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- /*!
- * \file src/loader/LoaderTR2.cpp
- * \brief TR2 level file loader
- *
- * \author xythobuz
- */
-
- #include <array>
- #include <cstdint>
- #include <vector>
-
- #include "global.h"
- #include "Game.h"
- #include "Log.h"
- #include "Mesh.h"
- #include "Room.h"
- #include "SoundManager.h"
- #include "TextureManager.h"
- #include "World.h"
- #include "math/Vec3.h"
- #include "system/Sound.h"
- #include "utils/pixel.h"
- #include "loader/LoaderTR2.h"
-
- LoaderTR2::LoaderTR2() {
- }
-
- LoaderTR2::~LoaderTR2() {
- }
-
- int LoaderTR2::load(std::string f) {
- if (file.open(f) != 0) {
- return 1; // Could not open file
- }
-
- if (file.readU32() != 0x2D) {
- return 2; // Not a TR2 level?!
- }
-
- loadPaletteTextiles();
-
- file.seek(file.tell() + 4); // Unused value?
-
- loadRooms();
- loadFloorData();
- loadMeshes();
- loadMoveables();
- loadStaticMeshes();
- loadTextures();
- loadSprites();
- loadCameras();
- loadSoundSources();
- loadBoxesOverlapsZones();
- loadAnimatedTextures();
- loadItems();
-
- file.seek(file.tell() + 8192); // Skip Light map, only for 8bit coloring
-
- loadCinematicFrames();
- loadDemoData();
- loadSoundMap();
- loadSoundDetails();
- loadSampleIndices();
-
- loadExternalSoundFile(f);
-
- return 0; // TODO Not finished with implementation!
- }
-
- // ---- Textures ----
-
- void LoaderTR2::loadPaletteTextiles() {
- file.seek(file.tell() + 768); // Skip 8bit palette, 256 * 3 bytes
-
- // Read the 16bit palette, 256 * 4 bytes, RGBA, A unused
- std::array<uint32_t, 256> palette; //!< RGBA, A unused
- for (auto& x : palette)
- x = file.readU32();
-
- // TODO store palette somewhere?
-
- uint32_t numTextiles = file.readU32();
-
- file.seek(file.tell() + (numTextiles * 256 * 256)); // Skip 8bit textiles
-
- // Read the 16bit textiles, numTextiles * 256 * 256 * 2 bytes
- for (unsigned int i = 0; i < numTextiles; i++) {
- std::array<uint8_t, 256 * 256 * 2> arr;
- for (auto& x : arr) {
- x = file.readU8();
- }
-
- // Convert 16bit textile to 32bit textile
- unsigned char* img = argb16to32(&arr[0], 256, 256);
- int r = getTextureManager().loadBufferSlot(img, 256, 256, ARGB, 32,
- TextureManager::TextureStorage::GAME, i);
- assert(r >= 0); //! \fixme properly handle error when texture could not be loaded!
- delete [] img;
- }
-
- if (numTextiles > 0)
- getLog() << "LoaderTR2: Found " << numTextiles << " Textures!" << Log::endl;
- else
- getLog() << "LoaderTR2: No Textures in this level?!" << Log::endl;
- }
-
- void LoaderTR2::loadTextures() {
- uint32_t numObjectTextures = file.readU32();
- for (unsigned int o = 0; o < numObjectTextures; o++) {
- // 0 means that a texture is all-opaque, and that transparency
- // information is ignored.
- // 1 means that transparency information is used. In 8-bit color,
- // index 0 is the transparent color, while in 16-bit color, the
- // top bit (0x8000) is the alpha channel (1 = opaque, 0 = transparent)
- uint16_t attribute = file.readU16();
-
- // Index into the textile list
- uint16_t tile = file.readU16();
-
- TextureTile* t = new TextureTile(attribute, tile);
-
- // The four corner vertices of the texture
- // The Pixel values are the actual coordinates of the vertexs pixel
- // The Coordinate values depend on where the other vertices are in
- // the object texture. And if the object texture is used to specify
- // a triangle, then the fourth vertexs values will all be zero
- // Coordinate is 1 if Pixel is the low val, 255 if high val in object texture
- for (int i = 0; i < 4; i++) {
- uint8_t xCoordinate = file.readU8();
- uint8_t xPixel = file.readU8();
- uint8_t yCoordinate = file.readU8();
- uint8_t yPixel = file.readU8();
-
- assert((xCoordinate == 1) || (xCoordinate == 255) || (xCoordinate == 0));
- assert((yCoordinate == 1) || (yCoordinate == 255) || (yCoordinate == 0));
-
- t->add(new TextureTileVertex(xCoordinate, xPixel, yCoordinate, yPixel));
- }
-
- getTextureManager().addTile(t);
- }
-
- if (numObjectTextures > 0)
- getLog() << "LoaderTR2: Found " << numObjectTextures << " Textiles!" << Log::endl;
- else
- getLog() << "LoaderTR2: No Textiles in this level?!" << Log::endl;
- }
-
- void LoaderTR2::loadAnimatedTextures() {
- uint32_t numWords = file.readU32() - 1;
- uint16_t numAnimatedTextures = file.readU16();
- std::vector<uint16_t> animatedTextures;
- for (unsigned int a = 0; a < numWords; a++) {
- animatedTextures.push_back(file.readU16());
- }
-
- int pos = 0;
- for (unsigned int a = 0; a < numAnimatedTextures; a++) {
- int count = animatedTextures.at(pos) + 1;
- if ((pos + count) >= numWords) {
- getLog() << "LoaderTR2: Invalid AnimatedTextures ("
- << pos + count << " >= " << numWords << ")!" << Log::endl;
- return;
- }
-
- for (int i = 0; i < count; i++) {
- getTextureManager().addAnimatedTile(a, animatedTextures.at(pos + i + 1));
- }
-
- pos += count + 1;
- }
-
- if ((numAnimatedTextures > 0) || (numWords > 0))
- getLog() << "LoaderTR2: Found " << numAnimatedTextures << " Animated Textures!" << Log::endl;
-
- if (pos != numWords)
- getLog() << "LoaderTR2: Extra bytes at end of AnimatedTextures?!" << Log::endl;
- }
-
- // ---- Rooms ----
-
- void LoaderTR2::loadRooms() {
- uint16_t numRooms = file.readU16();
-
- for (unsigned int i = 0; i < numRooms; i++) {
- // Room Header
- int32_t xOffset = file.read32();
- int32_t zOffset = file.read32();
- int32_t yBottom = file.read32(); // lowest point == largest y value
- int32_t yTop = file.read32(); // highest point == smallest y value
-
- // Number of data words (2 bytes) to follow
- uint32_t dataToFollow = file.readU32();
-
- uint16_t numVertices = file.readU16();
- std::vector<Vec3> vertices;
- for (unsigned int v = 0; v < numVertices; v++) {
- // Vertex coordinates, relative to x/zOffset
- int16_t x = file.read16();
- int16_t y = file.read16();
- int16_t z = file.read16();
-
- int16_t light1 = file.read16();
-
- // Set of flags for special rendering effects
- // 0x8000 - Something to do with water surface?
- // 0x4000 - Underwater lighting modulation/movement if seen from above
- // 0x2000 - Water/Quicksand surface movement
- // 0x0010 - Normal?
- uint16_t attributes = file.readU16();
-
- int16_t light2 = file.read16(); // Almost always equal to light1
-
- vertices.emplace_back(x, y, z);
- }
-
- Room* room = new Room();
-
- uint16_t numRectangles = file.readU16();
- for (unsigned int r = 0; r < numRectangles; r++) {
- // Indices into the vertex list read just before
- uint16_t vertex1 = file.readU16();
- uint16_t vertex2 = file.readU16();
- uint16_t vertex3 = file.readU16();
- uint16_t vertex4 = file.readU16();
-
- // Index into the object-texture list
- uint16_t texture = file.readU16();
-
- room->getMesh().addTexturedRectangle(vertices.at(vertex1), vertices.at(vertex2),
- vertices.at(vertex3), vertices.at(vertex4),
- texture);
- }
-
- uint16_t numTriangles = file.readU16();
- for (unsigned int t = 0; t < numTriangles; t++) {
- // Indices into the room vertex list
- uint16_t vertex1 = file.readU16();
- uint16_t vertex2 = file.readU16();
- uint16_t vertex3 = file.readU16();
-
- // Index into the object-texture list
- uint16_t texture = file.readU16();
-
- room->getMesh().addTexturedTriangle(vertices.at(vertex1), vertices.at(vertex2),
- vertices.at(vertex3), texture);
- }
-
- uint16_t numSprites = file.readU16();
- for (unsigned int s = 0; s < numSprites; s++) {
- uint16_t vertex = file.readU16(); // Index into vertex list
- uint16_t sprite = file.readU16(); // Index into sprite list
-
- // TODO store sprites somewhere
- }
-
- uint16_t numPortals = file.readU16();
- for (unsigned int p = 0; p < numPortals; p++) {
- // Which room this portal leads to
- uint16_t adjoiningRoom = file.readU16();
-
- // Which way the portal faces
- // The normal points away from the adjacent room
- // To be seen through, it must point toward the viewpoint
- int16_t xNormal = file.read16();
- int16_t yNormal = file.read16();
- int16_t zNormal = file.read16();
-
- // The corners of this portal
- // The right-hand rule applies with respect to the normal
- int16_t xCorner1 = file.read16();
- int16_t yCorner1 = file.read16();
- int16_t zCorner1 = file.read16();
- int16_t xCorner2 = file.read16();
- int16_t yCorner2 = file.read16();
- int16_t zCorner2 = file.read16();
- int16_t xCorner3 = file.read16();
- int16_t yCorner3 = file.read16();
- int16_t zCorner3 = file.read16();
- int16_t xCorner4 = file.read16();
- int16_t yCorner4 = file.read16();
- int16_t zCorner4 = file.read16();
-
- // TODO store portals somewhere
- }
-
- uint16_t numZSectors = file.readU16();
- uint16_t numXSectors = file.readU16();
- for (unsigned int s = 0; s < (numZSectors * numXSectors); s++) {
- // Sectors are 1024*1024 world coordinates. Floor and Ceiling are
- // signed numbers of 256 units of height.
- // Floor/Ceiling value of 0x81 is used to indicate impenetrable
- // walls around the sector.
- // Floor values are used by the original engine to determine
- // what objects can be traversed and how. Relative steps of 1 (256)
- // can be walked up, 2..7 must be jumped up, larger than 7 is too high
- // If RoomAbove/Below is not none, the Ceiling/Floor is a collisional
- // portal to that room
- uint16_t indexFloorData = file.readU16();
- uint16_t indexBox = file.readU16(); // 0xFFFF if none
- uint8_t roomBelow = file.readU8(); // 0xFF if none
- int8_t floor = file.read8(); // Absolute height of floor (divided by 256)
- uint8_t roomAbove = file.readU8(); // 0xFF if none
- int8_t ceiling = file.read8(); // Absolute height of ceiling (/ 256)
-
- // TODO store sectors somewhere
- }
-
- int16_t intensity1 = file.read16();
- int16_t intensity2 = file.read16();
- int16_t lightMode = file.read16();
-
- uint16_t numLights = file.readU16();
- for (unsigned int l = 0; l < numLights; l++) {
- // Position of light, in world coordinates
- int32_t x = file.read32();
- int32_t y = file.read32();
- int32_t z = file.read32();
-
- uint16_t intensity1 = file.readU16();
- uint16_t intensity2 = file.readU16(); // Almost always equal to intensity1
-
- uint32_t fade1 = file.readU32(); // Falloff value?
- uint32_t fade2 = file.readU32(); // Falloff value?
-
- // TODO store light somewhere
- }
-
- uint16_t numStaticMeshes = file.readU16();
- for (unsigned int s = 0; s < numStaticMeshes; s++) {
- // Absolute position in world coordinates
- int32_t x = file.read32();
- int32_t y = file.read32();
- int32_t z = file.read32();
-
- // High two bits (0xC000) indicate steps of
- // 90 degrees (eg. (rotation >> 14) * 90)
- uint16_t rotation = file.readU16();
-
- // Constant lighting, 0xFFFF means use mesh lighting
- uint16_t intensity1 = file.readU16();
- uint16_t intensity2 = file.readU16();
-
- // Which StaticMesh item to draw
- uint16_t objectID = file.readU16();
-
- // TODO store static meshes somewhere
- }
-
- int16_t alternateRoom = file.read16();
-
- uint16_t flags = file.readU16();
-
- getWorld().addRoom(room);
- }
-
- if (numRooms > 0)
- getLog() << "LoaderTR2: Found " << numRooms << " Rooms!" << Log::endl;
- else
- getLog() << "LoaderTR2: No Rooms in this Level?!" << Log::endl;
- }
-
- void LoaderTR2::loadFloorData() {
- uint32_t numFloorData = file.readU32();
- for (unsigned int f = 0; f < numFloorData; f++) {
- uint16_t unused = file.readU16();
-
- // TODO store floor data somewhere
- }
-
- if (numFloorData > 0)
- getLog() << "LoaderTR2: Found " << numFloorData << " words FloorData, unimplemented!" << Log::endl;
- }
-
- void LoaderTR2::loadSprites() {
- uint32_t numSpriteTextures = file.readU32();
- std::vector<Sprite> sprites;
- for (unsigned int s = 0; s < numSpriteTextures; s++) {
- uint16_t tile = file.readU16();
- uint8_t x = file.readU8();
- uint8_t y = file.readU8();
- uint16_t width = file.readU16(); // Actually (width * 256) + 255
- uint16_t height = file.readU16(); // Actually (height * 256) + 255
-
- // Required for what?
- int16_t leftSide = file.read16();
- int16_t topSide = file.read16();
- int16_t rightSide = file.read16();
- int16_t bottomSide = file.read16();
-
- sprites.emplace_back(tile, x, y, width, height);
- }
-
- uint32_t numSpriteSequences = file.readU32();
- for (unsigned int s = 0; s < numSpriteSequences; s++) {
- int32_t objectID = file.read32(); // Item identifier, matched in Items[]
- int16_t negativeLength = file.read16(); // Negative sprite count
- int16_t offset = file.read16(); // Where sequence starts in sprite texture list
-
- assert(negativeLength < 0);
- assert(offset >= 0);
- assert((offset + (negativeLength * -1)) <= numSpriteTextures);
-
- SpriteSequence* ss = new SpriteSequence(objectID);
- for (int i = 0; i < (negativeLength * -1); i++) {
- ss->add(sprites.at(offset + i));
- }
- getWorld().addSprite(ss);
- }
-
- if ((numSpriteTextures > 0) || (numSpriteSequences > 0))
- getLog() << "LoaderTR2: Found " << numSpriteTextures << " Sprites in " << numSpriteSequences <<
- " Sequences!" << Log::endl;
- else
- getLog() << "LoaderTR2: No Sprites in this level?!" << Log::endl;
- }
-
- // ---- Meshes ----
-
- void LoaderTR2::loadMeshes() {
- // Number of bitu16s of mesh data to follow
- // Read all the mesh data into a buffer, because
- // only afterward we can read the number of meshes
- // in this data block
- uint32_t numMeshData = file.readU32();
- std::vector<uint16_t> buffer;
- for (unsigned int i = 0; i < numMeshData; i++) {
- buffer.push_back(file.readU16());
- }
-
- uint32_t numMeshPointers = file.readU32();
-
- if ((numMeshData == 0) || (numMeshPointers == 0)) {
- getLog() << "LoaderTR2: No mesh data found!" << Log::endl;
- return;
- }
-
- for (unsigned int i = 0; i < numMeshPointers; i++) {
- uint32_t meshPointer = file.readU32();
-
- char* tmpPtr = reinterpret_cast<char*>(&buffer[meshPointer / 2]);
- BinaryMemory mem(tmpPtr, (numMeshData * 2) - meshPointer);
-
- int16_t mx = mem.read16();
- int16_t my = mem.read16();
- int16_t mz = mem.read16();
- int32_t collisionSize = mem.read32();
- // TODO store mesh collision info somewhere
-
- uint16_t numVertices = mem.readU16();
- std::vector<Vec3> vertices;
- for (int v = 0; v < numVertices; v++) {
- int16_t x = mem.read16();
- int16_t y = mem.read16();
- int16_t z = mem.read16();
- vertices.emplace_back(x, y, z);
- }
-
- int16_t numNormals = mem.read16();
- if (numNormals > 0) {
- // External vertex lighting is used, with the lighting calculated
- // from the rooms ambient and point-source lighting values. The
- // latter appears to use a simple Lambert law for directionality:
- // intensity is proportional to
- // max((normal direction).(direction to source), 0)
- for (int n = 0; n < numNormals; n++) {
- int16_t x = mem.read16();
- int16_t y = mem.read16();
- int16_t z = mem.read16();
- // TODO store normals somewhere
- }
- } else if (numNormals < 0) {
- // Internal vertex lighting is used,
- // using the data included with the mesh
- for (int l = 0; l < (numNormals * -1); l++) {
- int16_t light = mem.read16();
- // TODO store lights somewhere
- }
- }
-
- Mesh* mesh = new Mesh();
-
- int16_t numTexturedRectangles = mem.read16();
- for (int r = 0; r < numTexturedRectangles; r++) {
- uint16_t vertex1 = mem.readU16();
- uint16_t vertex2 = mem.readU16();
- uint16_t vertex3 = mem.readU16();
- uint16_t vertex4 = mem.readU16();
- uint16_t texture = mem.readU16();
-
- mesh->addTexturedRectangle(vertices.at(vertex1), vertices.at(vertex2),
- vertices.at(vertex3), vertices.at(vertex4),
- texture);
- }
-
- int16_t numTexturedTriangles = mem.read16();
- for (int t = 0; t < numTexturedTriangles; t++) {
- uint16_t vertex1 = mem.readU16();
- uint16_t vertex2 = mem.readU16();
- uint16_t vertex3 = mem.readU16();
- uint16_t texture = mem.readU16();
-
- mesh->addTexturedTriangle(vertices.at(vertex1), vertices.at(vertex2),
- vertices.at(vertex3), texture);
- }
-
- int16_t numColoredRectangles = mem.read16();
- for (int r = 0; r < numColoredRectangles; r++) {
- uint16_t vertex1 = mem.readU16();
- uint16_t vertex2 = mem.readU16();
- uint16_t vertex3 = mem.readU16();
- uint16_t vertex4 = mem.readU16();
- uint16_t texture = mem.readU16();
-
- // TODO color?
-
- mesh->addColoredRectangle(vertices.at(vertex1), vertices.at(vertex2),
- vertices.at(vertex3), vertices.at(vertex4),
- texture);
- }
-
- int16_t numColoredTriangles = mem.read16();
- for (int t = 0; t < numColoredTriangles; t++) {
- uint16_t vertex1 = mem.readU16();
- uint16_t vertex2 = mem.readU16();
- uint16_t vertex3 = mem.readU16();
- uint16_t texture = mem.readU16();
-
- // TODO color?
-
- mesh->addColoredTriangle(vertices.at(vertex1), vertices.at(vertex2),
- vertices.at(vertex3), texture);
- }
-
- getWorld().addMesh(mesh);
- }
-
- if (numMeshPointers > 0)
- getLog() << "LoaderTR2: Found " << numMeshPointers << " Meshes, unimplemented!" << Log::endl;
- }
-
- void LoaderTR2::loadStaticMeshes() {
- uint32_t numStaticMeshes = file.readU32();
- for (unsigned int s = 0; s < numStaticMeshes; s++) {
- uint32_t objectID = file.readU32(); // Matched in Items[]
- uint16_t mesh = file.readU16(); // Offset into MeshPointers[]
-
- // tr2_vertex BoundingBox[2][2];
- // First index is which one, second index is opposite corners
- int16_t x11 = file.read16();
- int16_t y11 = file.read16();
- int16_t z11 = file.read16();
-
- int16_t x12 = file.read16();
- int16_t y12 = file.read16();
- int16_t z12 = file.read16();
-
- int16_t x21 = file.read16();
- int16_t y21 = file.read16();
- int16_t z21 = file.read16();
-
- int16_t x22 = file.read16();
- int16_t y22 = file.read16();
- int16_t z22 = file.read16();
-
- // Meaning uncertain. Usually 2, and 3 for objects Lara can
- // travel through, like TR2s skeletons and underwater plants
- uint16_t flags = file.readU16();
-
- getWorld().addStaticMesh(new StaticMesh(objectID, mesh));
- }
-
- if (numStaticMeshes > 0)
- getLog() << "LoaderTR2: Found " << numStaticMeshes << " StaticMeshes, unimplemented!" << Log::endl;
- else
- getLog() << "LoaderTR2: No StaticMeshes in this level?!" << Log::endl;
- }
-
- // ---- Moveables ----
-
- struct Animation_t {
- uint32_t frameOffset;
- uint8_t frameRate, frameSize;
- uint16_t stateID, frameStart, frameEnd, nextAnimation;
- uint16_t nextFrame, numStateChanges, stateChangeOffset;
- uint16_t numAnimCommands, animCommandOffset;
-
- Animation_t(uint32_t fo, uint8_t fr, uint8_t fs, uint16_t si,
- uint16_t fst, uint16_t fe, uint16_t na, uint16_t nf,
- uint16_t ns, uint16_t so, uint16_t nac, uint16_t ao)
- : frameOffset(fo), frameRate(fr), frameSize(fs),
- stateID(si), frameStart(fst), frameEnd(fe), nextAnimation(na),
- nextFrame(nf), numStateChanges(ns), stateChangeOffset(so),
- numAnimCommands(nac), animCommandOffset(ao) { }
- };
-
- struct StateChange_t {
- uint16_t stateID, numAnimDispatches, animDispatchOffset;
-
- StateChange_t(uint16_t s, uint16_t n, uint16_t a)
- : stateID(s), numAnimDispatches(n), animDispatchOffset(a) { }
- };
-
- struct AnimDispatch_t {
- int16_t low, high, nextAnimation, nextFrame;
-
- AnimDispatch_t(int16_t l, int16_t h, int16_t na, int16_t nf)
- : low(l), high(h), nextAnimation(na), nextFrame(nf) { }
- };
-
- void LoaderTR2::loadMoveables() {
- uint32_t numAnimations = file.readU32();
- std::vector<Animation_t> animations;
- for (unsigned int a = 0; a < numAnimations; a++) {
- // *Byte* Offset into Frames[] (so divide by 2!)
- uint32_t frameOffset = file.readU32();
- uint8_t frameRate = file.readU8(); // Engine ticks per frame
-
- // Number of bit16s in Frames[] used by this animation
- // Be careful when parsing frames using the FrameSize value
- // as the size of each frame, since an animations frame range
- // may extend into the next animations frame range, and that
- // may have a different FrameSize value.
- uint8_t frameSize = file.readU8();
-
- uint16_t stateID = file.readU16();
-
- file.seek(file.tell() + 8); // Skip 8 unknown bytes
-
- uint16_t frameStart = file.readU16(); // First frame in this animation
- uint16_t frameEnd = file.readU16(); // Last frame in this animation
- uint16_t nextAnimation = file.readU16();
- uint16_t nextFrame = file.readU16();
- uint16_t numStateChanges = file.readU16();
- uint16_t stateChangeOffset = file.readU16(); // Index into StateChanges[]
- uint16_t numAnimCommands = file.readU16(); // How many animation commands to use
- uint16_t animCommandOffset = file.readU16(); // Index into AnimCommand[]
-
- animations.emplace_back(frameOffset, frameRate, frameSize,
- stateID, frameStart, frameEnd, nextAnimation, nextFrame, numStateChanges,
- stateChangeOffset, numAnimCommands, animCommandOffset);
- }
-
- if (numAnimations > 0)
- getLog() << "LoaderTR2: Found " << numAnimations << " Animations!" << Log::endl;
- else
- getLog() << "LoaderTR2: No Animations in this level?!" << Log::endl;
-
- uint32_t numStateChanges = file.readU32();
- std::vector<StateChange_t> stateChanges;
- for (unsigned int s = 0; s < numStateChanges; s++) {
- uint16_t stateID = file.readU16();
- uint16_t numAnimDispatches = file.readU16(); // Number of ranges (always 1..5?)
- uint16_t animDispatchOffset = file.readU16(); // Index into AnimDispatches[]
-
- stateChanges.emplace_back(stateID, numAnimDispatches, animDispatchOffset);
- }
-
- if (numStateChanges > 0)
- getLog() << "LoaderTR2: Found " << numStateChanges << " StateChanges!" << Log::endl;
- else
- getLog() << "LoaderTR2: No StateChanges in this level?!" << Log::endl;
-
- uint32_t numAnimDispatches = file.readU32();
- std::vector<AnimDispatch_t> animDispatches;
- for (unsigned int a = 0; a < numAnimDispatches; a++) {
- int16_t low = file.read16(); // Lowest frame that uses this range
- int16_t high = file.read16(); // Highest frame (+1?) that uses this range
- int16_t nextAnimation = file.read16(); // Animation to go to
- int16_t nextFrame = file.read16(); // Frame offset to go to
-
- animDispatches.emplace_back(low, high, nextAnimation, nextFrame);
- }
-
- if (numAnimDispatches > 0)
- getLog() << "LoaderTR2: Found " << numAnimDispatches << " AnimationDispatches!" << Log::endl;
- else
- getLog() << "LoaderTR2: No AnimationDispatches in this level?!" << Log::endl;
-
- uint32_t numAnimCommands = file.readU32();
- std::vector<int16_t> animCommands;
- for (unsigned int a = 0; a < numAnimCommands; a++) {
- // A list of Opcodes with zero or more operands each,
- // some referring to the whole animation (jump/grab points),
- // some to specific frames (sound, bubbles, ...).
- animCommands.push_back(file.read16());
- }
-
- if (numAnimCommands > 0)
- getLog() << "LoaderTR2: Found " << numAnimCommands << " AnimationCommands!" << Log::endl;
- else
- getLog() << "LoaderTR2: No AnimationCommands in this level?!" << Log::endl;
-
- // This is really one uint32_t flags, followed by
- // three int32_t x, y, z. However, we're given the number
- // of 32bits, as well as byte indices later, so we store
- // it as a single list of int32_t.
- uint32_t numMeshTrees = file.readU32();
- std::vector<int32_t> meshTrees;
- for (unsigned int m = 0; m < numMeshTrees; m++) {
- // 0x0002 - Put parent mesh on the mesh stack
- // 0x0001 - Pop mesh from stack, use as parent mesh
- // When both are not set, use previous mesh as parent mesh
- // When both are set, do 0x0001 first, then 0x0002, thereby
- // reading the stack but not changing it
- //uint32_t flags = file.readU32();
-
- // Offset of mesh origin from the parent mesh origin
- //int32_t x = file.read32();
- //int32_t y = file.read32();
- //int32_t z = file.read32();
-
- meshTrees.push_back(file.read32());
- }
-
- if (numMeshTrees > 0)
- getLog() << "LoaderTR2: Found " << numMeshTrees << " MeshTrees!" << Log::endl;
- else
- getLog() << "LoaderTR2: No MeshTrees in this level?!" << Log::endl;
-
- uint32_t numFrames = file.readU32();
- std::vector<uint16_t> frames;
- for (unsigned int f = 0; f < numFrames; f++) {
- // int16 bb1x, bb1y, bb1z
- // int16 bb2x, bb2y, bb2z
- // int16 offsetX, offsetY, offsetZ
- // What follows next is a list of angles with numMeshes (from Moveable) entries.
- // If the top bit (0x8000) of the first uint16 is set, a single X angle follows,
- // if the second bit (0x4000) is set, a Y angle follows, both are a Z angle.
- // If none is set, it's a three-axis rotation. The next 10 bits (0x3FF0) are
- // the X rotation, the next 10 (0x000F 0xFC00) are Y, the next (0x03FF) are
- // the Z rotation. The scaling is always 0x100->90deg.
- // Rotation order: Y, X, Z!
- frames.push_back(file.readU16());
- }
-
- if (numFrames > 0)
- getLog() << "LoaderTR2: Found " << numFrames << " Frames!" << Log::endl;
- else
- getLog() << "LoaderTR2: No Frames in this level?!" << Log::endl;
-
- uint32_t numMoveables = file.readU32();
- for (unsigned int m = 0; m < numMoveables; m++) {
- // Item identifier, matched in Items[]
- uint32_t objectID = file.readU32();
- uint16_t numMeshes = file.readU16();
- uint16_t startingMesh = file.readU16(); // Offset into MeshPointers[]
- uint32_t meshTree = file.readU32(); // Offset into MeshTree[]
- // *Byte* offset into Frames[] (divide by 2 for Frames[i])
- uint32_t frameOffset = file.readU32(); // Only needed if no animation
-
- // If animation index is 0xFFFF, the object is stationary or
- // animated by the engine (ponytail)
- uint16_t animation = file.readU16();
-
- // TODO load all animations, not only the first frame!
- //if (animation == 0xFFFF) {
-
- // Just add the frame indicated in frameOffset, nothing else
- char* tmp = reinterpret_cast<char*>(&frames[0]) + frameOffset;
- BinaryMemory frame(tmp + 12, (numFrames * 2) - frameOffset - 12); // skip two BBs
- float pos[3];
- pos[0] = frame.read16();
- pos[1] = frame.read16();
- pos[2] = frame.read16();
- BoneFrame* bf = new BoneFrame(pos);
-
- for (int i = 0; i < numMeshes; i++) {
- int mesh = startingMesh + i;
- float offset[3] = { 0.0f, 0.0f, 0.0f };
- float rotation[3] = { 0.0f, 0.0f, 0.0f };
- char flag = (i == 0) ? 2 : 0;
-
- // Nonprimary tag - positioned relative to first tag
- if (i != 0) {
- tmp = reinterpret_cast<char*>(&meshTrees[0]) + meshTree; // TODO (meshTree * 4)?
- tmp += (i - 1) * 16; // TODO ?
- BinaryMemory tree(tmp, (numMeshTrees * 4) - meshTree - ((i - 1) * 16));
- flag = (char)tree.readU32();
- offset[0] = tree.read32();
- offset[1] = tree.read32();
- offset[2] = tree.read32();
-
- uint16_t a = frame.readU16();
- if (a & 0xC000) {
- // Single angle
- int index = 0;
- if ((a & 0x8000) && (a & 0x4000))
- index = 2;
- else if (a & 0x4000)
- index = 1;
- rotation[index] = ((float)(a & 0x03FF)) * 360.0f / 1024.0f;
- } else {
- // Three angles
- uint16_t b = frame.readU16();
- rotation[0] = (a & 0x3FF0) >> 4;
- rotation[1] = ((a & 0x000F) << 6) | ((b & 0xFC00) >> 10);
- rotation[2] = b & 0x03FF;
- for (int i = 0; i < 3; i++)
- rotation[i] = rotation[i] * 360.0f / 1024.0f;
- }
- }
-
- BoneTag* bt = new BoneTag(mesh, offset, rotation, flag);
- bf->add(bt);
- }
-
- AnimationFrame* af = new AnimationFrame(0);
- af->add(bf);
-
- SkeletalModel* sm = new SkeletalModel(objectID);
- sm->add(af);
- getWorld().addSkeletalModel(sm);
-
- //} else {
- // Add the whole animation hierarchy
- //}
- }
-
- if (numMoveables > 0)
- getLog() << "LoaderTR2: Found " << numMoveables << " Moveables!" << Log::endl;
- else
- getLog() << "LoaderTR2: No Moveables in this level?!" << Log::endl;
- }
-
- void LoaderTR2::loadItems() {
- uint32_t numItems = file.readU32();
- for (unsigned int i = 0; i < numItems; i++) {
- int16_t objectID = file.read16();
- int16_t room = file.read16();
-
- // Item position in world coordinates
- int32_t x = file.read32();
- int32_t y = file.read32();
- int32_t z = file.read32();
-
- int16_t angle = file.read16(); // (0xC000 >> 14) * 90deg
- int16_t intensity1 = file.read16(); // Constant lighting; -1 means mesh lighting
- int16_t intensity2 = file.read16(); // Almost always like intensity1
-
- // 0x0100 - Initially visible
- // 0x3E00 - Activation mask, open, can be XORed with related FloorData list fields.
- uint16_t flags = file.readU16();
-
- // TODO for now we're only creating Entities for each Moveable Item
- for (int m = 0; m < getWorld().sizeSkeletalModel(); m++) {
- if (getWorld().getSkeletalModel(m).getId() == objectID) {
- float pos[3] = {
- static_cast<float>(x),
- static_cast<float>(y),
- static_cast<float>(z)
- };
-
- float rot[3] = {
- 0.0f,
- OR_DEG_TO_RAD(((angle >> 14) & 0x03) * 90.0f),
- 0.0f
- };
-
- Entity* e = new Entity(pos, rot, objectID, room, m);
- getWorld().addEntity(e);
-
- if (objectID == 0) {
- getGame().setLara(getWorld().sizeEntity() - 1);
- }
- }
- }
- }
-
- if (numItems > 0)
- getLog() << "LoaderTR2: Found " << numItems << " Items, unimplemented!" << Log::endl;
- else
- getLog() << "LoaderTR2: No Items in this level?!" << Log::endl;
- }
-
- void LoaderTR2::loadBoxesOverlapsZones() {
- uint32_t numBoxes = file.readU32();
- for (unsigned int b = 0; b < numBoxes; b++) {
- // Sectors (* 1024 units)
- uint8_t zMin = file.readU8();
- uint8_t zMax = file.readU8();
- uint8_t xMin = file.readU8();
- uint8_t xMax = file.readU8();
-
- int16_t trueFloor = file.read16(); // Y value (no scaling)
-
- // Index into overlaps[]. The high bit is sometimes set
- // this occurs in front of swinging doors and the like
- int16_t overlapIndex = file.read16();
-
- // TODO store boxes somewhere
- }
-
- uint32_t numOverlaps = file.readU32();
- std::vector<uint16_t> overlaps;
- for (unsigned int o = 0; o < numOverlaps; o++) {
- overlaps.push_back(file.readU16());
- }
-
- // TODO store overlaps somewhere
-
- std::vector<int16_t> zones;
- for (unsigned int z = 0; z < numBoxes; z++) {
- for (unsigned int i = 0; i < 10; i++) {
- zones.push_back(file.read16());
- }
- }
-
- // TODO store zones somewhere
-
- if ((numBoxes > 0) || (numOverlaps > 0))
- getLog() << "LoaderTR2: Found NPC NavigationHints, unimplemented!" << Log::endl;
- }
-
- // ---- Sound ----
-
- void LoaderTR2::loadSoundSources() {
- uint32_t numSoundSources = file.readU32();
- for (unsigned int s = 0; s < numSoundSources; s++) {
- // Absolute world coordinate positions of sound source
- int32_t x = file.read32();
- int32_t y = file.read32();
- int32_t z = file.read32();
-
- // Internal sound index
- uint16_t soundID = file.readU16();
-
- // Unknown, 0x40, 0x80 or 0xC0
- uint16_t flags = file.readU16();
-
- SoundManager::addSoundSource(x, y, z, soundID, flags);
- }
-
- if (numSoundSources > 0)
- getLog() << "LoaderTR2: Found " << numSoundSources << " SoundSources" << Log::endl;
- }
-
- void LoaderTR2::loadSoundMap() {
- for (int i = 0; i < 370; i++) {
- SoundManager::addSoundMapEntry(file.read16());
- }
- }
-
- void LoaderTR2::loadSoundDetails() {
- uint32_t numSoundDetails = file.readU32();
- for (unsigned int s = 0; s < numSoundDetails; s++) {
- uint16_t sample = file.readU16(); // Index into SampleIndices[]
- uint16_t volume = file.readU16();
-
- // sound range? distance at which this sound can be heard?
- uint16_t unknown1 = file.readU16();
-
- // Bits 8-15: priority?
- // Bits 2-7: number of samples in this group
- // Bits 0-1: channel number?
- uint16_t unknown2 = file.readU16();
-
- SoundManager::addSoundDetail(sample, ((float)volume) / 32767.0f);
- }
-
- if (numSoundDetails > 0)
- getLog() << "LoaderTR2: Found " << numSoundDetails << " SoundDetails" << Log::endl;
- }
-
- void LoaderTR2::loadSampleIndices() {
- uint32_t numSampleIndices = file.readU32();
- for (unsigned int i = 0; i < numSampleIndices; i++) {
- SoundManager::addSampleIndex(file.readU32());
- }
-
- if (numSampleIndices > 0)
- getLog() << "LoaderTR2: Found " << numSampleIndices << " SampleIndices" << Log::endl;
- }
-
- void LoaderTR2::loadExternalSoundFile(std::string f) {
- size_t dir = f.find_last_of("/\\");
- if (dir != std::string::npos) {
- f.replace(dir + 1, std::string::npos, "MAIN.SFX");
- } else {
- f = "MAIN.SFX";
- }
-
- BinaryFile sfx;
- if (sfx.open(f) != 0) {
- getLog() << "LoaderTR2: Can't open \"" << f << "\"!" << Log::endl;
- return;
- }
-
- int riffCount = 0;
- while (!sfx.eof()) {
- char test[5];
- test[4] = '\0';
- for (int i = 0; i < 4; i++)
- test[i] = sfx.read8();
-
- if (std::string("RIFF") != std::string(test)) {
- getLog() << "LoaderTR2: External SFX invalid! (" << riffCount
- << ", \"" << test << "\" != \"RIFF\")" << Log::endl;
- return;
- }
-
- // riffSize is (fileLength - 8)
- uint32_t riffSize = sfx.readU32();
-
- unsigned char buff[riffSize + 8];
- sfx.seek(sfx.tell() - 8);
- for (int i = 0; i < (riffSize + 8); i++)
- buff[i] = sfx.readU8();
-
- unsigned long src;
- int ret = Sound::loadBuffer(buff, riffSize + 8);
- assert(ret >= 0);
-
- riffCount++;
- }
-
- if (riffCount > 0)
- getLog() << "LoaderTR2: Found " << riffCount << " SoundSamples in SFX" << Log::endl;
- }
-
- // ---- Stuff ----
-
- void LoaderTR2::loadCameras() {
- uint32_t numCameras = file.readU32();
- for (unsigned int c = 0; c < numCameras; c++) {
- int32_t x = file.read32();
- int32_t y = file.read32();
- int32_t z = file.read32();
- int16_t room = file.read16();
-
- file.seek(file.tell() + 2); // Unknown, correlates to Boxes? Zones?
-
- // TODO store cameras somewhere
- }
-
- if (numCameras > 0)
- getLog() << "LoaderTR2: Found " << numCameras << " Cameras, unimplemented!" << Log::endl;
- }
-
- void LoaderTR2::loadCinematicFrames() {
- uint16_t numCinematicFrames = file.readU16();
- for (unsigned int c = 0; c < numCinematicFrames; c++) {
- int16_t rotY = file.read16(); // Y rotation, +-32767 = +-180deg
- int16_t rotZ = file.read16(); // Z rotation, like rotY
- int16_t rotZ2 = file.read16(); // Like rotZ?
- int16_t posZ = file.read16(); // Camera pos relative to what?
- int16_t posY = file.read16();
- int16_t posX = file.read16();
- int16_t unknown = file.read16(); // Changing this can cause runtime error
- int16_t rotX = file.read16(); // X rotation, like rotY
-
- // TODO store cinematic frames somewhere
- }
-
- if (numCinematicFrames > 0)
- getLog() << "LoaderTR2: Found " << numCinematicFrames
- << " CinematicFrames, unimplemented!" << Log::endl;
- }
-
- void LoaderTR2::loadDemoData() {
- uint16_t numDemoData = file.readU16();
- for (unsigned int d = 0; d < numDemoData; d++)
- file.readU8();
-
- // TODO store demo data somewhere, find out meaning
- if (numDemoData > 0)
- getLog() << "LoaderTR2: Found " << numDemoData << " bytes DemoData, unimplemented!" <<
- Log::endl;
- }
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