forked from mibi88/Builder
20220626 - Générateur de terrain amélioré.
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@ -2,4 +2,4 @@
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# define WORLDGEN_SOIL 8 // Blocks (y) of soil.
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# define WORLD_WIDTH 256 // World width.
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# define WORLD_HEIGHT 128 // World height.
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# define WORLD_HEIGHT 64 // World height.
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@ -60,12 +60,15 @@ int main(void) {
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terrain[i] = 0;
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}
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srand(clock());
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generateworld(terrain, WORLD_WIDTH, WORLD_HEIGHT, (int)rand() % 2, WORLD_HEIGHT - 20, WORLD_HEIGHT - 2, 0, 1);
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generateworld(terrain, WORLD_WIDTH, WORLD_HEIGHT, (int)((rand() % ((WORLD_HEIGHT - 40) - (WORLD_HEIGHT - 60) + 1)) + WORLD_HEIGHT - 60), WORLD_HEIGHT - 60, WORLD_HEIGHT - 40, 0, 1);
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srand(clock());
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generateworld(terrain, WORLD_WIDTH, WORLD_HEIGHT, (int)rand() % 2, WORLD_HEIGHT - 35, WORLD_HEIGHT - 16, 3, 2);
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generateworld(terrain, WORLD_WIDTH, WORLD_HEIGHT, (int)((rand() % ((WORLD_HEIGHT - 25) - (WORLD_HEIGHT - 40) + 1)) + WORLD_HEIGHT - 40), WORLD_HEIGHT - 40, WORLD_HEIGHT - 25, 3, 2);
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game = 3;
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}else if(game == 3){
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dclear(C_WHITE);
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if(key==KEY_RIGHT){
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//
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}
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dupdate();
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}
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}
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@ -13,11 +13,11 @@ void generateworld(unsigned short terrain[], int w, int h, int genstart, int gen
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if(a==0){
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for(i=y;i!=h;i++){
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srand(clock());
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t = (int)rand() % 2;
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t = (int)rand() % 11;
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if(t==0){
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terrain[i*w+x] = type;
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}else if(t==1){
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terrain[i*w+x] = someof;
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}else{
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terrain[i*w+x] = type;
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}
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}
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}else if(a==1){
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