Removed libisland files.
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2
Makefile
2
Makefile
@@ -4,7 +4,7 @@ OBJECTS = obj/main.o obj/game_state.o obj/in_game.o obj/map.o
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TARGET = bin/cyjam
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TARGET = bin/cyjam
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CFLAGS = -Wall -I./include -std=c99
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CFLAGS = -Wall -I./include -std=c99
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LDFLAGS = -L./lib
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LDFLAGS = -L./lib
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LDLIBS = -lm -lisland -lfov -lncursesw
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LDLIBS = -lm -lfov -lncursesw
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all: CFLAGS += -O3
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all: CFLAGS += -O3
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all: $(TARGET)
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all: $(TARGET)
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@@ -1,63 +0,0 @@
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/**
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* Copyright (c) 2014, Miguel Angel Astor Romero. All rights reserved.
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* See the file LICENSE for more details.
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*/
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#ifndef ISLAND_H
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#define ISLAND_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef enum TERRAIN_TYPE { DEEP_WATER,
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SHALLOW_WATER,
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SAND,
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GRASS,
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FOREST,
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HILL,
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MOUNTAIN
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} terrain_t;
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/**
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* Generate a diamond-square fractal map.
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*/
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extern void ds ( float ***, const unsigned int );
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/**
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* Generate a mask using particle deposition.
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*/
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extern void island ( int ***, unsigned int );
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/**
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* Normalize a float matrix between 0 and 1.
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*/
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extern void norm ( float ***, unsigned int );
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/**
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* Normalize an int matrix between 0 and 255.
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*/
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extern void normInt ( int ***, unsigned int );
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/**
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* Perform a 3x3 average blur.
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*/
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extern void smooth ( int ***, unsigned int );
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/**
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* Multiply the diamond square map with the island mask.
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* Both matrices must have been normalized before.
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*/
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extern void mult ( float ***, int ***, unsigned int );
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/**
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* Given a sample from a heightmap, return the terrain
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* type that correspond it.
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*/
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terrain_t terrainType( int );
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#ifdef __cplusplus
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}
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#endif
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#endif
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BIN
lib/libisland.a
BIN
lib/libisland.a
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