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/* $Id: maze.c,v 1.37 2004/11/18 08:59:56 neo Exp $
* This is a plug-in for the GIMP.
* It draws mazes...
*
* Implemented as a GIMP 0.99 Plugin by
* Kevin Turner <acapnotic@users.sourceforge.net>
* http://gimp-plug-ins.sourceforge.net/maze/
*
* Code generously borrowed from assorted GIMP plugins
* and used as a template to get me started on this one. :)
*
* TO DO:
* maze_face.c: Rework the divboxes to be more like spinbuttons.
*
* Maybe add an option to kill the outer border.
*
* Fix that stray line down there between maze wall and dead space border...
*
* handy.c: Make get_colors() work with indexed. * HELP! *
*
*/
/*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*
*/
#include "config.h"
#include <stdio.h>
#include <stdlib.h>
#include "libgimp/gimp.h"
#include "libgimp/gimpui.h"
#include "maze.h"
#include "libgimp/stdplugins-intl.h"
static void query (void);
static void run (const gchar *name,
gint nparams,
const GimpParam *param,
gint *nreturn_vals,
GimpParam **return_vals);
static void maze (GimpDrawable *drawable);
static void mask_maze (gint32 selection_ID,
guchar *maz,
guint mw,
guint mh,
gint x1,
gint x2,
gint y1,
gint y2,
gint deadx,
gint deady);
/* In maze_face.c */
extern gint maze_dialog (void);
/* In algorithms.c */
extern void mazegen (gint pos,
guchar *maz,
gint x,
gint y,
gint rnd);
extern void mazegen_tileable (gint pos,
guchar *maz,
gint x,
gint y,
gint rnd);
extern void prim (guint pos,
guchar *maz,
guint x,
guint y);
extern void prim_tileable (guchar *maz,
guint x,
guint y);
/* In handy.c */
extern void get_colors (GimpDrawable *drawable,
guint8 *fg,
guint8 *bg);
extern void drawbox (GimpPixelRgn *dest_rgn,
guint x,
guint y,
guint w,
guint h,
guint8 clr[4]);
GimpPlugInInfo PLUG_IN_INFO =
{
NULL, /* init_proc */
NULL, /* quit_proc */
query, /* query_proc */
run, /* run_proc */
};
MazeValues mvals =
{
5, /* Passage width */
5, /* Passage height */
0, /* seed */
FALSE, /* Tileable? */
57, /* multiple * These two had "Experiment with this?" comments */
1, /* offset * in the maz.c source, so, lets expiriment. :) */
DEPTH_FIRST, /* Algorithm */
TRUE, /* random_seed */
};
GRand *gr;
guint sel_w, sel_h;
MAIN ()
static void
query (void)
{
static GimpParamDef args[] =
{
{ GIMP_PDB_INT32, "run_mode", "Interactive, non-interactive" },
{ GIMP_PDB_IMAGE, "image_ID", "(unused)" },
{ GIMP_PDB_DRAWABLE, "drawable_ID", "ID of drawable" },
/* If we did have parameters, these be them: */
{ GIMP_PDB_INT16, "width", "Width of the passages" },
{ GIMP_PDB_INT16, "height", "Height of the passages"},
{ GIMP_PDB_INT8, "tileable", "Tileable maze?"},
{ GIMP_PDB_INT8, "algorithm", "Generation algorithm"
"(0=DEPTH FIRST, 1=PRIM'S ALGORITHM)" },
{ GIMP_PDB_INT32, "seed", "Random Seed"},
{ GIMP_PDB_INT16, "multiple", "Multiple (use 57)" },
{ GIMP_PDB_INT16, "offset", "Offset (use 1)" }
};
gimp_install_procedure ("plug_in_maze",
"Draws a maze.",
"Generates a maze using either the depth-first "
"search method or Prim's algorithm. Can make "
"tileable mazes too.",
"Kevin Turner <kevint@poboxes.com>",
"Kevin Turner",
"1997, 1998",
N_("_Maze..."),
"RGB*, GRAY*, INDEXED*",
GIMP_PLUGIN,
G_N_ELEMENTS (args), 0,
args, NULL);
gimp_plugin_menu_register ("plug_in_maze",
"<Image>/Filters/Render/Pattern");
}
static void
run (const gchar *name,
gint nparams,
const GimpParam *param,
gint *nreturn_vals,
GimpParam **return_vals)
{
static GimpParam values[1];
GimpDrawable *drawable;
GimpRunMode run_mode;
GimpPDBStatusType status = GIMP_PDB_SUCCESS;
gint x1, y1, x2, y2;
#ifdef MAZE_DEBUG
g_print("maze PID: %d\n",getpid());
#endif
run_mode = param[0].data.d_int32;
*nreturn_vals = 1;
*return_vals = values;
INIT_I18N ();
gr = g_rand_new ();
values[0].type = GIMP_PDB_STATUS;
values[0].data.d_status = status;
drawable = gimp_drawable_get (param[2].data.d_drawable);
switch (run_mode)
{
case GIMP_RUN_INTERACTIVE:
/* Possibly retrieve data */
gimp_get_data ("plug_in_maze", &mvals);
/* The interface needs to know the dimensions of the image... */
gimp_drawable_mask_bounds (drawable->drawable_id, &x1, &y1, &x2, &y2);
sel_w = x2 - x1;
sel_h = y2 - y1;
/* Acquire info with a dialog */
if (! maze_dialog ())
{
gimp_drawable_detach (drawable);
return;
}
break;
case GIMP_RUN_NONINTERACTIVE:
if (nparams != 10)
status = GIMP_PDB_CALLING_ERROR;
if (status == GIMP_PDB_SUCCESS)
{
mvals.width = (gint16) param[3].data.d_int16;
mvals.height = (gint16) param[4].data.d_int16;
mvals.tile = (gint8) param[5].data.d_int8;
mvals.algorithm = (gint8) param[6].data.d_int8;
mvals.seed = (guint32) param[7].data.d_int32;
mvals.multiple = (gint16) param[8].data.d_int16;
mvals.offset = (gint16) param[9].data.d_int16;
if (mvals.random_seed)
mvals.seed = g_random_int ();
}
break;
case GIMP_RUN_WITH_LAST_VALS:
/* Possibly retrieve data */
gimp_get_data ("plug_in_maze", &mvals);
if (mvals.random_seed)
mvals.seed = g_random_int ();
break;
default:
break;
}
/* color, gray, or indexed... hmm, miss anything? ;) */
if (gimp_drawable_is_rgb (drawable->drawable_id) ||
gimp_drawable_is_gray (drawable->drawable_id) ||
gimp_drawable_is_indexed (drawable->drawable_id))
{
maze (drawable);
if (run_mode != GIMP_RUN_NONINTERACTIVE)
gimp_displays_flush ();
if (run_mode == GIMP_RUN_INTERACTIVE ||
(run_mode == GIMP_RUN_WITH_LAST_VALS))
gimp_set_data ("plug_in_maze", &mvals, sizeof (MazeValues));
}
else
{
status = GIMP_PDB_EXECUTION_ERROR;
}
values[0].data.d_status = status;
g_rand_free (gr);
gimp_drawable_detach (drawable);
}
#ifdef MAZE_DEBUG
void
maze_dump (guchar *maz, gint mw, gint mh)
{
short xx, yy;
int foo = 0;
for (yy = 0; yy < mh; yy++)
{
for (xx = 0; xx < mw; xx++)
g_print ("%3d ", maz[foo++]);
g_print ("\n");
}
}
void
maze_dumpX (guchar *maz, gint mw, gint mh)
{
short xx, yy;
int foo = 0;
for (yy = 0; yy < mh; yy++)
{
for (xx = 0; xx < mw; xx++)
g_print ("%c", maz[foo++] ? 'X' : '.');
g_print ("\n");
}
}
#endif
static void
maze (GimpDrawable * drawable)
{
GimpPixelRgn dest_rgn;
guint mw, mh;
gint deadx, deady;
guint progress, max_progress;
gint x1, y1, x2, y2, x, y;
gint dx, dy, xx, yy;
gint maz_x, maz_xx, maz_row, maz_yy;
guint8 fg[4], bg[4];
gpointer pr;
gboolean active_selection;
guchar *maz;
guint pos;
/* Gets the input area... */
active_selection = gimp_drawable_mask_bounds (drawable->drawable_id,
&x1, &y1, &x2, &y2);
/***************** Maze Stuff Happens Here ***************/
mw = (x2-x1) / mvals.width;
mh = (y2-y1) / mvals.height;
if (!mvals.tile)
{
mw -= !(mw & 1); /* mazegen doesn't work with even-sized mazes. */
mh -= !(mh & 1); /* Note I don't warn the user about this... */
}
else
{
/* On the other hand, tileable mazes must be even. */
mw -= (mw & 1);
mh -= (mh & 1);
};
/* It will really suck if your tileable maze ends up with this dead
space around it. Oh well, life is hard. */
deadx = ((x2-x1) - mw * mvals.width) / 2;
deady = ((y2-y1) - mh * mvals.height) / 2;
maz = g_new0 (guchar, mw * mh);
#ifdef MAZE_DEBUG
printf("x: %d\ty: %d\nmw: %d\tmh: %d\ndx: %d\tdy: %d\nwidth:%d\theight: %d\n",
(x2 - x1), (y2 - y1), mw, mh, deadx, deady, mvals.width, mvals.height);
#endif
/* Sanity check: */
switch (mvals.algorithm)
{
case DEPTH_FIRST:
case PRIMS_ALGORITHM:
break;
default:
g_warning ("maze: Invalid algorithm choice %d", mvals.algorithm);
}
if (mvals.tile)
{
switch (mvals.algorithm)
{
case DEPTH_FIRST:
mazegen_tileable (0, maz, mw, mh, mvals.seed);
break;
case PRIMS_ALGORITHM:
prim_tileable (maz, mw, mh);
break;
default:
break;
}
}
else
{
/* not tileable */
if (active_selection)
{
/* Mask and draw mazes until there's no
* more room left. */
mask_maze (drawable->drawable_id,
maz, mw, mh, x1, x2, y1, y2, deadx, deady);
for (maz_yy = mw; maz_yy < (mh * mw); maz_yy += 2 * mw)
{
for (maz_xx = 1; maz_xx < mw; maz_xx += 2)
{
if (maz[maz_yy + maz_xx] == 0)
{
switch (mvals.algorithm)
{
case DEPTH_FIRST:
mazegen (maz_yy+maz_xx, maz, mw, mh, mvals.seed);
break;
case PRIMS_ALGORITHM:
prim (maz_yy+maz_xx, maz, mw, mh);
break;
default:
break;
}
}
}
}
}
else
{
/* No active selection. */
pos = mw + 1;
switch (mvals.algorithm)
{
case DEPTH_FIRST:
mazegen (pos, maz, mw, mh, mvals.seed);
break;
case PRIMS_ALGORITHM:
prim (pos, maz, mw, mh);
break;
default:
break;
}
}
}
/************** Begin Drawing *********************/
/* Initialize pixel region (?) */
gimp_pixel_rgn_init (&dest_rgn, drawable, x1, y1, (x2 - x1), (y2 - y1),
TRUE, TRUE);
progress = 0;
max_progress = (x2 - x1) * (y2 - y1);
/* Get the foreground and background colors */
get_colors (drawable, fg, bg);
gimp_progress_init (_("Drawing Maze..."));
for (pr = gimp_pixel_rgns_register (1, &dest_rgn);
pr != NULL;
pr = gimp_pixel_rgns_process (pr))
{
x = dest_rgn.x - x1 - deadx;
y = dest_rgn.y - y1 - deady;
/* First boxes by edge of tile must be handled specially
because they may have started on a previous tile,
unbeknownst to us. */
dx = mvals.width - (x % mvals.width);
dy = mvals.height - (y % mvals.height);
maz_x = x/mvals.width;
maz_row = mw * (y/mvals.height);
/* Draws the upper-left [split] box */
drawbox (&dest_rgn, 0, 0, dx, dy,
(maz[maz_row + maz_x] == IN) ? fg : bg);
maz_xx=maz_x + 1;
/* Draw the top row [split] boxes */
for (xx=dx; xx < dest_rgn.w; xx+=mvals.width)
{
drawbox (&dest_rgn, xx, 0, mvals.width, dy,
(maz[maz_row + maz_xx++] == IN) ? fg : bg);
}
maz_yy = maz_row + mw;
/* Left column */
for (yy = dy; yy < dest_rgn.h; yy += mvals.height)
{
drawbox (&dest_rgn, 0, yy, dx, mvals.height,
(maz[maz_yy + maz_x] == IN) ? fg : bg);
maz_yy += mw;
}
maz_x++;
/* Everything else */
for (yy = dy; yy < dest_rgn.h; yy += mvals.height)
{
maz_xx = maz_x; maz_row+=mw;
for (xx = dx; xx < dest_rgn.w; xx += mvals.width)
{
drawbox (&dest_rgn, xx, yy, mvals.width, mvals.height,
(maz[maz_row + maz_xx++] == IN) ? fg : bg);
}
}
progress += dest_rgn.w * dest_rgn.h;
gimp_progress_update ((double) progress / (double) max_progress);
/* Indicate progress in drawing. */
}
gimp_drawable_flush (drawable);
gimp_drawable_merge_shadow (drawable->drawable_id, TRUE);
gimp_drawable_update (drawable->drawable_id, x1, y1, (x2 - x1), (y2 - y1));
}
/* Shaped mazes: */
/* With
* Depth first: Nonzero cells will not be connected to or visited.
* Prim's Algorithm:
* Cells that are not IN will not be connected to.
* Cells that are not OUT will not be converted to FRONTIER.
*
* So we'll put unavailable cells in a non-zero non-in non-out class
* called MASKED.
*/
/* But first... A little discussion about cells. */
/* In the eyes of the generation algorithms, the world is made up of
* two sorts of things: Cells, and the walls between them. Walls can
* be knocked out, and then you have a passage between cells. The
* drawing routine has a simpler view of life... Everything is a
* pixel. Or a block of pixels. It makes no distinction between
* passages, walls, and cells.
*
* We may also make the distinction between two different types of
* passages: horizontal and vertical. With that in mind, a
* part of the world looks something like this:
*
* @-@-@-@- Where @ is a cell, | is a vertical passage, and - is a
* | | | | horizontal passsage.
* @-@-@-@-
* | | | | Remember, the maze generation routines will not rest
* until the maze is full, that is, every cell is connected
* to another. Already, we can determine a few things about the final
* maze. We know which blocks will be cells, which blocks may become
* passages (and we know what sort), and we also notice that there are
* some blocks that will never be either cells or passages.
*
* Now, back to our masking routine... To save a little time, lets
* just take sample points from the block. We'll sample a point from
* the top and the bottom of vertical passages, left/right for
* horizontal, and, hmm, left/right/top/bottom for cells. And of
* course, we needn't concern ourselves with the others. We could
* also sample the midpoint of each...
* Then what we'll do is see if the average is higher than some magic
* threshold number, and if so, we let maze happen there. Otherwise
* we mask it out.
*/
/* And, uh, that's on the TODO list. Looks like I spent so much time
* writing comments I haven't left enough to implement the code. :)
* Right now we only sample one point. */
static void
mask_maze (gint32 drawable_ID, guchar *maz, guint mw, guint mh,
gint x1, gint x2, gint y1, gint y2, gint deadx, gint deady)
{
gint32 selection_ID;
GimpPixelRgn sel_rgn;
gint xx0=0, yy0=0, xoff, yoff;
guint xx=0, yy=0;
guint foo=0;
gint cur_row, cur_col;
gint x1half, x2half, y1half, y2half;
guchar *linebuf;
if ((selection_ID =
gimp_image_get_selection (gimp_drawable_get_image (drawable_ID))) == -1)
return;
gimp_pixel_rgn_init (&sel_rgn, gimp_drawable_get (selection_ID),
x1, y1, (x2-x1), (y2-y1),
FALSE, FALSE);
gimp_drawable_offsets (drawable_ID, &xoff, &yoff);
/* Special cases: If mw or mh < 3 */
/* FIXME (Currently works, but inefficiently.) */
/* mw && mh => 3 */
linebuf = g_new (guchar, sel_rgn.w * sel_rgn.bpp);
xx0 = x1 + deadx + mvals.width + xoff;
yy0 = y1 + deady + mvals.height + yoff;
x1half = mvals.width / 2;
x2half = mvals.width - 1;
y1half = mvals.height / 2;
y2half = mvals.height - 1;
/* Here, yy is with respect to the drawable (or something),
whereas xx is with respect to the row buffer. */
yy = yy0 + y1half;
for (cur_row=1; cur_row < mh; cur_row += 2)
{
gimp_pixel_rgn_get_row (&sel_rgn, linebuf, x1+xoff, yy, (x2 - x1));
cur_col = 1; xx = mvals.width;
while (cur_col < mw)
{
/* Cell: */
maz[cur_row * mw + cur_col] =
(linebuf[xx] + linebuf[xx + x1half] + linebuf[xx+x2half]) / 5;
cur_col += 1;
xx += mvals.width;
/* Passage: */
if (cur_col < mw)
maz[cur_row * mw + cur_col] =
(linebuf[xx] + linebuf[xx + x1half] + linebuf[xx+x2half]) / 3;
cur_col += 1;
xx += mvals.width;
} /* next col */
yy += 2 * mvals.height;
} /* next cur_row += 2 */
/* Done doing horizontal scans, change this from a row buffer to
a column buffer. */
g_free (linebuf);
linebuf = g_new (guchar, sel_rgn.h * sel_rgn.bpp);
/* Now xx is with respect to the drawable (or whatever),
and yy is with respect to the row buffer. */
xx=xx0 + x1half;
for (cur_col = 1; cur_col < mw; cur_col += 2)
{
gimp_pixel_rgn_get_col (&sel_rgn, linebuf, xx, y1, (y2-y1));
cur_row = 1; yy = mvals.height;
while (cur_row < mh)
{
/* Cell: */
maz[cur_row * mw + cur_col] +=
(linebuf[yy] + linebuf[yy+y2half]) / 5;
cur_row += 1;
yy += mvals.height;
/* Passage: */
if (cur_row < mh)
maz[cur_row * mw + cur_col] =
(linebuf[yy] + linebuf[yy + y1half] + linebuf[yy+y2half]) / 3;
cur_row += 1;
yy += mvals.height;
} /* next cur_row */
xx += 2 * mvals.width;
} /* next cur_col */
g_free (linebuf);
/* Do the alpha -> masked conversion. */
for (yy = 0; yy < mh; yy++)
{
for (xx = 0; xx < mw; xx++)
{
maz[foo] = ( maz[foo] < MAZE_ALPHA_THRESHOLD ) ? MASKED : OUT;
foo++;
}
}
}
/* The attempt to implement this with tiles: (it wasn't fun) */
#if 0
{
/* Tiles make my life decidedly difficult here. There are too
* many special cases... "What if a tile starts less/more than
* halfway through a block? What if we get a narrow edge-tile
* that..." etc, etc. I shall investigate other options.
* Possibly a row buffer, or can we use something other than this
* black-magic gimp_pixel_rgns_register call to get tiles of
* different sizes? Now that'd be nice... */
for (pr = gimp_pixel_rgns_register (1, &sel_rgn);
pr != NULL;
pr = gimp_pixel_rgns_process (pr))
{
/* This gives us coordinates relative to the starting point
* of the maze grid. Negative values happen here if there
* is dead space. */
x = sel_rgn.x - x1 - deadx;
y = sel_rgn.y - y1 - deady;
/* These coordinates are relative to the current tile. */
/* This starts us off at the first block boundary in the
* tile. */
/* e.g. with x=16 and width=10.
* 16 % 10 = 6
* 10 - 6 = 4
x: 6789!123456789!123456789!12
....|.........|.........|..
xx: 0123456789!123456789!123456
So to start on the boundary, begin at 4.
For the case x=0, 10-0=10. So xx0 will always between 1 and width. */
xx0 = mvals.width - (x % mvals.width);
yy0 = mvals.height - (y % mvals.height);
/* Find the corresponding row and column in the maze. */
maz_x = (x+xx0)/mvals.width;
maz_row = mw * ((y + yy0)/mvals.height);
for (yy = yy0 * sel_rgn.rowstride;
yy < sel_rgn.h * sel_rgn.rowstride;
yy += (mvals.height * sel_rgn.rowstride))
{
maz_xx = maz_x;
for (xx = xx0 * sel_rgn.bpp;
xx < sel_rgn.w;
xx += mvals.width * sel_rgn.bpp)
{
if (sel_rgn.data[yy+xx] < MAZE_ALPHA_THRESHOLD)
maz[maz_row+maz_xx]=MASKED;
maz_xx++;
}
maz_row += mw;
}
} /* next pr sel_rgn tile thing */
#ifdef MAZE_DEBUG
/* maze_dump(maz,mw,mh); */
#endif
}
#endif /* 0 */
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