Example #1
0
/** \brief reads mesh definition.
  *
  * The read num_normals value is positive when normals are available and negative when light
  * values are available. The values get set appropiatly.
  */
void TR_Level::read_tr_mesh(SDL_RWops * const src, tr4_mesh_t & mesh)
{
    int i;

    read_tr_vertex16(src, mesh.centre);
    mesh.collision_size = read_bit16(src);
    mesh.flags = read_bitu8(src);
    mesh.dummy = read_bitu8(src);

    mesh.num_vertices = read_bit16(src);
    mesh.vertices = (tr5_vertex_t*)malloc(mesh.num_vertices * sizeof(tr5_vertex_t));
    for (i = 0; i < mesh.num_vertices; i++)
        read_tr_vertex16(src, mesh.vertices[i]);

    mesh.num_normals = read_bit16(src);
    if (mesh.num_normals >= 0) {
        mesh.num_lights = 0;
        mesh.normals = (tr5_vertex_t*)malloc(mesh.num_normals * sizeof(tr5_vertex_t));
        for (i = 0; i < mesh.num_normals; i++)
            read_tr_vertex16(src, mesh.normals[i]);
    } else {
        mesh.num_lights = -mesh.num_normals;
        mesh.num_normals = 0;
        mesh.lights = (int16_t*)malloc(mesh.num_lights * sizeof(int16_t));
        for (i = 0; i < mesh.num_lights; i++)
            mesh.lights[i] = read_bit16(src);
    }

    mesh.num_textured_rectangles = read_bit16(src);
    mesh.textured_rectangles = (tr4_face4_t*)malloc(mesh.num_textured_rectangles * sizeof(tr4_face4_t));
    for (i = 0; i < mesh.num_textured_rectangles; i++)
        read_tr_face4(src, mesh.textured_rectangles[i]);

    mesh.num_textured_triangles = read_bit16(src);
    mesh.textured_triangles = (tr4_face3_t*)malloc(mesh.num_textured_triangles * sizeof(tr4_face3_t));
    for (i = 0; i < mesh.num_textured_triangles; i++)
        read_tr_face3(src, mesh.textured_triangles[i]);

    mesh.num_coloured_rectangles = read_bit16(src);
    mesh.coloured_rectangles = (tr4_face4_t*)malloc(mesh.num_coloured_rectangles * sizeof(tr4_face4_t));
    for (i = 0; i < mesh.num_coloured_rectangles; i++)
        read_tr_face4(src, mesh.coloured_rectangles[i]);

    mesh.num_coloured_triangles = read_bit16(src);
    mesh.coloured_triangles = (tr4_face3_t*)malloc(mesh.num_coloured_triangles * sizeof(tr4_face3_t));
    for (i = 0; i < mesh.num_coloured_triangles; i++)
        read_tr_face3(src, mesh.coloured_triangles[i]);
}
Example #2
0
/** \brief reads a room definition.
  *
  * intensity1 gets converted, so it matches the 0-32768 range introduced in TR3.
  * intensity2 is introduced in TR2 and is set to intensity1 for TR1.
  * light_mode is only in TR2 and is set 0 for TR1.
  * light_colour is only in TR3-4 and gets set appropiatly.
  */
void TR_Level::read_tr_room(SDL_RWops * const src, tr5_room_t & room)
{
    uint32_t num_data_words;
    uint32_t i;
    int64_t pos;

    // read and change coordinate system
    room.offset.x = (float)read_bit32(src);
    room.offset.y = 0;
    room.offset.z = (float)-read_bit32(src);
    room.y_bottom = (float)-read_bit32(src);
    room.y_top = (float)-read_bit32(src);

    num_data_words = read_bitu32(src);

    pos = SDL_RWseek(src, 0, RW_SEEK_CUR);

    room.num_layers = 0;

    room.num_vertices = read_bitu16(src);
    room.vertices = (tr5_room_vertex_t*)calloc(room.num_vertices, sizeof(tr5_room_vertex_t));
    for (i = 0; i < room.num_vertices; i++)
        read_tr_room_vertex(src, room.vertices[i]);

    room.num_rectangles = read_bitu16(src);
        room.rectangles = (tr4_face4_t*)malloc(room.num_rectangles * sizeof(tr4_face4_t));
    for (i = 0; i < room.num_rectangles; i++)
        read_tr_face4(src, room.rectangles[i]);

    room.num_triangles = read_bitu16(src);
    room.triangles = (tr4_face3_t*)malloc(room.num_triangles * sizeof(tr4_face3_t));
    for (i = 0; i < room.num_triangles; i++)
        read_tr_face3(src, room.triangles[i]);

    room.num_sprites = read_bitu16(src);
    room.sprites = (tr_room_sprite_t*)malloc(room.num_sprites * sizeof(tr_room_sprite_t));
    for (i = 0; i < room.num_sprites; i++)
        read_tr_room_sprite(src, room.sprites[i]);

    // set to the right position in case that there is some unused data
    SDL_RWseek(src, pos + (num_data_words * 2), RW_SEEK_SET);

    room.num_portals = read_bitu16(src);
    room.portals = (tr_room_portal_t*)malloc(room.num_portals * sizeof(tr_room_portal_t));
    for (i = 0; i < room.num_portals; i++)
        read_tr_room_portal(src, room.portals[i]);

    room.num_zsectors = read_bitu16(src);
    room.num_xsectors = read_bitu16(src);
    room.sector_list = (tr_room_sector_t*)malloc(room.num_zsectors * room.num_xsectors * sizeof(tr_room_sector_t));
    for (i = 0; i < (uint32_t)(room.num_zsectors * room.num_xsectors); i++)
        read_tr_room_sector(src, room.sector_list[i]);

    // read and make consistent
    room.intensity1 = (8191 - read_bit16(src)) << 2;
    // only in TR2-TR4
    room.intensity2 = room.intensity1;
    // only in TR2
    room.light_mode = 0;

    room.num_lights = read_bitu16(src);
    room.lights = (tr5_room_light_t*)malloc(room.num_lights * sizeof(tr5_room_light_t));
    for (i = 0; i < room.num_lights; i++)
        read_tr_room_light(src, room.lights[i]);

    room.num_static_meshes = read_bitu16(src);
    room.static_meshes = (tr2_room_staticmesh_t*)malloc(room.num_static_meshes * sizeof(tr2_room_staticmesh_t));
    for (i = 0; i < room.num_static_meshes; i++)
        read_tr_room_staticmesh(src, room.static_meshes[i]);

    room.alternate_room  = read_bit16(src);
    room.alternate_group = 0;   // Doesn't exist in TR1-3

    room.flags = read_bitu16(src);
        room.reverb_info = 2;

    room.light_colour.r = room.intensity1 / 32767.0f;
    room.light_colour.g = room.intensity1 / 32767.0f;
    room.light_colour.b = room.intensity1 / 32767.0f;
    room.light_colour.a = 1.0f;
}
Example #3
0
void TR_Level::read_tr3_room(SDL_RWops * const src, tr5_room_t & room)
{
	bitu32 num_data_words;
	bitu32 i;
	int pos;

	// read and change coordinate system
	room.offset.x = (float)read_bit32(src);
	room.offset.y = 0;
	room.offset.z = (float)-read_bit32(src);
	room.y_bottom = (float)-read_bit32(src);
	room.y_top = (float)-read_bit32(src);

	num_data_words = read_bitu32(src);

	pos = SDL_RWseek(src, 0, SEEK_CUR);

	room.num_layers = 0;

	room.num_vertices = read_bitu16(src);
	room.vertices.resize(room.num_vertices);
	for (i = 0; i < room.num_vertices; i++)
		read_tr3_room_vertex(src, room.vertices[i]);

	room.num_rectangles = read_bitu16(src);
	room.rectangles.resize(room.num_rectangles);
	for (i = 0; i < room.num_rectangles; i++)
		read_tr_face4(src, room.rectangles[i]);

	room.num_triangles = read_bitu16(src);
	room.triangles.resize(room.num_triangles);
	for (i = 0; i < room.num_triangles; i++)
		read_tr_face3(src, room.triangles[i]);

	room.num_sprites = read_bitu16(src);
	room.sprites.resize(room.num_sprites);
	for (i = 0; i < room.num_sprites; i++)
		read_tr_room_sprite(src, room.sprites[i]);

	// set to the right position in case that there is some unused data
	SDL_RWseek(src, pos + (num_data_words * 2), SEEK_SET);

	room.num_portals = read_bitu16(src);
	room.portals.resize(room.num_portals);
	for (i = 0; i < room.num_portals; i++)
		read_tr_room_portal(src, room.portals[i]);

	room.num_zsectors = read_bitu16(src);
	room.num_xsectors = read_bitu16(src);
	room.sector_list.resize(room.num_zsectors * room.num_xsectors);
	for (i = 0; i < (bitu32)(room.num_zsectors * room.num_xsectors); i++)
		read_tr_room_sector(src, room.sector_list[i]);

	room.intensity1 = read_bit16(src);
	room.intensity2 = read_bit16(src);

	// only in TR2
	room.light_mode = 0;

	room.num_lights = read_bitu16(src);
	room.lights.resize(room.num_lights);
	for (i = 0; i < room.num_lights; i++)
		read_tr2_room_light(src, room.lights[i]);

	room.num_static_meshes = read_bitu16(src);
	room.static_meshes.resize(room.num_static_meshes);
	for (i = 0; i < room.num_static_meshes; i++)
		read_tr3_room_staticmesh(src, room.static_meshes[i]);

	room.alternate_room = read_bit16(src);
	room.flags = read_bitu16(src);

	// only in TR3-TR4
	read_tr_colour(src, room.fog_colour);
	room.light_colour.r = room.intensity1 / 32767.0f;
	room.light_colour.g = room.intensity1 / 32767.0f;
	room.light_colour.b = room.intensity1 / 32767.0f;
	room.light_colour.a = 1.0f;
}
Example #4
0
void TR_Level::read_tr3_room(SDL_RWops * const src, tr5_room_t & room)
{
    uint32_t num_data_words;
    uint32_t i;
    int64_t pos;

    // read and change coordinate system
    room.offset.x = (float)read_bit32(src);
    room.offset.y = 0;
    room.offset.z = (float)-read_bit32(src);
    room.y_bottom = (float)-read_bit32(src);
    room.y_top = (float)-read_bit32(src);

    num_data_words = read_bitu32(src);

    pos = SDL_RWseek(src, 0, RW_SEEK_CUR);

    room.num_layers = 0;

    room.num_vertices = read_bitu16(src);
    room.vertices = (tr5_room_vertex_t*)calloc(room.num_vertices, sizeof(tr5_room_vertex_t));
    for (i = 0; i < room.num_vertices; i++)
        read_tr3_room_vertex(src, room.vertices[i]);

    room.num_rectangles = read_bitu16(src);
    room.rectangles = (tr4_face4_t*)malloc(room.num_rectangles * sizeof(tr4_face4_t));
    for (i = 0; i < room.num_rectangles; i++)
        read_tr_face4(src, room.rectangles[i]);

    room.num_triangles = read_bitu16(src);
    room.triangles = (tr4_face3_t*)malloc(room.num_triangles * sizeof(tr4_face3_t));
    for (i = 0; i < room.num_triangles; i++)
        read_tr_face3(src, room.triangles[i]);

    room.num_sprites = read_bitu16(src);
    room.sprites = (tr_room_Sprite*)malloc(room.num_sprites * sizeof(tr_room_Sprite));
    for (i = 0; i < room.num_sprites; i++)
        read_tr_room_sprite(src, room.sprites[i]);

    // set to the right position in case that there is some unused data
    SDL_RWseek(src, pos + (num_data_words * 2), RW_SEEK_SET);

    room.num_portals = read_bitu16(src);
    room.portals = (tr_room_portal_t*)malloc(room.num_portals * sizeof(tr_room_portal_t));
    for (i = 0; i < room.num_portals; i++)
        read_tr_room_portal(src, room.portals[i]);

    room.num_zsectors = read_bitu16(src);
    room.num_xsectors = read_bitu16(src);
    room.sector_list = (tr_room_sector_t*)malloc(room.num_zsectors * room.num_xsectors * sizeof(tr_room_sector_t));
    for (i = 0; i < (uint32_t)(room.num_zsectors * room.num_xsectors); i++)
        read_tr_room_sector(src, room.sector_list[i]);

    room.intensity1 = read_bit16(src);
    room.intensity2 = read_bit16(src);

    // only in TR2
    room.light_mode = 0;

    room.num_lights = read_bitu16(src);
    room.lights = (tr5_room_light_t*)malloc(room.num_lights * sizeof(tr5_room_light_t));
    for (i = 0; i < room.num_lights; i++)
        read_tr2_room_light(src, room.lights[i]);

    room.num_static_meshes = read_bitu16(src);
    room.static_meshes = (tr2_room_staticmesh_t*)malloc(room.num_static_meshes * sizeof(tr2_room_staticmesh_t));
    for (i = 0; i < room.num_static_meshes; i++)
        read_tr3_room_staticmesh(src, room.static_meshes[i]);

    room.alternate_room  = read_bit16(src);
    room.alternate_group = 0;   // Doesn't exist in TR1-3

    room.flags = read_bitu16(src);

    if(room.flags & 0x0080)
    {
        room.flags |= 0x0002;   // Move quicksand flag to another bit to avoid confusion with NL flag.
        room.flags ^= 0x0080;
    }

    // Only in TR3-5

    room.water_scheme = read_bitu8(src);
    room.reverb_info = read_bitu8(src);

    SDL_RWseek(src, 1, SEEK_CUR);   // Alternate_group override?

    room.light_colour.r = room.intensity1 / 65534.0f;
    room.light_colour.g = room.intensity1 / 65534.0f;
    room.light_colour.b = room.intensity1 / 65534.0f;
    room.light_colour.a = 1.0f;
}