ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/quadland.C
(Generate patch)

Comparing deliantra/server/server/quadland.C (file contents):
Revision 1.3 by root, Sun May 1 16:59:41 2011 UTC vs.
Revision 1.19 by root, Mon Oct 29 23:55:55 2012 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * 5 *
6 * Deliantra is free software: you can redistribute it and/or modify it under 6 * Deliantra is free software: you can redistribute it and/or modify it under
7 * the terms of the Affero GNU General Public License as published by the 7 * the terms of the Affero GNU General Public License as published by the
8 * Free Software Foundation, either version 3 of the License, or (at your 8 * Free Software Foundation, either version 3 of the License, or (at your
9 * option) any later version. 9 * option) any later version.
10 * 10 *
11 * This program is distributed in the hope that it will be useful, 11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of 12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details. 14 * GNU General Public License for more details.
15 * 15 *
16 * You should have received a copy of the Affero GNU General Public License 16 * You should have received a copy of the Affero GNU General Public License
17 * and the GNU General Public License along with this program. If not, see 17 * and the GNU General Public License along with this program. If not, see
18 * <http://www.gnu.org/licenses/>. 18 * <http://www.gnu.org/licenses/>.
19 * 19 *
20 * The authors can be reached via e-mail to <support@deliantra.net> 20 * The authors can be reached via e-mail to <support@deliantra.net>
21 */ 21 */
22 22
23#include <global.h> 23#include <global.h>
24 24
25#include "noise.h" 25#include "noise.h"
26
27/////////////////////////////////////////////////////////////////////////////
28
29static bool
30has_floor (maptile *m, sint16 x, sint16 y)
31{
32 mapxy pos (m, x, y);
33
34 if (!pos.normalise ())
35 return true;
36
37 mapspace &ms = pos.ms ();
38
39 for (object *ob = ms.bot; ob; ob = ob->above)
40 if (ob->arch->archname == shstr_quad_open_space)
41 return false;
42 else if (ob->flag [FLAG_IS_FLOOR])
43 return true;
44
45 return false;
46}
47
48void
49move_into_wall (object *ob, object *wall)
50{
51 bool visible = !wall->invisible && !ob->flag [FLAG_BLIND];
52
53 if (wall->flag [FLAG_IS_QUAD] && visible)
54 {
55 maptile *m = wall->map;
56
57 if (ob->map->tile_path [TILE_UP] && wall->map->tile_path [TILE_UP])
58 {
59 maptile *wall_up = wall->map->tile_available (TILE_UP);
60 maptile *ob_up = ob ->map->tile_available (TILE_UP);
61
62 if (wall_up && ob_up)
63 {
64 if (ob->blocked (ob_up, ob->x, ob->y) || has_floor (ob_up, ob->x, ob->y))
65 ob->failmsg (format ("Ouch, you hit your head while climbing the %s! H<Didn't you see the ceiling? :)>", query_name (wall)));
66 //TODO: reduce health
67 else if (ob->blocked (wall_up, wall->x, wall->y))
68 ob->failmsg (format ("You try to climb up, but the %s is too high for you! H<No free space on top of this block.>", query_name (wall)));
69 //TODO: reduce health
70 else
71 {
72 ob->statusmsg (format ("You successfully climb up the %s.", query_name (wall)));
73 // here we assume that ob is a player...
74 ob->enter_map (wall_up, wall->x, wall->y);
75 }
76 }
77 else
78 ob->failmsg (format ("You try to climb the %s, but you fall down! H<Try again.>", query_name (wall)));
79 }
80 else
81 ob->failmsg (format ("You fail to climb up the %s! H<You cannot climb up here.>", query_name (wall)));
82
83
84 return;
85 }
86
87 if (ob->contr->ns->bumpmsg)
88 {
89 ob->play_sound (sound_find ("bump_wall"));
90
91 ob->statusmsg (visible
92 ? format ("You bump into the %s.", query_name (wall))
93 : "You bump into something."
94 );
95 }
96}
97
98/////////////////////////////////////////////////////////////////////////////
99
100physics_queue::physics_queue ()
101{
102 i = 0;
103}
104
105physics_queue::~physics_queue ()
106{
107 while (object *ob = pop ())
108 ob->refcnt_dec ();
109}
110
111object *
112physics_queue::pop ()
113{
114 if (expect_true (i < size ()))
115 return (*this)[i++];
116
117 i = 0;
118 clear (); //TODO: this frees, but we do not want to free, unless really a lot of objects were queued
119 return 0;
120}
121
122inline unsigned int
123queue_of (tick_t tick)
124{
125 return tick & (PHYSICS_QUEUES - 1);
126}
127
128void update_physics (maptile *m, int x, int y)
129{
130}
131
132// handle physics updates
133void move_physics (object *ob)
134{
135}
136
137// preliminary slots docs
138// level - water level 1..7
139// value - pressure
140//
141
142static object *
143flow_to (maptile *m, sint16 x, sint16 y)
144{
145 if (!xy_normalise (m, x, y))
146 return 0;
147
148 mapspace &ms = m->at (x, y);
149
150 ms.update ();
151 if (ms.move_block & MOVE_WALK)
152 return 0;
153
154 for (object *w = ms.top; w; w = w->below)
155 if (w->type == PHYSICS)
156 if (w->subtype == ST_WATER_SOURCE)
157 return 0;
158 else if (w->subtype == ST_WATER_FLOW)
159 return w;
160
161 printf ("creating flow at %d,%d\n", x, y);//D
162 object *w = archetype::get (shstr_quad_water_flow);
163 w->level = 0;
164 w->value = 0;
165
166 m->insert (w, x, y);
167 m->queue_physics (w, 1);
168
169 return w;
170}
171
172static int
173find_ortho_flow (object *src, object **result)
174{
175 object **res = result;
176
177 for (int dir = 1; dir < 8; dir += 2)
178 {
179 mapxy pos (src->map, src->x, src->y);
180 pos.move (dir);
181 if (pos.normalise ())
182 if (object *w = flow_to (pos.m, pos.x, pos.y))
183 *res++ = w;
184 }
185
186 return res - result;
187}
188
189static bool
190water_set (object *w, int level, int pressure = -1)
191{
192 if (!level)
193 {
194 w->destroy ();
195 return true;
196 }
197
198 bool activity = false;
199
200 min_it (level, 7);
201
202 if (level != w->level)
203 {
204 w->level = level;
205 // update face
206 activity = true;
207 }
208
209 if (pressure != w->value && pressure >= 0)
210 {
211 w->value = pressure;
212 activity = true;
213 }
214
215 if (activity) // this is overkill, but...
216 w->map->queue_physics_at (w->x, w->y);
217
218 return activity;
219}
220
221static void
222run_physics (object *ob)
223{
224 //TODO: behaviour objects with virtual methods?
225 switch (ob->subtype)
226 {
227 case ST_WATER_SOURCE:
228 {
229 bool activity = false;
230
231 // water sources generate flowing water "everywhere", but are currently
232 // very simple otherwise.
233 if (!has_floor (ob->map, ob->x, ob->y) && ob->map->tile_path [TILE_DOWN])
234 if (maptile *m = ob->map->tile_available (TILE_DOWN))
235 {
236 if (object *w = flow_to (m, ob->x, ob->y))
237 activity = activity || water_set (w, 7);
238 }
239 else
240 activity = true;
241
242#if 0
243 object *w [4];
244 int w_cnt = find_ortho_flow (ob, w);
245
246 while (w_cnt--)
247 activity = activity || water_set (w [w_cnt], 7);
248
249 if (activity)
250 ob->map->queue_physics (ob, 1);
251#endif
252 }
253 break;
254
255 case ST_WATER_FLOW:
256#if 0
257 // flow down as much as possible
258 if (!has_floor (ob->map, ob->x, ob->y) && ob->map->tile_path [TILE_DOWN])
259 if (maptile *m = ob->map->tile_available (TILE_DOWN))
260 {
261 if (object *w = flow_to (m, ob->x, ob->y))
262 {
263 if (int flow = min (ob->level, 7 - w->level))
264 {
265 water_set (w, w->level + flow);
266 water_set (ob, w->level - flow);
267 if (!ob->level)
268 return; // we escaped downwards
269 }
270 else if (ob->level >= 5) // exert pressure -> does not count as activity
271 water_set (w, w->level, ob->value - 1);
272 }
273 }
274
275 if (ob->level >= 2)
276 {
277 object *ws [4];
278 int w_cnt = find_ortho_flow (ob, ws);
279
280 bool activity = false;
281
282 // distribute 1 to every neighbour that has less - should use some random ordering of course
283
284 while (w_cnt--)
285 {
286 object *w = ws [w_cnt];
287
288 if (w->level < ob->level - 1)
289 {
290 water_set (w, w->level + 1);
291 --ob->level;
292 activity = true;
293 }
294 }
295
296 if (activity)
297 ob->map->queue_physics (ob, 1);
298 }
299 else if (ob->level)
300 ;
301 else
302 ob->destroy ();
303#endif
304
305 // TODO: flow up with pressure
306 break;
307
308 default:
309 LOG (llevError, "object with unsupported physics subtype %d: %s\n", ob->subtype, ob->debug_desc ());
310 break;
311 }
312}
313
314int
315maptile::run_physics (tick_t tick, int max_objects)
316{
317 if (state != MAP_ACTIVE)
318 return 0;
319
320 int orig_max_object = max_objects;
321 physics_queue &q = pq [queue_of (server_tick)];
322
323 //if (q.size()) printf ("q %d < %d\n", q.i, (int)q.size());//D
324
325 while (object *ob = q.pop ())
326 {
327 ob->flag [FLAG_PHYSICS_QUEUE] = false;
328 ob->refcnt_dec ();
329
330 if (ob->map != this)
331 {
332 if (!ob->flag [FLAG_FREED])
333 {
334 LOG (llevError, "%s: physical object on wrong map\n", ob->debug_desc ());
335 //ob->map->queue_physics (ob);
336 }
337 }
338 else
339 {
340 //printf ("handling ob %s\n", ob->debug_desc());//D
341 ::run_physics (ob);
342 }
343
344 if (--max_objects <= 0)
345 break;
346 }
347
348 return orig_max_object - max_objects;
349}
350
351void
352maptile::queue_physics (object *ob, int after)
353{
354 if (!after) after = 14; //D
355 if (!ob->flag [FLAG_PHYSICS_QUEUE])
356 {
357 ob->flag [FLAG_PHYSICS_QUEUE] = true;
358 ob->refcnt_inc ();
359
360 pq [queue_of (server_tick + min (PHYSICS_QUEUES - 2, after))].push_back (ob);
361 }
362}
363
364static void
365queue_physics_at (maptile *m, int x, int y)
366{
367 mapspace &ms = m->at (x, y);
368
369 for (object *ob = ms.bot; ob; ob = ob->above)
370 if (ob->type == PHYSICS)
371 m->queue_physics (ob, 1);
372}
373
374// this mapspace has changed - potentially activate dormant physics objects
375// in the vicinity. vicinity is the 4 spaces around in the same z layer, and above and below.
376// TODO: maybe include diagonals in the same z-layer?
377// TODO: do not go through floors?
378void
379maptile::queue_physics_at (int x, int y)
380{
381 if (maptile *m = tile_available (TILE_DOWN))
382 ::queue_physics_at (m, x, y);
383
384 if (maptile *m = tile_available (TILE_UP))
385 ::queue_physics_at (m, x, y);
386
387 ::queue_physics_at (this, x, y);
388
389 for (int dir = 1; dir < 8; dir += 2)
390 {
391 mapxy pos (this, x, y);
392 pos.move (dir);
393 if (pos.normalise ())
394 ::queue_physics_at (pos.m, pos.x, pos.y);
395 }
396}
397
398void
399maptile::activate_physics ()
400{
401 // most of this is total overkill, but better be safe than sorry, eh?
402
403 coroapi::cede_to_tick ();
404
405 if (maptile *m = tile_map [TILE_UP])
406 for (mapspace *ms = spaces + size (); ms-- > spaces; )
407 ms->invalidate (); // invalidate faces, in case...
408
409 coroapi::cede_to_tick ();
410
411 for (mapspace *ms = spaces + size (); ms-- > spaces; )
412 for (object *op = ms->bot; op; op = op->above)
413 if (op->type == PHYSICS)
414 queue_physics (op, 0);
415}
416
417/////////////////////////////////////////////////////////////////////////////
26 418
27#define FANCY_GRAPHICS 0 419#define FANCY_GRAPHICS 0
28 420
29static void 421static void
30gen_quadspace (maptile *m, int mx, int my, int x, int y, int z) 422gen_quadspace (maptile *m, int mx, int my, int x, int y, int z)
62 454
63 const float N = (25000 - 1) * continent_scale; 455 const float N = (25000 - 1) * continent_scale;
64 456
65 // we clip a large border on the perturbed shape, to get irregular coastline 457 // we clip a large border on the perturbed shape, to get irregular coastline
66 // and then clip a smaller border around the real shape 458 // and then clip a smaller border around the real shape
67 continent = border_blend (-1.f, continent, P_continent , N, 400 * continent_scale); 459 //continent = border_blend (-1.f, continent, P_continent , N, 400 * continent_scale);
68 continent = border_blend (-1.f, continent, P * continent_scale + perturb * 0.1, N, 100 * continent_scale); 460 continent = border_blend (-1.f, continent, P * continent_scale + perturb * 0.1, N, 100 * continent_scale);
69 461
70 enum { 462 enum {
71 T_NONE, 463 T_NONE,
72 T_OCEAN, 464 T_OCEAN,
73 T_RIVER, 465 T_RIVER,
74 T_VALLEY, 466 T_VALLEY,
75 T_MOUNTAIN, 467 T_MOUNTAIN,
76 T_UNDERGROUND, 468 T_UNDERGROUND,
469 T_AIR, // unused
77 T_ACQUIFER, 470 T_ACQUIFER,
78 } t = T_NONE; 471 } t = T_NONE;
79 472
80 vec3d c; 473 vec3d c;
81 int h0 = 0; // "water level" 474 int h0 = 0; // "water level"
82 int h = 1000000; // height form heightmap 475 int h = 1000000; // height form heightmap
83 476
84 // the continent increases in height from 0 to ~700 levels in the absence of anything else 477 // the continent increases in height from 0 to ~700 levels in the absence of anything else
85 // thats about one step every 7 maps. 478 // thats about one step every 7 maps.
86 int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f); 479 int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f);
87 int river_height = base_height * 9 / 10; 480 int river_height = base_height; // * 9 / 10;
88 481
89 // add this to rivers to "dry them out" 482 // add this to rivers to "dry them out"
90 float dry_out = max (0.f, lerp (xy_gradient, 0.7f, 1.f, 0.f, 0.3f)); 483 float dry_out = max (0.f, lerp (xy_gradient, 0.7f, 1.f, 0.f, 0.3f));
91 484
92 static frac2d river_gen (2); 485 static frac2d river_gen (2);
93 float river1 = abs (river_gen.fBm (P * 0.001 + perturb * 4)) + dry_out; 486 float river1 = abs (river_gen.fBm (P * 0.001 + perturb * 4)) + dry_out;
94 float river2 = river_gen.ridgedmultifractal (P * 0.04, 0.8, 10) - y_gradient * 0.2 - 0.16 - dry_out; 487 float river2 = river_gen.ridgedmultifractal (P * 0.04, 0.8, 10) - y_gradient * 0.2 - 0.16 - dry_out;
95 488
96 float valley = river1 - 0.2f; 489 float valley = river1 - 0.2f;
97 490
98 static frac2d mountain_gen (8, 2.14, 0.5); 491 static frac2d mountain_gen (6, 2.14, 0.5);
99 float mountain = mountain_gen.ridgedmultifractal (P * 0.004); 492 float mountain = mountain_gen.ridgedmultifractal (P * 0.004);
100 493
101 //TODO: mountains should not lower the height, should they? 494 //TODO: mountains should not lower the height, should they?
102 t = valley < 0 ? T_VALLEY : T_MOUNTAIN; 495 t = valley < 0 ? T_VALLEY : T_MOUNTAIN;
103 c = blend0 (vec3d (0, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f); 496 c = blend0 (vec3d (0, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f);
104 h = blend0 (base_height + continent * 300, base_height + mountain * xy_gradient * 400, valley, 0.1f); 497 h = blend0 (base_height + continent * 0, base_height + mountain * xy_gradient * 100, valley, 0.1f);
105 498
106 if (river1 < 0.01f) 499 if (river1 < 0.01f)
107 { 500 {
108 // main rivers - they cut deeply into the mountains (base_height * 0.9f) 501 // main rivers - they cut deeply into the mountains (base_height * 0.9f)
502 // well, silly, they don't
109 t = T_RIVER; 503 t = T_RIVER;
110 c = vec3d (0.2, 0.2, 1); 504 c = vec3d (0.2, 0.2, 1);
111 h0 = river_height; 505 h0 = river_height;
112 min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -20, -1)); 506 min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -10, -1));
113 } 507 }
114 508
115 if (river2 > 0) 509 if (river2 > 0)
116 { 510 {
117 t = T_RIVER; 511 t = T_RIVER;
118 c = vec3d (0.2, 0.2, 1); 512 c = vec3d (0.2, 0.2, 1);
119 h0 = river_height; 513 h0 = river_height;
120 min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -5, -1)); 514 min_it (h, river_height + max (-5, lerp<float> (river2, 0.01f, 0, -4, -1)));
121 } 515 }
122 516
123 if (continent < 0) 517 if (continent < 0)
124 { 518 {
125 t = T_OCEAN; 519 t = T_OCEAN;
520 h0 = 0;
126 min_it (h, min (continent * 200, -1)); 521 min_it (h, min (continent * 200, -1));
127 c = vec3d (0, 0, 1); 522 c = vec3d (0, 0, 1);
128 } 523 }
129 524
130 // now we have the base height, and base terrain 525 // now we have the base height, and base terrain
135 530
136 max_it (h0, h); 531 max_it (h0, h);
137 532
138 // everything below the surface is underground, or a variant 533 // everything below the surface is underground, or a variant
139 if (z < h) 534 if (z < h)
140 {
141 t = T_UNDERGROUND; 535 t = T_UNDERGROUND;
142 }
143 536
144 // put acquifers a bit below the surface, to reduce them leaking out (will still happen) 537 // put acquifers a bit below the surface, to reduce them leaking out (will still happen)
145 if (z < h - 3) 538 if (z < h - 3)
146 { 539 {
147 static frac3d acquifer_gen (4); 540 static frac3d acquifer_gen (4);
151 { 544 {
152 t = T_ACQUIFER; 545 t = T_ACQUIFER;
153 c = vec3d (1,1,1); 546 c = vec3d (1,1,1);
154 } 547 }
155 } 548 }
549
550 //printf ("+%d+%d %d z %d h %d,%d P%g,%g\n", mx, my, t, z, h,h0, P[0],P[1]);//D
156 551
157 // TODO: caves 552 // TODO: caves
158 // TODO: chees areas 553 // TODO: chees areas
159 // TODO: minerals 554 // TODO: minerals
160 // TODO: monsters 555 // TODO: monsters
168 putc (clamp<int> (255 * c[2], 0, 255), stdout); 563 putc (clamp<int> (255 * c[2], 0, 255), stdout);
169#else 564#else
170 shstr arch_floor = shstr ("quad_open_space"); 565 shstr arch_floor = shstr ("quad_open_space");
171 shstr arch_wall; 566 shstr arch_wall;
172 567
568 // TODO: this is shit - we should never generatea water surface, but only
569 // water above the surface
173 switch (t) 570 switch (t)
174 { 571 {
175 case T_OCEAN: 572 case T_OCEAN:
573 if (z < h0)
574 arch_wall = shstr_quad_water_source;
575 else if (z == h0)
576 arch_floor = shstr ("quad_ocean_floor");
577 break;
578
176 case T_RIVER: 579 case T_RIVER:
177 if (z < h0) 580 if (z < h0)
581 arch_wall = shstr_quad_water_source;
582 else if (z == h0)
178 arch_wall = shstr ("quad_water_wall"); 583 arch_floor = shstr ("quad_water_floor");
179 break; 584 break;
180 585
181 case T_VALLEY: 586 case T_VALLEY:
182 if (z == h) 587 if (z == h)
183 arch_floor = shstr ("quad_dirt_floor"); 588 arch_floor = shstr ("quad_dirt_floor");
190 595
191 case T_UNDERGROUND: 596 case T_UNDERGROUND:
192 // todo, use a fractal 597 // todo, use a fractal
193 if (z < h - 10) 598 if (z < h - 10)
194 { 599 {
600 arch_floor = shstr ("quad_stone_floor");
601 arch_wall = shstr ("quad_stone_wall");
602 }
603 else
604 {
195 arch_floor = shstr ("quad_dirt_floor"); 605 arch_floor = shstr ("quad_dirt_floor");
196 arch_wall = shstr ("quad_dirt_wall"); 606 arch_wall = shstr ("quad_dirt_wall");
197 } 607 }
198 else
199 {
200 arch_floor = shstr ("quad_stone_floor");
201 arch_wall = shstr ("quad_stone_wall");
202 }
203 break; 608 break;
204 609
205 case T_ACQUIFER: 610 case T_ACQUIFER:
206 arch_wall = shstr ("quad_water_wall"); 611 arch_wall = shstr_quad_water_source;
207 break; 612 break;
208 613
209 default: 614 default:
210 abort (); 615 abort ();
211 } 616 }
227 for (int mx = 0; mx < 50; ++mx) 632 for (int mx = 0; mx < 50; ++mx)
228 for (int my = 0; my < 50; ++my) 633 for (int my = 0; my < 50; ++my)
229 gen_quadspace (m, mx, my, x + mx, y + my, z); 634 gen_quadspace (m, mx, my, x + mx, y + my, z);
230} 635}
231 636
637/////////////////////////////////////////////////////////////////////////////
638
232void noise_test (); 639void noise_test ();
233void noise_test () 640void noise_test ()
234{ 641{
235#if 1 642#if 1
236 int Nw = 700; 643 int Nw = 700;
250 { 657 {
251 if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw+50);//D 658 if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw+50);//D
252 659
253 for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 1000, y + 22000, 0); 660 for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 1000, y + 22000, 0);
254 for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 12500, y + 12500, 0); 661 for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 12500, y + 12500, 0);
255 for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 22000, y + 22500, 0); 662 for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 22000, y + 22000, 0);
256 } 663 }
257 664
258 //putc (127 * gen.noise (vec2d (x * 0.01, y * 0.01)) + 128, stdout); 665 //putc (127 * gen.noise (vec2d (x * 0.01, y * 0.01)) + 128, stdout);
259 //putc (256 * gen.terrain2 (x * 0.004, y * 0.004, 8), stdout); 666 //putc (256 * gen.terrain2 (x * 0.004, y * 0.004, 8), stdout);
260 //putc (256 * gen.fBm (vec2d(x * 0.01, y * 0.01), 16), stdout); 667 //putc (256 * gen.fBm (vec2d(x * 0.01, y * 0.01), 16), stdout);
319 } 726 }
320#endif 727#endif
321 728
322 exit (0); 729 exit (0);
323} 730}
731

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines