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Comparing deliantra/server/server/quadland.C (file contents):
Revision 1.3 by root, Sun May 1 16:59:41 2011 UTC vs.
Revision 1.22 by root, Fri Nov 18 04:27:42 2016 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 (©) 2011,2012,2013,2014,2015,2016 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 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
172#if 0
173static int
174find_ortho_flow (object *src, object **result)
175{
176 object **res = result;
177
178 for (int dir = 1; dir < 8; dir += 2)
179 {
180 mapxy pos (src->map, src->x, src->y);
181 pos.move (dir);
182 if (pos.normalise ())
183 if (object *w = flow_to (pos.m, pos.x, pos.y))
184 *res++ = w;
185 }
186
187 return res - result;
188}
189#endif
190
191static bool
192water_set (object *w, int level, int pressure = -1)
193{
194 if (!level)
195 {
196 w->destroy ();
197 return true;
198 }
199
200 bool activity = false;
201
202 min_it (level, 7);
203
204 if (level != w->level)
205 {
206 w->level = level;
207 // update face
208 activity = true;
209 }
210
211 if (pressure != w->value && pressure >= 0)
212 {
213 w->value = pressure;
214 activity = true;
215 }
216
217 if (activity) // this is overkill, but...
218 w->map->queue_physics_at (w->x, w->y);
219
220 return activity;
221}
222
223static void
224run_physics (object *ob)
225{
226 //TODO: behaviour objects with virtual methods?
227 switch (ob->subtype)
228 {
229 case ST_WATER_SOURCE:
230 {
231 bool activity = false;
232
233 // water sources generate flowing water "everywhere", but are currently
234 // very simple otherwise.
235 if (!has_floor (ob->map, ob->x, ob->y) && ob->map->tile_path [TILE_DOWN])
236 if (maptile *m = ob->map->tile_available (TILE_DOWN))
237 {
238 if (object *w = flow_to (m, ob->x, ob->y))
239 activity = activity || water_set (w, 7);
240 }
241 else
242 activity = true;
243
244#if 0
245 object *w [4];
246 int w_cnt = find_ortho_flow (ob, w);
247
248 while (w_cnt--)
249 activity = activity || water_set (w [w_cnt], 7);
250
251 if (activity)
252 ob->map->queue_physics (ob, 1);
253#endif
254 }
255 break;
256
257 case ST_WATER_FLOW:
258#if 0
259 // flow down as much as possible
260 if (!has_floor (ob->map, ob->x, ob->y) && ob->map->tile_path [TILE_DOWN])
261 if (maptile *m = ob->map->tile_available (TILE_DOWN))
262 {
263 if (object *w = flow_to (m, ob->x, ob->y))
264 {
265 if (int flow = min (ob->level, 7 - w->level))
266 {
267 water_set (w, w->level + flow);
268 water_set (ob, w->level - flow);
269 if (!ob->level)
270 return; // we escaped downwards
271 }
272 else if (ob->level >= 5) // exert pressure -> does not count as activity
273 water_set (w, w->level, ob->value - 1);
274 }
275 }
276
277 if (ob->level >= 2)
278 {
279 object *ws [4];
280 int w_cnt = find_ortho_flow (ob, ws);
281
282 bool activity = false;
283
284 // distribute 1 to every neighbour that has less - should use some random ordering of course
285
286 while (w_cnt--)
287 {
288 object *w = ws [w_cnt];
289
290 if (w->level < ob->level - 1)
291 {
292 water_set (w, w->level + 1);
293 --ob->level;
294 activity = true;
295 }
296 }
297
298 if (activity)
299 ob->map->queue_physics (ob, 1);
300 }
301 else if (ob->level)
302 ;
303 else
304 ob->destroy ();
305#endif
306
307 // TODO: flow up with pressure
308 break;
309
310 default:
311 LOG (llevError, "object with unsupported physics subtype %d: %s\n", ob->subtype, ob->debug_desc ());
312 break;
313 }
314}
315
316int
317maptile::run_physics (tick_t tick, int max_objects)
318{
319 if (state != MAP_ACTIVE)
320 return 0;
321
322 int orig_max_object = max_objects;
323 physics_queue &q = pq [queue_of (server_tick)];
324
325 //if (q.size()) printf ("q %d < %d\n", q.i, (int)q.size());//D
326
327 while (object *ob = q.pop ())
328 {
329 ob->flag [FLAG_PHYSICS_QUEUE] = false;
330 ob->refcnt_dec ();
331
332 if (ob->map != this)
333 {
334 if (!ob->flag [FLAG_FREED])
335 {
336 LOG (llevError, "%s: physical object on wrong map\n", ob->debug_desc ());
337 //ob->map->queue_physics (ob);
338 }
339 }
340 else
341 {
342 //printf ("handling ob %s\n", ob->debug_desc());//D
343 ::run_physics (ob);
344 }
345
346 if (--max_objects <= 0)
347 break;
348 }
349
350 return orig_max_object - max_objects;
351}
352
353void
354maptile::queue_physics (object *ob, int after)
355{
356 if (!after) after = 14; //D
357 if (!ob->flag [FLAG_PHYSICS_QUEUE])
358 {
359 ob->flag [FLAG_PHYSICS_QUEUE] = true;
360 ob->refcnt_inc ();
361
362 pq [queue_of (server_tick + min (PHYSICS_QUEUES - 2, after))].push_back (ob);
363 }
364}
365
366static void
367queue_physics_at (maptile *m, int x, int y)
368{
369 mapspace &ms = m->at (x, y);
370
371 for (object *ob = ms.bot; ob; ob = ob->above)
372 if (ob->type == PHYSICS)
373 m->queue_physics (ob, 1);
374}
375
376// this mapspace has changed - potentially activate dormant physics objects
377// in the vicinity. vicinity is the 4 spaces around in the same z layer, and above and below.
378// TODO: maybe include diagonals in the same z-layer?
379// TODO: do not go through floors?
380void
381maptile::queue_physics_at (int x, int y)
382{
383 if (maptile *m = tile_available (TILE_DOWN))
384 ::queue_physics_at (m, x, y);
385
386 if (maptile *m = tile_available (TILE_UP))
387 ::queue_physics_at (m, x, y);
388
389 ::queue_physics_at (this, x, y);
390
391 for (int dir = 1; dir < 8; dir += 2)
392 {
393 mapxy pos (this, x, y);
394 pos.move (dir);
395 if (pos.normalise ())
396 ::queue_physics_at (pos.m, pos.x, pos.y);
397 }
398}
399
400void
401maptile::activate_physics ()
402{
403 // most of this is total overkill, but better be safe than sorry, eh?
404
405 coroapi::cede_to_tick ();
406
407 if (maptile *m = tile_map [TILE_UP])
408 for (mapspace *ms = spaces + size (); ms-- > spaces; )
409 ms->invalidate (); // invalidate faces, in case...
410
411 coroapi::cede_to_tick ();
412
413 for (mapspace *ms = spaces + size (); ms-- > spaces; )
414 for (object *op = ms->bot; op; op = op->above)
415 if (op->type == PHYSICS)
416 queue_physics (op, 0);
417}
418
419/////////////////////////////////////////////////////////////////////////////
420
27#define FANCY_GRAPHICS 0 421#define FANCY_GRAPHICS 0
28 422
29static void 423static void
30gen_quadspace (maptile *m, int mx, int my, int x, int y, int z) 424gen_quadspace (maptile *m, int mx, int my, int x, int y, int z)
31{ 425{
38 static frac2d vec_gen1 (6, 2, 0.5, 1); 432 static frac2d vec_gen1 (6, 2, 0.5, 1);
39 static frac2d vec_gen2 (6, 2, 0.5, 2); 433 static frac2d vec_gen2 (6, 2, 0.5, 2);
40 434
41 const float continent_scale = 0.00008; 435 const float continent_scale = 0.00008;
42 436
43 vec2d perturb_pos = pow (P, 1.4) * 1e-5; 437 vec2d perturb_pos = pow (P, vec2d (1.4)) * 1e-5;
44 438
45 vec2d perturb ( 439 vec2d perturb (
46 vec_gen1.fBm (perturb_pos), 440 vec_gen1.fBm (perturb_pos),
47 vec_gen2.fBm (perturb_pos) 441 vec_gen2.fBm (perturb_pos)
48 ); 442 );
62 456
63 const float N = (25000 - 1) * continent_scale; 457 const float N = (25000 - 1) * continent_scale;
64 458
65 // we clip a large border on the perturbed shape, to get irregular coastline 459 // we clip a large border on the perturbed shape, to get irregular coastline
66 // and then clip a smaller border around the real shape 460 // and then clip a smaller border around the real shape
67 continent = border_blend (-1.f, continent, P_continent , N, 400 * continent_scale); 461 //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); 462 continent = border_blend (-1.f, continent, P * continent_scale + perturb * 0.1, N, 100 * continent_scale);
69 463
70 enum { 464 enum {
71 T_NONE, 465 T_NONE,
72 T_OCEAN, 466 T_OCEAN,
73 T_RIVER, 467 T_RIVER,
74 T_VALLEY, 468 T_VALLEY,
75 T_MOUNTAIN, 469 T_MOUNTAIN,
76 T_UNDERGROUND, 470 T_UNDERGROUND,
471 T_AIR, // unused
77 T_ACQUIFER, 472 T_ACQUIFER,
78 } t = T_NONE; 473 } t = T_NONE;
79 474
80 vec3d c; 475 vec3d c;
81 int h0 = 0; // "water level" 476 int h0 = 0; // "water level"
82 int h = 1000000; // height form heightmap 477 int h = 1000000; // height form heightmap
83 478
84 // the continent increases in height from 0 to ~700 levels in the absence of anything else 479 // the continent increases in height from 0 to ~700 levels in the absence of anything else
85 // thats about one step every 7 maps. 480 // thats about one step every 7 maps.
86 int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f); 481 int base_height = blend (0, 300, xy_gradient, 0.2f, 0.9f);
87 int river_height = base_height * 9 / 10; 482 int river_height = base_height; // * 9 / 10;
88 483
89 // add this to rivers to "dry them out" 484 // 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)); 485 float dry_out = max (0.f, lerp (xy_gradient, 0.7f, 1.f, 0.f, 0.3f));
91 486
92 static frac2d river_gen (2); 487 static frac2d river_gen (2);
93 float river1 = abs (river_gen.fBm (P * 0.001 + perturb * 4)) + dry_out; 488 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; 489 float river2 = river_gen.ridgedmultifractal (P * 0.04, 0.8, 10) - y_gradient * 0.2 - 0.16 - dry_out;
95 490
96 float valley = river1 - 0.2f; 491 float valley = river1 - 0.2f;
97 492
98 static frac2d mountain_gen (8, 2.14, 0.5); 493 static frac2d mountain_gen (6, 2.14, 0.5);
99 float mountain = mountain_gen.ridgedmultifractal (P * 0.004); 494 float mountain = mountain_gen.ridgedmultifractal (P * 0.004);
100 495
101 //TODO: mountains should not lower the height, should they? 496 //TODO: mountains should not lower the height, should they?
102 t = valley < 0 ? T_VALLEY : T_MOUNTAIN; 497 t = valley < 0 ? T_VALLEY : T_MOUNTAIN;
103 c = blend0 (vec3d (0, 0.8, 0), vec3d (0.8, 0, 0), valley, 0.1f); 498 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); 499 h = blend0 (base_height + continent * 0, base_height + mountain * xy_gradient * 100, valley, 0.1f);
105 500
106 if (river1 < 0.01f) 501 if (river1 < 0.01f)
107 { 502 {
108 // main rivers - they cut deeply into the mountains (base_height * 0.9f) 503 // main rivers - they cut deeply into the mountains (base_height * 0.9f)
504 // well, silly, they don't
109 t = T_RIVER; 505 t = T_RIVER;
110 c = vec3d (0.2, 0.2, 1); 506 c = vec3d (0.2, 0.2, 1);
111 h0 = river_height; 507 h0 = river_height;
112 min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -20, -1)); 508 min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -10, -1));
113 } 509 }
114 510
115 if (river2 > 0) 511 if (river2 > 0)
116 { 512 {
117 t = T_RIVER; 513 t = T_RIVER;
118 c = vec3d (0.2, 0.2, 1); 514 c = vec3d (0.2, 0.2, 1);
119 h0 = river_height; 515 h0 = river_height;
120 min_it (h, river_height + lerp<float> (river1, 0.f, 0.01f, -5, -1)); 516 min_it (h, river_height + max (-5, lerp<float> (river2, 0.01f, 0, -4, -1)));
121 } 517 }
122 518
123 if (continent < 0) 519 if (continent < 0)
124 { 520 {
125 t = T_OCEAN; 521 t = T_OCEAN;
522 h0 = 0;
126 min_it (h, min (continent * 200, -1)); 523 min_it (h, min (continent * 200, -1));
127 c = vec3d (0, 0, 1); 524 c = vec3d (0, 0, 1);
128 } 525 }
129 526
130 // now we have the base height, and base terrain 527 // now we have the base height, and base terrain
135 532
136 max_it (h0, h); 533 max_it (h0, h);
137 534
138 // everything below the surface is underground, or a variant 535 // everything below the surface is underground, or a variant
139 if (z < h) 536 if (z < h)
140 {
141 t = T_UNDERGROUND; 537 t = T_UNDERGROUND;
142 }
143 538
144 // put acquifers a bit below the surface, to reduce them leaking out (will still happen) 539 // put acquifers a bit below the surface, to reduce them leaking out (will still happen)
145 if (z < h - 3) 540 if (z < h - 3)
146 { 541 {
147 static frac3d acquifer_gen (4); 542 static frac3d acquifer_gen (4);
151 { 546 {
152 t = T_ACQUIFER; 547 t = T_ACQUIFER;
153 c = vec3d (1,1,1); 548 c = vec3d (1,1,1);
154 } 549 }
155 } 550 }
551
552 //printf ("+%d+%d %d z %d h %d,%d P%g,%g\n", mx, my, t, z, h,h0, P[0],P[1]);//D
156 553
157 // TODO: caves 554 // TODO: caves
158 // TODO: chees areas 555 // TODO: chees areas
159 // TODO: minerals 556 // TODO: minerals
160 // TODO: monsters 557 // TODO: monsters
168 putc (clamp<int> (255 * c[2], 0, 255), stdout); 565 putc (clamp<int> (255 * c[2], 0, 255), stdout);
169#else 566#else
170 shstr arch_floor = shstr ("quad_open_space"); 567 shstr arch_floor = shstr ("quad_open_space");
171 shstr arch_wall; 568 shstr arch_wall;
172 569
570 // TODO: this is shit - we should never generatea water surface, but only
571 // water above the surface
173 switch (t) 572 switch (t)
174 { 573 {
175 case T_OCEAN: 574 case T_OCEAN:
575 if (z < h0)
576 arch_wall = shstr_quad_water_source;
577 else if (z == h0)
578 arch_floor = shstr ("quad_ocean_floor");
579 break;
580
176 case T_RIVER: 581 case T_RIVER:
177 if (z < h0) 582 if (z < h0)
583 arch_wall = shstr_quad_water_source;
584 else if (z == h0)
178 arch_wall = shstr ("quad_water_wall"); 585 arch_floor = shstr ("quad_water_floor");
179 break; 586 break;
180 587
181 case T_VALLEY: 588 case T_VALLEY:
182 if (z == h) 589 if (z == h)
183 arch_floor = shstr ("quad_dirt_floor"); 590 arch_floor = shstr ("quad_dirt_floor");
190 597
191 case T_UNDERGROUND: 598 case T_UNDERGROUND:
192 // todo, use a fractal 599 // todo, use a fractal
193 if (z < h - 10) 600 if (z < h - 10)
194 { 601 {
602 arch_floor = shstr ("quad_stone_floor");
603 arch_wall = shstr ("quad_stone_wall");
604 }
605 else
606 {
195 arch_floor = shstr ("quad_dirt_floor"); 607 arch_floor = shstr ("quad_dirt_floor");
196 arch_wall = shstr ("quad_dirt_wall"); 608 arch_wall = shstr ("quad_dirt_wall");
197 } 609 }
198 else
199 {
200 arch_floor = shstr ("quad_stone_floor");
201 arch_wall = shstr ("quad_stone_wall");
202 }
203 break; 610 break;
204 611
205 case T_ACQUIFER: 612 case T_ACQUIFER:
206 arch_wall = shstr ("quad_water_wall"); 613 arch_wall = shstr_quad_water_source;
207 break; 614 break;
208 615
209 default: 616 default:
210 abort (); 617 abort ();
211 } 618 }
227 for (int mx = 0; mx < 50; ++mx) 634 for (int mx = 0; mx < 50; ++mx)
228 for (int my = 0; my < 50; ++my) 635 for (int my = 0; my < 50; ++my)
229 gen_quadspace (m, mx, my, x + mx, y + my, z); 636 gen_quadspace (m, mx, my, x + mx, y + my, z);
230} 637}
231 638
639/////////////////////////////////////////////////////////////////////////////
640
232void noise_test (); 641void noise_test ();
233void noise_test () 642void noise_test ()
234{ 643{
235#if 1 644#if 1
236 int Nw = 700; 645 int Nw = 700;
250 { 659 {
251 if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw+50);//D 660 if (!(y&63))fprintf (stderr, "y %d\n", y * 50 / Nw+50);//D
252 661
253 for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 1000, y + 22000, 0); 662 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); 663 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); 664 for (int x = 0; x < Nw; ++x) gen_quadspace (0, 0, 0, x + 22000, y + 22000, 0);
256 } 665 }
257 666
258 //putc (127 * gen.noise (vec2d (x * 0.01, y * 0.01)) + 128, stdout); 667 //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); 668 //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); 669 //putc (256 * gen.fBm (vec2d(x * 0.01, y * 0.01), 16), stdout);
319 } 728 }
320#endif 729#endif
321 730
322 exit (0); 731 exit (0);
323} 732}
733

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