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https://github.com/EQEmu/Server.git
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Remove trailing whitespace
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+24
-24
@@ -10,22 +10,22 @@
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Father Nitwit's Zone to map conversion program.
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Copyright (C) 2004 Father Nitwit (eqemu@8ass.com)
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This thing uses code from freaku, so whatever license that comes under
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is relavent, if you care.
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the rest of it is GPL, even though I hate the GPL.
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; version 2 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY except by those people which sell it, which
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are required to give you total support for your newly bought product;
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without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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@@ -76,7 +76,7 @@ long BSPCountNodes(BSP_Node *tree, long node_number);
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int main(int argc, char *argv[]) {
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long DefaultRegionType=RegionTypeWater;
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if((argc < 2) ||
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(argc > 3) ||
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#ifndef WIN32
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@@ -90,9 +90,9 @@ int main(int argc, char *argv[]) {
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printf("\nIf -dl is omitted, untagged special regions will be marked as water\n");
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return(1);
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}
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char bufm[250];
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if(argc==3)
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DefaultRegionType=RegionTypeLava;
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sprintf(bufm, "%s.wtr", argv[argc-1]);
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@@ -110,15 +110,15 @@ bool BuildWaterMap(const char *shortname, long DefaultRegionType) {
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char bufs[96];
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Archive *archive;
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WLDLoader *fileloader;
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long WaterOrLavaCount = 0;
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long WaterOrLavaCount = 0;
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//TODO: clean up a LOT of memory that the freaku code does not
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sprintf(bufs, "%s.s3d", shortname);
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archive = new PFSLoader();
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FILE *s3df = fopen(bufs, "rb");
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if(s3df == nullptr) {
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// One day we may try EQG, but not today.
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@@ -131,8 +131,8 @@ bool BuildWaterMap(const char *shortname, long DefaultRegionType) {
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}
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printf("Loading %s...\n", bufs);
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fileloader = new WLDLoader();
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fileloader = new WLDLoader();
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if(fileloader->Open(nullptr, (char *) shortname, archive) == 0) {
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printf("Error reading WLD from %s\n", bufs);
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return(false);
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@@ -152,7 +152,7 @@ bool BuildWaterMap(const char *shortname, long DefaultRegionType) {
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case RegionTypeUnsupported: { printf("Unsupported\n"); break; }
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case RegionTypeUntagged: {
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printf("Untagged. We will set it to ");
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if(DefaultRegionType==RegionTypeWater) {
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if(DefaultRegionType==RegionTypeWater) {
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printf("Water\n");
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} else printf("Lava\n");
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data29->region_type = DefaultRegionType;
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@@ -172,7 +172,7 @@ bool BuildWaterMap(const char *shortname, long DefaultRegionType) {
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}
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if(tree==nullptr) {
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printf("No BSP Tree. Bailing out\n");
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return(false);
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@@ -184,12 +184,12 @@ bool BuildWaterMap(const char *shortname, long DefaultRegionType) {
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// Now we mark each leaf in the BSP tree that is in a 'special area' with what type the area is
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// Water, Lava, Zoneline etc
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for(int i=0; i<fileloader->fragcount; i++) {
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if(fileloader->frags[i]->type == 0x29) {
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data29 = (struct_Data29 *) fileloader->frags[i]->frag;
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for(long j=0; j<data29->region_count; j++) {
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BSPMarkRegion(tree, 1,data29->region_array[j]+1, data29->region_type);
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BSPMarkRegion(tree, 1,data29->region_array[j]+1, data29->region_type);
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}
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}
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}
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@@ -268,7 +268,7 @@ long BSPCountNodes(BSP_Node *tree, long node_number) {
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return(NodesInRightBranch + NodesInLeftBranch + 1);
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}
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long BSPFindRegion(BSP_Node *tree, long node_number, long region) {
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//printf("Find Region %ld in node %ld\n", region, node_number);
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@@ -281,7 +281,7 @@ long BSPFindRegion(BSP_Node *tree, long node_number, long region) {
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if(tree[node_number-1].region==region) return node_number;
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}
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long retnode ;
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if(tree[node_number-1].left!=0) {
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retnode = BSPFindRegion(tree, tree[node_number-1].left, region);
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@@ -303,15 +303,15 @@ long BSPFindNode(BSP_Node *tree, long node_number, float x, float y, float z) {
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printf("BSP Find Node, currently in Node %ld\n", node_number);
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// Are we at a leaf
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if((tree[node_number-1].left==0)&&
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(tree[node_number-1].right==0)) {
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return tree[node_number-1].region;
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}
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// No, so determine which side of the split plane we are on
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//
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distance = (x * tree[node_number-1].normal[0]) +
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(y * tree[node_number-1].normal[1]) +
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(z * tree[node_number-1].normal[2]) +
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@@ -341,7 +341,7 @@ long BSPFindNode(BSP_Node *tree, long node_number, float x, float y, float z) {
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}
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long BSPMarkRegion(BSP_Node *tree, long node_number, long region, int region_type) {
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//printf("Find Region %ld in node %ld\n", region, node_number);
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if(node_number<1) {
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@@ -369,7 +369,7 @@ long BSPMarkRegion(BSP_Node *tree, long node_number, long region, int region_typ
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return 0;
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}
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