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[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:
parent
12e27aecee
commit
946e4fb036
7 changed files with 80 additions and 108 deletions
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@ -70,7 +70,7 @@ bool FileExists( const char* FileName )
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void Usage(char* prg)
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{
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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);
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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);
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exit(1);
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}
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@ -99,12 +99,6 @@ void HandleArgs(int argc, char * arg[])
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else
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Usage(arg[0]);
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break;
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case 'r':
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if(c + 1 < argc) // all ok
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iRes=atoi(arg[(c++) + 1]);
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else
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Usage(arg[0]);
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break;
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case 'e':
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if(c + 1 < argc) // all ok
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{
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Binary file not shown.
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@ -15,7 +15,6 @@
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#include "adt.h"
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#include "mpq_libmpq.h"
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uint32 iRes = 256;
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extern uint16 *areas;
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extern uint16 *LiqType;
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extern uint32 maxAreaId;
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@ -301,68 +300,6 @@ inline void LoadMapChunk(MPQFile &mf, chunk *_chunk)
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}
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}
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double solve (vec *v,vec *p)
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{
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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);
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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);
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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);
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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);
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// -d
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// plane equation ax+by+cz+d=0
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return ((a*p->x+c*p->z-d)/b);
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}
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inline double GetZ(double x, double z)
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{
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vec v[3];
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vec p;
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{
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// find out quadrant
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int xc = (int)(x / UNITSIZE);
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int zc = (int)(z / UNITSIZE);
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if(xc > 127) xc = 127;
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if(zc > 127) zc = 127;
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double lx = x - xc * UNITSIZE;
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double lz = z - zc * UNITSIZE;
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p.x = lx;
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p.z = lz;
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v[0].x = UNITSIZE / 2;
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v[0].y = cell->v8[xc][zc];
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v[0].z = UNITSIZE / 2;
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if(lx > lz)
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{
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v[1].x = UNITSIZE;
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v[1].y = cell->v9[xc + 1][zc];
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v[1].z = 0.0f;
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}
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else
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{
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v[1].x = 0.0f;
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v[1].y = cell->v9[xc][zc + 1];
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v[1].z = UNITSIZE;
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}
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if(lz > UNITSIZE - lx)
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{
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v[2].x = UNITSIZE;
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v[2].y = cell->v9[xc + 1][zc + 1];
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v[2].z = UNITSIZE;
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}
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else
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{
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v[2].x = 0.0f;
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v[2].y = cell->v9[xc][zc];
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v[2].z = 0.0f;
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}
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return -solve(v, &p);
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}
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}
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inline void TransformData()
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{
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cell = new Cell;
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@ -371,14 +308,14 @@ inline void TransformData()
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{
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for(uint32 y = 0; y < 128; ++y)
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{
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cell->v8[x][y] = (float)mcells->ch[x / 8][y / 8].v8[x % 8][y % 8];
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cell->v9[x][y] = (float)mcells->ch[x / 8][y / 8].v9[x % 8][y % 8];
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cell->v8[y][x] = (float)mcells->ch[x / 8][y / 8].v8[x % 8][y % 8];
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cell->v9[y][x] = (float)mcells->ch[x / 8][y / 8].v9[x % 8][y % 8];
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}
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// extra 1 point on bounds
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cell->v9[x][128] = (float)mcells->ch[x / 8][15].v9[x % 8][8];
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cell->v9[128][x] = (float)mcells->ch[x / 8][15].v9[x % 8][8];
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// x == y
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cell->v9[128][x] = (float)mcells->ch[15][x / 8].v9[8][x % 8];
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cell->v9[x][128] = (float)mcells->ch[15][x / 8].v9[8][x % 8];
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}
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@ -388,7 +325,7 @@ inline void TransformData()
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delete mcells;
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}
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const char MAP_MAGIC[] = "MAP_2.01";
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const char MAP_MAGIC[] = "MAP_3.00";
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bool ConvertADT(char *filename, char *filename2)
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{
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@ -434,18 +371,8 @@ bool ConvertADT(char *filename, char *filename2)
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TransformData();
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for(uint32 x = 0; x < iRes; ++x)
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{
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for(uint32 y = 0; y < iRes; ++y)
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{
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float z = (float)GetZ(
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(((double)(y)) * TILESIZE) / ((double)(iRes - 1)),
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(((double)(x)) * TILESIZE) / ((double)(iRes - 1)));
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fwrite(&z, 1, sizeof(z), output);
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}
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}
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fwrite(&cell->v9, 1, sizeof(cell->v9), output);
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fwrite(&cell->v8, 1, sizeof(cell->v8), output);
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fclose(output);
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delete cell;
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@ -49,7 +49,7 @@ class Player;
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#define TOTAL_NUMBER_OF_CELLS_PER_MAP (MAX_NUMBER_OF_GRIDS*MAX_NUMBER_OF_CELLS)
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#define MAP_RESOLUTION 256
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#define MAP_RESOLUTION 128
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#define MAP_SIZE (SIZE_OF_GRIDS*MAX_NUMBER_OF_GRIDS)
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#define MAP_HALFSIZE (MAP_SIZE/2)
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@ -43,7 +43,7 @@
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#define MAX_GRID_LOAD_TIME 50
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// magic *.map header
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const char MAP_MAGIC[] = "MAP_2.01";
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const char MAP_MAGIC[] = "MAP_3.00";
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GridState* si_GridStates[MAX_GRID_STATE];
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@ -1002,24 +1002,74 @@ float Map::GetHeight(float x, float y, float z, bool pUseVmaps) const
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{
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int lx_int = (int)lx;
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int ly_int = (int)ly;
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lx -= lx_int;
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ly -= ly_int;
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float zi[4];
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// Probe 4 nearest points (except border cases)
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zi[0] = gmap->Z[lx_int][ly_int];
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zi[1] = lx < MAP_RESOLUTION-1 ? gmap->Z[lx_int+1][ly_int] : zi[0];
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zi[2] = ly < MAP_RESOLUTION-1 ? gmap->Z[lx_int][ly_int+1] : zi[0];
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zi[3] = lx < MAP_RESOLUTION-1 && ly < MAP_RESOLUTION-1 ? gmap->Z[lx_int+1][ly_int+1] : zi[0];
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// Recalculate them like if their x,y positions were in the range 0,1
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float b[4];
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b[0] = zi[0];
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b[1] = zi[1]-zi[0];
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b[2] = zi[2]-zi[0];
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b[3] = zi[0]-zi[1]-zi[2]+zi[3];
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// Normalize the dx and dy to be in range 0..1
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float fact_x = lx - lx_int;
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float fact_y = ly - ly_int;
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// Use the simplified bilinear equation, as described in [url="http://en.wikipedia.org/wiki/Bilinear_interpolation"]http://en.wikipedia.org/wiki/Bilinear_interpolation[/url]
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float _mapheight = b[0] + (b[1]*fact_x) + (b[2]*fact_y) + (b[3]*fact_x*fact_y);
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// Height stored as: h5 - its v8 grid, h1-h4 - its v9 grid
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// +--------------> X
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// | h1-------h2 Coordinates is:
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// | | \ 1 / | h1 0,0
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// | | \ / | h2 0,1
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// | | 2 h5 3 | h3 1,0
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// | | / \ | h4 1,1
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// | | / 4 \ | h5 1/2,1/2
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// | h3-------h4
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// V Y
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// For find height need
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// 1 - detect triangle
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// 2 - solve linear equation from triangle points
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// Calculate coefficients for solve h = a*x + b*y + c
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float a,b,c;
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// Select triangle:
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if (lx+ly < 1)
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{
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if (lx > ly)
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{
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// 1 triangle (h1, h2, h5 points)
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float h1 = gmap->v9[lx_int][ly_int];
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float h2 = gmap->v9[lx_int+1][ly_int];
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float h5 = 2 * gmap->v8[lx_int][ly_int];
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a = h2-h1;
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b = h5-h1-h2;
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c = h1;
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}
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else
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{
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// 2 triangle (h1, h3, h5 points)
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float h1 = gmap->v9[lx_int][ly_int];
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float h3 = gmap->v9[lx_int][ly_int+1];
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float h5 = 2 * gmap->v8[lx_int][ly_int];
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a = h5 - h1 - h3;
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b = h3 - h1;
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c = h1;
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}
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}
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else
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{
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if (lx > ly)
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{
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// 3 triangle (h2, h4, h5 points)
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float h2 = gmap->v9[lx_int+1][ly_int];
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float h4 = gmap->v9[lx_int+1][ly_int+1];
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float h5 = 2 * gmap->v8[lx_int][ly_int];
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a = h2 + h4 - h5;
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b = h4 - h2;
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c = h5 - h4;
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}
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else
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{
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// 4 triangle (h3, h4, h5 points)
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float h3 = gmap->v9[lx_int][ly_int+1];
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float h4 = gmap->v9[lx_int+1][ly_int+1];
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float h5 = 2 * gmap->v8[lx_int][ly_int];
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a = h4 - h3;
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b = h3 + h4 - h5;
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c = h5 - h4;
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}
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}
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// Calculate height
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float _mapheight = a * lx + b * ly + c;
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// look from a bit higher pos to find the floor, ignore under surface case
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if(z + 2.0f > _mapheight)
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@ -73,7 +73,8 @@ typedef struct
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uint16 area_flag[16][16];
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uint8 terrain_type[16][16];
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float liquid_level[128][128];
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float Z[MAP_RESOLUTION][MAP_RESOLUTION];
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float v9[MAP_RESOLUTION + 1][MAP_RESOLUTION + 1];
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float v8[MAP_RESOLUTION][MAP_RESOLUTION];
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}GridMap;
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struct CreatureMover
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "7290"
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#define REVISION_NR "7291"
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#endif // __REVISION_NR_H__
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