Open Source Tomb Raider Engine
Vous ne pouvez pas sélectionner plus de 25 sujets Les noms de sujets doivent commencer par une lettre ou un nombre, peuvent contenir des tirets ('-') et peuvent comporter jusqu'à 35 caractères.

LoaderTR2.cpp 38KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070
  1. /*!
  2. * \file src/loader/LoaderTR2.cpp
  3. * \brief TR2 level file loader
  4. *
  5. * \author xythobuz
  6. */
  7. #include <array>
  8. #include <cstdint>
  9. #include <vector>
  10. #include "global.h"
  11. #include "Game.h"
  12. #include "Log.h"
  13. #include "Mesh.h"
  14. #include "Room.h"
  15. #include "SoundManager.h"
  16. #include "TextureManager.h"
  17. #include "World.h"
  18. #include "math/Vec3.h"
  19. #include "system/Sound.h"
  20. #include "utils/pixel.h"
  21. #include "loader/LoaderTR2.h"
  22. LoaderTR2::LoaderTR2() {
  23. }
  24. LoaderTR2::~LoaderTR2() {
  25. }
  26. int LoaderTR2::load(std::string f) {
  27. if (file.open(f) != 0) {
  28. return 1; // Could not open file
  29. }
  30. if (file.readU32() != 0x2D) {
  31. return 2; // Not a TR2 level?!
  32. }
  33. loadPaletteTextiles();
  34. file.seek(file.tell() + 4); // Unused value?
  35. loadRooms();
  36. loadFloorData();
  37. loadMeshes();
  38. loadMoveables();
  39. loadStaticMeshes();
  40. loadTextures();
  41. loadSprites();
  42. loadCameras();
  43. loadSoundSources();
  44. loadBoxesOverlapsZones();
  45. loadAnimatedTextures();
  46. loadItems();
  47. file.seek(file.tell() + 8192); // Skip Light map, only for 8bit coloring
  48. loadCinematicFrames();
  49. loadDemoData();
  50. loadSoundMap();
  51. loadSoundDetails();
  52. loadSampleIndices();
  53. loadExternalSoundFile(f);
  54. return 0; // TODO Not finished with implementation!
  55. }
  56. // ---- Textures ----
  57. void LoaderTR2::loadPaletteTextiles() {
  58. file.seek(file.tell() + 768); // Skip 8bit palette, 256 * 3 bytes
  59. // Read the 16bit palette, 256 * 4 bytes, RGBA, A unused
  60. std::array<uint32_t, 256> palette; //!< RGBA, A unused
  61. for (auto& x : palette)
  62. x = file.readU32();
  63. // TODO store palette somewhere?
  64. uint32_t numTextiles = file.readU32();
  65. file.seek(file.tell() + (numTextiles * 256 * 256)); // Skip 8bit textiles
  66. // Read the 16bit textiles, numTextiles * 256 * 256 * 2 bytes
  67. for (unsigned int i = 0; i < numTextiles; i++) {
  68. std::array<uint8_t, 256 * 256 * 2> arr;
  69. for (auto& x : arr) {
  70. x = file.readU8();
  71. }
  72. // Convert 16bit textile to 32bit textile
  73. unsigned char* img = argb16to32(&arr[0], 256, 256);
  74. int r = getTextureManager().loadBufferSlot(img, 256, 256, ARGB, 32,
  75. TextureManager::TextureStorage::GAME, i);
  76. assert(r >= 0); //! \fixme properly handle error when texture could not be loaded!
  77. delete [] img;
  78. }
  79. if (numTextiles > 0)
  80. getLog() << "LoaderTR2: Found " << numTextiles << " Textures!" << Log::endl;
  81. else
  82. getLog() << "LoaderTR2: No Textures in this level?!" << Log::endl;
  83. }
  84. void LoaderTR2::loadTextures() {
  85. uint32_t numObjectTextures = file.readU32();
  86. for (unsigned int o = 0; o < numObjectTextures; o++) {
  87. // 0 means that a texture is all-opaque, and that transparency
  88. // information is ignored.
  89. // 1 means that transparency information is used. In 8-bit color,
  90. // index 0 is the transparent color, while in 16-bit color, the
  91. // top bit (0x8000) is the alpha channel (1 = opaque, 0 = transparent)
  92. uint16_t attribute = file.readU16();
  93. // Index into the textile list
  94. uint16_t tile = file.readU16();
  95. TextureTile* t = new TextureTile(attribute, tile);
  96. // The four corner vertices of the texture
  97. // The Pixel values are the actual coordinates of the vertexs pixel
  98. // The Coordinate values depend on where the other vertices are in
  99. // the object texture. And if the object texture is used to specify
  100. // a triangle, then the fourth vertexs values will all be zero
  101. // Coordinate is 1 if Pixel is the low val, 255 if high val in object texture
  102. for (int i = 0; i < 4; i++) {
  103. uint8_t xCoordinate = file.readU8();
  104. uint8_t xPixel = file.readU8();
  105. uint8_t yCoordinate = file.readU8();
  106. uint8_t yPixel = file.readU8();
  107. assert((xCoordinate == 1) || (xCoordinate == 255) || (xCoordinate == 0));
  108. assert((yCoordinate == 1) || (yCoordinate == 255) || (yCoordinate == 0));
  109. t->add(new TextureTileVertex(xCoordinate, xPixel, yCoordinate, yPixel));
  110. }
  111. getTextureManager().addTile(t);
  112. }
  113. if (numObjectTextures > 0)
  114. getLog() << "LoaderTR2: Found " << numObjectTextures << " Textiles!" << Log::endl;
  115. else
  116. getLog() << "LoaderTR2: No Textiles in this level?!" << Log::endl;
  117. }
  118. void LoaderTR2::loadAnimatedTextures() {
  119. uint32_t numWords = file.readU32() - 1;
  120. uint16_t numAnimatedTextures = file.readU16();
  121. std::vector<uint16_t> animatedTextures;
  122. for (unsigned int a = 0; a < numWords; a++) {
  123. animatedTextures.push_back(file.readU16());
  124. }
  125. int pos = 0;
  126. for (unsigned int a = 0; a < numAnimatedTextures; a++) {
  127. int count = animatedTextures.at(pos) + 1;
  128. if ((pos + count) >= numWords) {
  129. getLog() << "LoaderTR2: Invalid AnimatedTextures ("
  130. << pos + count << " >= " << numWords << ")!" << Log::endl;
  131. return;
  132. }
  133. for (int i = 0; i < count; i++) {
  134. getTextureManager().addAnimatedTile(a, animatedTextures.at(pos + i + 1));
  135. }
  136. pos += count + 1;
  137. }
  138. if ((numAnimatedTextures > 0) || (numWords > 0))
  139. getLog() << "LoaderTR2: Found " << numAnimatedTextures << " Animated Textures!" << Log::endl;
  140. if (pos != numWords)
  141. getLog() << "LoaderTR2: Extra bytes at end of AnimatedTextures?!" << Log::endl;
  142. }
  143. // ---- Rooms ----
  144. void LoaderTR2::loadRooms() {
  145. uint16_t numRooms = file.readU16();
  146. for (unsigned int i = 0; i < numRooms; i++) {
  147. // Room Header
  148. int32_t xOffset = file.read32();
  149. int32_t zOffset = file.read32();
  150. int32_t yBottom = file.read32(); // lowest point == largest y value
  151. int32_t yTop = file.read32(); // highest point == smallest y value
  152. // Number of data words (2 bytes) to follow
  153. uint32_t dataToFollow = file.readU32();
  154. uint16_t numVertices = file.readU16();
  155. std::vector<Vec3> vertices;
  156. for (unsigned int v = 0; v < numVertices; v++) {
  157. // Vertex coordinates, relative to x/zOffset
  158. int16_t x = file.read16();
  159. int16_t y = file.read16();
  160. int16_t z = file.read16();
  161. int16_t light1 = file.read16();
  162. // Set of flags for special rendering effects
  163. // 0x8000 - Something to do with water surface?
  164. // 0x4000 - Underwater lighting modulation/movement if seen from above
  165. // 0x2000 - Water/Quicksand surface movement
  166. // 0x0010 - Normal?
  167. uint16_t attributes = file.readU16();
  168. int16_t light2 = file.read16(); // Almost always equal to light1
  169. vertices.emplace_back(x, y, z);
  170. }
  171. Room* room = new Room();
  172. uint16_t numRectangles = file.readU16();
  173. for (unsigned int r = 0; r < numRectangles; r++) {
  174. // Indices into the vertex list read just before
  175. uint16_t vertex1 = file.readU16();
  176. uint16_t vertex2 = file.readU16();
  177. uint16_t vertex3 = file.readU16();
  178. uint16_t vertex4 = file.readU16();
  179. // Index into the object-texture list
  180. uint16_t texture = file.readU16();
  181. room->getMesh().addTexturedRectangle(vertices.at(vertex1), vertices.at(vertex2),
  182. vertices.at(vertex3), vertices.at(vertex4),
  183. texture);
  184. }
  185. uint16_t numTriangles = file.readU16();
  186. for (unsigned int t = 0; t < numTriangles; t++) {
  187. // Indices into the room vertex list
  188. uint16_t vertex1 = file.readU16();
  189. uint16_t vertex2 = file.readU16();
  190. uint16_t vertex3 = file.readU16();
  191. // Index into the object-texture list
  192. uint16_t texture = file.readU16();
  193. room->getMesh().addTexturedTriangle(vertices.at(vertex1), vertices.at(vertex2),
  194. vertices.at(vertex3), texture);
  195. }
  196. uint16_t numSprites = file.readU16();
  197. for (unsigned int s = 0; s < numSprites; s++) {
  198. uint16_t vertex = file.readU16(); // Index into vertex list
  199. uint16_t sprite = file.readU16(); // Index into sprite list
  200. // TODO store sprites somewhere
  201. }
  202. uint16_t numPortals = file.readU16();
  203. for (unsigned int p = 0; p < numPortals; p++) {
  204. // Which room this portal leads to
  205. uint16_t adjoiningRoom = file.readU16();
  206. // Which way the portal faces
  207. // The normal points away from the adjacent room
  208. // To be seen through, it must point toward the viewpoint
  209. int16_t xNormal = file.read16();
  210. int16_t yNormal = file.read16();
  211. int16_t zNormal = file.read16();
  212. // The corners of this portal
  213. // The right-hand rule applies with respect to the normal
  214. int16_t xCorner1 = file.read16();
  215. int16_t yCorner1 = file.read16();
  216. int16_t zCorner1 = file.read16();
  217. int16_t xCorner2 = file.read16();
  218. int16_t yCorner2 = file.read16();
  219. int16_t zCorner2 = file.read16();
  220. int16_t xCorner3 = file.read16();
  221. int16_t yCorner3 = file.read16();
  222. int16_t zCorner3 = file.read16();
  223. int16_t xCorner4 = file.read16();
  224. int16_t yCorner4 = file.read16();
  225. int16_t zCorner4 = file.read16();
  226. // TODO store portals somewhere
  227. }
  228. uint16_t numZSectors = file.readU16();
  229. uint16_t numXSectors = file.readU16();
  230. for (unsigned int s = 0; s < (numZSectors * numXSectors); s++) {
  231. // Sectors are 1024*1024 world coordinates. Floor and Ceiling are
  232. // signed numbers of 256 units of height.
  233. // Floor/Ceiling value of 0x81 is used to indicate impenetrable
  234. // walls around the sector.
  235. // Floor values are used by the original engine to determine
  236. // what objects can be traversed and how. Relative steps of 1 (256)
  237. // can be walked up, 2..7 must be jumped up, larger than 7 is too high
  238. // If RoomAbove/Below is not none, the Ceiling/Floor is a collisional
  239. // portal to that room
  240. uint16_t indexFloorData = file.readU16();
  241. uint16_t indexBox = file.readU16(); // 0xFFFF if none
  242. uint8_t roomBelow = file.readU8(); // 0xFF if none
  243. int8_t floor = file.read8(); // Absolute height of floor (divided by 256)
  244. uint8_t roomAbove = file.readU8(); // 0xFF if none
  245. int8_t ceiling = file.read8(); // Absolute height of ceiling (/ 256)
  246. // TODO store sectors somewhere
  247. }
  248. int16_t intensity1 = file.read16();
  249. int16_t intensity2 = file.read16();
  250. int16_t lightMode = file.read16();
  251. uint16_t numLights = file.readU16();
  252. for (unsigned int l = 0; l < numLights; l++) {
  253. // Position of light, in world coordinates
  254. int32_t x = file.read32();
  255. int32_t y = file.read32();
  256. int32_t z = file.read32();
  257. uint16_t intensity1 = file.readU16();
  258. uint16_t intensity2 = file.readU16(); // Almost always equal to intensity1
  259. uint32_t fade1 = file.readU32(); // Falloff value?
  260. uint32_t fade2 = file.readU32(); // Falloff value?
  261. // TODO store light somewhere
  262. }
  263. uint16_t numStaticMeshes = file.readU16();
  264. for (unsigned int s = 0; s < numStaticMeshes; s++) {
  265. // Absolute position in world coordinates
  266. int32_t x = file.read32();
  267. int32_t y = file.read32();
  268. int32_t z = file.read32();
  269. // High two bits (0xC000) indicate steps of
  270. // 90 degrees (eg. (rotation >> 14) * 90)
  271. uint16_t rotation = file.readU16();
  272. // Constant lighting, 0xFFFF means use mesh lighting
  273. uint16_t intensity1 = file.readU16();
  274. uint16_t intensity2 = file.readU16();
  275. // Which StaticMesh item to draw
  276. uint16_t objectID = file.readU16();
  277. // TODO store static meshes somewhere
  278. }
  279. int16_t alternateRoom = file.read16();
  280. uint16_t flags = file.readU16();
  281. getWorld().addRoom(room);
  282. }
  283. if (numRooms > 0)
  284. getLog() << "LoaderTR2: Found " << numRooms << " Rooms!" << Log::endl;
  285. else
  286. getLog() << "LoaderTR2: No Rooms in this Level?!" << Log::endl;
  287. }
  288. void LoaderTR2::loadFloorData() {
  289. uint32_t numFloorData = file.readU32();
  290. for (unsigned int f = 0; f < numFloorData; f++) {
  291. uint16_t unused = file.readU16();
  292. // TODO store floor data somewhere
  293. }
  294. if (numFloorData > 0)
  295. getLog() << "LoaderTR2: Found " << numFloorData << " words FloorData, unimplemented!" << Log::endl;
  296. }
  297. void LoaderTR2::loadSprites() {
  298. uint32_t numSpriteTextures = file.readU32();
  299. std::vector<Sprite> sprites;
  300. for (unsigned int s = 0; s < numSpriteTextures; s++) {
  301. uint16_t tile = file.readU16();
  302. uint8_t x = file.readU8();
  303. uint8_t y = file.readU8();
  304. uint16_t width = file.readU16(); // Actually (width * 256) + 255
  305. uint16_t height = file.readU16(); // Actually (height * 256) + 255
  306. // Required for what?
  307. int16_t leftSide = file.read16();
  308. int16_t topSide = file.read16();
  309. int16_t rightSide = file.read16();
  310. int16_t bottomSide = file.read16();
  311. sprites.emplace_back(tile, x, y, width, height);
  312. }
  313. uint32_t numSpriteSequences = file.readU32();
  314. for (unsigned int s = 0; s < numSpriteSequences; s++) {
  315. int32_t objectID = file.read32(); // Item identifier, matched in Items[]
  316. int16_t negativeLength = file.read16(); // Negative sprite count
  317. int16_t offset = file.read16(); // Where sequence starts in sprite texture list
  318. assert(negativeLength < 0);
  319. assert(offset >= 0);
  320. assert((offset + (negativeLength * -1)) <= numSpriteTextures);
  321. SpriteSequence* ss = new SpriteSequence(objectID);
  322. for (int i = 0; i < (negativeLength * -1); i++) {
  323. ss->add(sprites.at(offset + i));
  324. }
  325. getWorld().addSprite(ss);
  326. }
  327. if ((numSpriteTextures > 0) || (numSpriteSequences > 0))
  328. getLog() << "LoaderTR2: Found " << numSpriteTextures << " Sprites in " << numSpriteSequences <<
  329. " Sequences!" << Log::endl;
  330. else
  331. getLog() << "LoaderTR2: No Sprites in this level?!" << Log::endl;
  332. }
  333. // ---- Meshes ----
  334. void LoaderTR2::loadMeshes() {
  335. // Number of bitu16s of mesh data to follow
  336. // Read all the mesh data into a buffer, because
  337. // only afterward we can read the number of meshes
  338. // in this data block
  339. uint32_t numMeshData = file.readU32();
  340. std::vector<uint16_t> buffer;
  341. for (unsigned int i = 0; i < numMeshData; i++) {
  342. buffer.push_back(file.readU16());
  343. }
  344. uint32_t numMeshPointers = file.readU32();
  345. if ((numMeshData == 0) || (numMeshPointers == 0)) {
  346. getLog() << "LoaderTR2: No mesh data found!" << Log::endl;
  347. return;
  348. }
  349. for (unsigned int i = 0; i < numMeshPointers; i++) {
  350. uint32_t meshPointer = file.readU32();
  351. char* tmpPtr = reinterpret_cast<char*>(&buffer[meshPointer / 2]);
  352. BinaryMemory mem(tmpPtr, (numMeshData * 2) - meshPointer);
  353. int16_t mx = mem.read16();
  354. int16_t my = mem.read16();
  355. int16_t mz = mem.read16();
  356. int32_t collisionSize = mem.read32();
  357. // TODO store mesh collision info somewhere
  358. uint16_t numVertices = mem.readU16();
  359. std::vector<Vec3> vertices;
  360. for (int v = 0; v < numVertices; v++) {
  361. int16_t x = mem.read16();
  362. int16_t y = mem.read16();
  363. int16_t z = mem.read16();
  364. vertices.emplace_back(x, y, z);
  365. }
  366. int16_t numNormals = mem.read16();
  367. if (numNormals > 0) {
  368. // External vertex lighting is used, with the lighting calculated
  369. // from the rooms ambient and point-source lighting values. The
  370. // latter appears to use a simple Lambert law for directionality:
  371. // intensity is proportional to
  372. // max((normal direction).(direction to source), 0)
  373. for (int n = 0; n < numNormals; n++) {
  374. int16_t x = mem.read16();
  375. int16_t y = mem.read16();
  376. int16_t z = mem.read16();
  377. // TODO store normals somewhere
  378. }
  379. } else if (numNormals < 0) {
  380. // Internal vertex lighting is used,
  381. // using the data included with the mesh
  382. for (int l = 0; l < (numNormals * -1); l++) {
  383. int16_t light = mem.read16();
  384. // TODO store lights somewhere
  385. }
  386. }
  387. Mesh* mesh = new Mesh();
  388. int16_t numTexturedRectangles = mem.read16();
  389. for (int r = 0; r < numTexturedRectangles; r++) {
  390. uint16_t vertex1 = mem.readU16();
  391. uint16_t vertex2 = mem.readU16();
  392. uint16_t vertex3 = mem.readU16();
  393. uint16_t vertex4 = mem.readU16();
  394. uint16_t texture = mem.readU16();
  395. mesh->addTexturedRectangle(vertices.at(vertex1), vertices.at(vertex2),
  396. vertices.at(vertex3), vertices.at(vertex4),
  397. texture);
  398. }
  399. int16_t numTexturedTriangles = mem.read16();
  400. for (int t = 0; t < numTexturedTriangles; t++) {
  401. uint16_t vertex1 = mem.readU16();
  402. uint16_t vertex2 = mem.readU16();
  403. uint16_t vertex3 = mem.readU16();
  404. uint16_t texture = mem.readU16();
  405. mesh->addTexturedTriangle(vertices.at(vertex1), vertices.at(vertex2),
  406. vertices.at(vertex3), texture);
  407. }
  408. int16_t numColoredRectangles = mem.read16();
  409. for (int r = 0; r < numColoredRectangles; r++) {
  410. uint16_t vertex1 = mem.readU16();
  411. uint16_t vertex2 = mem.readU16();
  412. uint16_t vertex3 = mem.readU16();
  413. uint16_t vertex4 = mem.readU16();
  414. uint16_t texture = mem.readU16();
  415. // TODO color?
  416. mesh->addColoredRectangle(vertices.at(vertex1), vertices.at(vertex2),
  417. vertices.at(vertex3), vertices.at(vertex4),
  418. texture);
  419. }
  420. int16_t numColoredTriangles = mem.read16();
  421. for (int t = 0; t < numColoredTriangles; t++) {
  422. uint16_t vertex1 = mem.readU16();
  423. uint16_t vertex2 = mem.readU16();
  424. uint16_t vertex3 = mem.readU16();
  425. uint16_t texture = mem.readU16();
  426. // TODO color?
  427. mesh->addColoredTriangle(vertices.at(vertex1), vertices.at(vertex2),
  428. vertices.at(vertex3), texture);
  429. }
  430. getWorld().addMesh(mesh);
  431. }
  432. if (numMeshPointers > 0)
  433. getLog() << "LoaderTR2: Found " << numMeshPointers << " Meshes, unimplemented!" << Log::endl;
  434. }
  435. void LoaderTR2::loadStaticMeshes() {
  436. uint32_t numStaticMeshes = file.readU32();
  437. for (unsigned int s = 0; s < numStaticMeshes; s++) {
  438. uint32_t objectID = file.readU32(); // Matched in Items[]
  439. uint16_t mesh = file.readU16(); // Offset into MeshPointers[]
  440. // tr2_vertex BoundingBox[2][2];
  441. // First index is which one, second index is opposite corners
  442. int16_t x11 = file.read16();
  443. int16_t y11 = file.read16();
  444. int16_t z11 = file.read16();
  445. int16_t x12 = file.read16();
  446. int16_t y12 = file.read16();
  447. int16_t z12 = file.read16();
  448. int16_t x21 = file.read16();
  449. int16_t y21 = file.read16();
  450. int16_t z21 = file.read16();
  451. int16_t x22 = file.read16();
  452. int16_t y22 = file.read16();
  453. int16_t z22 = file.read16();
  454. // Meaning uncertain. Usually 2, and 3 for objects Lara can
  455. // travel through, like TR2s skeletons and underwater plants
  456. uint16_t flags = file.readU16();
  457. getWorld().addStaticMesh(new StaticMesh(objectID, mesh));
  458. }
  459. if (numStaticMeshes > 0)
  460. getLog() << "LoaderTR2: Found " << numStaticMeshes << " StaticMeshes, unimplemented!" << Log::endl;
  461. else
  462. getLog() << "LoaderTR2: No StaticMeshes in this level?!" << Log::endl;
  463. }
  464. // ---- Moveables ----
  465. struct Animation_t {
  466. uint32_t frameOffset;
  467. uint8_t frameRate, frameSize;
  468. uint16_t stateID, frameStart, frameEnd, nextAnimation;
  469. uint16_t nextFrame, numStateChanges, stateChangeOffset;
  470. uint16_t numAnimCommands, animCommandOffset;
  471. Animation_t(uint32_t fo, uint8_t fr, uint8_t fs, uint16_t si,
  472. uint16_t fst, uint16_t fe, uint16_t na, uint16_t nf,
  473. uint16_t ns, uint16_t so, uint16_t nac, uint16_t ao)
  474. : frameOffset(fo), frameRate(fr), frameSize(fs),
  475. stateID(si), frameStart(fst), frameEnd(fe), nextAnimation(na),
  476. nextFrame(nf), numStateChanges(ns), stateChangeOffset(so),
  477. numAnimCommands(nac), animCommandOffset(ao) { }
  478. };
  479. struct StateChange_t {
  480. uint16_t stateID, numAnimDispatches, animDispatchOffset;
  481. StateChange_t(uint16_t s, uint16_t n, uint16_t a)
  482. : stateID(s), numAnimDispatches(n), animDispatchOffset(a) { }
  483. };
  484. struct AnimDispatch_t {
  485. int16_t low, high, nextAnimation, nextFrame;
  486. AnimDispatch_t(int16_t l, int16_t h, int16_t na, int16_t nf)
  487. : low(l), high(h), nextAnimation(na), nextFrame(nf) { }
  488. };
  489. void LoaderTR2::loadMoveables() {
  490. uint32_t numAnimations = file.readU32();
  491. std::vector<Animation_t> animations;
  492. for (unsigned int a = 0; a < numAnimations; a++) {
  493. // *Byte* Offset into Frames[] (so divide by 2!)
  494. uint32_t frameOffset = file.readU32();
  495. uint8_t frameRate = file.readU8(); // Engine ticks per frame
  496. // Number of bit16s in Frames[] used by this animation
  497. // Be careful when parsing frames using the FrameSize value
  498. // as the size of each frame, since an animations frame range
  499. // may extend into the next animations frame range, and that
  500. // may have a different FrameSize value.
  501. uint8_t frameSize = file.readU8();
  502. uint16_t stateID = file.readU16();
  503. file.seek(file.tell() + 8); // Skip 8 unknown bytes
  504. uint16_t frameStart = file.readU16(); // First frame in this animation
  505. uint16_t frameEnd = file.readU16(); // Last frame in this animation
  506. uint16_t nextAnimation = file.readU16();
  507. uint16_t nextFrame = file.readU16();
  508. uint16_t numStateChanges = file.readU16();
  509. uint16_t stateChangeOffset = file.readU16(); // Index into StateChanges[]
  510. uint16_t numAnimCommands = file.readU16(); // How many animation commands to use
  511. uint16_t animCommandOffset = file.readU16(); // Index into AnimCommand[]
  512. animations.emplace_back(frameOffset, frameRate, frameSize,
  513. stateID, frameStart, frameEnd, nextAnimation, nextFrame, numStateChanges,
  514. stateChangeOffset, numAnimCommands, animCommandOffset);
  515. }
  516. if (numAnimations > 0)
  517. getLog() << "LoaderTR2: Found " << numAnimations << " Animations!" << Log::endl;
  518. else
  519. getLog() << "LoaderTR2: No Animations in this level?!" << Log::endl;
  520. uint32_t numStateChanges = file.readU32();
  521. std::vector<StateChange_t> stateChanges;
  522. for (unsigned int s = 0; s < numStateChanges; s++) {
  523. uint16_t stateID = file.readU16();
  524. uint16_t numAnimDispatches = file.readU16(); // Number of ranges (always 1..5?)
  525. uint16_t animDispatchOffset = file.readU16(); // Index into AnimDispatches[]
  526. stateChanges.emplace_back(stateID, numAnimDispatches, animDispatchOffset);
  527. }
  528. if (numStateChanges > 0)
  529. getLog() << "LoaderTR2: Found " << numStateChanges << " StateChanges!" << Log::endl;
  530. else
  531. getLog() << "LoaderTR2: No StateChanges in this level?!" << Log::endl;
  532. uint32_t numAnimDispatches = file.readU32();
  533. std::vector<AnimDispatch_t> animDispatches;
  534. for (unsigned int a = 0; a < numAnimDispatches; a++) {
  535. int16_t low = file.read16(); // Lowest frame that uses this range
  536. int16_t high = file.read16(); // Highest frame (+1?) that uses this range
  537. int16_t nextAnimation = file.read16(); // Animation to go to
  538. int16_t nextFrame = file.read16(); // Frame offset to go to
  539. animDispatches.emplace_back(low, high, nextAnimation, nextFrame);
  540. }
  541. if (numAnimDispatches > 0)
  542. getLog() << "LoaderTR2: Found " << numAnimDispatches << " AnimationDispatches!" << Log::endl;
  543. else
  544. getLog() << "LoaderTR2: No AnimationDispatches in this level?!" << Log::endl;
  545. uint32_t numAnimCommands = file.readU32();
  546. std::vector<int16_t> animCommands;
  547. for (unsigned int a = 0; a < numAnimCommands; a++) {
  548. // A list of Opcodes with zero or more operands each,
  549. // some referring to the whole animation (jump/grab points),
  550. // some to specific frames (sound, bubbles, ...).
  551. animCommands.push_back(file.read16());
  552. }
  553. if (numAnimCommands > 0)
  554. getLog() << "LoaderTR2: Found " << numAnimCommands << " AnimationCommands!" << Log::endl;
  555. else
  556. getLog() << "LoaderTR2: No AnimationCommands in this level?!" << Log::endl;
  557. // This is really one uint32_t flags, followed by
  558. // three int32_t x, y, z. However, we're given the number
  559. // of 32bits, as well as byte indices later, so we store
  560. // it as a single list of int32_t.
  561. uint32_t numMeshTrees = file.readU32();
  562. std::vector<int32_t> meshTrees;
  563. for (unsigned int m = 0; m < numMeshTrees; m++) {
  564. // 0x0002 - Put parent mesh on the mesh stack
  565. // 0x0001 - Pop mesh from stack, use as parent mesh
  566. // When both are not set, use previous mesh as parent mesh
  567. // When both are set, do 0x0001 first, then 0x0002, thereby
  568. // reading the stack but not changing it
  569. //uint32_t flags = file.readU32();
  570. // Offset of mesh origin from the parent mesh origin
  571. //int32_t x = file.read32();
  572. //int32_t y = file.read32();
  573. //int32_t z = file.read32();
  574. meshTrees.push_back(file.read32());
  575. }
  576. if (numMeshTrees > 0)
  577. getLog() << "LoaderTR2: Found " << numMeshTrees << " MeshTrees!" << Log::endl;
  578. else
  579. getLog() << "LoaderTR2: No MeshTrees in this level?!" << Log::endl;
  580. uint32_t numFrames = file.readU32();
  581. std::vector<uint16_t> frames;
  582. for (unsigned int f = 0; f < numFrames; f++) {
  583. // int16 bb1x, bb1y, bb1z
  584. // int16 bb2x, bb2y, bb2z
  585. // int16 offsetX, offsetY, offsetZ
  586. // What follows next is a list of angles with numMeshes (from Moveable) entries.
  587. // If the top bit (0x8000) of the first uint16 is set, a single X angle follows,
  588. // if the second bit (0x4000) is set, a Y angle follows, both are a Z angle.
  589. // If none is set, it's a three-axis rotation. The next 10 bits (0x3FF0) are
  590. // the X rotation, the next 10 (0x000F 0xFC00) are Y, the next (0x03FF) are
  591. // the Z rotation. The scaling is always 0x100->90deg.
  592. // Rotation order: Y, X, Z!
  593. frames.push_back(file.readU16());
  594. }
  595. if (numFrames > 0)
  596. getLog() << "LoaderTR2: Found " << numFrames << " Frames!" << Log::endl;
  597. else
  598. getLog() << "LoaderTR2: No Frames in this level?!" << Log::endl;
  599. uint32_t numMoveables = file.readU32();
  600. for (unsigned int m = 0; m < numMoveables; m++) {
  601. // Item identifier, matched in Items[]
  602. uint32_t objectID = file.readU32();
  603. uint16_t numMeshes = file.readU16();
  604. uint16_t startingMesh = file.readU16(); // Offset into MeshPointers[]
  605. uint32_t meshTree = file.readU32(); // Offset into MeshTree[]
  606. // *Byte* offset into Frames[] (divide by 2 for Frames[i])
  607. uint32_t frameOffset = file.readU32(); // Only needed if no animation
  608. // If animation index is 0xFFFF, the object is stationary or
  609. // animated by the engine (ponytail)
  610. uint16_t animation = file.readU16();
  611. // TODO load all animations, not only the first frame!
  612. //if (animation == 0xFFFF) {
  613. // Just add the frame indicated in frameOffset, nothing else
  614. char* tmp = reinterpret_cast<char*>(&frames[0]) + frameOffset;
  615. BinaryMemory frame(tmp + 12, (numFrames * 2) - frameOffset - 12); // skip two BBs
  616. float pos[3];
  617. pos[0] = frame.read16();
  618. pos[1] = frame.read16();
  619. pos[2] = frame.read16();
  620. BoneFrame* bf = new BoneFrame(pos);
  621. for (int i = 0; i < numMeshes; i++) {
  622. int mesh = startingMesh + i;
  623. float offset[3] = { 0.0f, 0.0f, 0.0f };
  624. float rotation[3] = { 0.0f, 0.0f, 0.0f };
  625. char flag = (i == 0) ? 2 : 0;
  626. // Nonprimary tag - positioned relative to first tag
  627. if (i != 0) {
  628. tmp = reinterpret_cast<char*>(&meshTrees[0]) + meshTree; // TODO (meshTree * 4)?
  629. tmp += (i - 1) * 16; // TODO ?
  630. BinaryMemory tree(tmp, (numMeshTrees * 4) - meshTree - ((i - 1) * 16));
  631. flag = (char)tree.readU32();
  632. offset[0] = tree.read32();
  633. offset[1] = tree.read32();
  634. offset[2] = tree.read32();
  635. uint16_t a = frame.readU16();
  636. if (a & 0xC000) {
  637. // Single angle
  638. int index = 0;
  639. if ((a & 0x8000) && (a & 0x4000))
  640. index = 2;
  641. else if (a & 0x4000)
  642. index = 1;
  643. rotation[index] = ((float)(a & 0x03FF)) * 360.0f / 1024.0f;
  644. } else {
  645. // Three angles
  646. uint16_t b = frame.readU16();
  647. rotation[0] = (a & 0x3FF0) >> 4;
  648. rotation[1] = ((a & 0x000F) << 6) | ((b & 0xFC00) >> 10);
  649. rotation[2] = b & 0x03FF;
  650. for (int i = 0; i < 3; i++)
  651. rotation[i] = rotation[i] * 360.0f / 1024.0f;
  652. }
  653. }
  654. BoneTag* bt = new BoneTag(mesh, offset, rotation, flag);
  655. bf->add(bt);
  656. }
  657. AnimationFrame* af = new AnimationFrame(0);
  658. af->add(bf);
  659. SkeletalModel* sm = new SkeletalModel(objectID);
  660. sm->add(af);
  661. getWorld().addSkeletalModel(sm);
  662. //} else {
  663. // Add the whole animation hierarchy
  664. //}
  665. }
  666. if (numMoveables > 0)
  667. getLog() << "LoaderTR2: Found " << numMoveables << " Moveables!" << Log::endl;
  668. else
  669. getLog() << "LoaderTR2: No Moveables in this level?!" << Log::endl;
  670. }
  671. void LoaderTR2::loadItems() {
  672. uint32_t numItems = file.readU32();
  673. for (unsigned int i = 0; i < numItems; i++) {
  674. int16_t objectID = file.read16();
  675. int16_t room = file.read16();
  676. // Item position in world coordinates
  677. int32_t x = file.read32();
  678. int32_t y = file.read32();
  679. int32_t z = file.read32();
  680. int16_t angle = file.read16(); // (0xC000 >> 14) * 90deg
  681. int16_t intensity1 = file.read16(); // Constant lighting; -1 means mesh lighting
  682. int16_t intensity2 = file.read16(); // Almost always like intensity1
  683. // 0x0100 - Initially visible
  684. // 0x3E00 - Activation mask, open, can be XORed with related FloorData list fields.
  685. uint16_t flags = file.readU16();
  686. // TODO for now we're only creating Entities for each Moveable Item
  687. for (int m = 0; m < getWorld().sizeSkeletalModel(); m++) {
  688. if (getWorld().getSkeletalModel(m).getId() == objectID) {
  689. float pos[3] = {
  690. static_cast<float>(x),
  691. static_cast<float>(y),
  692. static_cast<float>(z)
  693. };
  694. float rot[3] = {
  695. 0.0f,
  696. OR_DEG_TO_RAD(((angle >> 14) & 0x03) * 90.0f),
  697. 0.0f
  698. };
  699. Entity* e = new Entity(pos, rot, objectID, room, m);
  700. getWorld().addEntity(e);
  701. if (objectID == 0) {
  702. getGame().setLara(getWorld().sizeEntity() - 1);
  703. }
  704. }
  705. }
  706. }
  707. if (numItems > 0)
  708. getLog() << "LoaderTR2: Found " << numItems << " Items, unimplemented!" << Log::endl;
  709. else
  710. getLog() << "LoaderTR2: No Items in this level?!" << Log::endl;
  711. }
  712. void LoaderTR2::loadBoxesOverlapsZones() {
  713. uint32_t numBoxes = file.readU32();
  714. for (unsigned int b = 0; b < numBoxes; b++) {
  715. // Sectors (* 1024 units)
  716. uint8_t zMin = file.readU8();
  717. uint8_t zMax = file.readU8();
  718. uint8_t xMin = file.readU8();
  719. uint8_t xMax = file.readU8();
  720. int16_t trueFloor = file.read16(); // Y value (no scaling)
  721. // Index into overlaps[]. The high bit is sometimes set
  722. // this occurs in front of swinging doors and the like
  723. int16_t overlapIndex = file.read16();
  724. // TODO store boxes somewhere
  725. }
  726. uint32_t numOverlaps = file.readU32();
  727. std::vector<uint16_t> overlaps;
  728. for (unsigned int o = 0; o < numOverlaps; o++) {
  729. overlaps.push_back(file.readU16());
  730. }
  731. // TODO store overlaps somewhere
  732. std::vector<int16_t> zones;
  733. for (unsigned int z = 0; z < numBoxes; z++) {
  734. for (unsigned int i = 0; i < 10; i++) {
  735. zones.push_back(file.read16());
  736. }
  737. }
  738. // TODO store zones somewhere
  739. if ((numBoxes > 0) || (numOverlaps > 0))
  740. getLog() << "LoaderTR2: Found NPC NavigationHints, unimplemented!" << Log::endl;
  741. }
  742. // ---- Sound ----
  743. void LoaderTR2::loadSoundSources() {
  744. uint32_t numSoundSources = file.readU32();
  745. for (unsigned int s = 0; s < numSoundSources; s++) {
  746. // Absolute world coordinate positions of sound source
  747. int32_t x = file.read32();
  748. int32_t y = file.read32();
  749. int32_t z = file.read32();
  750. // Internal sound index
  751. uint16_t soundID = file.readU16();
  752. // Unknown, 0x40, 0x80 or 0xC0
  753. uint16_t flags = file.readU16();
  754. SoundManager::addSoundSource(x, y, z, soundID, flags);
  755. }
  756. if (numSoundSources > 0)
  757. getLog() << "LoaderTR2: Found " << numSoundSources << " SoundSources" << Log::endl;
  758. }
  759. void LoaderTR2::loadSoundMap() {
  760. for (int i = 0; i < 370; i++) {
  761. SoundManager::addSoundMapEntry(file.read16());
  762. }
  763. }
  764. void LoaderTR2::loadSoundDetails() {
  765. uint32_t numSoundDetails = file.readU32();
  766. for (unsigned int s = 0; s < numSoundDetails; s++) {
  767. uint16_t sample = file.readU16(); // Index into SampleIndices[]
  768. uint16_t volume = file.readU16();
  769. // sound range? distance at which this sound can be heard?
  770. uint16_t unknown1 = file.readU16();
  771. // Bits 8-15: priority?
  772. // Bits 2-7: number of samples in this group
  773. // Bits 0-1: channel number?
  774. uint16_t unknown2 = file.readU16();
  775. SoundManager::addSoundDetail(sample, ((float)volume) / 32767.0f);
  776. }
  777. if (numSoundDetails > 0)
  778. getLog() << "LoaderTR2: Found " << numSoundDetails << " SoundDetails" << Log::endl;
  779. }
  780. void LoaderTR2::loadSampleIndices() {
  781. uint32_t numSampleIndices = file.readU32();
  782. for (unsigned int i = 0; i < numSampleIndices; i++) {
  783. SoundManager::addSampleIndex(file.readU32());
  784. }
  785. if (numSampleIndices > 0)
  786. getLog() << "LoaderTR2: Found " << numSampleIndices << " SampleIndices" << Log::endl;
  787. }
  788. void LoaderTR2::loadExternalSoundFile(std::string f) {
  789. size_t dir = f.find_last_of("/\\");
  790. if (dir != std::string::npos) {
  791. f.replace(dir + 1, std::string::npos, "MAIN.SFX");
  792. } else {
  793. f = "MAIN.SFX";
  794. }
  795. BinaryFile sfx;
  796. if (sfx.open(f) != 0) {
  797. getLog() << "LoaderTR2: Can't open \"" << f << "\"!" << Log::endl;
  798. return;
  799. }
  800. int riffCount = 0;
  801. while (!sfx.eof()) {
  802. char test[5];
  803. test[4] = '\0';
  804. for (int i = 0; i < 4; i++)
  805. test[i] = sfx.read8();
  806. if (std::string("RIFF") != std::string(test)) {
  807. getLog() << "LoaderTR2: External SFX invalid! (" << riffCount
  808. << ", \"" << test << "\" != \"RIFF\")" << Log::endl;
  809. return;
  810. }
  811. // riffSize is (fileLength - 8)
  812. uint32_t riffSize = sfx.readU32();
  813. unsigned char buff[riffSize + 8];
  814. sfx.seek(sfx.tell() - 8);
  815. for (int i = 0; i < (riffSize + 8); i++)
  816. buff[i] = sfx.readU8();
  817. unsigned long src;
  818. int ret = Sound::loadBuffer(buff, riffSize + 8);
  819. assert(ret >= 0);
  820. riffCount++;
  821. }
  822. if (riffCount > 0)
  823. getLog() << "LoaderTR2: Found " << riffCount << " SoundSamples in SFX" << Log::endl;
  824. }
  825. // ---- Stuff ----
  826. void LoaderTR2::loadCameras() {
  827. uint32_t numCameras = file.readU32();
  828. for (unsigned int c = 0; c < numCameras; c++) {
  829. int32_t x = file.read32();
  830. int32_t y = file.read32();
  831. int32_t z = file.read32();
  832. int16_t room = file.read16();
  833. file.seek(file.tell() + 2); // Unknown, correlates to Boxes? Zones?
  834. // TODO store cameras somewhere
  835. }
  836. if (numCameras > 0)
  837. getLog() << "LoaderTR2: Found " << numCameras << " Cameras, unimplemented!" << Log::endl;
  838. }
  839. void LoaderTR2::loadCinematicFrames() {
  840. uint16_t numCinematicFrames = file.readU16();
  841. for (unsigned int c = 0; c < numCinematicFrames; c++) {
  842. int16_t rotY = file.read16(); // Y rotation, +-32767 = +-180deg
  843. int16_t rotZ = file.read16(); // Z rotation, like rotY
  844. int16_t rotZ2 = file.read16(); // Like rotZ?
  845. int16_t posZ = file.read16(); // Camera pos relative to what?
  846. int16_t posY = file.read16();
  847. int16_t posX = file.read16();
  848. int16_t unknown = file.read16(); // Changing this can cause runtime error
  849. int16_t rotX = file.read16(); // X rotation, like rotY
  850. // TODO store cinematic frames somewhere
  851. }
  852. if (numCinematicFrames > 0)
  853. getLog() << "LoaderTR2: Found " << numCinematicFrames
  854. << " CinematicFrames, unimplemented!" << Log::endl;
  855. }
  856. void LoaderTR2::loadDemoData() {
  857. uint16_t numDemoData = file.readU16();
  858. for (unsigned int d = 0; d < numDemoData; d++)
  859. file.readU8();
  860. // TODO store demo data somewhere, find out meaning
  861. if (numDemoData > 0)
  862. getLog() << "LoaderTR2: Found " << numDemoData << " bytes DemoData, unimplemented!" <<
  863. Log::endl;
  864. }