[7291] Better map height calculation by use client data format.

Need re extract map files by use new ad.exe
Signed-off-by: DiSlord <dislord@nomail.com>
This commit is contained in:
DiSlord 2009-02-17 21:06:09 +03:00
parent 12e27aecee
commit 946e4fb036
7 changed files with 80 additions and 108 deletions

View file

@ -70,7 +70,7 @@ bool FileExists( const char* FileName )
void Usage(char* prg)
{
printf("Usage:\n%s -[var] [value]\n-i set input path\n-o set output path\n-r set resolution\n-e extract only MAP(1)/DBC(2) - standard: both(3)\nExample: %s -r 256 -i \"c:\\games\\game\"", prg, prg);
printf("Usage:\n%s -[var] [value]\n-i set input path\n-o set output path\n-e extract only MAP(1)/DBC(2) - standard: both(3)\nExample: %s -r 256 -i \"c:\\games\\game\"", prg, prg);
exit(1);
}
@ -99,12 +99,6 @@ void HandleArgs(int argc, char * arg[])
else
Usage(arg[0]);
break;
case 'r':
if(c + 1 < argc) // all ok
iRes=atoi(arg[(c++) + 1]);
else
Usage(arg[0]);
break;
case 'e':
if(c + 1 < argc) // all ok
{

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@ -15,7 +15,6 @@
#include "adt.h"
#include "mpq_libmpq.h"
uint32 iRes = 256;
extern uint16 *areas;
extern uint16 *LiqType;
extern uint32 maxAreaId;
@ -301,68 +300,6 @@ inline void LoadMapChunk(MPQFile &mf, chunk *_chunk)
}
}
double solve (vec *v,vec *p)
{
double a = v[0].y * (v[1].z - v[2].z) + v[1].y * (v[2].z - v[0].z) + v[2].y * (v[0].z - v[1].z);
double b = v[0].z * (v[1].x - v[2].x) + v[1].z * (v[2].x - v[0].x) + v[2].z * (v[0].x - v[1].x);
double c = v[0].x * (v[1].y - v[2].y) + v[1].x * (v[2].y - v[0].y) + v[2].x * (v[0].y - v[1].y);
double d = v[0].x * (v[1].y * v[2].z - v[2].y * v[1].z) + v[1].x * (v[2].y * v[0].z - v[0].y * v[2].z) + v[2].x * (v[0].y * v[1].z - v[1].y * v[0].z);
// -d
// plane equation ax+by+cz+d=0
return ((a*p->x+c*p->z-d)/b);
}
inline double GetZ(double x, double z)
{
vec v[3];
vec p;
{
// find out quadrant
int xc = (int)(x / UNITSIZE);
int zc = (int)(z / UNITSIZE);
if(xc > 127) xc = 127;
if(zc > 127) zc = 127;
double lx = x - xc * UNITSIZE;
double lz = z - zc * UNITSIZE;
p.x = lx;
p.z = lz;
v[0].x = UNITSIZE / 2;
v[0].y = cell->v8[xc][zc];
v[0].z = UNITSIZE / 2;
if(lx > lz)
{
v[1].x = UNITSIZE;
v[1].y = cell->v9[xc + 1][zc];
v[1].z = 0.0f;
}
else
{
v[1].x = 0.0f;
v[1].y = cell->v9[xc][zc + 1];
v[1].z = UNITSIZE;
}
if(lz > UNITSIZE - lx)
{
v[2].x = UNITSIZE;
v[2].y = cell->v9[xc + 1][zc + 1];
v[2].z = UNITSIZE;
}
else
{
v[2].x = 0.0f;
v[2].y = cell->v9[xc][zc];
v[2].z = 0.0f;
}
return -solve(v, &p);
}
}
inline void TransformData()
{
cell = new Cell;
@ -371,14 +308,14 @@ inline void TransformData()
{
for(uint32 y = 0; y < 128; ++y)
{
cell->v8[x][y] = (float)mcells->ch[x / 8][y / 8].v8[x % 8][y % 8];
cell->v9[x][y] = (float)mcells->ch[x / 8][y / 8].v9[x % 8][y % 8];
cell->v8[y][x] = (float)mcells->ch[x / 8][y / 8].v8[x % 8][y % 8];
cell->v9[y][x] = (float)mcells->ch[x / 8][y / 8].v9[x % 8][y % 8];
}
// extra 1 point on bounds
cell->v9[x][128] = (float)mcells->ch[x / 8][15].v9[x % 8][8];
cell->v9[128][x] = (float)mcells->ch[x / 8][15].v9[x % 8][8];
// x == y
cell->v9[128][x] = (float)mcells->ch[15][x / 8].v9[8][x % 8];
cell->v9[x][128] = (float)mcells->ch[15][x / 8].v9[8][x % 8];
}
@ -388,7 +325,7 @@ inline void TransformData()
delete mcells;
}
const char MAP_MAGIC[] = "MAP_2.01";
const char MAP_MAGIC[] = "MAP_3.00";
bool ConvertADT(char *filename, char *filename2)
{
@ -434,18 +371,8 @@ bool ConvertADT(char *filename, char *filename2)
TransformData();
for(uint32 x = 0; x < iRes; ++x)
{
for(uint32 y = 0; y < iRes; ++y)
{
float z = (float)GetZ(
(((double)(y)) * TILESIZE) / ((double)(iRes - 1)),
(((double)(x)) * TILESIZE) / ((double)(iRes - 1)));
fwrite(&z, 1, sizeof(z), output);
}
}
fwrite(&cell->v9, 1, sizeof(cell->v9), output);
fwrite(&cell->v8, 1, sizeof(cell->v8), output);
fclose(output);
delete cell;

View file

@ -49,7 +49,7 @@ class Player;
#define TOTAL_NUMBER_OF_CELLS_PER_MAP (MAX_NUMBER_OF_GRIDS*MAX_NUMBER_OF_CELLS)
#define MAP_RESOLUTION 256
#define MAP_RESOLUTION 128
#define MAP_SIZE (SIZE_OF_GRIDS*MAX_NUMBER_OF_GRIDS)
#define MAP_HALFSIZE (MAP_SIZE/2)

View file

@ -43,7 +43,7 @@
#define MAX_GRID_LOAD_TIME 50
// magic *.map header
const char MAP_MAGIC[] = "MAP_2.01";
const char MAP_MAGIC[] = "MAP_3.00";
GridState* si_GridStates[MAX_GRID_STATE];
@ -1002,24 +1002,74 @@ float Map::GetHeight(float x, float y, float z, bool pUseVmaps) const
{
int lx_int = (int)lx;
int ly_int = (int)ly;
lx -= lx_int;
ly -= ly_int;
float zi[4];
// Probe 4 nearest points (except border cases)
zi[0] = gmap->Z[lx_int][ly_int];
zi[1] = lx < MAP_RESOLUTION-1 ? gmap->Z[lx_int+1][ly_int] : zi[0];
zi[2] = ly < MAP_RESOLUTION-1 ? gmap->Z[lx_int][ly_int+1] : zi[0];
zi[3] = lx < MAP_RESOLUTION-1 && ly < MAP_RESOLUTION-1 ? gmap->Z[lx_int+1][ly_int+1] : zi[0];
// Recalculate them like if their x,y positions were in the range 0,1
float b[4];
b[0] = zi[0];
b[1] = zi[1]-zi[0];
b[2] = zi[2]-zi[0];
b[3] = zi[0]-zi[1]-zi[2]+zi[3];
// Normalize the dx and dy to be in range 0..1
float fact_x = lx - lx_int;
float fact_y = ly - ly_int;
// Use the simplified bilinear equation, as described in [url="http://en.wikipedia.org/wiki/Bilinear_interpolation"]http://en.wikipedia.org/wiki/Bilinear_interpolation[/url]
float _mapheight = b[0] + (b[1]*fact_x) + (b[2]*fact_y) + (b[3]*fact_x*fact_y);
// Height stored as: h5 - its v8 grid, h1-h4 - its v9 grid
// +--------------> X
// | h1-------h2 Coordinates is:
// | | \ 1 / | h1 0,0
// | | \ / | h2 0,1
// | | 2 h5 3 | h3 1,0
// | | / \ | h4 1,1
// | | / 4 \ | h5 1/2,1/2
// | h3-------h4
// V Y
// For find height need
// 1 - detect triangle
// 2 - solve linear equation from triangle points
// Calculate coefficients for solve h = a*x + b*y + c
float a,b,c;
// Select triangle:
if (lx+ly < 1)
{
if (lx > ly)
{
// 1 triangle (h1, h2, h5 points)
float h1 = gmap->v9[lx_int][ly_int];
float h2 = gmap->v9[lx_int+1][ly_int];
float h5 = 2 * gmap->v8[lx_int][ly_int];
a = h2-h1;
b = h5-h1-h2;
c = h1;
}
else
{
// 2 triangle (h1, h3, h5 points)
float h1 = gmap->v9[lx_int][ly_int];
float h3 = gmap->v9[lx_int][ly_int+1];
float h5 = 2 * gmap->v8[lx_int][ly_int];
a = h5 - h1 - h3;
b = h3 - h1;
c = h1;
}
}
else
{
if (lx > ly)
{
// 3 triangle (h2, h4, h5 points)
float h2 = gmap->v9[lx_int+1][ly_int];
float h4 = gmap->v9[lx_int+1][ly_int+1];
float h5 = 2 * gmap->v8[lx_int][ly_int];
a = h2 + h4 - h5;
b = h4 - h2;
c = h5 - h4;
}
else
{
// 4 triangle (h3, h4, h5 points)
float h3 = gmap->v9[lx_int][ly_int+1];
float h4 = gmap->v9[lx_int+1][ly_int+1];
float h5 = 2 * gmap->v8[lx_int][ly_int];
a = h4 - h3;
b = h3 + h4 - h5;
c = h5 - h4;
}
}
// Calculate height
float _mapheight = a * lx + b * ly + c;
// look from a bit higher pos to find the floor, ignore under surface case
if(z + 2.0f > _mapheight)

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@ -73,7 +73,8 @@ typedef struct
uint16 area_flag[16][16];
uint8 terrain_type[16][16];
float liquid_level[128][128];
float Z[MAP_RESOLUTION][MAP_RESOLUTION];
float v9[MAP_RESOLUTION + 1][MAP_RESOLUTION + 1];
float v8[MAP_RESOLUTION][MAP_RESOLUTION];
}GridMap;
struct CreatureMover

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@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "7290"
#define REVISION_NR "7291"
#endif // __REVISION_NR_H__