_1:
  2498. case TR_VERSION_2:
  2499. case TR_VERSION_3:
  2500. case TR_VERSION_4:
  2501. // width of sector list
  2502. *zSectorsCount = _rooms[roomIndex].num_zsectors;
  2503. // height of sector list
  2504. *xSectorsCount = _rooms[roomIndex].num_xsectors;
  2505. count = _rooms[roomIndex].num_zsectors * _rooms[roomIndex].num_xsectors;
  2506. return count;
  2507. }
  2508. return 0;
  2509. }
  2510. void TombRaider::getRoomSprite(unsigned int roomIndex, unsigned int index,
  2511. float scale, int *texture,
  2512. float *pos, float *vertices, float *texcoords)
  2513. {
  2514. tr2_sprite_texture_t *sprite;
  2515. tr2_vertex_t *vertex;
  2516. int t_index, width, height, x, y;
  2517. float width2, height2;
  2518. unsigned int spriteCount;
  2519. spriteCount = getRoomSpriteCount(roomIndex);
  2520. if (spriteCount == 0 || index > spriteCount)
  2521. return;
  2522. if (scale == 0.0)
  2523. scale = 10.0;
  2524. t_index = _rooms[roomIndex].room_data.sprites[index].texture;
  2525. vertex =
  2526. &_rooms[roomIndex].room_data.vertices[_rooms[roomIndex].room_data.sprites[index].vertex].vertex;
  2527. sprite = &_sprite_textures[t_index];
  2528. // Info, offset in room added to position
  2529. pos[0] = _rooms[roomIndex].info.x + vertex->x;
  2530. pos[1] = vertex->y;
  2531. pos[2] = _rooms[roomIndex].info.z + vertex->z;
  2532. *texture = sprite->tile;
  2533. width = sprite->width >> 8;
  2534. height = sprite->height >> 8;
  2535. x = sprite->x;
  2536. y = sprite->y;
  2537. width2 = width * scale; // scale it up a bit (sprites are rather tiny)
  2538. height2 = height * scale;
  2539. // Quad
  2540. vertices[0] = -width2 / 2.0f;
  2541. vertices[1] = 0;
  2542. vertices[2] = 0;
  2543. vertices[3] = -width2 / 2.0f;
  2544. vertices[4] = -height2;
  2545. vertices[5] = 0;
  2546. vertices[6] = width2 / 2.0f;
  2547. vertices[7] = -height2;
  2548. vertices[8] = 0;
  2549. vertices[9] = width2 / 2.0f;
  2550. vertices[10] = 0;
  2551. vertices[11] = 0;
  2552. texcoords[0] = ((float)y + height) / mTexelScale;
  2553. texcoords[1] = (float)(x) / mTexelScale;
  2554. texcoords[2] = (float)(y) / mTexelScale;
  2555. texcoords[3] = (float)(x) / mTexelScale;
  2556. texcoords[4] = (float)(y) / mTexelScale;
  2557. texcoords[5] = ((float)x + width) / mTexelScale;
  2558. texcoords[6] = ((float)y + height) / mTexelScale;
  2559. texcoords[7] = ((float)x + width) / mTexelScale;
  2560. }
  2561. #ifdef OPTIONAL_ARRAY_INTERFACE
  2562. void TombRaider::getRoomSpriteArray(unsigned int index, float scale,
  2563. unsigned int *spriteCount, int *textures,
  2564. float *pos, float *vertices, float *texcoords)
  2565. {
  2566. int i, t_index;
  2567. tr2_vertex_t *vertex;
  2568. int width, height, x, y;
  2569. float width2, height2;
  2570. *spriteCount = ((room[index].room_data.num_sprites < 0) ?
  2571. 0 : room[index].room_data.num_sprites);
  2572. if (*spriteCount == 0)
  2573. return;
  2574. textures = new int[*spriteCount];
  2575. pos = new float[*spriteCount * 3];
  2576. vertices = new float[*spriteCount * 12];
  2577. texcoords = new float[*spriteCount * 8];
  2578. if (scale == 0.0)
  2579. scale = 10.0;
  2580. for (i = 0; i < *spriteCount; ++i)
  2581. {
  2582. t_index = room[index].room_data.sprites[i].texture;
  2583. vertex =
  2584. &room[index].room_data.vertices[room[index].room_data.sprites[i].vertex].vertex;
  2585. sprite = &sprite_textures[t_index];
  2586. // Info, offset in room added to position
  2587. pos[0+i*3] = room[index].info.x + vertex->x;
  2588. pos[1+i*3] = vertex->y;
  2589. pos[2+i*3] = room[index].info.z + vertex->z;
  2590. textures[i] = sprite->tile;
  2591. width = sprite->width >> 8;
  2592. height = sprite->height >> 8;
  2593. x = sprite->x;
  2594. y = sprite->y;
  2595. width2 = width * scale; // scale it up a bit (sprites are rather tiny)
  2596. height2 = height * scale;
  2597. // Quad
  2598. vertices[0+i*12] = -width2 / 2.0;
  2599. vertices[1+i*12] = 0;
  2600. vertices[2+i*12] = 0;
  2601. vertices[3+i*12] = -width2 / 2.0;
  2602. vertices[4+i*12] = -height2;
  2603. vertices[5+i*12] = 0;
  2604. vertices[6+i*12] = width2 / 2.0;
  2605. vertices[7+i*12] = -height2;
  2606. vertices[8+i*12] = 0;
  2607. vertices[9+i*12] = width2 / 2.0;
  2608. vertices[10+i*12] = 0;
  2609. vertices[11+i*12] = 0;
  2610. texcoords[0+i*8] = ((float)y + height) / mTexelScale;
  2611. texcoords[1+i*8] = (float)(x) / mTexelScale;
  2612. texcoords[2+i*8] = (float)(y) / mTexelScale;
  2613. texcoords[3+i*8] = (float)(x) / mTexelScale;
  2614. texcoords[4+i*8] = (float)(y) / mTexelScale;
  2615. texcoords[5+i*8] = ((float)x + width) / mTexelScale;
  2616. texcoords[6+i*8] = ((float)y + height) / mTexelScale;
  2617. texcoords[7+i*8] = ((float)x + width) / mTexelScale;
  2618. }
  2619. }
  2620. #endif
  2621. unsigned int TombRaider::getRoomSpriteCount(unsigned int roomIndex)
  2622. {
  2623. if (!isRoomValid(roomIndex))
  2624. return 0;
  2625. switch (getEngine())
  2626. {
  2627. case TR_VERSION_UNKNOWN:
  2628. break;
  2629. case TR_VERSION_5:
  2630. return 0; // No room sprites in TRC
  2631. case TR_VERSION_1:
  2632. case TR_VERSION_2:
  2633. case TR_VERSION_3:
  2634. case TR_VERSION_4:
  2635. return ((_rooms[roomIndex].room_data.num_sprites < 0) ?
  2636. 0 : _rooms[roomIndex].room_data.num_sprites);
  2637. }
  2638. return 0;
  2639. }
  2640. void TombRaider::getRoomTriangle(unsigned int roomIndex,
  2641. unsigned int triangleIndex,
  2642. unsigned int *indices, float *texCoords,
  2643. int *texture, unsigned int *flags)
  2644. {
  2645. int tIndex;
  2646. unsigned int count, i, j, k;
  2647. switch (getEngine())
  2648. {
  2649. case TR_VERSION_UNKNOWN:
  2650. break;
  2651. case TR_VERSION_5:
  2652. for (i = 0, count = 0; i < mRoomsTR5[roomIndex].numLayers; ++i)
  2653. {
  2654. if (count + mRoomsTR5[roomIndex].layers[i].numLayerTriangles >
  2655. triangleIndex)
  2656. {
  2657. k = triangleIndex - count;
  2658. *texture = *flags = 0; //! \fixme
  2659. // Setup per vertex
  2660. for (j = 0; j < 3; ++j)
  2661. {
  2662. // Get vertex index {(0, a), (1, b), (2, c) }
  2663. indices[j] = mRoomsTR5[roomIndex].faces[i].tris[k].vertices[j];
  2664. //! \fixme
  2665. //tIndex = mRoomsTR5[roomIndex].faces[i].vertices[j].texture & 0xff;
  2666. //computeUV(objectTexturesTR5[tIndex].vertices + i,
  2667. // texCoords+i*2, texCoords+i*2+1);
  2668. }
  2669. break;
  2670. }
  2671. count += mRoomsTR5[roomIndex].layers[i].numLayerTriangles;
  2672. }
  2673. break;
  2674. case TR_VERSION_1:
  2675. case TR_VERSION_2:
  2676. case TR_VERSION_3:
  2677. case TR_VERSION_4:
  2678. tIndex = _rooms[roomIndex].room_data.triangles[triangleIndex].texture;
  2679. *texture = _object_textures[tIndex].tile;
  2680. *flags = 0;
  2681. switch (_object_textures[tIndex].transparency_flags)
  2682. {
  2683. case 0:
  2684. break;
  2685. case 2:
  2686. *flags |= tombraiderFace_PartialAlpha;
  2687. break;
  2688. default:
  2689. *flags |= tombraiderFace_Alpha;
  2690. break;
  2691. }
  2692. // Setup per vertex
  2693. for (i = 0; i < 3; ++i)
  2694. {
  2695. // Get vertex index {(0, a), (1, b), (2, c) }
  2696. indices[i] = _rooms[roomIndex].room_data.triangles[triangleIndex].vertices[i];
  2697. computeUV(_object_textures[tIndex].vertices + i,
  2698. texCoords+i*2, texCoords+i*2+1);
  2699. }
  2700. }
  2701. }
  2702. void TombRaider::getRoomTriangles(unsigned int index, int textureOffset,
  2703. unsigned int *triangleCount,
  2704. unsigned int **indices,
  2705. float **texCoords, int **textures,
  2706. unsigned int **flags)
  2707. {
  2708. unsigned int count, i, j;
  2709. int texture;
  2710. if (!isRoomValid(index))
  2711. return;
  2712. switch (getEngine())
  2713. {
  2714. case TR_VERSION_UNKNOWN:
  2715. break;
  2716. case TR_VERSION_5:
  2717. for (i = 0, count = 0; i < mRoomsTR5[index].numLayers; ++i)
  2718. {
  2719. count += mRoomsTR5[index].layers[i].numLayerTriangles;
  2720. }
  2721. //! \fixme !!!
  2722. break;
  2723. case TR_VERSION_1:
  2724. case TR_VERSION_2:
  2725. case TR_VERSION_3:
  2726. case TR_VERSION_4:
  2727. // Generate textured triangles
  2728. count = ((_rooms[index].room_data.num_triangles < 0) ? 0 :
  2729. _rooms[index].room_data.num_triangles);
  2730. *triangleCount = count;
  2731. *indices = new unsigned int[count * 3];
  2732. *texCoords = new float[count * 6];
  2733. *textures = new int[count];
  2734. *flags = new unsigned int[count];
  2735. for (i = 0; i < count; ++i)
  2736. {
  2737. texture = _rooms[index].room_data.triangles[i].texture;
  2738. // Adjust texture id using m_texOffset to map into
  2739. // correct textures
  2740. (*textures)[i] = _object_textures[texture].tile + textureOffset;
  2741. (*flags)[i] = 0;
  2742. switch (_object_textures[texture].transparency_flags)
  2743. {
  2744. case 0:
  2745. break;
  2746. case 2:
  2747. (*flags)[i] |= tombraiderFace_PartialAlpha;
  2748. break;
  2749. default:
  2750. (*flags)[i] |= tombraiderFace_Alpha;
  2751. break;
  2752. }
  2753. // Setup per vertex
  2754. for (j = 0; j < 3; ++j)
  2755. {
  2756. // Get vertex index {(0, a), (1, b), (2, c)}
  2757. (*indices)[i*3+j] = _rooms[index].room_data.triangles[i].vertices[j];
  2758. computeUV(_object_textures[texture].vertices+j,
  2759. (*texCoords)+i*3+j*2, (*texCoords)+i*3+j*2+1);
  2760. }
  2761. }
  2762. }
  2763. }
  2764. unsigned int TombRaider::getRoomTriangleCount(unsigned int roomIndex)
  2765. {
  2766. unsigned int i, count;
  2767. if (!isRoomValid(roomIndex))
  2768. return 0;
  2769. switch (getEngine())
  2770. {
  2771. case TR_VERSION_UNKNOWN:
  2772. break;
  2773. case TR_VERSION_5:
  2774. for (i = 0, count = 0; i < mRoomsTR5[roomIndex].numLayers; ++i)
  2775. {
  2776. count += mRoomsTR5[roomIndex].layers[i].numLayerTriangles;
  2777. }
  2778. return count;
  2779. case TR_VERSION_1:
  2780. case TR_VERSION_2:
  2781. case TR_VERSION_3:
  2782. case TR_VERSION_4:
  2783. return ((_rooms[roomIndex].room_data.num_triangles < 0) ? 0 :
  2784. _rooms[roomIndex].room_data.num_triangles);
  2785. }
  2786. return 0;
  2787. }
  2788. //! \fixme No TR5 support
  2789. void TombRaider::getRoomVertex(unsigned int roomIndex,unsigned int vertexIndex,
  2790. float *xyz, float *rgba)
  2791. {
  2792. float color_value;
  2793. unsigned int index = roomIndex, i = vertexIndex;
  2794. tr2_vertex_t *vertex = 0x0;
  2795. switch (getEngine())
  2796. {
  2797. case TR_VERSION_5:
  2798. //! \fixme !!!
  2799. print("getRoomVertex", "Error: No TRC implementation is the answer");
  2800. break;
  2801. case TR_VERSION_1:
  2802. case TR_VERSION_2:
  2803. case TR_VERSION_3:
  2804. case TR_VERSION_4:
  2805. case TR_VERSION_UNKNOWN:
  2806. vertex = &_rooms[index].room_data.vertices[i].vertex;
  2807. xyz[0] = vertex->x;
  2808. xyz[1] = vertex->y;
  2809. xyz[2] = vertex->z;
  2810. switch (getEngine())
  2811. {
  2812. case TR_VERSION_1:
  2813. color_value = _rooms[index].room_data.vertices[i].attributes;
  2814. color_value = (1.1f - (color_value / 8192.0f));
  2815. rgba[0] = color_value;
  2816. rgba[1] = color_value;
  2817. rgba[2] = color_value;
  2818. break;
  2819. case TR_VERSION_3:
  2820. case TR_VERSION_4:
  2821. color_value = _rooms[index].room_data.vertices[i].lighting1;
  2822. color_value /= 16384.0;
  2823. rgba[0] = color_value + ((float)_rooms[index].room_light_colour.r /
  2824. mRoomVertexLightingFactor);
  2825. rgba[1] = color_value + ((float)_rooms[index].room_light_colour.g /
  2826. mRoomVertexLightingFactor);
  2827. rgba[2] = color_value + ((float)_rooms[index].room_light_colour.b /
  2828. mRoomVertexLightingFactor);
  2829. break;
  2830. case TR_VERSION_2:
  2831. case TR_VERSION_5: // Not really...
  2832. case TR_VERSION_UNKNOWN:
  2833. color_value = _rooms[index].room_data.vertices[i].lighting1;
  2834. color_value = (1.1f - (color_value / 8192.0f));
  2835. rgba[0] = color_value;
  2836. rgba[1] = color_value;
  2837. rgba[2] = color_value;
  2838. }
  2839. // Underwater rooms have an ambient color with a shade of blue
  2840. if (_rooms[index].flags & 0x0001)
  2841. {
  2842. rgba[0] *= 0.6;
  2843. rgba[2] *= 1.2;
  2844. }
  2845. // Alpha color
  2846. rgba[3] = 1.0;
  2847. }
  2848. }
  2849. void TombRaider::getRoomVertexArrays(unsigned int roomIndex,
  2850. unsigned int *vertexCount, float **vertices,
  2851. unsigned int *normalCount, float **normals,
  2852. unsigned int *colorCount, float **colors)
  2853. {
  2854. float color_value;
  2855. float rgba[4];
  2856. unsigned int i, j, k, count;
  2857. unsigned char c;
  2858. tr2_vertex_t *vertex = 0x0;
  2859. count = getRoomVertexCount(roomIndex);
  2860. *vertexCount = 0;
  2861. *vertices = 0x0;
  2862. *normalCount = 0;
  2863. *normals = 0x0;
  2864. *colorCount = 0;
  2865. *colors = 0x0;
  2866. if (count == 0)
  2867. return;
  2868. switch (getEngine())
  2869. {
  2870. case TR_VERSION_UNKNOWN:
  2871. break;
  2872. case TR_VERSION_5:
  2873. *vertexCount = count;
  2874. *vertices = new float[count*3];
  2875. *normalCount = count;
  2876. *normals = new float[count*3];
  2877. *colorCount = count;
  2878. *colors = new float[count*4];
  2879. for (i = 0, k = 0; i < mRoomsTR5[roomIndex].numLayers; ++i)
  2880. {
  2881. for (j = 0; j < mRoomsTR5[roomIndex].layers[i].numLayerVertices; ++j)
  2882. {
  2883. (*vertices)[k*3] = mRoomsTR5[roomIndex].faces[i].verts[j].x;
  2884. (*vertices)[k*3+1] = mRoomsTR5[roomIndex].faces[i].verts[j].y;
  2885. (*vertices)[k*3+2] = mRoomsTR5[roomIndex].faces[i].verts[j].z;
  2886. (*normals)[k*3] = mRoomsTR5[roomIndex].faces[i].verts[j].nx;
  2887. (*normals)[k*3+1] = mRoomsTR5[roomIndex].faces[i].verts[j].ny;
  2888. (*normals)[k*3+2] = mRoomsTR5[roomIndex].faces[i].verts[j].nz;
  2889. //! \fixme Ah, yeah this may be wrong
  2890. c = ((unsigned char *)&mRoomsTR5[roomIndex].faces[i].verts[j].vColor)[1];
  2891. (*colors)[k*4] = (float)c / 255.0f;
  2892. c = ((unsigned char *)&mRoomsTR5[roomIndex].faces[i].verts[j].vColor)[2];
  2893. (*colors)[k*4+1] = (float)c / 255.0f;
  2894. c = ((unsigned char *)&mRoomsTR5[roomIndex].faces[i].verts[j].vColor)[3];
  2895. (*colors)[k*4+2] = (float)c / 255.0f;
  2896. c = ((unsigned char *)&mRoomsTR5[roomIndex].faces[i].verts[j].vColor)[0];
  2897. (*colors)[k*4+3] = (float)c / 255.0f;
  2898. }
  2899. }
  2900. break;
  2901. case TR_VERSION_1:
  2902. case TR_VERSION_2:
  2903. case TR_VERSION_3:
  2904. case TR_VERSION_4:
  2905. *vertexCount = count;
  2906. *vertices = new float[count*3];
  2907. *normalCount = 0; //! \fixme Do some TR1-TR4 levels support normals here?
  2908. *normals = 0x0;
  2909. *colorCount = count;
  2910. *colors = new float[count*4];
  2911. // Setup vertex coloring and vertices
  2912. for (i = 0; i < count; ++i)
  2913. {
  2914. vertex = &_rooms[roomIndex].room_data.vertices[i].vertex;
  2915. (*vertices)[i*3] = vertex->x;
  2916. (*vertices)[i*3+1] = vertex->y;
  2917. (*vertices)[i*3+2] = vertex->z;
  2918. switch (getEngine())
  2919. {
  2920. case TR_VERSION_1:
  2921. color_value = _rooms[roomIndex].room_data.vertices[i].attributes;
  2922. color_value = (1.1f - (color_value / 8192.0f));
  2923. break;
  2924. case TR_VERSION_4:
  2925. case TR_VERSION_3:
  2926. color_value = _rooms[roomIndex].room_data.vertices[i].lighting1;
  2927. color_value /= 16384.0;
  2928. break;
  2929. case TR_VERSION_2:
  2930. case TR_VERSION_5:
  2931. case TR_VERSION_UNKNOWN:
  2932. color_value = _rooms[roomIndex].room_data.vertices[i].lighting1;
  2933. color_value = (1.1f - (color_value / 8192.0f));
  2934. }
  2935. switch (getEngine())
  2936. {
  2937. case TR_VERSION_4:
  2938. case TR_VERSION_3:
  2939. rgba[0] = (color_value +
  2940. ((float)_rooms[roomIndex].room_light_colour.r /
  2941. mRoomVertexLightingFactor));
  2942. rgba[1] = (color_value +
  2943. ((float)_rooms[roomIndex].room_light_colour.g /
  2944. mRoomVertexLightingFactor));
  2945. rgba[2] = (color_value +
  2946. ((float)_rooms[roomIndex].room_light_colour.b /
  2947. mRoomVertexLightingFactor));
  2948. break;
  2949. case TR_VERSION_1:
  2950. case TR_VERSION_2:
  2951. case TR_VERSION_5:
  2952. case TR_VERSION_UNKNOWN:
  2953. rgba[0] = color_value;
  2954. rgba[1] = color_value;
  2955. rgba[2] = color_value;
  2956. }
  2957. // Underwater rooms have an ambient color with a shade of blue
  2958. if (_rooms[roomIndex].flags & 0x0001)
  2959. {
  2960. rgba[0] *= 0.6;
  2961. rgba[2] *= 1.2;
  2962. }
  2963. // Alpha color
  2964. rgba[3] = 1.0;
  2965. (*colors)[i*4] = rgba[0];
  2966. (*colors)[i*4+1] = rgba[1];
  2967. (*colors)[i*4+2] = rgba[2];
  2968. (*colors)[i*4+3] = rgba[3];
  2969. }
  2970. }
  2971. }
  2972. unsigned int TombRaider::getRoomVertexCount(unsigned int roomIndex)
  2973. {
  2974. unsigned int i, count;
  2975. if (!isRoomValid(roomIndex))
  2976. return 0;
  2977. switch (getEngine())
  2978. {
  2979. case TR_VERSION_UNKNOWN:
  2980. break;
  2981. case TR_VERSION_5:
  2982. for (i = 0, count = 0; i < mRoomsTR5[roomIndex].numLayers; ++i)
  2983. {
  2984. count += mRoomsTR5[roomIndex].layers[i].numLayerVertices;
  2985. }
  2986. return count;
  2987. case TR_VERSION_1:
  2988. case TR_VERSION_2:
  2989. case TR_VERSION_3:
  2990. case TR_VERSION_4:
  2991. return ((_rooms[roomIndex].room_data.num_vertices < 0) ? 0 :
  2992. _rooms[roomIndex].room_data.num_vertices);
  2993. }
  2994. return 0;
  2995. }
  2996. int TombRaider::getSkyModelId()
  2997. {
  2998. int skyMesh = -1;
  2999. //bool rot = false;
  3000. tr2_moveable_t *moveable;
  3001. unsigned int i, id;
  3002. moveable = Moveable();
  3003. switch (Engine())
  3004. {
  3005. case TR_VERSION_2:
  3006. //rot = true;
  3007. id = 254;
  3008. break;
  3009. case TR_VERSION_3:
  3010. id = 355;
  3011. break;
  3012. case TR_VERSION_4:
  3013. id = 459;
  3014. break;
  3015. case TR_VERSION_1:
  3016. case TR_VERSION_5:
  3017. case TR_VERSION_UNKNOWN:
  3018. return -1;
  3019. }
  3020. if (id > 0)
  3021. {
  3022. for (i = 0; (int)i < NumMoveables(); ++i)
  3023. {
  3024. if (moveable[i].object_id == id)
  3025. {
  3026. //sky_mesh = moveable[i].starting_mesh;
  3027. skyMesh = i;
  3028. break;
  3029. }
  3030. }
  3031. }
  3032. return skyMesh;
  3033. }
  3034. void TombRaider::getSprites()
  3035. {
  3036. #ifdef FIXME
  3037. int i, j, k, l, x, y, s_index, width, height;
  3038. float scale, width2, height2;
  3039. tr2_sprite_texture_t *sprite;
  3040. tr2_sprite_texture_t *sprite_textures;
  3041. tr2_sprite_sequence_t *sprite_sequence;
  3042. sprite_seq_t *r_mesh;
  3043. tr2_item_t *item;
  3044. r_mesh = Mesh();
  3045. item = Item();
  3046. sprite_textures = Sprite();
  3047. sprite_sequence = SpriteSequence();
  3048. scale = 4.0;
  3049. printf("Processing sprites: ");
  3050. for (i = 0; i < NumItems() - 1; ++i)
  3051. {
  3052. print(false, "Processing sprites in Items: %i/%i",
  3053. i, NumItems());
  3054. // It's a mesh, skip it
  3055. if (Engine() == TR_VERSION_1 && item[i].intensity1 == -1)
  3056. continue;
  3057. k = item[i].object_id;
  3058. // Search the SpriteSequence list
  3059. // (if we didn't already decide that it's a mesh)
  3060. for (j = 0; j < (int)NumSpriteSequences(); ++j)
  3061. {
  3062. if (sprite_sequence[j].object_id == k)
  3063. {
  3064. k = item[i].object_id;
  3065. s_index = sprite_sequence[j].offset;
  3066. spriteSequence = new sprite_seq_t;
  3067. spriteSequence->spriteCount = -sprite_sequence[j].negative_length;
  3068. spriteSequence->sprites = new sprite_t[r_mesh->num_sprites];
  3069. sprite = spriteSequence->sprites;
  3070. callbackAddSpriteSequence(spriteSequence);
  3071. for (l = 0; l < r_mesh->num_sprites; ++l)
  3072. {
  3073. sprite = &sprite_textures[s_index];
  3074. width = sprite->width >> 8;
  3075. height = sprite->height >> 8;
  3076. x = sprite->x;
  3077. y = sprite->y;
  3078. width2 = width * scale;
  3079. height2 = height * scale;
  3080. // For external use
  3081. sprite[l].pos[0] = item[i].x;
  3082. sprite[l].pos[1] = item[i].y;
  3083. sprite[l].pos[2] = item[i].z;
  3084. sprite[l].textureIndex = sprite->tile;
  3085. sprite[l].radius = width2 / 2.0;
  3086. sprite[l].vertex[0].pos[0] = -width2 / 2.0;
  3087. sprite[l].vertex[1].pos[0] = -width2 / 2.0;
  3088. sprite[l].vertex[2].pos[0] = width2 / 2.0;
  3089. sprite[l].vertex[3].pos[0] = width2 / 2.0;
  3090. sprite[l].vertex[0].pos[1] = 0;
  3091. sprite[l].vertex[1].pos[1] = -height2;
  3092. sprite[l].vertex[2].pos[1] = -height2;
  3093. sprite[l].vertex[3].pos[1] = 0;
  3094. sprite[l].vertex[0].pos[2] = 0;
  3095. sprite[l].vertex[1].pos[2] = 0;
  3096. sprite[l].vertex[2].pos[2] = 0;
  3097. sprite[l].vertex[3].pos[2] = 0;
  3098. sprite[l].texel[3].st[0] = (double)(x+width) / mTexelScale;
  3099. sprite[l].texel[3].st[1] = (double)(y+height) / mTexelScale;
  3100. sprite[l].texel[2].st[0] = (double)(x+width) / mTexelScale;
  3101. sprite[l].texel[2].st[1] = (double)(y) / mTexelScale;
  3102. sprite[l].texel[1].st[0] = (double)(x) / mTexelScale;
  3103. sprite[l].texel[1].st[1] = (double)(y) / mTexelScale;
  3104. sprite[l].texel[0].st[0] = (double)(x) / mTexelScale;
  3105. sprite[l].texel[0].st[1] = (double)(y+height) / mTexelScale;
  3106. printf(".");
  3107. fflush(stdout);
  3108. }
  3109. }
  3110. }
  3111. }
  3112. printf("\n");
  3113. #endif
  3114. }
  3115. void TombRaider::getSoundSample(unsigned int index,
  3116. unsigned int *bytes, unsigned char **data)
  3117. {
  3118. unsigned char *riff;
  3119. unsigned int offset, altIndex;
  3120. *bytes = 0;
  3121. *data = 0x0;
  3122. switch (Engine())
  3123. {
  3124. case TR_VERSION_1:
  3125. //! \fixme This implies higher tmp memory cost ( copy safety )
  3126. getRiffData(bytes, &riff);
  3127. if (riff && (int)index < mNumSampleIndices)
  3128. {
  3129. offset = mSampleIndices[index];
  3130. if ((int)index < mNumSampleIndices - 1)
  3131. {
  3132. *bytes = mSampleIndices[index+1] - mSampleIndices[index];
  3133. }
  3134. else
  3135. {
  3136. *bytes = *bytes - mSampleIndices[index];
  3137. }
  3138. *data = new unsigned char[*bytes];
  3139. memcpy(*data, riff+offset, *bytes);
  3140. }
  3141. if (riff)
  3142. {
  3143. delete [] riff;
  3144. }
  3145. break;
  3146. case TR_VERSION_2:
  3147. case TR_VERSION_3:
  3148. if (mRiffAlternateLoaded &&
  3149. mRiffData && mRiffAlternateOffsets && (int)index < mNumSampleIndices)
  3150. {
  3151. altIndex = mSampleIndices[index];
  3152. offset = mRiffAlternateOffsets[altIndex];
  3153. if ((int)offset > mRiffDataSz)
  3154. {
  3155. print("getSoundSample", "WARNING: offset too large, may be mismatched SFX and game pak, handling...\n");
  3156. return;
  3157. }
  3158. if (altIndex < mNumTR4Samples - 1)
  3159. {
  3160. *bytes = mRiffAlternateOffsets[altIndex+1] - offset;
  3161. }
  3162. else
  3163. {
  3164. *bytes = mRiffDataSz - offset;
  3165. }
  3166. *data = new unsigned char[*bytes];
  3167. memcpy(*data, mRiffData+offset, *bytes);
  3168. }
  3169. break;
  3170. case TR_VERSION_4:
  3171. case TR_VERSION_5:
  3172. getRiffDataTR4(index, bytes, data);
  3173. break;
  3174. case TR_VERSION_UNKNOWN:
  3175. break;
  3176. }
  3177. }
  3178. unsigned int TombRaider::getSoundSamplesCount()
  3179. {
  3180. unsigned int count = 0;
  3181. switch (Engine())
  3182. {
  3183. case TR_VERSION_1:
  3184. count = mNumSampleIndices;
  3185. break;
  3186. case TR_VERSION_2:
  3187. case TR_VERSION_3:
  3188. if (mRiffAlternateLoaded)
  3189. {
  3190. count = mNumSampleIndices;
  3191. }
  3192. break;
  3193. case TR_VERSION_4:
  3194. case TR_VERSION_5:
  3195. count = mNumTR4Samples;
  3196. break;
  3197. case TR_VERSION_UNKNOWN:
  3198. count = 0;
  3199. break;
  3200. }
  3201. return count;
  3202. }
  3203. bool TombRaider::isMeshValid(int index)
  3204. {
  3205. return !(index < 0 ||
  3206. index > mMeshCount ||
  3207. ((mMeshes[index].num_vertices < 0 ||
  3208. mMeshes[index].vertices == NULL)));
  3209. }
  3210. bool TombRaider::isRoomValid(int index)
  3211. {
  3212. // Yes, you MUST support signed indices due to legacy engines
  3213. if (index < 0)
  3214. return false;
  3215. switch (getEngine())
  3216. {
  3217. case TR_VERSION_UNKNOWN:
  3218. break;
  3219. case TR_VERSION_5:
  3220. if (index < _num_rooms &&
  3221. //mRoomsTR5[index].roomX != 0xcdcdcd &&
  3222. //mRoomsTR5[index].roomZ != 0xcdcdcd)
  3223. *((int *)&mRoomsTR5[index].roomX) != 0xcdcdcd &&
  3224. *((int *)&mRoomsTR5[index].roomZ) != 0xcdcdcd)
  3225. // Cast to int * as it was comparing with float 0xcdcdcd before
  3226. // -- xythobuz
  3227. {
  3228. return true;
  3229. }
  3230. break;
  3231. case TR_VERSION_1:
  3232. case TR_VERSION_2:
  3233. case TR_VERSION_3:
  3234. case TR_VERSION_4:
  3235. if (index < _num_rooms &&
  3236. _rooms[index].room_data.num_vertices > 0)
  3237. {
  3238. return true;
  3239. }
  3240. }
  3241. return false;
  3242. }
  3243. ////////////////////////////////////////////////////////////
  3244. // Public Mutators
  3245. ////////////////////////////////////////////////////////////
  3246. int TombRaider::loadSFX(char *filename)
  3247. {
  3248. FILE *f = fopen(filename, "rb");
  3249. long bytes = 0;
  3250. unsigned char *data;
  3251. if (!f)
  3252. {
  3253. perror("Couldn't load SFX file");
  3254. return -1;
  3255. }
  3256. fseek(f, 0L, SEEK_END);
  3257. bytes = ftell(f);
  3258. fseek(f, 0L, SEEK_SET);
  3259. if (bytes > 8)
  3260. {
  3261. data = new unsigned char[bytes];
  3262. fread(data, bytes, 1, f);
  3263. mNumTR4Samples = getRiffOffsets(data, bytes,
  3264. &mRiffAlternateOffsets,
  3265. mNumSampleIndices);
  3266. // This SFX must not come close to matching this game pak
  3267. if ((int)mNumTR4Samples < mNumSampleIndices)
  3268. {
  3269. delete [] data;
  3270. fclose(f);
  3271. print("loadSFX", "WARNING: SFX RIFF has less than pak's RIFF count\n");
  3272. return -2;
  3273. }
  3274. // If you ran out of room, then reallocate and parse agian =(
  3275. if (mNumSampleIndices < (int)mNumTR4Samples)
  3276. {
  3277. delete [] mRiffAlternateOffsets;
  3278. mNumTR4Samples = getRiffOffsets(data, bytes,
  3279. &mRiffAlternateOffsets,
  3280. mNumTR4Samples);
  3281. }
  3282. mRiffDataSz = bytes;
  3283. mRiffData = data;
  3284. mRiffAlternateLoaded = true;
  3285. }
  3286. fclose(f);
  3287. return 0;
  3288. }
  3289. void TombRaider::reset()
  3290. {
  3291. delete [] _anim_dispatches;
  3292. _anim_dispatches = NULL;
  3293. delete [] _anim_commands;
  3294. _anim_commands = NULL;
  3295. delete [] _mesh_trees;
  3296. _mesh_trees = NULL;
  3297. delete [] _frames;
  3298. _frames = NULL;
  3299. delete [] _moveables;
  3300. _moveables = NULL;
  3301. delete [] _static_meshes;
  3302. _static_meshes = NULL;
  3303. delete [] _object_textures;
  3304. _object_textures = NULL;
  3305. delete [] _sprite_textures;
  3306. _sprite_textures = NULL;
  3307. delete [] _sprite_sequences;
  3308. _sprite_sequences = NULL;
  3309. delete [] _cameras;
  3310. _cameras = NULL;
  3311. delete [] _sound_sources;
  3312. _sound_sources = NULL;
  3313. delete [] _boxes;
  3314. _boxes = NULL;
  3315. delete [] _overlaps;
  3316. _overlaps = NULL;
  3317. delete [] _zones;
  3318. _zones = NULL;
  3319. delete [] _animated_textures;
  3320. _animated_textures = NULL;
  3321. delete [] _items;
  3322. _items = NULL;
  3323. delete [] _light_map;
  3324. _light_map = NULL;
  3325. delete [] _cinematic_frames;
  3326. _cinematic_frames = NULL;
  3327. delete [] _demo_data;
  3328. _demo_data = NULL;
  3329. delete [] mRiffAlternateOffsets;
  3330. mRiffAlternateOffsets = NULL;
  3331. delete [] mSoundMap;
  3332. mSoundMap = NULL;
  3333. delete [] mSoundDetails;
  3334. mSoundDetails = NULL;
  3335. delete [] mSampleIndices;
  3336. mSampleIndices = NULL;
  3337. delete [] mRiffData;
  3338. mRiffData = NULL;
  3339. if (mTR4Samples) {
  3340. for (unsigned int i = 0; i < mNumTR4Samples; ++i) {
  3341. delete [] mTR4Samples[i];
  3342. mTR4Samples[i] = NULL;
  3343. }
  3344. delete [] mTR4Samples;
  3345. mTR4Samples = NULL;
  3346. }
  3347. delete [] mTR4SamplesSz;
  3348. mTR4SamplesSz = NULL;
  3349. if (_rooms) {
  3350. for (unsigned int i = 0; i < _num_rooms; ++i) {
  3351. if (_rooms[i].room_data.num_vertices > 0)
  3352. delete [] _rooms[i].room_data.vertices;
  3353. if (_rooms[i].room_data.num_rectangles > 0)
  3354. delete [] _rooms[i].room_data.rectangles;
  3355. if (_rooms[i].room_data.num_triangles > 0)
  3356. delete [] _rooms[i].room_data.triangles;
  3357. if (_rooms[i].room_data.num_sprites > 0)
  3358. delete [] _rooms[i].room_data.sprites;
  3359. if (_rooms[i].num_portals > 0)
  3360. delete [] _rooms[i].portals;
  3361. delete [] _rooms[i].sector_list;
  3362. delete [] _rooms[i].lights;
  3363. delete [] _rooms[i].tr4Lights;
  3364. delete [] _rooms[i].static_meshes;
  3365. }
  3366. delete [] _rooms;
  3367. _rooms = NULL;
  3368. }
  3369. delete [] _floor_data;
  3370. _floor_data = NULL;
  3371. if (mMeshes) {
  3372. for (unsigned int i = 0; (int)i < mMeshCount; ++i) {
  3373. delete [] mMeshes[i].vertices;
  3374. delete [] mMeshes[i].mesh_lights;
  3375. delete [] mMeshes[i].normals;
  3376. delete [] mMeshes[i].textured_rectangles;
  3377. delete [] mMeshes[i].textured_triangles;
  3378. delete [] mMeshes[i].coloured_rectangles;
  3379. delete [] mMeshes[i].coloured_triangles;
  3380. }
  3381. delete [] mMeshes;
  3382. mMeshes = NULL;
  3383. }
  3384. delete [] _animations;
  3385. _animations = NULL;
  3386. delete [] _state_changes;
  3387. _state_changes = NULL;
  3388. numMoveablesTR5 = 0;
  3389. delete [] moveablesTR5;
  3390. moveablesTR5 = NULL;
  3391. numAnimationsTR5 = 0;
  3392. delete [] animationsTR5;
  3393. animationsTR5 = NULL;
  3394. numObjectTexturesTR5 = 0;
  3395. delete [] objectTexturesTR5;
  3396. objectTexturesTR5 = NULL;
  3397. numCinematicFramesTR5 = 0;
  3398. delete [] cinematicFramesTR5;
  3399. cinematicFramesTR5 = NULL;
  3400. numFlyByCamerasTR5 = 0;
  3401. delete [] flyByCamerasTR5;
  3402. flyByCamerasTR5 = NULL;
  3403. // Texture use
  3404. delete [] _tex_special;
  3405. _tex_special = NULL;
  3406. delete [] _textile8;
  3407. _textile8 = NULL;
  3408. delete [] _textile16;
  3409. _textile16 = NULL;
  3410. delete [] _textile32;
  3411. _textile32 = NULL;
  3412. // Compressed level use
  3413. delete [] mCompressedLevelData;
  3414. mCompressedLevelData = NULL;
  3415. mCompressedLevelDataOffset = 0;
  3416. mCompressedLevelSize = 0;
  3417. mFreadMode = TR_FREAD_NORMAL;
  3418. // Clear out vars
  3419. mNumTR4Samples = 0;
  3420. mPakVersion = 0;
  3421. mEngineVersion = TR_VERSION_UNKNOWN;
  3422. mNumSampleIndices = 0;
  3423. mNumSoundDetails = 0;
  3424. mRiffAlternateLoaded = false;
  3425. _num_floor_data = 0;
  3426. _num_textiles = 0;
  3427. _num_tex_special = 0;
  3428. _num_room_textures = 0;
  3429. _num_misc_textures = 0;
  3430. _num_bump_map_textures = 0;
  3431. _unknown_t = 0;
  3432. _num_rooms = 0;
  3433. _num_anim_dispatches = 0;
  3434. mMeshCount = 0;
  3435. _num_state_changes = 0;
  3436. _num_animations = 0;
  3437. _num_anim_commands = 0;
  3438. _num_mesh_trees = 0;
  3439. _num_frames = 0;
  3440. _num_moveables = 0;
  3441. _num_demo_data = 0;
  3442. _num_cinematic_frames = 0;
  3443. _num_items = 0;
  3444. _num_animated_textures = 0;
  3445. _num_cameras = 0;
  3446. _num_sound_sources = 0;
  3447. _num_boxes = 0;
  3448. _num_static_meshes = 0;
  3449. _num_object_textures = 0;
  3450. _num_sprite_textures = 0;
  3451. _num_sprite_sequences = 0;
  3452. _num_overlaps = 0;
  3453. }
  3454. void TombRaider::setDebug(bool toggle)
  3455. {
  3456. mDebug = toggle;
  3457. }
  3458. void TombRaider::setRoomVertexLightingFactor(float f)
  3459. {
  3460. mRoomVertexLightingFactor = f;
  3461. }
  3462. void TombRaider::setTexelScalingFactor(float f)
  3463. {
  3464. mTexelScale = f;
  3465. }
  3466. ////////////////////////////////////////////////////////////
  3467. // Private Accessors
  3468. ////////////////////////////////////////////////////////////
  3469. void TombRaider::extractMeshes(unsigned char *mesh_data,
  3470. unsigned int num_mesh_pointers,
  3471. unsigned int *mesh_pointers)
  3472. {
  3473. unsigned int size, i;
  3474. unsigned char *mesh_pointer;
  3475. int negative_size;
  3476. /* Alloc space for mesh */
  3477. mMeshCount = num_mesh_pointers;
  3478. printDebug("ExtractMeshes", "mMeshCount = %u", mMeshCount);
  3479. mMeshes = new tr2_mesh_t[mMeshCount];
  3480. printDebug("ExtractMeshes", "num_mesh_pointers = %u", num_mesh_pointers);
  3481. for (i = 0; i < num_mesh_pointers; ++i)
  3482. {
  3483. /* Get mesh start */
  3484. mesh_pointer = &mesh_data[mesh_pointers[i]];
  3485. /* Get Centre + Unknowns */
  3486. memcpy(&mMeshes[i].centre.x, mesh_pointer, 10);
  3487. //! \fixme endian
  3488. // depending on the interpretation of the unknowns that follow the Centre
  3489. // element, more endian conversion may be necessary
  3490. mesh_pointer += 10;
  3491. /* Get number of vertices */
  3492. memcpy(&mMeshes[i].num_vertices, mesh_pointer, 2);
  3493. //! \fixme endian
  3494. printDebug("ExtractMeshes", "mMeshes[%i].num_vertices = %u",
  3495. i, mMeshes[i].num_vertices);
  3496. mesh_pointer += sizeof(unsigned short);
  3497. mMeshes[i].num_vertices = (short)abs(mMeshes[i].num_vertices);
  3498. /* Get vertex list */
  3499. size = sizeof(tr2_vertex_t) * mMeshes[i].num_vertices;
  3500. mMeshes[i].vertices = 0x0;
  3501. if (mMeshes[i].num_vertices > 0)
  3502. mMeshes[i].vertices = new tr2_vertex_t[mMeshes[i].num_vertices];
  3503. memcpy(mMeshes[i].vertices, mesh_pointer, size);
  3504. //! \fixme endian
  3505. mesh_pointer += size;
  3506. /* Get number of normals */
  3507. memcpy(&mMeshes[i].num_normals, mesh_pointer, sizeof(unsigned short));
  3508. //! \fixme endian
  3509. mesh_pointer += sizeof(unsigned short);
  3510. negative_size = (mMeshes[i].num_normals < 0);
  3511. mMeshes[i].num_normals = (short)abs(mMeshes[i].num_normals);
  3512. printDebug("ExtractMeshes", "negative_size = %u", negative_size);
  3513. mMeshes[i].mesh_lights = 0x0;
  3514. mMeshes[i].normals = 0x0;
  3515. /* Get normal list */
  3516. if (negative_size)
  3517. {
  3518. negative_size = 0;
  3519. size = mMeshes[i].num_normals * sizeof(unsigned short);
  3520. mMeshes[i].mesh_lights = 0x0;
  3521. if (mMeshes[i].num_normals > 0)
  3522. mMeshes[i].mesh_lights = new short[mMeshes[i].num_normals];
  3523. memcpy(mMeshes[i].mesh_lights, mesh_pointer, size);
  3524. }
  3525. else
  3526. {
  3527. size = sizeof(tr2_vertex_t) * mMeshes[i].num_normals;
  3528. mMeshes[i].normals = 0x0;
  3529. if (mMeshes[i].num_normals > 0)
  3530. mMeshes[i].normals = new tr2_vertex_t[mMeshes[i].num_normals];
  3531. memcpy(mMeshes[i].normals, mesh_pointer, size);
  3532. }
  3533. //! \fixme endian
  3534. mesh_pointer += size;
  3535. /* Get number of textured rectangles */
  3536. memcpy(&mMeshes[i].num_textured_rectangles,
  3537. mesh_pointer, sizeof(unsigned short));
  3538. //! \fixme endian
  3539. mesh_pointer += sizeof(unsigned short);
  3540. mMeshes[i].num_textured_rectangles =
  3541. (short)abs(mMeshes[i].num_textured_rectangles);
  3542. size = sizeof(tr2_quad_t) * mMeshes[i].num_textured_rectangles;
  3543. mMeshes[i].textured_rectangles = 0x0;
  3544. if (mMeshes[i].num_textured_rectangles > 0)
  3545. mMeshes[i].textured_rectangles =
  3546. new tr2_quad_t[mMeshes[i].num_textured_rectangles];
  3547. printDebug("ExtractMeshes", "mMeshes[%i].num_textured_rectangles = %u",
  3548. i, mMeshes[i].num_textured_rectangles);
  3549. /* Get list of textured rectangles */
  3550. if (mMeshes[i].num_textured_rectangles > 0)
  3551. {
  3552. if (mEngineVersion == TR_VERSION_4)
  3553. {
  3554. int j;
  3555. for (j = 0; j < mMeshes[i].num_textured_rectangles; ++j)
  3556. {
  3557. memcpy(&mMeshes[i].textured_rectangles[j],
  3558. mesh_pointer, sizeof(tr2_quad_t));
  3559. mesh_pointer += sizeof(tr2_quad_t) + sizeof(unsigned short);
  3560. }
  3561. }
  3562. else
  3563. {
  3564. memcpy(mMeshes[i].textured_rectangles, mesh_pointer, size);
  3565. }
  3566. //! \fixme endian
  3567. if (mEngineVersion != TR_VERSION_4)
  3568. mesh_pointer += size;
  3569. }
  3570. /* Get number of textured triangles */
  3571. memcpy(&mMeshes[i].num_textured_triangles,
  3572. mesh_pointer, sizeof(unsigned short));
  3573. //! \fixme endian
  3574. mesh_pointer += sizeof(unsigned short);
  3575. mMeshes[i].num_textured_triangles =
  3576. (short)abs(mMeshes[i].num_textured_triangles);
  3577. size = sizeof(tr2_tri_t) * mMeshes[i].num_textured_triangles;
  3578. //if (mEngineVersion == TR_VERSION_4)
  3579. // size += 2 * mMeshes[i].num_textured_triangles;
  3580. mMeshes[i].textured_triangles = 0x0;
  3581. if (mMeshes[i].num_textured_triangles > 0)
  3582. {
  3583. mMeshes[i].textured_triangles =
  3584. new tr2_tri_t[mMeshes[i].num_textured_triangles];
  3585. }
  3586. printDebug("ExtractMeshes", " mMeshes[%i].num_textured_triangles = %u",
  3587. i, mMeshes[i].num_textured_triangles);
  3588. /* Get list of textured triangles */
  3589. if (mMeshes[i].num_textured_triangles > 0)
  3590. {
  3591. if (mEngineVersion == TR_VERSION_4)
  3592. {
  3593. int j;
  3594. for (j = 0; j < mMeshes[i].num_textured_triangles; ++j)
  3595. {
  3596. memcpy(&mMeshes[i].textured_triangles[j],
  3597. mesh_pointer, sizeof(tr2_tri_t));
  3598. mesh_pointer += sizeof(tr2_tri_t) + sizeof(unsigned short);
  3599. }
  3600. }
  3601. else
  3602. {
  3603. memcpy(mMeshes[i].textured_triangles, mesh_pointer, size);
  3604. }
  3605. //! \fixme endian
  3606. if (mEngineVersion != TR_VERSION_4)
  3607. mesh_pointer += size;
  3608. }
  3609. if (mEngineVersion == TR_VERSION_4)
  3610. {
  3611. mMeshes[i].num_coloured_rectangles = 0;
  3612. mMeshes[i].num_coloured_triangles = 0;
  3613. mMeshes[i].coloured_rectangles = 0x0;
  3614. mMeshes[i].coloured_triangles = 0x0;
  3615. // Mongoose 2002.04.04, FIXME is this right?
  3616. mesh_pointer += 2;
  3617. continue;
  3618. }
  3619. /* Get number of coloured rectangles */
  3620. memcpy(&mMeshes[i].num_coloured_rectangles, mesh_pointer,
  3621. sizeof(unsigned short));
  3622. //! \fixme endian
  3623. mesh_pointer += sizeof(unsigned short);
  3624. mMeshes[i].num_coloured_rectangles =
  3625. (short)abs(mMeshes[i].num_coloured_rectangles);
  3626. mMeshes[i].coloured_rectangles = 0x0;
  3627. size = sizeof(tr2_quad_t) * mMeshes[i].num_coloured_rectangles;
  3628. if (mMeshes[i].num_coloured_rectangles > 0)
  3629. mMeshes[i].coloured_rectangles =
  3630. new tr2_quad_t[mMeshes[i].num_coloured_rectangles];
  3631. printDebug("ExtractMeshes", "mMeshes[%i].num_coloured_rectangles = %u",
  3632. i, mMeshes[i].num_coloured_rectangles);
  3633. /* Get list of coloured rectangles */
  3634. if (mMeshes[i].num_coloured_rectangles > 0)
  3635. {
  3636. memcpy(mMeshes[i].coloured_rectangles, mesh_pointer, size);
  3637. //! \fixme endian
  3638. mesh_pointer += size;
  3639. }
  3640. /* Get number of coloured triangles */
  3641. memcpy(&mMeshes[i].num_coloured_triangles, mesh_pointer,
  3642. sizeof(unsigned short));
  3643. //! \fixme endian
  3644. mesh_pointer += sizeof(unsigned short);
  3645. mMeshes[i].num_coloured_triangles =
  3646. (short)abs(mMeshes[i].num_coloured_triangles);
  3647. size = sizeof(tr2_tri_t) * mMeshes[i].num_coloured_triangles;
  3648. mMeshes[i].coloured_triangles = 0x0;
  3649. if (mMeshes[i].num_coloured_triangles > 0)
  3650. mMeshes[i].coloured_triangles =
  3651. new tr2_tri_t[mMeshes[i].num_coloured_triangles];
  3652. printDebug("ExtractMeshes", "mMeshes[%i].num_coloured_triangles = %u",
  3653. i, mMeshes[i].num_coloured_triangles);
  3654. /* Get list of coloured triangles */
  3655. if (mMeshes[i].num_coloured_triangles > 0)
  3656. {
  3657. memcpy(mMeshes[i].coloured_triangles, mesh_pointer, size);
  3658. //! \fixme endian
  3659. mesh_pointer += size;
  3660. }
  3661. }
  3662. }
  3663. int TombRaider::Fread(void *buffer, size_t size, size_t count, FILE *f)
  3664. {
  3665. int num_read;
  3666. if (mFreadMode == TR_FREAD_COMPRESSED)
  3667. {
  3668. num_read = count;
  3669. num_read *= size;
  3670. if ((mCompressedLevelDataOffset + num_read) <= mCompressedLevelSize)
  3671. {
  3672. memcpy(buffer, &mCompressedLevelData[mCompressedLevelDataOffset],
  3673. num_read);
  3674. mCompressedLevelDataOffset += num_read;
  3675. return count;
  3676. }
  3677. else
  3678. {
  3679. print("Fread", "(%p, %lu, %lu, %p) ERROR: Returned %d bytes too far",
  3680. buffer, size, count, f, num_read);
  3681. reset();
  3682. exit(2);
  3683. }
  3684. }
  3685. unsigned int offset = ftell(f);
  3686. if (fread(buffer, size, count, f) != count)
  3687. {
  3688. print("Fread", "ERROR: Failed fread. Should Abort. @ 0x%x", offset);
  3689. reset();
  3690. exit(2);
  3691. // return -1; // Unreachable anyways
  3692. }
  3693. return count;
  3694. }
  3695. void TombRaider::getRiffData(unsigned int *bytes, unsigned char **data)
  3696. {
  3697. *bytes = 0;
  3698. *data = 0x0;
  3699. if (mRiffDataSz)
  3700. {
  3701. *bytes = mRiffDataSz;
  3702. *data = new unsigned char[mRiffDataSz];
  3703. memcpy(*data, mRiffData, mRiffDataSz);
  3704. }
  3705. }
  3706. void TombRaider::getRiffDataTR4(unsigned int index,
  3707. unsigned int *bytes, unsigned char **data)
  3708. {
  3709. *bytes = 0;
  3710. *data = 0x0;
  3711. if (index < mNumTR4Samples)
  3712. {
  3713. *bytes = mTR4SamplesSz[index];
  3714. *data = new unsigned char[*bytes];
  3715. memcpy(*data, mTR4Samples[index], *bytes);
  3716. }
  3717. }
  3718. int TombRaider::getRiffOffsets(unsigned char *riffData,
  3719. unsigned int riffDataBytes,
  3720. unsigned int **offsets,
  3721. unsigned int numOffsets)
  3722. {
  3723. unsigned int i, j = 0, riffCount, state;
  3724. *offsets = new unsigned int[numOffsets];
  3725. for (i = 0, riffCount = 0, state = 4; i < riffDataBytes; ++i)
  3726. {
  3727. switch (riffData[i])
  3728. {
  3729. case 'R':
  3730. if (state == 4)
  3731. {
  3732. j = i; // tmp offset guess
  3733. state = 0;
  3734. continue;
  3735. }
  3736. break;
  3737. case 'I':
  3738. if (state == 0)
  3739. {
  3740. state = 1;
  3741. continue;
  3742. }
  3743. break;
  3744. case 'F':
  3745. if (state == 1)
  3746. {
  3747. state = 2;
  3748. continue;
  3749. }
  3750. else if (state == 2)
  3751. {
  3752. state = 3;
  3753. // Found RIFF header, but we can only report
  3754. // riffCount offsets ( buffer size limits )
  3755. if (riffCount < numOffsets)
  3756. {
  3757. (*offsets)[riffCount] = j;
  3758. }
  3759. ++riffCount;
  3760. continue;
  3761. }
  3762. break;
  3763. }
  3764. state = 4;
  3765. }
  3766. return riffCount;
  3767. }
  3768. unsigned char *TombRaider::getTexTile(int texture)
  3769. {
  3770. unsigned char *image;
  3771. unsigned int color;
  3772. int j, k, index, offset;
  3773. int xmin, xmax, ymin, ymax, x, y;
  3774. image = NULL;
  3775. if (texture >=0 && texture < (int)_num_textiles)
  3776. {
  3777. image = new unsigned char[256*256*4];
  3778. memset(image, 0, 256*256*4);
  3779. if (_textile32)
  3780. {
  3781. // Convert 32bit BGRA image format to 32bit RGBA
  3782. for (j = 0; j < 256; j++)
  3783. {
  3784. for (k = 0; k < 256; k++)
  3785. {
  3786. index = (j * 256) + k;
  3787. color = _textile32[texture].tile[index];
  3788. index = (j * 1024) + (k * 4);
  3789. image[index + 2] = *((unsigned char *)(&color));
  3790. image[index + 1] = *((unsigned char *)(&color)+1);
  3791. image[index + 0] = *((unsigned char *)(&color)+2);
  3792. image[index + 3] = *((unsigned char *)(&color)+3);
  3793. }
  3794. }
  3795. }
  3796. else
  3797. {
  3798. // Convert 16bit ARGB image format to 32bit RGBA
  3799. for (j = 0; j < 256; j++)
  3800. {
  3801. for (k = 0; k < 256; k++)
  3802. {
  3803. index = (j * 256) + k;
  3804. offset = _textile16[texture].tile[index];
  3805. index = (j * 1024) + (k * 4);
  3806. image[index + 0] = ((offset >> 10) & 0x1f) * 8;
  3807. image[index + 1] = ((offset >> 5) & 0x1f) * 8;
  3808. image[index + 2] = (offset & 0x1f) * 8;
  3809. image[index + 3] = (offset & 0x8000) ? 0xFF : 0;
  3810. }
  3811. }
  3812. }
  3813. switch (Engine())
  3814. {
  3815. case TR_VERSION_4:
  3816. case TR_VERSION_3: // Account for alpha flags
  3817. for (j = 0; j < (int)_num_object_textures; j++)
  3818. {
  3819. //! \fixme This kind of works for lighting - but messes up lara
  3820. #ifdef FIXME
  3821. if (_object_textures[j].tile == texture &&
  3822. _object_textures[j].transparency_flags == 1)
  3823. {
  3824. xmin = 999;
  3825. xmax = 0;
  3826. ymin = 999;
  3827. ymax = 0;
  3828. y = 4;
  3829. // Account for triangles
  3830. if (_object_textures[j].vertices[3].xpixel == 0 &&
  3831. _object_textures[j].vertices[3].ypixel == 0)
  3832. y = 3;
  3833. for (k = 0; k < y; k++)
  3834. {
  3835. if (_object_textures[j].vertices[k].xpixel > xmax)
  3836. xmax = _object_textures[j].vertices[k].xpixel;
  3837. if (_object_textures[j].vertices[k].xpixel < xmin)
  3838. xmin = _object_textures[j].vertices[k].xpixel;
  3839. if (_object_textures[j].vertices[k].ypixel > ymax)
  3840. ymax = _object_textures[j].vertices[k].ypixel;
  3841. if (_object_textures[j].vertices[k].ypixel < ymin)
  3842. ymin = _object_textures[j].vertices[k].ypixel;
  3843. }
  3844. for (x = xmin; x <= xmax; x++)
  3845. {
  3846. for (y = ymin; y <= ymax; y++)
  3847. {
  3848. index = (y * 256) + x;
  3849. offset = _textile16[texture].tile[index];
  3850. index = (y * 1024) + (x * 4);
  3851. image[index + 0] = ((offset >> 10) & 0x1f) * 8;
  3852. image[index + 1] = ((offset >> 5) & 0x1f) * 8;
  3853. image[index + 2] = (offset & 0x1f) * 8;
  3854. // Set transparency to full
  3855. if (offset & 0x8000)
  3856. {
  3857. image[index + 3] = 0x00;
  3858. }
  3859. }
  3860. }
  3861. }
  3862. else
  3863. #endif
  3864. if (_object_textures[j].tile == texture &&
  3865. _object_textures[j].transparency_flags == 2)
  3866. {
  3867. xmin = 999;
  3868. xmax = 0;
  3869. ymin = 999;
  3870. ymax = 0;
  3871. y = 4;
  3872. // Account for triangles
  3873. if (_object_textures[j].vertices[3].xpixel == 0 &&
  3874. _object_textures[j].vertices[3].ypixel == 0)
  3875. y = 3;
  3876. for (k = 0; k < y; k++)
  3877. {
  3878. if (_object_textures[j].vertices[k].xpixel > xmax)
  3879. xmax = _object_textures[j].vertices[k].xpixel;
  3880. if (_object_textures[j].vertices[k].xpixel < xmin)
  3881. xmin = _object_textures[j].vertices[k].xpixel;
  3882. if (_object_textures[j].vertices[k].ypixel > ymax)
  3883. ymax = _object_textures[j].vertices[k].ypixel;
  3884. if (_object_textures[j].vertices[k].ypixel < ymin)
  3885. ymin = _object_textures[j].vertices[k].ypixel;
  3886. }
  3887. for (x = xmin; x <= xmax; x++)
  3888. {
  3889. for (y = ymin; y <= ymax; y++)
  3890. {
  3891. if (_textile32)
  3892. {
  3893. index = (y * 256) + x;
  3894. color = _textile32[texture].tile[index];
  3895. index = (y * 1024) + (x * 4);
  3896. image[index + 2] = *((unsigned char *)(&color));
  3897. image[index + 1] = *((unsigned char *)(&color)+1);
  3898. image[index + 0] = *((unsigned char *)(&color)+2);
  3899. image[index + 3] = *((unsigned char *)(&color)+3);
  3900. k = image[index] + image[index + 1] + image[index + 2];
  3901. // Set transparency based upon intensity
  3902. image[index + 3] = (unsigned char)(k / 3);
  3903. }
  3904. else
  3905. {
  3906. index = (y * 256) + x;
  3907. offset = _textile16[texture].tile[index];
  3908. index = (y * 1024) + (x * 4);
  3909. image[index + 0] = ((offset >> 10) & 0x1f) * 8;
  3910. image[index + 1] = ((offset >> 5) & 0x1f) * 8;
  3911. image[index + 2] = (offset & 0x1f) * 8;
  3912. image[index + 3] = (offset & 0x8000) ? 0xFF : 0;
  3913. k = image[index] + image[index + 1] + image[index + 2];
  3914. // Set transparency based upon intensity
  3915. if (offset & 0x8000)
  3916. image[index + 3] = (unsigned char)(k / 3);
  3917. else
  3918. image[index + 3] = 0;
  3919. }
  3920. }
  3921. }
  3922. }
  3923. }
  3924. break;
  3925. case TR_VERSION_1:
  3926. case TR_VERSION_2:
  3927. case TR_VERSION_5:
  3928. case TR_VERSION_UNKNOWN:
  3929. break;
  3930. }
  3931. }
  3932. return image;
  3933. }
  3934. //! \fixme Move these data about to make full use in the class ;)
  3935. int TombRaider::loadTR5(FILE *f)
  3936. {
  3937. unsigned int level_data_sz, riffOffset, seperator0;
  3938. unsigned int portalOffset, nextRoomOffset, thisRoomOffset;
  3939. int i, j, k;
  3940. uint16_t us;
  3941. uint32_t numMeshData, numMeshPointers, u;
  3942. uint32_t *meshPointers;
  3943. uint8_t *meshData;
  3944. char check[32];
  3945. printDebug("Load", "mEngineVersion = 0x%x", mPakVersion);
  3946. if (mEngineVersion != TR_VERSION_5)
  3947. return -1;
  3948. unsigned int sz, usz; // compressed and uncompressed size
  3949. unsigned char *compressed_data = NULL;
  3950. int zerr;
  3951. uLongf foo;
  3952. // Read texture type offsets
  3953. Fread(&_num_room_textures, 2, 1, f);
  3954. printDebug("LoadTR5", "_num_room_textures = %u", _num_room_textures);
  3955. Fread(&_num_misc_textures, 2, 1, f);
  3956. printDebug("LoadTR5", "_num_misc_textures = %u", _num_misc_textures);
  3957. Fread(&_num_bump_map_textures, 2, 1, f);
  3958. printDebug("LoadTR5", "_num_bump_map_textures = %u", _num_bump_map_textures);
  3959. // Read the sizes of the 32-bit textures
  3960. Fread(&usz, sizeof(usz), 1, f);
  3961. Fread(&sz, sizeof(sz), 1, f);
  3962. printDebug("LoadTR5", "32-bit textures compressed size = %u bytes", sz);
  3963. printDebug("LoadTR5", "32-bit textures uncompressed size = %u bytes", usz);
  3964. _num_textiles = usz / sizeof(tr2_textile32_t);
  3965. printDebug("LoadTR5", "_num_textiles = %i/%lu = %i",
  3966. usz, sizeof(tr2_textile32_t), _num_textiles);
  3967. _textile32 = new tr2_textile32_t[_num_textiles];
  3968. // Allocate a temporary buffer for decompression
  3969. compressed_data = new unsigned char[sz];
  3970. Fread(compressed_data, sz, 1, f);
  3971. // Decompress the textures
  3972. foo = usz;
  3973. zerr = uncompress((unsigned char *)_textile32,
  3974. &foo,
  3975. compressed_data,
  3976. sz);
  3977. usz = foo;
  3978. printDebug("LoadTR5", "textile decompress [%s]",
  3979. (zerr == Z_OK) ? "OK" : "ERROR");
  3980. switch (zerr)
  3981. {
  3982. case Z_MEM_ERROR:
  3983. printDebug("LoadTR5", "There was not enough memory");
  3984. break;
  3985. case Z_BUF_ERROR:
  3986. printDebug("LoadTR5", "There was not enough room in the output buffer");
  3987. break;
  3988. case Z_DATA_ERROR:
  3989. printDebug("LoadTR5", "The input data was corrupted");
  3990. break;
  3991. default:
  3992. printDebug("LoadTR5", "textile decompress %i", zerr);
  3993. }
  3994. // Free the temporary buffer
  3995. delete [] compressed_data;
  3996. // Read in the 16-bit textures, set NumTextiles
  3997. Fread(&usz, sizeof(usz), 1, f);
  3998. Fread(&sz, sizeof(sz), 1, f);
  3999. printDebug("LoadTR5", "16-bit textures compressed size = %u bytes", sz);
  4000. printDebug("LoadTR5", "16-bit textures uncompressed size = %u bytes", usz);
  4001. _num_textiles = usz / sizeof(tr2_textile16_t);
  4002. printDebug("LoadTR5", "_num_textiles = %i/%lu = %i",
  4003. usz, sizeof(tr2_textile16_t), _num_textiles);
  4004. _textile16 = new tr2_textile16_t[_num_textiles];
  4005. // Allocate a temporary buffer for decompression
  4006. compressed_data = new unsigned char[sz];
  4007. Fread(compressed_data, sz, 1, f);
  4008. // Decompress the textures
  4009. foo = usz;
  4010. zerr = uncompress((unsigned char *)_textile16,
  4011. &foo,
  4012. compressed_data,
  4013. sz);
  4014. usz = foo;
  4015. printDebug("LoadTR5", "textile decompress [%s]",
  4016. (zerr == Z_OK) ? "OK" : "ERROR");
  4017. switch (zerr)
  4018. {
  4019. case Z_MEM_ERROR:
  4020. printDebug("LoadTR5", "There was not enough memory");
  4021. break;
  4022. case Z_BUF_ERROR:
  4023. printDebug("LoadTR5", "There was not enough room in the output buffer");
  4024. break;
  4025. case Z_DATA_ERROR:
  4026. printDebug("LoadTR5", "The input data was corrupted");
  4027. break;
  4028. default:
  4029. printDebug("LoadTR5", "textile decompress %i", zerr);
  4030. }
  4031. // Free the temporary buffer
  4032. delete [] compressed_data;
  4033. // Read the sizes of the sprite textures
  4034. Fread(&usz, sizeof(usz), 1, f);
  4035. Fread(&sz, sizeof(sz), 1, f);
  4036. printDebug("LoadTR5", "sprite textures compressed size = %u bytes", sz);
  4037. printDebug("LoadTR5", "sprite textures uncompressed size = %u bytes", usz);
  4038. // Load sprite/bump map/gui/etc textures also
  4039. _num_tex_special = usz/(256*256*4);
  4040. printDebug("LoadTR5", "_num_tex_special = %i/%i = %i",
  4041. usz, 256*256*4, _num_tex_special);
  4042. printDebug("LoadTR5", "Reading %ibytes of sprite textures", usz);
  4043. if (usz)
  4044. {
  4045. _tex_special = new unsigned char[usz];
  4046. // Allocate a temporary buffer for decompression
  4047. compressed_data = new unsigned char[sz];
  4048. Fread(compressed_data, sz, 1, f);
  4049. // Decompress the textures
  4050. foo = usz;
  4051. zerr = uncompress(_tex_special,
  4052. &foo,
  4053. compressed_data,
  4054. sz);
  4055. usz = foo;
  4056. printDebug("LoadTR5", "special texture decompress [%s]",
  4057. (zerr == Z_OK) ? "OK" : "ERROR");
  4058. switch (zerr)
  4059. {
  4060. case Z_MEM_ERROR:
  4061. printDebug("LoadTR5", "There was not enough memory");
  4062. break;
  4063. case Z_BUF_ERROR:
  4064. printDebug("LoadTR5", "There was not enough room in the output buffer");
  4065. break;
  4066. case Z_DATA_ERROR:
  4067. printDebug("LoadTR5", "The input data was corrupted");
  4068. break;
  4069. default:
  4070. printDebug("LoadTR5", "textile decompress %i", zerr);
  4071. }
  4072. // Free the temporary buffer
  4073. delete [] compressed_data;
  4074. }
  4075. // Mongoose 2002.01.08, Michiel has discovered the
  4076. // first 4 bytes here are 2 bitu16 flags for Lara type and weather
  4077. uint16_t laraType, weather;
  4078. Fread(&laraType, 2, 1, f);
  4079. printDebug("LoadTR5", "laraType = 0x%x", laraType);
  4080. Fread(&weather, 2, 1, f);
  4081. printDebug("LoadTR5", "weather = 0x%x", weather);
  4082. printDebug("LoadTR5", "skipping 28bytes of unknowns");
  4083. Fread(&seperator0, 4, 1, f);
  4084. printDebug("LoadTR5", "0x%x", seperator0);
  4085. Fread(&seperator0, 4, 1, f);
  4086. printDebug("LoadTR5", "0x%x", seperator0);
  4087. Fread(&seperator0, 4, 1, f);
  4088. printDebug("LoadTR5", "0x%x", seperator0);
  4089. Fread(&seperator0, 4, 1, f);
  4090. printDebug("LoadTR5", "0x%x", seperator0);
  4091. Fread(&seperator0, 4, 1, f);
  4092. printDebug("LoadTR5", "0x%x", seperator0);
  4093. Fread(&seperator0, 4, 1, f);
  4094. printDebug("LoadTR5", "0x%x", seperator0);
  4095. Fread(&seperator0, 4, 1, f);
  4096. printDebug("LoadTR5", "0x%x", seperator0);
  4097. Fread(&level_data_sz, 4, 1, f);
  4098. printDebug("LoadTR5", "Level data size = %u", level_data_sz);
  4099. Fread(&riffOffset, 4, 1, f);
  4100. printDebug("LoadTR5", "Same as last, also offset to RIFFs = %u",
  4101. riffOffset);
  4102. Fread(&seperator0, 4, 1, f);
  4103. printDebug("LoadTR5", "Seperator, always 0x00? = %u", seperator0);
  4104. Fread(&_num_rooms, 4, 1, f);
  4105. printDebug("LoadTR5", "_num_rooms = %u", _num_rooms);
  4106. mRoomsTR5 = new tr5_room_t[_num_rooms];
  4107. for (i = 0; i < _num_rooms; ++i)
  4108. {
  4109. thisRoomOffset = ftell(f);
  4110. Fread(&mRoomsTR5[i].checkXELA, 4, 1, f);
  4111. printDebug("LoadTR5", "room[%i].checkXELA (0x414c4558)? = 0x%x",
  4112. i, mRoomsTR5[i].checkXELA);
  4113. if (mRoomsTR5[i].checkXELA != 0x414c4558)
  4114. {
  4115. print("LoadTR5", "Error #1 room[%i].checkXELA (0x414c4558) != 0x%x",
  4116. i, mRoomsTR5[i].checkXELA);
  4117. return -3;
  4118. }
  4119. Fread(&mRoomsTR5[i].roomDataSize, 4, 1, f);
  4120. printDebug("LoadTR5", "offset to next room = %u",
  4121. mRoomsTR5[i].roomDataSize);
  4122. nextRoomOffset = ftell(f) + mRoomsTR5[i].roomDataSize;
  4123. Fread(&mRoomsTR5[i].seperator, 4, 1, f);
  4124. printDebug("LoadTR5", "room[%i].seperator, CDCDCDCD = %X?",
  4125. i, mRoomsTR5[i].seperator);
  4126. if (mRoomsTR5[i].seperator != 0xcdcdcdcd)
  4127. {
  4128. print("LoadTR5", "Error #2 room[%i].seperator, CDCDCDCD != 0x%X",
  4129. i, mRoomsTR5[i].seperator);
  4130. return -3;
  4131. }
  4132. // Start 60byte struct /////////////
  4133. printDebug("LoadTR5", "60byte struct {");
  4134. // Often start of "XELA" +216 + ublock1 = FD end,
  4135. // but have seen 0xffffffff (-1). Better using next data
  4136. // and compute FD size the old way of X*Z*8
  4137. Fread(&mRoomsTR5[i].endSDOffset, 4, 1, f);
  4138. printDebug("LoadTR5", "%u + 216 + XELA start = FD end",
  4139. mRoomsTR5[i].endSDOffset);
  4140. // Start of "XELA" + 216 + ublock2 = FD start
  4141. Fread(&mRoomsTR5[i].startSDOffset, 4, 1, f);
  4142. printDebug("LoadTR5", "%u + 216 + XELA start = FD start",
  4143. mRoomsTR5[i].startSDOffset);
  4144. Fread(&mRoomsTR5[i].seperator2, 4, 1, f);
  4145. printDebug("LoadTR5", "seperator2 = %u", mRoomsTR5[i].seperator2);
  4146. if (mRoomsTR5[i].seperator2 != 0xcdcdcdcd &&
  4147. mRoomsTR5[i].seperator2 != 0x00000000)
  4148. {
  4149. print("LoadTR5", "Error #3 CDCDCDCD | 0x0 != 0x%x",
  4150. mRoomsTR5[i].seperator2);
  4151. return -3;
  4152. }
  4153. // Possibly start of "XELA" + 216 + ublock4 = end portals
  4154. Fread(&mRoomsTR5[i].endPortalOffset, 4, 1, f);
  4155. printDebug("LoadTR5", "%u + 216 + XELA start = end portals",
  4156. mRoomsTR5[i].endPortalOffset);
  4157. Fread(&mRoomsTR5[i].x, 4, 1, f);
  4158. printDebug("LoadTR5", "room.x = %u", mRoomsTR5[i].x);
  4159. Fread(&mRoomsTR5[i].seperator3, 4, 1, f);
  4160. printDebug("LoadTR5", "0x00000000 = %u ?", mRoomsTR5[i].seperator3);
  4161. Fread(&mRoomsTR5[i].z, 4, 1, f);
  4162. printDebug("LoadTR5", "room.z = %u", mRoomsTR5[i].z);
  4163. Fread(&mRoomsTR5[i].yBottom, 4, 1, f);
  4164. printDebug("LoadTR5", "room.y_bottom = %u", mRoomsTR5[i].yBottom);
  4165. Fread(&mRoomsTR5[i].yTop, 4, 1, f);
  4166. printDebug("LoadTR5", "room.y_top = %u", mRoomsTR5[i].yTop);
  4167. Fread(&mRoomsTR5[i].numZSectors, 2, 1, f);
  4168. printDebug("LoadTR5", "num_z_sectors = %i", mRoomsTR5[i].numZSectors);
  4169. Fread(&mRoomsTR5[i].numXSectors, 2, 1, f);
  4170. printDebug("LoadTR5", "num_x_sectors = %i", mRoomsTR5[i].numXSectors);
  4171. Fread(&mRoomsTR5[i].roomAmbientColor, 4, 1, f);
  4172. printDebug("LoadTR5", "room_ambient_color = 0x%x",
  4173. mRoomsTR5[i].roomAmbientColor);
  4174. Fread(&mRoomsTR5[i].numRoomLights, 2, 1, f);
  4175. printDebug("LoadTR5", "num_lights = %i", mRoomsTR5[i].numRoomLights);
  4176. Fread(&mRoomsTR5[i].numStaticMeshes, 2, 1, f);
  4177. printDebug("LoadTR5", "num_static_meshes = %i",
  4178. mRoomsTR5[i].numStaticMeshes);
  4179. Fread(&mRoomsTR5[i].unknownR1, 2, 1, f);
  4180. printDebug("LoadTR5", "unknown 0x0001? = 0x%x", mRoomsTR5[i].unknownR1);
  4181. Fread(&mRoomsTR5[i].unknownR2, 2, 1, f);
  4182. printDebug("LoadTR5", "unknown 0x0000? = 0x%x", mRoomsTR5[i].unknownR2);
  4183. Fread(&mRoomsTR5[i].filler, 4, 1, f);
  4184. printDebug("LoadTR5", "Always 0x7fff? = 0x%x", mRoomsTR5[i].filler);
  4185. Fread(&mRoomsTR5[i].filler2, 4, 1, f);
  4186. printDebug("LoadTR5", "Always 0x7fff? = 0x%x", mRoomsTR5[i].filler2);
  4187. printDebug("LoadTR5", "}");
  4188. // End 60byte structure /////////////////
  4189. Fread(&mRoomsTR5[i].seperator4, 4, 1, f);
  4190. printDebug("LoadTR5", "seperator4 CDCDCDCD = 0x%x",
  4191. mRoomsTR5[i].seperator4);
  4192. if (mRoomsTR5[i].seperator4 != 0xcdcdcdcd)
  4193. {
  4194. print("LoadTR5", "Error #5 CDCDCDCD != 0x%x",
  4195. mRoomsTR5[i].seperator4);
  4196. return -3;
  4197. }
  4198. Fread(&mRoomsTR5[i].seperator5, 4, 1, f);
  4199. printDebug("LoadTR5", "seperator5 CDCDCDCD = 0x%x",
  4200. mRoomsTR5[i].seperator5);
  4201. if (mRoomsTR5[i].seperator5 != 0xcdcdcdcd)
  4202. {
  4203. print("LoadTR5", "Error #6 CDCDCDCD != 0x%x",
  4204. mRoomsTR5[i].seperator5);
  4205. return -3;
  4206. }
  4207. // Start 20byte structure ///////////////
  4208. printDebug("LoadTR5", "20byte struct {");
  4209. Fread(mRoomsTR5[i].seperator6, 6, 1, f);
  4210. printDebug("LoadTR5", "6 bytes 0xFF = 0x%x%x%x%x%x%x",
  4211. mRoomsTR5[i].seperator6[0], mRoomsTR5[i].seperator6[1],
  4212. mRoomsTR5[i].seperator6[2], mRoomsTR5[i].seperator6[3],
  4213. mRoomsTR5[i].seperator6[4], mRoomsTR5[i].seperator6[5]);
  4214. Fread(&mRoomsTR5[i].roomFlag, 2, 1, f);
  4215. printDebug("LoadTR5", "room_flag = %i", mRoomsTR5[i].roomFlag);
  4216. Fread(&mRoomsTR5[i].unknownR5, 2, 1, f);
  4217. printDebug("LoadTR5", "unknown = %i", mRoomsTR5[i].unknownR5);
  4218. Fread(mRoomsTR5[i].seperator7, 10, 1, f);
  4219. printDebug("LoadTR5", "10 bytes 0x00 = 0x%x%x%x%x%x%x%x%x%x%x",
  4220. mRoomsTR5[i].seperator7[0], mRoomsTR5[i].seperator7[1],
  4221. mRoomsTR5[i].seperator7[2], mRoomsTR5[i].seperator7[3],
  4222. mRoomsTR5[i].seperator7[4], mRoomsTR5[i].seperator7[5],
  4223. mRoomsTR5[i].seperator7[6], mRoomsTR5[i].seperator7[7],
  4224. mRoomsTR5[i].seperator7[8], mRoomsTR5[i].seperator7[9]);
  4225. printDebug("LoadTR5", "}");
  4226. // End 20byte structure /////////////////
  4227. Fread(&mRoomsTR5[i].seperator8, 4, 1, f);
  4228. printDebug("LoadTR5", "seperator8 CDCDCDCD = 0x%x",
  4229. mRoomsTR5[i].seperator8);
  4230. if (mRoomsTR5[i].seperator8 != 0xcdcdcdcd)
  4231. {
  4232. print("LoadTR5", "Error #9 CDCDCDCD != 0x%x",
  4233. mRoomsTR5[i].seperator8);
  4234. return -3;
  4235. }
  4236. printDebug("LoadTR5", "16byte struct {");
  4237. Fread(&mRoomsTR5[i].unknownR6, 4, 1, f);
  4238. printDebug("LoadTR5", "unknownR6 = %i", mRoomsTR5[i].unknownR6);
  4239. Fread(&mRoomsTR5[i].roomX, 4, 1, f);
  4240. printDebug("LoadTR5", "roomX = %f", mRoomsTR5[i].roomX);
  4241. Fread(&mRoomsTR5[i].seperator9, 4, 1, f);
  4242. printDebug("LoadTR5", "seperator9 CDCDCDCD | 0x0 = 0x%x",
  4243. mRoomsTR5[i].seperator9);
  4244. if (mRoomsTR5[i].seperator9 != 0xcdcdcdcd &&
  4245. mRoomsTR5[i].seperator9 != 0x0)
  4246. {
  4247. print("LoadTR5", "Error #10 CDCDCDCD | 0x0 != 0x%x",
  4248. mRoomsTR5[i].seperator9);
  4249. return -3;
  4250. }
  4251. Fread(&mRoomsTR5[i].roomZ, 4, 1, f);
  4252. printDebug("LoadTR5", "roomZ = %f", mRoomsTR5[i].roomZ);
  4253. printDebug("LoadTR5", "}");
  4254. Fread(&mRoomsTR5[i].seperator10, 4, 1, f);
  4255. printDebug("LoadTR5", "seperator10 CDCDCDCD = 0x%x",
  4256. mRoomsTR5[i].seperator10);
  4257. if (mRoomsTR5[i].seperator10 != 0xcdcdcdcd)
  4258. {
  4259. print("LoadTR5", "Error #11 CDCDCDCD != 0x%x",
  4260. mRoomsTR5[i].seperator10);
  4261. return -3;
  4262. }
  4263. Fread(&mRoomsTR5[i].seperator11, 4, 1, f);
  4264. printDebug("LoadTR5", "seperator11 CDCDCDCD = 0x%x",
  4265. mRoomsTR5[i].seperator11);
  4266. if (mRoomsTR5[i].seperator11 != 0xcdcdcdcd)
  4267. {
  4268. print("LoadTR5", "Error #12 CDCDCDCD != 0x%x",
  4269. mRoomsTR5[i].seperator11);
  4270. return -3;
  4271. }
  4272. Fread(&mRoomsTR5[i].seperator12, 4, 1, f);
  4273. printDebug("LoadTR5", "seperator12 CDCDCDCD = 0x%x",
  4274. mRoomsTR5[i].seperator12);
  4275. if (mRoomsTR5[i].seperator12 != 0xcdcdcdcd)
  4276. {
  4277. print("LoadTR5", "Error #13 CDCDCDCD != 0x%x",
  4278. mRoomsTR5[i].seperator12);
  4279. return -3;
  4280. }
  4281. Fread(&mRoomsTR5[i].seperator13, 4, 1, f);
  4282. printDebug("LoadTR5", "seperator13 CDCDCDCD = 0x%x",
  4283. mRoomsTR5[i].seperator13);
  4284. if (mRoomsTR5[i].seperator13 != 0xcdcdcdcd)
  4285. {
  4286. print("LoadTR5", "Error #14 CDCDCDCD | 0x0 != 0x%x",
  4287. mRoomsTR5[i].seperator13);
  4288. return -3;
  4289. }
  4290. Fread(&mRoomsTR5[i].seperator14, 4, 1, f);
  4291. printDebug("LoadTR5", "seperator14 CDCDCDCD = 0x%x",
  4292. mRoomsTR5[i].seperator14);
  4293. if (mRoomsTR5[i].seperator14 != 0xcdcdcdcd &&
  4294. mRoomsTR5[i].seperator14 != 0x00000000)
  4295. {
  4296. print("LoadTR5", "Error #15 CDCDCDCD | 0x0 != 0x%x",
  4297. mRoomsTR5[i].seperator14);
  4298. return -3;
  4299. }
  4300. Fread(&mRoomsTR5[i].seperator15, 4, 1, f);
  4301. printDebug("LoadTR5", "seperator15 CDCDCDCD = 0x%x",
  4302. mRoomsTR5[i].seperator15);
  4303. if (mRoomsTR5[i].seperator15 != 0xcdcdcdcd)
  4304. {
  4305. print("LoadTR5", "Error #16 CDCDCDCD != 0x%x",
  4306. mRoomsTR5[i].seperator15);
  4307. return -3;
  4308. }
  4309. // 56byte struct /////////////
  4310. printDebug("LoadTR5", "56byte struct {");
  4311. Fread(&mRoomsTR5[i].numRoomTriangles, 4, 1, f);
  4312. printDebug("LoadTR5", "num_triangles = %u",
  4313. mRoomsTR5[i].numRoomTriangles);
  4314. Fread(&mRoomsTR5[i].numRoomRectangles, 4, 1, f);
  4315. printDebug("LoadTR5", "num_rectangles = %u",
  4316. mRoomsTR5[i].numRoomRectangles);
  4317. Fread(&mRoomsTR5[i].seperator16, 4, 1, f);
  4318. printDebug("LoadTR5", "seperator16, 0x00? = 0x%x",
  4319. mRoomsTR5[i].seperator16);
  4320. // Num lights * 88bytes
  4321. Fread(&mRoomsTR5[i].lightSize, 4, 1, f);
  4322. printDebug("LoadTR5", "light_size = %u", mRoomsTR5[i].lightSize);
  4323. Fread(&mRoomsTR5[i].numTotalRoomLights, 4, 1, f);
  4324. printDebug("LoadTR5", "num_lights = %u",
  4325. mRoomsTR5[i].numTotalRoomLights);
  4326. Fread(&mRoomsTR5[i].unknownR7, 4, 1, f); // was num_unknown_36byte structs to read
  4327. printDebug("LoadTR5", "unknownR7 structs = %u", mRoomsTR5[i].unknownR7);
  4328. Fread(&mRoomsTR5[i].unknownR8, 4, 1, f);
  4329. printDebug("LoadTR5", "unknownR8 = 0x%x", mRoomsTR5[i].unknownR8);
  4330. Fread(&mRoomsTR5[i].yBottom, 4, 1, f);
  4331. printDebug("LoadTR5", "lyBottom = 0x%x", mRoomsTR5[i].lyBottom);
  4332. Fread(&mRoomsTR5[i].numLayers, 4, 1, f);
  4333. printDebug("LoadTR5", "num_layers = %u", mRoomsTR5[i].numLayers);
  4334. Fread(&mRoomsTR5[i].layerOffset, 4, 1, f);
  4335. printDebug("LoadTR5", "layerOffset = 0x%x", mRoomsTR5[i].layerOffset);
  4336. Fread(&mRoomsTR5[i].verticesOffset, 4, 1, f);
  4337. printDebug("LoadTR5", "verticesOffset = 0x%x", mRoomsTR5[i].verticesOffset);
  4338. Fread(&mRoomsTR5[i].polyOffset, 4, 1, f);
  4339. printDebug("LoadTR5", "polyOffset = 0x%x", mRoomsTR5[i].polyOffset);
  4340. Fread(&mRoomsTR5[i].polyOffset2, 4, 1, f);
  4341. printDebug("LoadTR5", "polyOffset2 = 0x%x", mRoomsTR5[i].polyOffset2);
  4342. Fread(&mRoomsTR5[i].verticesSize, 4, 1, f);
  4343. printDebug("LoadTR5", "verticesSize = 0x%x", mRoomsTR5[i].verticesSize);
  4344. printDebug("LoadTR5", "}");
  4345. //////////////////////////////
  4346. Fread(&mRoomsTR5[i].seperator17, 4, 1, f);
  4347. printDebug("LoadTR5", "seperator17 CDCDCDCD = 0x%x",
  4348. mRoomsTR5[i].seperator17);
  4349. if (mRoomsTR5[i].seperator17 != 0xcdcdcdcd)
  4350. {
  4351. print("LoadTR5", "Error #18 CDCDCDCD != 0x%x",
  4352. mRoomsTR5[i].seperator17);
  4353. return -3;
  4354. }
  4355. Fread(&mRoomsTR5[i].seperator18, 4, 1, f);
  4356. printDebug("LoadTR5", "seperator18 CDCDCDCD = 0x%x",
  4357. mRoomsTR5[i].seperator18);
  4358. if (mRoomsTR5[i].seperator18 != 0xcdcdcdcd)
  4359. {
  4360. print("LoadTR5", "Error #19 CDCDCDCD != 0x%x",
  4361. mRoomsTR5[i].seperator18);
  4362. return -3;
  4363. }
  4364. Fread(&mRoomsTR5[i].seperator19, 4, 1, f);
  4365. printDebug("LoadTR5", "seperator19 CDCDCDCD = 0x%x",
  4366. mRoomsTR5[i].seperator19);
  4367. if (mRoomsTR5[i].seperator19 != 0xcdcdcdcd)
  4368. {
  4369. print("LoadTR5", "Error #20 CDCDCDCD != 0x%x",
  4370. mRoomsTR5[i].seperator19);
  4371. return -3;
  4372. }
  4373. Fread(&mRoomsTR5[i].seperator20, 4, 1, f);
  4374. printDebug("LoadTR5", "seperator20 CDCDCDCD = 0x%x",
  4375. mRoomsTR5[i].seperator20);
  4376. if (mRoomsTR5[i].seperator20 != 0xcdcdcdcd)
  4377. {
  4378. print("LoadTR5", "Error #21 CDCDCDCD != 0x%x",
  4379. mRoomsTR5[i].seperator20);
  4380. return -3;
  4381. }
  4382. // Lights
  4383. printDebug("LoadTR5", "Reading %u lights @ 88bytes each",
  4384. mRoomsTR5[i].numRoomLights);
  4385. if (mRoomsTR5[i].numRoomLights)
  4386. {
  4387. mRoomsTR5[i].lights = new tr5_light_t[mRoomsTR5[i].numRoomLights];
  4388. }
  4389. for (j = 0; j < (int)mRoomsTR5[i].numRoomLights; ++j)
  4390. {
  4391. Fread(&mRoomsTR5[i].lights[j], 88, 1, f);
  4392. //Fread(&mRoomsTR5[i].lights[j].x, 4, 1, f);
  4393. printDebug("LoadTR5", "light[%i].x? = %f", j,
  4394. mRoomsTR5[i].lights[j].x);
  4395. //Fread(&mRoomsTR5[i].lights[j].y, 4, 1, f);
  4396. printDebug("LoadTR5", "light[%i].y? = %f", j,
  4397. mRoomsTR5[i].lights[j].y);
  4398. //Fread(&mRoomsTR5[i].lights[j].z, 4, 1, f);
  4399. printDebug("LoadTR5", "light[%i].z? = %f", j,
  4400. mRoomsTR5[i].lights[j].z);
  4401. //Fread(&mRoomsTR5[i].lights[j].red, 4, 1, f);
  4402. printDebug("LoadTR5", "light[%i].r? = %f",
  4403. j, mRoomsTR5[i].lights[j].red);
  4404. //Fread(&mRoomsTR5[i].lights[j].green, 4, 1, f);
  4405. printDebug("LoadTR5", "light[%i].g? = %f",
  4406. j, mRoomsTR5[i].lights[j].green);
  4407. //Fread(&mRoomsTR5[i].lights[j].blue, 4, 1, f);
  4408. printDebug("LoadTR5", "light[%i].b? = %f",
  4409. j, mRoomsTR5[i].lights[j].blue);
  4410. // 24bytes from start of light
  4411. //Fread(&mRoomsTR5[i].lights[j].seperator, 4, 1, f);
  4412. printDebug("LoadTR5", "CDCDCDCD for some maps? = 0x%8x\t\t[%s]",
  4413. mRoomsTR5[i].lights[j].seperator,
  4414. (mRoomsTR5[i].lights[j].seperator == 0xcdcdcdcd)
  4415. ? "OK" : "ERROR");
  4416. //Fread(&mRoomsTR5[i].lights[j].input, 4, 1, f);
  4417. printDebug("LoadTR5", "light[%i].input = %f",
  4418. j, mRoomsTR5[i].lights[j].input);
  4419. //Fread(&mRoomsTR5[i].lights[j].output, 4, 1, f);
  4420. printDebug("LoadTR5", "light[%i].output = %f",
  4421. j, mRoomsTR5[i].lights[j].output);
  4422. //Fread(&mRoomsTR5[i].lights[j].range, 4, 1, f);
  4423. printDebug("LoadTR5", "light[%i].range = %f",
  4424. j, mRoomsTR5[i].lights[j].range);
  4425. //Fread(&mRoomsTR5[i].lights[j].directionVectorX, 4, 1, f);
  4426. printDebug("LoadTR5", "light[%i].directionVectorX = %f",
  4427. j, mRoomsTR5[i].lights[j].directionVectorX);
  4428. //Fread(&mRoomsTR5[i].lights[j].directionVectorY, 4, 1, f);
  4429. printDebug("LoadTR5", "light[%i].directionVectorY = %f",
  4430. j, mRoomsTR5[i].lights[j].directionVectorY);
  4431. //Fread(&mRoomsTR5[i].lights[j].directionVectorZ, 4, 1, f);
  4432. printDebug("LoadTR5", "light[%i].directionVectorZ = %f",
  4433. j, mRoomsTR5[i].lights[j].directionVectorZ);
  4434. //Fread(&mRoomsTR5[i].lights[j].x2, 4, 1, f);
  4435. printDebug("LoadTR5", "light[%i].x2 = %u",
  4436. j, mRoomsTR5[i].lights[j].x2);
  4437. //Fread(&mRoomsTR5[i].lights[j].y2, 4, 1, f);
  4438. printDebug("LoadTR5", "light[%i].y2 = %u",
  4439. j, mRoomsTR5[i].lights[j].y2);
  4440. //Fread(&mRoomsTR5[i].lights[j].z2, 4, 1, f);
  4441. printDebug("LoadTR5", "light[%i].z2 = %u",
  4442. j, mRoomsTR5[i].lights[j].z2);
  4443. //Fread(&mRoomsTR5[i].lights[j].directionVectorX2, 4, 1, f);
  4444. printDebug("LoadTR5", "light[%i].directionVectorX2 = %u",
  4445. j, mRoomsTR5[i].lights[j].directionVectorX2);
  4446. //Fread(&mRoomsTR5[i].lights[j].directionVectorY2, 4, 1, f);
  4447. printDebug("LoadTR5", "light[%i].directionVectorY2 = %u",
  4448. j, mRoomsTR5[i].lights[j].directionVectorY2);
  4449. //Fread(&mRoomsTR5[i].lights[j].directionVectorZ2, 4, 1, f);
  4450. printDebug("LoadTR5", "light[%i].directionVectorZ2 = %u",
  4451. j, mRoomsTR5[i].lights[j].directionVectorZ2);
  4452. //Fread(&mRoomsTR5[i].lights[j].lightType, 1, 1, f);
  4453. printDebug("LoadTR5", "light[%i].d3d_flag = 0x%x (%s)",
  4454. j, mRoomsTR5[i].lights[j].lightType,
  4455. (mRoomsTR5[i].lights[j].lightType == 1) ? "Point" :
  4456. (mRoomsTR5[i].lights[j].lightType == 2) ? "Spot" :
  4457. (mRoomsTR5[i].lights[j].lightType == 3) ? "Directional" : "Unknown");
  4458. //Fread(&mRoomsTR5[i].lights[j].seperator2, 3, 1, f);
  4459. printDebug("LoadTR5", "CDCDCD = %c%c%c",
  4460. mRoomsTR5[i].lights[j].seperator2[0],
  4461. mRoomsTR5[i].lights[j].seperator2[1],
  4462. mRoomsTR5[i].lights[j].seperator2[2]);
  4463. }
  4464. int numSectors = mRoomsTR5[i].numXSectors * mRoomsTR5[i].numZSectors;
  4465. if (numSectors)
  4466. {
  4467. mRoomsTR5[i].sectors = new tr2_room_sector_t[numSectors];
  4468. }
  4469. // Sectors
  4470. printDebug("LoadTR5", "Reading %u sectors @ 8bytes each",
  4471. numSectors);
  4472. for (j = 0; j < numSectors; ++j)
  4473. {
  4474. Fread(&mRoomsTR5[i].sectors[j].fd_index, 2, 1, f);
  4475. printDebug("LoadTR5", "sector[%i].fd_index = %u", j,
  4476. mRoomsTR5[i].sectors[j].fd_index);
  4477. Fread(&mRoomsTR5[i].sectors[j].box_index, 2, 1, f);
  4478. printDebug("LoadTR5", "sector[%i].box_index = %u", j,
  4479. mRoomsTR5[i].sectors[j].box_index);
  4480. Fread(&mRoomsTR5[i].sectors[j].room_below, 1, 1, f);
  4481. printDebug("LoadTR5", "sector[%i].room_below = %u", j,
  4482. mRoomsTR5[i].sectors[j].room_below);
  4483. Fread(&mRoomsTR5[i].sectors[j].floor, 1, 1, f);
  4484. printDebug("LoadTR5", "sector[%i].floor = %i", j,
  4485. (*(char*)(&mRoomsTR5[i].sectors[j].floor)));
  4486. Fread(&mRoomsTR5[i].sectors[j].room_above, 1, 1, f);
  4487. printDebug("LoadTR5", "sector[%i].room_above = %u", j,
  4488. mRoomsTR5[i].sectors[j].room_above);
  4489. Fread(&mRoomsTR5[i].sectors[j].ceiling, 1, 1, f);
  4490. printDebug("LoadTR5", "sector[%i].ceiling = %i", j,
  4491. (*(char*)(&mRoomsTR5[i].sectors[j].ceiling)));
  4492. }
  4493. portalOffset = (thisRoomOffset + mRoomsTR5[i].startSDOffset + 216 +
  4494. numSectors * 8);
  4495. u = ftell(f);
  4496. if (u != portalOffset)
  4497. {
  4498. printDebug("LoadTR5", "*** Skipping %i bytes to start of portals ***",
  4499. portalOffset - u);
  4500. fseek(f, portalOffset, SEEK_SET);
  4501. }
  4502. // Portals //////////////////////
  4503. Fread(&mRoomsTR5[i].numDoors, 2, 1, f);
  4504. printDebug("LoadTR5", "room[%i].tr5_num_portals = %u",
  4505. i, mRoomsTR5[i].numDoors);
  4506. printDebug("LoadTR5", "Reading %u portals @ 32bytes each",
  4507. mRoomsTR5[i].numDoors);
  4508. if (mRoomsTR5[i].numDoors)
  4509. {
  4510. mRoomsTR5[i].doors = new tr2_room_portal_t[mRoomsTR5[i].numDoors];
  4511. }
  4512. for (j = 0; j < (int)mRoomsTR5[i].numDoors; ++j)
  4513. {
  4514. Fread(&mRoomsTR5[i].doors[j].adjoining_room, 2, 1, f);
  4515. printDebug("LoadTR5", "room[%i].portal[%i].adjoining_room = %u",
  4516. i, j, mRoomsTR5[i].doors[j].adjoining_room);
  4517. Fread(&mRoomsTR5[i].doors[j].normal.x, 2, 1, f);
  4518. Fread(&mRoomsTR5[i].doors[j].normal.y, 2, 1, f);
  4519. Fread(&mRoomsTR5[i].doors[j].normal.z, 2, 1, f);
  4520. printDebug("LoadTR5", "portal[%i].normal = ( %i, %i, %i )", j,
  4521. mRoomsTR5[i].doors[j].normal.x,
  4522. mRoomsTR5[i].doors[j].normal.y,
  4523. mRoomsTR5[i].doors[j].normal.z);
  4524. for (k = 0; k < 4; ++k)
  4525. {
  4526. Fread(&mRoomsTR5[i].doors[j].vertices[k].x, 2, 1, f);
  4527. Fread(&mRoomsTR5[i].doors[j].vertices[k].y, 2, 1, f);
  4528. Fread(&mRoomsTR5[i].doors[j].vertices[k].z, 2, 1, f);
  4529. printDebug("LoadTR5", "portal[%i].vertices[%i] = ( %i, %i, %i )",
  4530. j, k,
  4531. mRoomsTR5[i].doors[j].vertices[k].x,
  4532. mRoomsTR5[i].doors[j].vertices[k].y,
  4533. mRoomsTR5[i].doors[j].vertices[k].z);
  4534. }
  4535. }
  4536. Fread(&mRoomsTR5[i].seperator21, 2, 1, f);
  4537. printDebug("LoadTR5", "seperator21, CDCD = 0x%x",
  4538. mRoomsTR5[i].seperator21);
  4539. if (mRoomsTR5[i].seperator21 != 0xcdcd)
  4540. {
  4541. print("LoadTR5", "Error #22 CDCD != 0x%x",
  4542. mRoomsTR5[i].seperator21);
  4543. return -3;
  4544. }
  4545. portalOffset = (thisRoomOffset + mRoomsTR5[i].endPortalOffset + 216);
  4546. u = ftell(f);
  4547. if (u != portalOffset)
  4548. {
  4549. printDebug("LoadTR5", "*** Skipping %i bytes to end of portals ***",
  4550. portalOffset - u);
  4551. fseek(f, portalOffset, SEEK_SET);
  4552. }
  4553. if (mRoomsTR5[i].numStaticMeshes)
  4554. {
  4555. mRoomsTR5[i].meshes = new tr2_room_staticmesh_t[mRoomsTR5[i].numStaticMeshes];
  4556. }
  4557. // Static meshes
  4558. for (j = 0; j < (int)mRoomsTR5[i].numStaticMeshes; ++j)
  4559. {
  4560. Fread(&mRoomsTR5[i].meshes[j].x, 4, 1, f);
  4561. printDebug("LoadTR5", "static_mesh[%i].x = %i", j,
  4562. mRoomsTR5[i].meshes[j].x);
  4563. Fread(&mRoomsTR5[i].meshes[j].y, 4, 1, f);
  4564. printDebug("LoadTR5", "static_mesh[%i].y = %i", j,
  4565. mRoomsTR5[i].meshes[j].y);
  4566. Fread(&mRoomsTR5[i].meshes[j].z, 4, 1, f);
  4567. printDebug("LoadTR5", "static_mesh[%i].z = %i", j,
  4568. mRoomsTR5[i].meshes[j].z);
  4569. Fread(&mRoomsTR5[i].meshes[j].rotation, 2, 1, f);
  4570. printDebug("LoadTR5", "static_mesh[%i].rotation = %i", j,
  4571. mRoomsTR5[i].meshes[j].rotation);
  4572. Fread(&mRoomsTR5[i].meshes[j].intensity1, 2, 1, f);
  4573. printDebug("LoadTR5", "static_mesh[%i].intensity1 = %i", j,
  4574. mRoomsTR5[i].meshes[j].intensity1);
  4575. Fread(&mRoomsTR5[i].meshes[j].intensity2, 2, 1, f);
  4576. printDebug("LoadTR5", "static_mesh[%i].intensity2 = %i", j,
  4577. mRoomsTR5[i].meshes[j].intensity2);
  4578. Fread(&mRoomsTR5[i].meshes[j].object_id, 2, 1, f);
  4579. printDebug("LoadTR5", "static_mesh[%i].object_id = %i", j,
  4580. mRoomsTR5[i].meshes[j].object_id);
  4581. }
  4582. // Layers /////////////////
  4583. if (mRoomsTR5[i].numLayers)
  4584. {
  4585. mRoomsTR5[i].layers = new tr5_room_layer_t[mRoomsTR5[i].numLayers];
  4586. }
  4587. printDebug("LoadTR5", "Reading %i layers",
  4588. mRoomsTR5[i].numLayers);
  4589. for (j = 0; j < (int)mRoomsTR5[i].numLayers; ++j)
  4590. {
  4591. Fread(&mRoomsTR5[i].layers[j], 56, 1, f);
  4592. printDebug("LoadTR5", "layer[%i].num_vertices = %i", j,
  4593. mRoomsTR5[i].layers[j].numLayerVertices);
  4594. printDebug("LoadTR5", "layer[%i].unknown1 = %i", j,
  4595. mRoomsTR5[i].layers[j].unknownL1);
  4596. printDebug("LoadTR5", "layer[%i].num_rectangles = %i", j,
  4597. mRoomsTR5[i].layers[j].numLayerRectangles);
  4598. printDebug("LoadTR5", "layer[%i].num_triangles = %i", j,
  4599. mRoomsTR5[i].layers[j].numLayerTriangles);
  4600. printDebug("LoadTR5", "layer[%i].num_2side_textures? = %i", j,
  4601. mRoomsTR5[i].layers[j].unknownL2);
  4602. printDebug("LoadTR5", "layer[%i].filler, 0? = %i", j,
  4603. mRoomsTR5[i].layers[j].filler);
  4604. printDebug("LoadTR5", "layer[%i].filler2, 0? = %i", j,
  4605. mRoomsTR5[i].layers[j].filler2);
  4606. printDebug("LoadTR5", "layer[%i].bbox[0] = {%.2f %.2f %.2f}", j,
  4607. mRoomsTR5[i].layers[j].layerBoundingBoxX1,
  4608. mRoomsTR5[i].layers[j].layerBoundingBoxX1,
  4609. mRoomsTR5[i].layers[j].layerBoundingBoxX1);
  4610. printDebug("LoadTR5", "layer[%i].bbox[1] = {%.2f %.2f %.2f}", j,
  4611. mRoomsTR5[i].layers[j].layerBoundingBoxX2,
  4612. mRoomsTR5[i].layers[j].layerBoundingBoxX2,
  4613. mRoomsTR5[i].layers[j].layerBoundingBoxX2);
  4614. printDebug("LoadTR5", "layer[%i].filler3, 0? = %i", j,
  4615. mRoomsTR5[i].layers[j].filler3);
  4616. printDebug("LoadTR5", "layer[%i].unknown6 = %i", j,
  4617. mRoomsTR5[i].layers[j].unknownL6);
  4618. printDebug("LoadTR5", "layer[%i].unknown7 = %i", j,
  4619. mRoomsTR5[i].layers[j].unknownL7);
  4620. printDebug("LoadTR5", "layer[%i].unknown8 = %i", j,
  4621. mRoomsTR5[i].layers[j].unknownL8);
  4622. }
  4623. if (mRoomsTR5[i].numLayers)
  4624. {
  4625. mRoomsTR5[i].faces = new tr5_room_geometry_t[mRoomsTR5[i].numLayers];
  4626. }
  4627. for (j = 0; j < (int)mRoomsTR5[i].numLayers; ++j)
  4628. {
  4629. mRoomsTR5[i].faces[j].quads = 0x0;
  4630. mRoomsTR5[i].faces[j].tris = 0x0;
  4631. k = mRoomsTR5[i].layers[j].numLayerRectangles;
  4632. if (k)
  4633. {
  4634. printDebug("LoadTR5", "Reading %i layer quads", k);
  4635. mRoomsTR5[i].faces[j].quads = new tr5_face4_t[k];
  4636. Fread(mRoomsTR5[i].faces[j].quads, 12, k, f);
  4637. }
  4638. k = mRoomsTR5[i].layers[j].numLayerTriangles;
  4639. if (k)
  4640. {
  4641. printDebug("LoadTR5", "Reading %i layer tris", k);
  4642. mRoomsTR5[i].faces[j].tris = new tr5_face3_t[k];
  4643. Fread(mRoomsTR5[i].faces[j].tris, 10, k, f);
  4644. }
  4645. }
  4646. for (j = 0; j < (int)mRoomsTR5[i].numLayers; ++j)
  4647. {
  4648. mRoomsTR5[i].faces[j].verts = 0x0;
  4649. k = mRoomsTR5[i].layers[j].numLayerVertices;
  4650. if (k)
  4651. {
  4652. printDebug("LoadTR5", "Reading %i layer vertices", k);
  4653. mRoomsTR5[i].faces[j].verts = new tr5_vertex_t[k];
  4654. Fread(mRoomsTR5[i].faces[j].verts, 28, k, f);
  4655. }
  4656. }
  4657. #define TR5_SKIP_TO_ROOMS
  4658. #ifdef TR5_SKIP_TO_ROOMS
  4659. unsigned int hack = ftell(f);
  4660. if (hack < nextRoomOffset)
  4661. {
  4662. printDebug("LoadTR5", "Skipping %i bytes at end of room[%i]",
  4663. nextRoomOffset - hack, i);
  4664. fseek(f, nextRoomOffset, SEEK_SET);
  4665. }
  4666. #else
  4667. long hack = 0;
  4668. // This peels padding off the end of TRCs like ANDREA1.TRC
  4669. while (hack != 0xcdcd)
  4670. {
  4671. Fread(&hack, 2, 1, f);
  4672. printDebug("LoadTR5", "hack[%i] = 0x%x", i, hack);
  4673. }
  4674. #endif
  4675. }
  4676. Fread(&_num_floor_data, 4, 1, f);
  4677. printDebug("LoadTR5", "_num_floor_data = %u", _num_floor_data);
  4678. printDebug("LoadTR5", "Reading %u floorData elements", _num_floor_data);
  4679. _floor_data = new unsigned short[_num_floor_data];
  4680. Fread(_floor_data, 2, _num_floor_data, f);
  4681. // Number of 16bits of mesh data to follow
  4682. Fread(&numMeshData, 4, 1, f);
  4683. printDebug("LoadTR5", "numMeshData = %u", numMeshData);
  4684. meshData = new unsigned char[2*numMeshData];
  4685. Fread(meshData, 2, numMeshData, f);
  4686. // Use pointers array to index in meshData array for tr5_mesh_t's
  4687. Fread(&numMeshPointers, 4, 1, f);
  4688. printDebug("LoadTR5", "numMeshPointers = %u", numMeshPointers);
  4689. meshPointers = new uint32_t[numMeshPointers];
  4690. Fread(meshPointers, 4, numMeshPointers, f);
  4691. Fread(&numAnimationsTR5, 4, 1, f);
  4692. printDebug("LoadTR5", "numAnimationsTR5 = %u", numAnimationsTR5);
  4693. animationsTR5 = new tr5_animation_t[numAnimationsTR5];
  4694. Fread(animationsTR5, 40, numAnimationsTR5, f);
  4695. Fread(&u, 4, 1, f);
  4696. _num_state_changes = u;
  4697. printDebug("LoadTR5", "_num_state_changes = %u", _num_state_changes);
  4698. _state_changes = new tr2_state_change_t[_num_state_changes];
  4699. Fread(_state_changes, 6, _num_state_changes, f);
  4700. Fread(&u, 4, 1, f);
  4701. _num_anim_dispatches = u;
  4702. printDebug("LoadTR5", "_num_anim_dispatches = %u", _num_anim_dispatches);
  4703. _anim_dispatches = new tr2_anim_dispatch_t[_num_anim_dispatches];
  4704. Fread(_anim_dispatches, 8, _num_anim_dispatches, f);
  4705. Fread(&u, 4, 1, f);
  4706. _num_anim_commands = u;
  4707. printDebug("LoadTR5", "_num_anim_commands = %u", _num_anim_commands);
  4708. _anim_commands = new tr2_anim_command_t[_num_anim_commands];
  4709. Fread(_anim_commands, 2, _num_anim_commands, f);
  4710. Fread(&u, 4, 1, f);
  4711. _num_mesh_trees = u;
  4712. printDebug("LoadTR5", "_num_mesh_trees = %u", _num_mesh_trees);
  4713. _mesh_trees = new tr2_meshtree_t[_num_mesh_trees];
  4714. Fread(_mesh_trees, 4, _num_mesh_trees, f);
  4715. Fread(&u, 4, 1, f);
  4716. _num_frames = u;
  4717. printDebug("LoadTR5", "_num_frames = %u", _num_frames);
  4718. _frames = new uint16_t[_num_frames];
  4719. Fread(_frames, 2, _num_frames, f);
  4720. Fread(&numMoveablesTR5, 4, 1, f);
  4721. printDebug("LoadTR5", "numMoveablesTR5 = %u", numMoveablesTR5);
  4722. moveablesTR5 = new tr5_moveable_t[numMoveablesTR5];
  4723. Fread(moveablesTR5, 20, numMoveablesTR5, f);
  4724. Fread(&u, 4, 1, f);
  4725. _num_static_meshes = u;
  4726. printDebug("LoadTR5", "_num_static_meshes = %u", _num_static_meshes);
  4727. _static_meshes = new tr2_staticmesh_t[_num_static_meshes];
  4728. Fread(_static_meshes, 32, _num_static_meshes, f);
  4729. Fread(check, 4, 1, f);
  4730. printDebug("LoadTR5", "Check: SPR = '%c%c%c'?",
  4731. check[0], check[1], check[2]);
  4732. if (check[0] != 'S' || check[1] != 'P' || check[2] != 'R')
  4733. {
  4734. print("LoadTR5", "Error: SPR != '%c%c%c'", check[0], check[1], check[2]);
  4735. return -4;
  4736. }
  4737. Fread(&u, 4, 1, f);
  4738. _num_sprite_textures = u;
  4739. printDebug("LoadTR5", "_num_sprite_textures = %u", _num_sprite_textures);
  4740. _sprite_textures = new tr2_sprite_texture_t[_num_sprite_textures];
  4741. Fread(_sprite_textures, 16, _num_sprite_textures, f);
  4742. Fread(&u, 4, 1, f);
  4743. _num_sprite_sequences = u;
  4744. printDebug("LoadTR5", "_num_sprite_sequences = %u", _num_sprite_sequences);
  4745. _sprite_sequences = new tr2_sprite_sequence_t[_num_sprite_sequences];
  4746. Fread(_sprite_sequences, 8, _num_sprite_sequences, f);
  4747. Fread(&u, 4, 1, f);
  4748. _num_cameras = u;
  4749. printDebug("LoadTR5", "_num_cameras = %u", _num_cameras);
  4750. if (_num_cameras > 0)
  4751. {
  4752. _cameras = new tr2_camera_t[_num_cameras];
  4753. Fread(_cameras, 16, _num_cameras, f);
  4754. }
  4755. else
  4756. {
  4757. _cameras = 0x0;
  4758. }
  4759. Fread(&numFlyByCamerasTR5, 4, 1, f);
  4760. printDebug("LoadTR5", "numFlyByCameras = %u", numFlyByCamerasTR5);
  4761. if (numFlyByCamerasTR5 > 0)
  4762. {
  4763. flyByCamerasTR5 = new tr5_flyby_camera_t[numFlyByCamerasTR5];
  4764. Fread(flyByCamerasTR5, 40, numFlyByCamerasTR5, f);
  4765. }
  4766. else
  4767. {
  4768. flyByCamerasTR5 = 0x0;
  4769. }
  4770. Fread(&u, 4, 1, f);
  4771. _num_sound_sources = u;
  4772. printDebug("LoadTR5", "_num_sound_sources = %u", _num_sound_sources);
  4773. if (_num_sound_sources > 0)
  4774. {
  4775. _sound_sources = new tr2_sound_source_t[_num_sound_sources];
  4776. Fread(_sound_sources, 16, _num_sound_sources, f);
  4777. }
  4778. else
  4779. {
  4780. _sound_sources = 0x0;
  4781. }
  4782. Fread(&u, 4, 1, f);
  4783. _num_boxes = u;
  4784. printDebug("LoadTR5", "_num_boxes = %u", _num_boxes);
  4785. _boxes = new tr2_box_t[_num_boxes];
  4786. Fread(_boxes, 8, _num_boxes, f);
  4787. Fread(&u, 4, 1, f);
  4788. _num_overlaps = u;
  4789. printDebug("LoadTR5", "_num_overlaps = %u", _num_overlaps);
  4790. _overlaps = new short[_num_overlaps];
  4791. Fread(_overlaps, 2, _num_overlaps, f);
  4792. _zones = new short[_num_boxes*10];
  4793. Fread(_zones, 20, _num_boxes, f);
  4794. Fread(&u, 4, 1, f);
  4795. _num_animated_textures = u;
  4796. printDebug("LoadTR5", "_num_animated_textures = %u", _num_animated_textures);
  4797. _animated_textures = new short[_num_animated_textures];
  4798. Fread(_animated_textures, 2, _num_animated_textures, f);
  4799. Fread(check, 1, 5, f);
  4800. printDebug("LoadTR5", "Check: TEX = '%c%c%c'?",
  4801. check[1], check[2], check[3]);
  4802. // check[0] is '^D'
  4803. if (check[1] != 'T' || check[2] != 'E' || check[3] != 'X')
  4804. {
  4805. print("LoadTR5", "Error: TEX != '%c%c%c' @ %lu",
  4806. check[1], check[2], check[3], ftell(f));
  4807. return -4;
  4808. }
  4809. Fread(&numObjectTexturesTR5, 4, 1, f);
  4810. printDebug("LoadTR5", "numObjectTextures = %u", numObjectTexturesTR5);
  4811. objectTexturesTR5 = new tr5_object_texture_t[numObjectTexturesTR5];
  4812. Fread(objectTexturesTR5, 40, numObjectTexturesTR5, f);
  4813. Fread(&u, 4, 1, f);
  4814. _num_items = u;
  4815. printDebug("LoadTR5", "_num_items = %u", _num_items);
  4816. _items = new tr2_item_t[_num_items];
  4817. Fread(_items, 24, _num_items, f);
  4818. Fread(&numCinematicFramesTR5, 4, 1, f);
  4819. printDebug("LoadTR5", "numCinematicFrames = %u", numCinematicFramesTR5);
  4820. if (numCinematicFramesTR5 > 0)
  4821. {
  4822. cinematicFramesTR5 = new tr5_cinematic_frame_t[numCinematicFramesTR5];
  4823. Fread(cinematicFramesTR5, 24, numCinematicFramesTR5, f);
  4824. }
  4825. else
  4826. {
  4827. cinematicFramesTR5 = 0x0;
  4828. }
  4829. Fread(&us, 2, 1, f);
  4830. _num_demo_data = us; // Could overflow? not sure
  4831. printDebug("LoadTR5", "_num_demo_data = %u", _num_demo_data);
  4832. if (_num_demo_data > 0)
  4833. {
  4834. _demo_data = new unsigned char[_num_demo_data];
  4835. Fread(_demo_data, 1, _num_demo_data, f);
  4836. }
  4837. else
  4838. {
  4839. _demo_data = 0x0;
  4840. }
  4841. printDebug("LoadTR5", "Reading soundMap");
  4842. mSoundMap = new short[450];
  4843. Fread(mSoundMap, 900, 1, f);
  4844. Fread(&u, 4, 1, f);
  4845. mNumSoundDetails = u;
  4846. printDebug("LoadTR5", "numSoundDetails = %u", mNumSoundDetails);
  4847. mSoundDetails = new tr2_sound_details_t[mNumSoundDetails];
  4848. Fread(mSoundDetails, 8, mNumSoundDetails, f);
  4849. Fread(&u, 4, 1, f);
  4850. mNumSampleIndices = u;
  4851. printDebug("LoadTR5", "numSampleIndices = %u", mNumSampleIndices);
  4852. mSampleIndicesTR5 = new unsigned int[mNumSampleIndices];
  4853. Fread(mSampleIndicesTR5, 4, mNumSampleIndices, f);
  4854. Fread(&u, 4, 1, f);
  4855. printDebug("LoadTR5", "Check 0xCDCDCDCD = 0x%X?", u);
  4856. if (u != 0xcdcdcdcd)
  4857. {
  4858. print("LoadTR5", "Check 0xCDCDCDCD != 0x%X @ %ld", u, ftell(f));
  4859. return -5;
  4860. }
  4861. // Skip over the extra short in the demo.trc, but if it's not there
  4862. // seek back
  4863. u = ftell(f);
  4864. Fread(&us, 2, 1, f);
  4865. if (us != 0xcdcd)
  4866. {
  4867. fseek(f, u, SEEK_SET);
  4868. }
  4869. //! \fixme (Endian) Read bitu32 / uint32_t
  4870. Fread(&mNumTR4Samples, 4, 1, f);
  4871. printDebug("Load", "mNumTR4Samples = %i", mNumTR4Samples);
  4872. mRiffDataSz = 0;
  4873. mTR4Samples = new unsigned char *[mNumTR4Samples];
  4874. mTR4SamplesSz = new unsigned int[mNumTR4Samples];
  4875. memset(mTR4SamplesSz, 0, mNumTR4Samples*4);
  4876. for (i = 0; i < (int)mNumTR4Samples; ++i)
  4877. {
  4878. unsigned int sizeCompressed;
  4879. unsigned int sizeUncompressed;
  4880. unsigned char *compressedSoundSample;
  4881. unsigned char *unCompressedSoundSample;
  4882. int zErr;
  4883. uLongf libzUncompressedSize;
  4884. Fread(&sizeUncompressed, 4, 1, f);
  4885. printDebug("Load", " sizeUncompressed = %i", sizeUncompressed);
  4886. Fread(&sizeCompressed, 4, 1, f);
  4887. printDebug("Load", " sizeCompressed = %i", sizeCompressed);
  4888. compressedSoundSample = new unsigned char[sizeCompressed];
  4889. unCompressedSoundSample = new unsigned char[sizeUncompressed];
  4890. //printDebug("Load", " %lubytes read from file", ftell(f));
  4891. Fread(compressedSoundSample, sizeCompressed, 1, f);
  4892. printDebug("Load", " %c%c%c%c should be RIFF",
  4893. compressedSoundSample[0],
  4894. compressedSoundSample[1],
  4895. compressedSoundSample[2],
  4896. compressedSoundSample[3]);
  4897. // Decompress the sample
  4898. libzUncompressedSize = sizeUncompressed;
  4899. zErr = uncompress(unCompressedSoundSample,
  4900. &libzUncompressedSize,
  4901. compressedSoundSample,
  4902. sizeCompressed);
  4903. sizeUncompressed = libzUncompressedSize;
  4904. switch (zErr)
  4905. {
  4906. case Z_MEM_ERROR:
  4907. printDebug("Load", " Decompress Error: not enough memory");
  4908. break;
  4909. case Z_BUF_ERROR:
  4910. printDebug("Load", " Decompress Error: output buffer too small");
  4911. break;
  4912. case Z_DATA_ERROR:
  4913. printDebug("Load", " Decompress Error: input data was corrupted");
  4914. break;
  4915. case Z_OK:
  4916. printDebug("Load", " Decompress OK");
  4917. break;
  4918. default:
  4919. printDebug("Load", " Decompress Error: decompress error #%i", zErr);
  4920. }
  4921. // Hhhmm... handle uncompressed RIFFs too?
  4922. if (zErr == Z_OK)
  4923. {
  4924. mTR4Samples[i] = unCompressedSoundSample;
  4925. mTR4SamplesSz[i] = sizeUncompressed;
  4926. delete [] compressedSoundSample;
  4927. }
  4928. else
  4929. {
  4930. printDebug("Load", " %lubytes read from file", ftell(f));
  4931. mTR4Samples[i] = compressedSoundSample;
  4932. mTR4SamplesSz[i] = sizeCompressed;
  4933. delete [] unCompressedSoundSample;
  4934. }
  4935. }
  4936. fclose(f);
  4937. return 0;
  4938. }
  4939. void TombRaider::print(const char *methodName, const char *s, ...)
  4940. {
  4941. va_list args;
  4942. va_start(args, s);
  4943. fprintf(stderr, "TombRaider::%s> ", methodName);
  4944. vfprintf(stderr, s, args);
  4945. fprintf(stderr, "\n");
  4946. va_end(args);
  4947. }
  4948. void TombRaider::printDebug(const char *methodName, const char *s, ...)
  4949. {
  4950. va_list args;
  4951. if (!mDebug)
  4952. return;
  4953. va_start(args, s);
  4954. fprintf(stdout, "TombRaider::%s> ", methodName);
  4955. vfprintf(stdout, s, args);
  4956. fprintf(stdout, "\n");
  4957. va_end(args);
  4958. }
  4959. ////////////////////////////////////////////////////////////
  4960. // Private Mutators
  4961. ////////////////////////////////////////////////////////////