mirror of
https://github.com/nzp-team/fteqw.git
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d561772bb0
merged engine menus, native menus, game menus, plugin menus into a single layered menu interface, simplifying all the special-case input. engine confirmation prompts can now show regardless of underlaying menus, including above the console. skeletal formats can now provide their own way to build bones, for variable per-bone keyframes/interpolation methods/etc (used by gltf2). updated various plugins for the new api. removed qvm makefiles/scripts. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5530 fc73d0e0-1445-4013-8a0c-d673dee63da5
279 lines
No EOL
9.4 KiB
C
279 lines
No EOL
9.4 KiB
C
/*
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mod_terrain_create terrorgen; edit maps/terrorgen.hmp; map terrorgen
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you can use mod_terrain_convert to generate+save the entire map for redistribution to people without this particular plugin version, ensuring longevity.
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(this paticular command was meant to load+save the entire map, once mod_terrain_savever 2 is default...)
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FIXME: no way to speciffy which gen plugin to use for a particular map
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*/
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#include "../plugin.h"
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#include "glquake.h"
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#include "com_mesh.h"
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#include "gl_terrain.h"
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#define GENHIGHTSCALE 1024.0
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static plugterrainfuncs_t *terr;
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static plugmodfuncs_t *modfuncs;
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struct rndctx_s
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{
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unsigned int x, y, z, w;
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};
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unsigned int myrand(struct rndctx_s *ctx)
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{ //ripped from wikipedia (originally called xorshift128)
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unsigned int t = ctx->x ^ (ctx->x << 11);
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ctx->x = ctx->y; ctx->y = ctx->z; ctx->z = ctx->w;
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return ctx->w = ctx->w ^ (ctx->w >> 19) ^ t ^ (t >> 8);
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}
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float TerrorGen_PredCRandom(heightmap_t *hm, int x, int y)
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{
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int seed = atoi(hm->seed);
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struct rndctx_s rctx = {x*3421 ^ y*35231, y*23423, seed, seed+seed*4321+x*432+y*423+x*y}; //overflows are fine
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unsigned int r = myrand(&rctx);
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return ((r & 0xffffff) / (float)0x800000)-1;
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}
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float TerrorGen_CRandom(struct rndctx_s *rctx)
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{
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unsigned int r = myrand(rctx);
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return ((r & 0xffffff) / (float)0x800000)-1;
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}
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//the four corners are defined in advance.
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//size is a power-of-two, h must be sized pow(size+1,2)
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static void GenHeights(heightmap_t *hm, struct rndctx_s *rctx, float *h, int size, int sx, int sy, float scale)
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{
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int stride = size+1;
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int x, y;
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//borders are left, right, top, bottom
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while(size > 1)
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{
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int m = size/2;
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//find central points (diamond pattern)
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for (x = 0; x < stride-1; x += size)
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{
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for (y = 0; y < stride-1; y += size)
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{
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float mid = (h[(x)+(y)*stride] + h[(x+size)+(y)*stride] + h[(x)+(y+size)*stride] + h[(x+size)+(y+size)*stride])/4;
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mid += TerrorGen_CRandom(rctx)*scale;
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h[(x+m) + (y+m)*stride] = mid;
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}
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}
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//find square points (square pattern)
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for (x = 0; x < stride-1; x += size)
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{
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for (y = 0; y < stride-1; y += size)
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{
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float mid;
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//left side
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mid = h[(x)+(y)*stride];
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mid += h[(x)+(y+size)*stride];
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if (x != 0) //not an outer edges
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{
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mid += h[(x-m)+(y+m)*stride];
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mid += h[(x+m)+(y+m)*stride];
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mid = mid/4 + TerrorGen_CRandom(rctx)*scale;
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}
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else //outer edge doesn't look inwards, because any neighbouring block would not know it
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mid = mid/2 + TerrorGen_PredCRandom(hm, sx+x, sy+y+m)*scale;
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h[(x) + (y+m)*stride] = mid;
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//right
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mid = h[(x+size)+(y)*stride];
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mid += h[(x+size)+(y+size)*stride];
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if (x+size != stride-1) //not an outer edges
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{
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mid += h[(x+size-m)+(y+m)*stride];
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mid += h[(x+size+m)+(y+m)*stride];
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mid = mid/4 + TerrorGen_CRandom(rctx)*scale;
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}
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else //outer edge doesn't look inwards, because any neighbouring block would not know it
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mid = mid/2 + TerrorGen_PredCRandom(hm, sx+x+size, sy+y+m)*scale;
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h[(x+size) + (y+m)*stride] = mid;
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//top
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mid = h[(x)+(y)*stride];
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mid += h[(x+size)+(y)*stride];
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if (y != 0) //not an outer edges
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{
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mid += h[(x+m)+(y-m)*stride];
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mid += h[(x+m)+(y+m)*stride];
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mid = mid/4 + TerrorGen_CRandom(rctx)*scale;
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}
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else //outer edge doesn't look inwards, because any neighbouring block would not know it
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mid = mid/2 + TerrorGen_PredCRandom(hm, sx+x+m, sy+y)*scale;
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h[(x+m) + (y)*stride] = mid;
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//bottom
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mid = h[(x)+(y+size)*stride];
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mid += h[(x+size)+(y+size)*stride];
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if (y+size != stride-1) //not an outer edges
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{
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mid += h[(x+m)+(y+size-m)*stride];
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mid += h[(x+m)+(y+size+m)*stride];
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mid = mid/4 + TerrorGen_CRandom(rctx)*scale;
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}
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else //outer edge doesn't look inwards, because any neighbouring block would not know it
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mid = mid/2 + TerrorGen_PredCRandom(hm, sx+x+m, sy+y+size)*scale;
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h[(x+m) + (y+size)*stride] = mid;
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}
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}
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size = m;
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scale /= 2;
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}
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}
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static void TerrorGen_GenerateOne(heightmap_t *hm, struct rndctx_s *rctx, int sx, int sy, hmsection_t *s, float tl,float tr,float bl,float br)
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{
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int x,y,i;
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qbyte *lm;
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s->heights[0] = tl;
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s->heights[SECTHEIGHTSIZE-1] = tr;
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s->heights[0+(SECTHEIGHTSIZE-1)*SECTHEIGHTSIZE] = bl;
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s->heights[SECTHEIGHTSIZE-1+(SECTHEIGHTSIZE-1)*SECTHEIGHTSIZE] = br;
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GenHeights(hm, rctx, s->heights, SECTHEIGHTSIZE-1, sx*(SECTHEIGHTSIZE-1), sy*(SECTHEIGHTSIZE-1), GENHIGHTSCALE/16);
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s->flags |= TSF_RELIGHT;
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//pick the textures to blend between. I'm just hardcoding shit here. this is meant to be some sort example.
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Q_strlcpy(s->texname[0], "city4_2", sizeof(s->texname[0]));
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Q_strlcpy(s->texname[1], "ground1_2", sizeof(s->texname[1]));
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Q_strlcpy(s->texname[2], "ground1_8", sizeof(s->texname[2]));
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Q_strlcpy(s->texname[3], "ground1_1", sizeof(s->texname[3]));
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for (y = 0, i=0; y < SECTHEIGHTSIZE; y++)
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for (x = 0; x < SECTHEIGHTSIZE; x++, i++)
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{
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//calculate where it is in worldspace, if that's useful to you.
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// float wx = hm->sectionsize*(sx + x/(float)(SECTHEIGHTSIZE-1));
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// float wy = hm->sectionsize*(sy + y/(float)(SECTHEIGHTSIZE-1));
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//calculate the RGBA tint. these are floats, so you can oversaturate.
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s->colours[i][0] = 1;
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s->colours[i][1] = 1;
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s->colours[i][2] = 1;
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s->colours[i][3] = 1;
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}
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//make sure there's lightmap storage available
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terr->InitLightmap(s, /*fill with default values*/true);
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lm = terr->GetLightmap(s, 0, /*flag as edited*/true);
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if (lm)
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{ //pleaseworkpleaseworkpleasework
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for (y = 0; y < SECTTEXSIZE; y++, lm += (HMLMSTRIDE)*4)
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for (x = 0; x < SECTTEXSIZE; x++)
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{
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//calculate where it is in worldspace, if that's useful to you.
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float wx = hm->sectionsize*(sx + x/(float)(SECTTEXSIZE-1));
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float wy = hm->sectionsize*(sy + y/(float)(SECTTEXSIZE-1));
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//calc which texture to use
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//adds to 1, with texture[3] taking the remainder.
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lm[x*4+0] = max(0, 255 - 255*fabs(wx/1024));
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lm[x*4+1] = max(0, 255 - 255*fabs(wy/1024));
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lm[x*4+2] = min(lm[x*4+0],lm[x*4+1]);
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lm[x*4+0] -= lm[x*4+2];
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lm[x*4+1] -= lm[x*4+2];
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//logically: lm[x*4+3] = 255-(lm[x*4+0]+lm[x*4+1]+lm[x*4+2]);
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//however, the fourth channel is actually used as a lighting multiplier.
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lm[x*4+3] = 255;
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}
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}
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/* //insert the occasional mesh...
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if ((sx&3) == 0 && (sy&3) == 0)
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{
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vec3_t ang, org, axis[3];
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org[0] = hm->sectionsize*sx;
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org[1] = hm->sectionsize*sy;
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org[2] = 128;
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VectorClear(ang);
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ang[0] = sy*12.5; //lul
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ang[1] = sx*12.5;
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modfuncs->AngleVectors(ang, axis[0], axis[1], axis[2]);
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VectorNegate(axis[1],axis[1]); //axis[1] needs to be left, not right. silly quakeisms.
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//obviously you can insert mdls instead... preferably do that!
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terr->AddMesh(hm, TGS_NOLOAD, NULL, "maps/dm4.bsp", org, axis, 1);
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}*/
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}
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#define GENBLOCKSIZE 16
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static qboolean QDECL TerrorGen_GenerateBlock(heightmap_t *hm, int sx, int sy, unsigned int tgsflags)
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{
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float h[(GENBLOCKSIZE+1)*(GENBLOCKSIZE+1)];
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hmsection_t *sect[GENBLOCKSIZE*GENBLOCKSIZE];
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int mx = sx & ~(GENBLOCKSIZE-1);
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int my = sy & ~(GENBLOCKSIZE-1);
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struct rndctx_s rctx;
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int i;
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if (!terr->GenerateSections(hm, mx, my, GENBLOCKSIZE, sect))
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return false;
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for (i = 0; i < countof(h); i++)
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h[i] = -1024;
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//generate global height values
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h[ 0+ 0*(GENBLOCKSIZE+1)] = 0;//TerrorGen_PredRandom(hm, mx , my )*GENHIGHTSCALE*4;
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h[GENBLOCKSIZE+ 0*(GENBLOCKSIZE+1)] = 0;//TerrorGen_PredRandom(hm, mx+GENBLOCKSIZE, my )*GENHIGHTSCALE*4;
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h[ GENBLOCKSIZE*(GENBLOCKSIZE+1)] = 0;//TerrorGen_PredRandom(hm, mx , my+GENBLOCKSIZE)*GENHIGHTSCALE*4;
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h[GENBLOCKSIZE+GENBLOCKSIZE*(GENBLOCKSIZE+1)] = 0;//TerrorGen_PredRandom(hm, mx+GENBLOCKSIZE, my+GENBLOCKSIZE)*GENHIGHTSCALE*4;
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rctx.x = mx*4142^mx*523423;
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rctx.y = mx*4323;
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rctx.z = mx*234;
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rctx.w = 2535;
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GenHeights(hm, &rctx, h, GENBLOCKSIZE, (mx-CHUNKBIAS)*SECTHEIGHTSIZE, (my-CHUNKBIAS)*SECTHEIGHTSIZE, GENHIGHTSCALE);
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for (sy = 0; sy < GENBLOCKSIZE; sy++)
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{
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for (sx = 0; sx < GENBLOCKSIZE; sx++)
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{
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if (!sect[sx + sy*GENBLOCKSIZE])
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continue; //already in memory.
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//in case we skipped a section...
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rctx.x = (mx*4141^mx*523423) + sx*4231 + sy*539;
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rctx.y = mx*4323;
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rctx.z = mx*231+sy;
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rctx.w = 253553;
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TerrorGen_GenerateOne(hm, &rctx, mx+sx-CHUNKBIAS, my+sy-CHUNKBIAS, sect[sx + sy*GENBLOCKSIZE],
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h[(sx )+(sy )*(GENBLOCKSIZE+1)],
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h[(sx+1)+(sy )*(GENBLOCKSIZE+1)],
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h[(sx )+(sy+1)*(GENBLOCKSIZE+1)],
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h[(sx+1)+(sy+1)*(GENBLOCKSIZE+1)]);
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terr->FinishedSection(sect[sx + sy*GENBLOCKSIZE], true);
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}
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}
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return true;
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}
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static qboolean TerrorGen_Shutdown(void)
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{ //if its still us, make sure there's no dangling pointers.
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if (terr->AutogenerateSection == TerrorGen_GenerateBlock)
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terr->AutogenerateSection = NULL;
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return true;
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}
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qboolean Plug_Init(void)
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{
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modfuncs = plugfuncs->GetEngineInterface(plugmodfuncs_name, sizeof(*modfuncs));
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if (modfuncs && modfuncs->version < MODPLUGFUNCS_VERSION)
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modfuncs = NULL;
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terr = plugfuncs->GetEngineInterface(plugterrainfuncs_name, sizeof(*terr));
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if (!terr)
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return false;
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if (!plugfuncs->ExportFunction("Shutdown", TerrorGen_Shutdown))
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return false;
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terr->AutogenerateSection = TerrorGen_GenerateBlock;
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return true;
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} |