Example #1
0
void TR_Level::read_tr_level(SDL_RWops * const src, bool demo_or_ub)
{
    uint32_t i;

    // Version
    uint32_t file_version = read_bitu32(src);

    if (file_version != 0x00000020)
        Sys_extError("Wrong level version");

    this->num_textiles = 0;
    this->num_room_textiles = 0;
    this->num_obj_textiles = 0;
    this->num_bump_textiles = 0;
    this->num_misc_textiles = 0;
    this->read_32bit_textiles = false;

    this->textile8_count = this->num_textiles = read_bitu32(src);
    this->textile8 = (tr_textile8_t*)malloc(this->textile8_count * sizeof(tr_textile8_t));
    for (i = 0; i < this->textile8_count; i++)
        read_tr_textile8(src, this->textile8[i]);

    // Unused
    if (read_bitu32(src) != 0)
        Sys_extWarn("Bad value for 'unused'");

    this->rooms_count = read_bitu16(src);
    this->rooms = (tr5_room_t*)calloc(this->rooms_count, sizeof(tr5_room_t));
    for (i = 0; i < this->rooms_count; i++)
        read_tr_room(src, this->rooms[i]);

    this->floor_data_size = read_bitu32(src);
    this->floor_data = (uint16_t*)malloc(this->floor_data_size * sizeof(uint16_t));
    for(i = 0; i < this->floor_data_size; i++)
        this->floor_data[i] = read_bitu16(src);

    read_mesh_data(src);

    this->animations_count = read_bitu32(src);
    this->animations = (tr_animation_t*)malloc(this->animations_count * sizeof(tr_animation_t));
    for (i = 0; i < this->animations_count; i++)
        read_tr_animation(src, this->animations[i]);

    this->state_changes_count = read_bitu32(src);
    this->state_changes = (tr_state_change_t*)malloc(this->state_changes_count * sizeof(tr_state_change_t));
    for (i = 0; i < this->state_changes_count; i++)
        read_tr_state_changes(src, this->state_changes[i]);

    this->anim_dispatches_count = read_bitu32(src);
    this->anim_dispatches = (tr_anim_dispatch_t*)malloc(this->anim_dispatches_count * sizeof(tr_anim_dispatch_t));
    for (i = 0; i < this->anim_dispatches_count; i++)
        read_tr_anim_dispatches(src, this->anim_dispatches[i]);

    this->anim_commands_count = read_bitu32(src);
    this->anim_commands = (int16_t*)malloc(this->anim_commands_count * sizeof(int16_t));
    for (i = 0; i < this->anim_commands_count; i++)
        this->anim_commands[i] = read_bit16(src);

    this->mesh_tree_data_size = read_bitu32(src);
    this->mesh_tree_data = (uint32_t*)malloc(this->mesh_tree_data_size * sizeof(uint32_t));
    for (i = 0; i < this->mesh_tree_data_size; i++)
        this->mesh_tree_data[i] = read_bitu32(src);                     // 4 bytes

    read_frame_moveable_data(src);

    // try to fix ugly stick
    for (i = 0; i < this->animations_count; i++)
    {
        uint32_t frame_offset = this->animations[i].frame_offset / 2;
        this->animations[i].frame_size = this->frame_data[frame_offset + 9] * 2 + 10;
    }

    this->static_meshes_count = read_bitu32(src);
    this->static_meshes = (tr_staticmesh_t*)malloc(this->static_meshes_count * sizeof(tr_staticmesh_t));
    for (i = 0; i < this->static_meshes_count; i++)
        read_tr_staticmesh(src, this->static_meshes[i]);

    this->object_textures_count = read_bitu32(src);
    this->object_textures = (tr4_object_texture_t*)malloc(this->object_textures_count * sizeof(tr4_object_texture_t));
    for (i = 0; i < this->object_textures_count; i++)
        read_tr_object_texture(src, this->object_textures[i]);

    this->sprite_textures_count = read_bitu32(src);
    this->sprite_textures = (tr_sprite_texture_t*)malloc(this->sprite_textures_count * sizeof(tr_sprite_texture_t));
    for (i = 0; i < this->sprite_textures_count; i++)
        read_tr_sprite_texture(src, this->sprite_textures[i]);

    this->sprite_sequences_count = read_bitu32(src);
    this->sprite_sequences = (tr_sprite_sequence_t*)malloc(this->sprite_sequences_count * sizeof(tr_sprite_sequence_t));
    for (i = 0; i < this->sprite_sequences_count; i++)
        read_tr_sprite_sequence(src, this->sprite_sequences[i]);

    if (demo_or_ub)
        read_tr_palette(src, this->palette);

    this->cameras_count = read_bitu32(src);
    this->cameras = (tr_camera_t*)malloc(this->cameras_count * sizeof(tr_camera_t));
    for (i = 0; i < this->cameras_count; i++)
    {
        this->cameras[i].x = read_bit32(src);
        this->cameras[i].y = read_bit32(src);
        this->cameras[i].z = read_bit32(src);

        this->cameras[i].room = read_bit16(src);
        this->cameras[i].unknown1 = read_bitu16(src);
    }

    this->sound_sources_count = read_bitu32(src);
    this->sound_sources = (tr_sound_source_t*)malloc(this->sound_sources_count * sizeof(tr_sound_source_t));
    for(i = 0; i < this->sound_sources_count; i++)
    {
        this->sound_sources[i].x = read_bit32(src);
        this->sound_sources[i].y = read_bit32(src);
        this->sound_sources[i].z = read_bit32(src);

        this->sound_sources[i].sound_id = read_bitu16(src);
        this->sound_sources[i].flags = read_bitu16(src);
    }

    this->boxes_count = read_bitu32(src);
    this->boxes = (tr_box_t*)malloc(this->boxes_count * sizeof(tr_box_t));
    for (i = 0; i < this->boxes_count; i++)
        read_tr_box(src, this->boxes[i]);

    this->overlaps_count = read_bitu32(src);
    this->overlaps = (uint16_t*)malloc(this->overlaps_count * sizeof(uint16_t));
    for (i = 0; i < this->overlaps_count; i++)
        this->overlaps[i] = read_bitu16(src);

    // Zones
    SDL_RWseek(src, this->boxes_count * 12, RW_SEEK_CUR);

    this->animated_textures_count = read_bitu32(src);
    this->animated_textures_uv_count = 0; // No UVRotate in TR1
    this->animated_textures = (uint16_t*)malloc(this->animated_textures_count * sizeof(uint16_t));
    for (i = 0; i < this->animated_textures_count; i++)
    {
        this->animated_textures[i] = read_bitu16(src);
    }

    this->items_count = read_bitu32(src);
    this->items = (tr2_item_t*)malloc(this->items_count * sizeof(tr2_item_t));
    for (i = 0; i < this->items_count; i++)
        read_tr_item(src, this->items[i]);

    read_tr_lightmap(src, this->lightmap);

    if (!demo_or_ub)
        read_tr_palette(src, this->palette);

    this->cinematic_frames_count = read_bitu16(src);
    this->cinematic_frames = (tr_cinematic_frame_t*)malloc(this->cinematic_frames_count * sizeof(tr_cinematic_frame_t));
    for (i = 0; i < this->cinematic_frames_count; i++)
    {
        read_tr_cinematic_frame(src, this->cinematic_frames[i]);
    }

    this->demo_data_count = read_bitu16(src);
    this->demo_data = (uint8_t*)malloc(this->demo_data_count * sizeof(uint8_t));
    for(i=0; i < this->demo_data_count; i++)
        this->demo_data[i] = read_bitu8(src);

    // Soundmap
    this->soundmap = (int16_t*)malloc(TR_AUDIO_MAP_SIZE_TR1 * sizeof(int16_t));
    for(i=0; i < TR_AUDIO_MAP_SIZE_TR1; i++)
        this->soundmap[i] = read_bit16(src);

    this->sound_details_count = read_bitu32(src);
    this->sound_details = (tr_sound_details_t*)malloc(this->sound_details_count * sizeof(tr_sound_details_t));

    for(i = 0; i < this->sound_details_count; i++)
    {
        this->sound_details[i].sample = read_bitu16(src);
        this->sound_details[i].volume = read_bitu16(src);
        this->sound_details[i].chance = read_bitu16(src);
        this->sound_details[i].num_samples_and_flags_1 = read_bitu8(src);
        this->sound_details[i].flags_2 = read_bitu8(src);
        this->sound_details[i].sound_range = TR_AUDIO_DEFAULT_RANGE;
        this->sound_details[i].pitch = (int16_t)TR_AUDIO_DEFAULT_PITCH;
    }

    // LOAD SAMPLES

    // In TR1, samples are embedded into level file as solid block, preceded by
    // block size in bytes. Sample block is followed by sample indices array.

    this->samples_count = 0;
    this->samples_data_size = read_bitu32(src);
    this->samples_data = (uint8_t*)malloc(this->samples_data_size * sizeof(uint8_t));
    for(i=0; i < this->samples_data_size; i++)
    {
        this->samples_data[i] = read_bitu8(src);
        if((i >= 4) && (*((uint32_t*)(this->samples_data+i-4)) == 0x46464952))   /// RIFF
        {
            this->samples_count++;
        }
    }

    this->sample_indices_count = read_bitu32(src);
    this->sample_indices = (uint32_t*)malloc(this->sample_indices_count * sizeof(uint32_t));
    for(i=0; i < this->sample_indices_count; i++)
        this->sample_indices[i] = read_bitu32(src);
}
Example #2
0
void TR_Level::read_tr2_level(SDL_RWops * const src, bool demo)
{
    uint32_t i;

    // Version
    uint32_t file_version = read_bitu32(src);

    if (file_version != 0x0000002d)
        Sys_extError("Wrong level version");

    read_tr_palette(src, this->palette);
    read_tr2_palette16(src, this->palette16);

    this->num_textiles = 0;
    this->num_room_textiles = 0;
    this->num_obj_textiles = 0;
    this->num_bump_textiles = 0;
    this->num_misc_textiles = 0;
    this->read_32bit_textiles = false;

    this->textile8_count = this->num_textiles = read_bitu32(src);
    this->textile8 = (tr_textile8_t*)malloc(this->textile8_count * sizeof(tr_textile8_t));
    for (i = 0; i < this->textile8_count; i++)
        read_tr_textile8(src, this->textile8[i]);
    this->textile16_count = this->textile8_count;
        this->textile16 = (tr2_textile16_t*)malloc(this->textile16_count * sizeof(tr2_textile16_t));
    for (i = 0; i < this->textile16_count; i++)
        read_tr2_textile16(src, this->textile16[i]);

    // Unused
    if (read_bitu32(src) != 0)
        Sys_extWarn("Bad value for 'unused'");

    this->rooms_count = read_bitu16(src);
    this->rooms = (tr5_room_t*)calloc(this->rooms_count, sizeof(tr5_room_t));
    for (i = 0; i < this->rooms_count; i++)
        read_tr2_room(src, this->rooms[i]);

    this->floor_data_size = read_bitu32(src);
    this->floor_data = (uint16_t*)malloc(this->floor_data_size * sizeof(uint16_t));
    for(i = 0; i < this->floor_data_size; i++)
        this->floor_data[i] = read_bitu16(src);

    read_mesh_data(src);

    this->animations_count = read_bitu32(src);
    this->animations = (tr_animation_t*)malloc(this->animations_count * sizeof(tr_animation_t));
    for (i = 0; i < this->animations_count; i++)
        read_tr_animation(src, this->animations[i]);

    this->state_changes_count = read_bitu32(src);
    this->state_changes = (tr_state_change_t*)malloc(this->state_changes_count * sizeof(tr_state_change_t));
    for (i = 0; i < this->state_changes_count; i++)
        read_tr_state_changes(src, this->state_changes[i]);

    this->anim_dispatches_count = read_bitu32(src);
    this->anim_dispatches = (tr_anim_dispatch_t*)malloc(this->anim_dispatches_count * sizeof(tr_anim_dispatch_t));
    for (i = 0; i < this->anim_dispatches_count; i++)
        read_tr_anim_dispatches(src, this->anim_dispatches[i]);

    this->anim_commands_count = read_bitu32(src);
    this->anim_commands = (int16_t*)malloc(this->anim_commands_count * sizeof(int16_t));
    for (i = 0; i < this->anim_commands_count; i++)
        this->anim_commands[i] = read_bit16(src);

    this->mesh_tree_data_size = read_bitu32(src);
    this->mesh_tree_data = (uint32_t*)malloc(this->mesh_tree_data_size * sizeof(uint32_t));
    for (i = 0; i < this->mesh_tree_data_size; i++)
        this->mesh_tree_data[i] = read_bitu32(src);                     // 4 bytes

    read_frame_moveable_data(src);

    this->static_meshes_count = read_bitu32(src);
    this->static_meshes = (tr_staticmesh_t*)malloc(this->static_meshes_count * sizeof(tr_staticmesh_t));
    for (i = 0; i < this->static_meshes_count; i++)
        read_tr_staticmesh(src, this->static_meshes[i]);

    this->object_textures.resize( read_bitu32(src) );
    for (i = 0; i < this->object_textures.size(); i++)
        read_tr_object_texture(src, this->object_textures[i]);

    this->sprite_textures.resize( read_bitu32(src) );
    for (i = 0; i < this->sprite_textures.size(); i++)
        read_tr_sprite_texture(src, this->sprite_textures[i]);

    this->sprite_sequences_count = read_bitu32(src);
    this->sprite_sequences = (tr_sprite_sequence_t*)malloc(this->sprite_sequences_count * sizeof(tr_sprite_sequence_t));
    for (i = 0; i < this->sprite_sequences_count; i++)
        read_tr_sprite_sequence(src, this->sprite_sequences[i]);

    if (demo)
        read_tr_lightmap(src, this->lightmap);

    this->cameras_count = read_bitu32(src);
    this->cameras = (tr_camera_t*)malloc(this->cameras_count * sizeof(tr_camera_t));
    for (i = 0; i < this->cameras_count; i++)
    {
        this->cameras[i].x = read_bit32(src);
        this->cameras[i].y = read_bit32(src);
        this->cameras[i].z = read_bit32(src);

        this->cameras[i].room = read_bit16(src);
        this->cameras[i].unknown1 = read_bitu16(src);
    }

    this->sound_sources_count = read_bitu32(src);
    this->sound_sources = (tr_sound_source_t*)malloc(this->sound_sources_count * sizeof(tr_sound_source_t));
    for(i = 0; i < this->sound_sources_count; i++)
    {
        this->sound_sources[i].x = read_bit32(src);
        this->sound_sources[i].y = read_bit32(src);
        this->sound_sources[i].z = read_bit32(src);

        this->sound_sources[i].sound_id = read_bitu16(src);
        this->sound_sources[i].flags = read_bitu16(src);
    }

    this->boxes_count = read_bitu32(src);
    this->boxes = (tr_box_t*)malloc(this->boxes_count * sizeof(tr_box_t));
    for (i = 0; i < this->boxes_count; i++)
        read_tr2_box(src, this->boxes[i]);

    this->overlaps_count = read_bitu32(src);
    this->overlaps = (uint16_t*)malloc(this->overlaps_count * sizeof(uint16_t));
    for (i = 0; i < this->overlaps_count; i++)
        this->overlaps[i] = read_bitu16(src);

    // Zones
    SDL_RWseek(src, this->boxes_count * 20, RW_SEEK_CUR);

    this->animated_textures_count = read_bitu32(src);
    this->animated_textures_uv_count = 0; // No UVRotate in TR2
    this->animated_textures = (uint16_t*)malloc(this->animated_textures_count * sizeof(uint16_t));
    for (i = 0; i < this->animated_textures_count; i++)
    {
        this->animated_textures[i] = read_bitu16(src);
    }

    this->items_count = read_bitu32(src);
    this->items = (tr2_item_t*)malloc(this->items_count * sizeof(tr2_item_t));
    for (i = 0; i < this->items_count; i++)
        read_tr2_item(src, this->items[i]);

    if (!demo)
        read_tr_lightmap(src, this->lightmap);

    this->cinematic_frames_count = read_bitu16(src);
    this->cinematic_frames = (tr_cinematic_frame_t*)malloc(this->cinematic_frames_count * sizeof(tr_cinematic_frame_t));
    for (i = 0; i < this->cinematic_frames_count; i++)
    {
        read_tr_cinematic_frame(src, this->cinematic_frames[i]);
    }

    this->demo_data_count = read_bitu16(src);
    this->demo_data = (uint8_t*)malloc(this->demo_data_count * sizeof(uint8_t));
    for(i=0; i < this->demo_data_count; i++)
        this->demo_data[i] = read_bitu8(src);

    // Soundmap
    this->soundmap = (int16_t*)malloc(TR_AUDIO_MAP_SIZE_TR2 * sizeof(int16_t));
    for(i=0; i < TR_AUDIO_MAP_SIZE_TR2; i++)
        this->soundmap[i] = read_bit16(src);

    this->sound_details_count = read_bitu32(src);
    this->sound_details = (tr_sound_details_t*)malloc(this->sound_details_count * sizeof(tr_sound_details_t));

    for(i = 0; i < this->sound_details_count; i++)
    {
        this->sound_details[i].sample = read_bitu16(src);
        this->sound_details[i].volume = read_bitu16(src);
        this->sound_details[i].chance = read_bitu16(src);
        this->sound_details[i].num_samples_and_flags_1 = read_bitu8(src);
        this->sound_details[i].flags_2 = read_bitu8(src);
        this->sound_details[i].sound_range = TR_AUDIO_DEFAULT_RANGE;
        this->sound_details[i].pitch = (int16_t)TR_AUDIO_DEFAULT_PITCH;
    }

    this->sample_indices_count = read_bitu32(src);
    this->sample_indices = (uint32_t*)malloc(this->sample_indices_count * sizeof(uint32_t));
    for(i=0; i < this->sample_indices_count; i++)
        this->sample_indices[i] = read_bitu32(src);

    // remap all sample indices here
    for(i = 0; i < this->sound_details_count; i++)
    {
        if(this->sound_details[i].sample < this->sample_indices_count)
        {
            this->sound_details[i].sample = this->sample_indices[this->sound_details[i].sample];
        }
    }

    // LOAD SAMPLES

    // In TR2, samples are stored in separate file called MAIN.SFX.
    // If there is no such files, no samples are loaded.

    SDL_RWops *newsrc = SDL_RWFromFile(this->sfx_path, "rb");
    if (newsrc == NULL)
    {
        Sys_extWarn("read_tr2_level: failed to open \"%s\"! No samples loaded.", this->sfx_path);
    }
    else
    {
        this->samples_data.resize( SDL_RWsize(newsrc) );
        this->samples_count = 0;
        for(i = 0; i < this->samples_data.size(); i++)
        {
            this->samples_data[i] = read_bitu8(newsrc);
            if((i >= 4) && (*((uint32_t*)(this->samples_data.data()+i-4)) == 0x46464952))   /// RIFF
            {
                this->samples_count++;
            }
        }

        SDL_RWclose(newsrc);
        newsrc = NULL;
    }
}
Example #3
0
void TR_Level::read_tr3_level(SDL_RWops * const src)
{
	bitu32 i;

	// Version
	bitu32 file_version = read_bitu32(src);

	if ((file_version != 0xFF080038) && (file_version != 0xFF180038) /*&& (file_version != 0xFF180034) */ )
		throw TR_ReadError ("Wrong level version", __FILE__, __LINE__, RCSID);

	read_tr_palette(src, this->palette);
	read_tr2_palette16(src, this->palette16);

	this->num_textiles = 0;
	this->num_room_textiles = 0;
	this->num_obj_textiles = 0;
	this->num_bump_textiles = 0;
	this->num_misc_textiles = 0;
	this->read_32bit_textiles = false;

	this->num_textiles = read_bitu32(src);
	this->textile8.resize(this->num_textiles);
	for (i = 0; i < this->num_textiles; i++)
		read_tr_textile8(src, this->textile8[i]);
	this->textile16.resize(this->num_textiles);
	for (i = 0; i < this->num_textiles; i++)
		read_tr2_textile16(src, this->textile16[i]);

	// Unused
	if (read_bitu32(src) != 0)
		throw TR_ReadError ("Bad value for 'unused'", __FILE__, __LINE__, RCSID);

	this->rooms.resize(read_bitu16(src));
	for (i = 0; i < this->rooms.size(); i++)
		read_tr3_room(src, this->rooms[i]);

	this->floor_data.resize(read_bitu32(src));
	SDL_RWseek(src, this->floor_data.size() * 2, SEEK_CUR);

	read_mesh_data(src);

	this->animations.resize(read_bitu32(src));
	for (i = 0; i < this->animations.size(); i++)
		read_tr_animation(src, this->animations[i]);

	this->state_changes.resize(read_bitu32(src));
	SDL_RWseek(src, this->state_changes.size() * 6, SEEK_CUR);

	this->anim_dispatches.resize(read_bitu32(src));
	SDL_RWseek(src, this->anim_dispatches.size() * 8, SEEK_CUR);

	this->anim_commands.resize(read_bitu32(src));
	SDL_RWseek(src, this->anim_commands.size() * 2, SEEK_CUR);

	bitu32 num_mesh_trees = read_bitu32(src);

	if ((num_mesh_trees % 4) != 0)
		throw TR_ReadError ("read_tr3_level: num_mesh_trees % 4 != 0", __FILE__, __LINE__, RCSID);

	num_mesh_trees /= 4;
	this->mesh_trees.resize(num_mesh_trees);
	for (i = 0; i < this->mesh_trees.size(); i++)
		read_tr_meshtree(src, this->mesh_trees[i]);

	read_frame_moveable_data(src);

	this->static_meshes.resize(read_bitu32(src));
	for (i = 0; i < this->static_meshes.size(); i++)
		read_tr_staticmesh(src, this->static_meshes[i]);

	this->sprite_textures.resize(read_bitu32(src));
	for (i = 0; i < this->sprite_textures.size(); i++)
		read_tr_sprite_texture(src, this->sprite_textures[i]);

	this->sprite_sequences.resize(read_bitu32(src));
	for (i = 0; i < this->sprite_sequences.size(); i++)
		read_tr_sprite_sequence(src, this->sprite_sequences[i]);

	this->cameras.resize(read_bitu32(src));
	SDL_RWseek(src, this->cameras.size() * 16, SEEK_CUR);

	this->sound_sources.resize(read_bitu32(src));
	SDL_RWseek(src, this->sound_sources.size() * 16, SEEK_CUR);

	this->boxes.resize(read_bitu32(src));
	SDL_RWseek(src, this->boxes.size() * 8, SEEK_CUR);

	this->overlaps.resize(read_bitu32(src));
	SDL_RWseek(src, this->overlaps.size() * 2, SEEK_CUR);

	// Zones
	SDL_RWseek(src, this->boxes.size() * 20, SEEK_CUR);

	this->animated_textures.resize(read_bitu32(src));
	SDL_RWseek(src, this->animated_textures.size() * 2, SEEK_CUR);

	this->object_textures.resize(read_bitu32(src));
	for (i = 0; i < this->object_textures.size(); i++)
		read_tr_object_texture(src, this->object_textures[i]);

	this->items.resize(read_bitu32(src));
	for (i = 0; i < this->items.size(); i++)
		read_tr3_item(src, this->items[i]);

	read_tr_lightmap(src, this->lightmap);

	this->cinematic_frames.resize(read_bitu16(src));
	SDL_RWseek(src, this->cinematic_frames.size() * 16, SEEK_CUR);

	this->demo_data.resize(read_bitu16(src));
	SDL_RWseek(src, this->demo_data.size(), SEEK_CUR);

	// Soundmap
	SDL_RWseek(src, 2 * 370, SEEK_CUR);

	this->sound_details.resize(read_bitu32(src));
	SDL_RWseek(src, this->sound_details.size() * 8, SEEK_CUR);

	this->sample_indices.resize(read_bitu32(src));
	SDL_RWseek(src, this->sample_indices.size() * 4, SEEK_CUR);
}
Example #4
0
void TR_Level::read_tr5_level(SDL_RWops * const src)
{
    uint32_t i;
    uint8_t *comp_buffer = NULL;
    uint8_t *uncomp_buffer = NULL;
    SDL_RWops *newsrc = NULL;

    // Version
    uint32_t file_version = read_bitu32(src);

    if (file_version != 0x00345254)
        Sys_extError("Wrong level version");

    this->num_textiles = 0;
    this->num_room_textiles = 0;
    this->num_obj_textiles = 0;
    this->num_bump_textiles = 0;
    this->num_misc_textiles = 0;
    this->read_32bit_textiles = false;

    uint32_t uncomp_size;
    uint32_t comp_size;
    unsigned long size;

    this->num_room_textiles = read_bitu16(src);
    this->num_obj_textiles = read_bitu16(src);
    this->num_bump_textiles = read_bitu16(src);
    this->num_misc_textiles = 3;
    this->num_textiles = this->num_room_textiles + this->num_obj_textiles + this->num_bump_textiles + this->num_misc_textiles;

    uncomp_size = read_bitu32(src);
    if (uncomp_size == 0)
        Sys_extError("read_tr5_level: textiles32 uncomp_size == 0");

    comp_size = read_bitu32(src);
    if (comp_size > 0) {
        uncomp_buffer = new uint8_t[uncomp_size];

        this->textile32.resize( this->num_textiles );
        comp_buffer = new uint8_t[comp_size];

        if (SDL_RWread(src, comp_buffer, 1, comp_size) < comp_size)
            Sys_extError("read_tr5_level: textiles32");

        size = uncomp_size;
        if (uncompress(uncomp_buffer, &size, comp_buffer, comp_size) != Z_OK)
            Sys_extError("read_tr5_level: uncompress");

        if (size != uncomp_size)
            Sys_extError("read_tr5_level: uncompress size mismatch");
        delete [] comp_buffer;

        comp_buffer = NULL;
        if ((newsrc = SDL_RWFromMem(uncomp_buffer, uncomp_size)) == NULL)
            Sys_extError("read_tr5_level: SDL_RWFromMem");

        for (i = 0; i < (this->num_textiles - this->num_misc_textiles); i++)
            read_tr4_textile32(newsrc, this->textile32[i]);
        SDL_RWclose(newsrc);
        newsrc = NULL;
        delete [] uncomp_buffer;

        uncomp_buffer = NULL;
        this->read_32bit_textiles = true;
    }

    uncomp_size = read_bitu32(src);
    if (uncomp_size == 0)
        Sys_extError("read_tr5_level: textiles16 uncomp_size == 0");

    comp_size = read_bitu32(src);
    if (comp_size > 0) {
        if (this->textile32.empty()) {
            uncomp_buffer = new uint8_t[uncomp_size];

            this->textile16_count = this->num_textiles;
            this->textile16 = (tr2_textile16_t*)malloc(this->textile16_count * sizeof(tr2_textile16_t));
            comp_buffer = new uint8_t[comp_size];

            if (SDL_RWread(src, comp_buffer, 1, comp_size) < comp_size)
                Sys_extError("read_tr5_level: textiles16");

            size = uncomp_size;
            if (uncompress(uncomp_buffer, &size, comp_buffer, comp_size) != Z_OK)
                Sys_extError("read_tr5_level: uncompress");

            if (size != uncomp_size)
                Sys_extError("read_tr5_level: uncompress size mismatch");
            delete [] comp_buffer;

            comp_buffer = NULL;
            if ((newsrc = SDL_RWFromMem(uncomp_buffer, uncomp_size)) == NULL)
                Sys_extError("read_tr5_level: SDL_RWFromMem");

            for (i = 0; i < (this->num_textiles - this->num_misc_textiles); i++)
                read_tr2_textile16(newsrc, this->textile16[i]);
            SDL_RWclose(newsrc);
            newsrc = NULL;
            delete [] uncomp_buffer;

            uncomp_buffer = NULL;
        } else {
            SDL_RWseek(src, comp_size, SEEK_CUR);
        }
    }

    uncomp_size = read_bitu32(src);
    if (uncomp_size == 0)
        Sys_extError("read_tr5_level: textiles32d uncomp_size == 0");

    comp_size = read_bitu32(src);
    if (comp_size > 0) {
        uncomp_buffer = new uint8_t[uncomp_size];

        if ((uncomp_size / (256 * 256 * 4)) > 3)
            Sys_extWarn("read_tr5_level: num_misc_textiles > 3");

        if (this->textile32.empty())
        {
            this->textile32.resize( this->num_misc_textiles );
        }

        comp_buffer = new uint8_t[comp_size];

        if (SDL_RWread(src, comp_buffer, 1, comp_size) < comp_size)
            Sys_extError("read_tr5_level: misc_textiles");

        size = uncomp_size;
        if (uncompress(uncomp_buffer, &size, comp_buffer, comp_size) != Z_OK)
            Sys_extError("read_tr5_level: uncompress");

        if (size != uncomp_size)
            Sys_extError("read_tr5_level: uncompress size mismatch");
        delete [] comp_buffer;

        comp_buffer = NULL;
        if ((newsrc = SDL_RWFromMem(uncomp_buffer, uncomp_size)) == NULL)
            Sys_extError("read_tr5_level: SDL_RWFromMem");

        for (i = (this->num_textiles - this->num_misc_textiles); i < this->num_textiles; i++)
            read_tr4_textile32(newsrc, this->textile32[i]);
        SDL_RWclose(newsrc);
        newsrc = NULL;
        delete [] uncomp_buffer;

        uncomp_buffer = NULL;
    }

    // flags?
    /*
       I found 2 flags in the TR5 file format. Directly after the sprite textures are 2 ints as a flag. The first one is the lara type:
       0 Normal
       3 Catsuit
       4 Divesuit
       6 Invisible

       The second one is the weather type (effects all outside rooms):
       0 No weather
       1 Rain
       2 Snow (in title.trc these are red triangles falling from the sky).
     */
    i = read_bitu16(src);
    i = read_bitu16(src);
    if (read_bitu32(src) != 0)
        Sys_extWarn("Bad value for flags[1]");

    if (read_bitu32(src) != 0)
        Sys_extWarn("Bad value for flags[2]");

    if (read_bitu32(src) != 0)
        Sys_extWarn("Bad value for flags[3]");

    if (read_bitu32(src) != 0)
        Sys_extWarn("Bad value for flags[4]");

    if (read_bitu32(src) != 0)
        Sys_extWarn("Bad value for flags[5]");

    if (read_bitu32(src) != 0)
        Sys_extWarn("Bad value for flags[6]");

    if (read_bitu32(src) != 0)
        Sys_extWarn("Bad value for flags[7]");

    // LevelDataSize1
    read_bitu32(src);
    // LevelDataSize2
    read_bitu32(src);

    // Unused
    if (read_bitu32(src) != 0)
        Sys_extWarn("Bad value for 'unused'");

    this->rooms_count = read_bitu32(src);
    this->rooms = (tr5_room_t*)calloc(this->rooms_count, sizeof(tr5_room_t));
    for (i = 0; i < this->rooms_count; i++)
        read_tr5_room(src, this->rooms[i]);

    this->floor_data_size = read_bitu32(src);
    this->floor_data = (uint16_t*)malloc(this->floor_data_size * sizeof(uint16_t));
    for(i = 0; i < this->floor_data_size; i++)
        this->floor_data[i] = read_bitu16(src);

    read_mesh_data(src);

    this->animations_count = read_bitu32(src);
    this->animations = (tr_animation_t*)malloc(this->animations_count * sizeof(tr_animation_t));
    for (i = 0; i < this->animations_count; i++)
    {
        read_tr4_animation(src, this->animations[i]);
    }

    this->state_changes_count = read_bitu32(src);
    this->state_changes = (tr_state_change_t*)malloc(this->state_changes_count * sizeof(tr_state_change_t));
    for (i = 0; i < this->state_changes_count; i++)
        read_tr_state_changes(src, this->state_changes[i]);

    this->anim_dispatches_count = read_bitu32(src);
    this->anim_dispatches = (tr_anim_dispatch_t*)malloc(this->anim_dispatches_count * sizeof(tr_anim_dispatch_t));
    for (i = 0; i < this->anim_dispatches_count; i++)
        read_tr_anim_dispatches(src, this->anim_dispatches[i]);

    this->anim_commands_count = read_bitu32(src);
    this->anim_commands = (int16_t*)malloc(this->anim_commands_count * sizeof(int16_t));
    for (i = 0; i < this->anim_commands_count; i++)
        this->anim_commands[i] = read_bit16(src);

    this->mesh_tree_data_size = read_bitu32(src);
    this->mesh_tree_data = (uint32_t*)malloc(this->mesh_tree_data_size * sizeof(uint32_t));
    for (i = 0; i < this->mesh_tree_data_size; i++)
        this->mesh_tree_data[i] = read_bitu32(src);                     // 4 bytes

    read_frame_moveable_data(src);

    this->static_meshes_count = read_bitu32(src);
    this->static_meshes = (tr_staticmesh_t*)malloc(this->static_meshes_count * sizeof(tr_staticmesh_t));
    for (i = 0; i < this->static_meshes_count; i++)
        read_tr_staticmesh(src, this->static_meshes[i]);

    if (read_bit8(src) != 'S')
        Sys_extError("read_tr5_level: 'SPR' not found");

    if (read_bit8(src) != 'P')
        Sys_extError("read_tr5_level: 'SPR' not found");

    if (read_bit8(src) != 'R')
        Sys_extError("read_tr5_level: 'SPR' not found");

    if (read_bit8(src) != 0)
        Sys_extError("read_tr5_level: 'SPR' not found");

    this->sprite_textures.resize( read_bitu32(src) );
    for (i = 0; i < this->sprite_textures.size(); i++)
        read_tr4_sprite_texture(src, this->sprite_textures[i]);

    this->sprite_sequences_count = read_bitu32(src);
    this->sprite_sequences = (tr_sprite_sequence_t*)malloc(this->sprite_sequences_count * sizeof(tr_sprite_sequence_t));
    for (i = 0; i < this->sprite_sequences_count; i++)
        read_tr_sprite_sequence(src, this->sprite_sequences[i]);

    this->cameras_count = read_bitu32(src);
    this->cameras = (tr_camera_t*)malloc(this->cameras_count * sizeof(tr_camera_t));
    for (i = 0; i < this->cameras_count; i++)
    {
        this->cameras[i].x = read_bit32(src);
        this->cameras[i].y = read_bit32(src);
        this->cameras[i].z = read_bit32(src);

        this->cameras[i].room = read_bit16(src);
        this->cameras[i].unknown1 = read_bitu16(src);
    }

    this->flyby_cameras_count = read_bitu32(src);
    this->flyby_cameras = (tr4_flyby_camera_t*)malloc(this->flyby_cameras_count * sizeof(tr4_flyby_camera_t));
    for (i = 0; i < this->flyby_cameras_count; i++)
    {
        this->flyby_cameras[i].cam_x = read_bit32(src);
        this->flyby_cameras[i].cam_y = read_bit32(src);
        this->flyby_cameras[i].cam_z = read_bit32(src);
        this->flyby_cameras[i].target_x = read_bit32(src);
        this->flyby_cameras[i].target_y = read_bit32(src);
        this->flyby_cameras[i].target_z = read_bit32(src);

        this->flyby_cameras[i].sequence = read_bit8(src);
        this->flyby_cameras[i].index    = read_bit8(src);

        this->flyby_cameras[i].fov   = read_bitu16(src);
        this->flyby_cameras[i].roll  = read_bitu16(src);
        this->flyby_cameras[i].timer = read_bitu16(src);
        this->flyby_cameras[i].speed = read_bitu16(src);
        this->flyby_cameras[i].flags = read_bitu16(src);

        this->flyby_cameras[i].room_id = read_bitu32(src);
    }

    this->sound_sources_count = read_bitu32(src);
    this->sound_sources = (tr_sound_source_t*)malloc(this->sound_sources_count * sizeof(tr_sound_source_t));
    for(i = 0; i < this->sound_sources_count; i++)
    {
        this->sound_sources[i].x = read_bit32(src);
        this->sound_sources[i].y = read_bit32(src);
        this->sound_sources[i].z = read_bit32(src);

        this->sound_sources[i].sound_id = read_bitu16(src);
        this->sound_sources[i].flags = read_bitu16(src);
    }

    this->boxes_count = read_bitu32(src);
    this->boxes = (tr_box_t*)malloc(this->boxes_count * sizeof(tr_box_t));
    for (i = 0; i < this->boxes_count; i++)
        read_tr2_box(src, this->boxes[i]);

    this->overlaps_count = read_bitu32(src);
    this->overlaps = (uint16_t*)malloc(this->overlaps_count * sizeof(uint16_t));
    for (i = 0; i < this->overlaps_count; i++)
        this->overlaps[i] = read_bitu16(src);

    // Zones
    SDL_RWseek(src, this->boxes_count * 20, SEEK_CUR);

    this->animated_textures_count = read_bitu32(src);
    this->animated_textures = (uint16_t*)malloc(this->animated_textures_count * sizeof(uint16_t));
    for (i = 0; i < this->animated_textures_count; i++)
    {
        this->animated_textures[i] = read_bitu16(src);
    }

    this->animated_textures_uv_count = read_bitu8(src);

    if (read_bit8(src) != 'T')
        Sys_extError("read_tr5_level: '\\0TEX' not found");

    if (read_bit8(src) != 'E')
        Sys_extError("read_tr5_level: '\\0TEX' not found");

    if (read_bit8(src) != 'X')
        Sys_extError("read_tr5_level: '\\0TEX' not found");

    if (read_bit8(src) != 0)
        Sys_extError("read_tr5_level: '\\0TEX' not found");

    this->object_textures.resize( read_bitu32(src) );
    for (i = 0; i < this->object_textures.size(); i++)
    {
        read_tr4_object_texture(src, this->object_textures[i]);
        if (read_bitu16(src) != 0)
            Sys_extWarn("read_tr5_level: obj_tex trailing bitu16 != 0");
    }

    this->items_count = read_bitu32(src);
    this->items = (tr2_item_t*)malloc(this->items_count * sizeof(tr2_item_t));
    for (i = 0; i < this->items_count; i++)
        read_tr4_item(src, this->items[i]);

    this->ai_objects_count = read_bitu32(src);
    this->ai_objects = (tr4_ai_object_t*)malloc(this->ai_objects_count * sizeof(tr4_ai_object_t));
    for(i=0; i < this->ai_objects_count; i++)
    {
        this->ai_objects[i].object_id = read_bitu16(src);
        this->ai_objects[i].room = read_bitu16(src);

        this->ai_objects[i].x = read_bit32(src);
        this->ai_objects[i].y = read_bit32(src);
        this->ai_objects[i].z = read_bit32(src);                            // 16

        this->ai_objects[i].ocb = read_bitu16(src);
        this->ai_objects[i].flags = read_bitu16(src);                       // 20
        this->ai_objects[i].angle = read_bit32(src);                        // 24
    }

    this->demo_data_count = read_bitu16(src);
    this->demo_data = (uint8_t*)malloc(this->demo_data_count * sizeof(uint8_t));
    for(i=0; i < this->demo_data_count; i++)
        this->demo_data[i] = read_bitu8(src);

    // Soundmap
    this->soundmap = (int16_t*)malloc(TR_AUDIO_MAP_SIZE_TR5 * sizeof(int16_t));
    for(i=0; i < TR_AUDIO_MAP_SIZE_TR5; i++)
        this->soundmap[i] = read_bit16(src);

    this->sound_details_count = read_bitu32(src);
    this->sound_details = (tr_sound_details_t*)malloc(this->sound_details_count * sizeof(tr_sound_details_t));

    for(i=0; i < this->sound_details_count; i++)
    {
        this->sound_details[i].sample = read_bitu16(src);
        this->sound_details[i].volume = (uint16_t)read_bitu8(src);        // n x 2.6
        this->sound_details[i].sound_range = (uint16_t)read_bitu8(src);   // n as is
        this->sound_details[i].chance = (uint16_t)read_bitu8(src);        // If n = 99, n = 0 (max. chance)
        this->sound_details[i].pitch = (int16_t)read_bit8(src);           // n as is
        this->sound_details[i].num_samples_and_flags_1 = read_bitu8(src);
        this->sound_details[i].flags_2 = read_bitu8(src);
    }

    this->sample_indices_count = read_bitu32(src);
    this->sample_indices = (uint32_t*)malloc(this->sample_indices_count * sizeof(uint32_t));
    for(i=0; i < this->sample_indices_count; i++)
        this->sample_indices[i] = read_bitu32(src);

    SDL_RWseek(src, 6, SEEK_CUR);   // In TR5, sample indices are followed by 6 0xCD bytes. - correct - really 0xCDCDCDCDCDCD

    // LOAD SAMPLES
    i = read_bitu32(src);                                                       // Read num samples
    if(i)
    {
        this->samples_count = i;
        // Since sample data is the last part, we simply load whole last
        // block of file as single array.
        this->samples_data.resize( SDL_RWsize(src) - SDL_RWtell(src) );
        for(i = 0; i < this->samples_data.size(); i++)
            this->samples_data[i] = read_bitu8(src);
    }
}