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.

TombRaider.cpp 186KB

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