Remove vestigial code from the previous attempt at clever grid

generation. Grid generation should now be orders of magnitude faster
at large sizes.

[originally from svn r4220]
This commit is contained in:
Simon Tatham
2004-05-12 18:28:11 +00:00
parent 0579ca1005
commit 3f9e52dae2

19
rect.c
View File

@ -216,25 +216,6 @@ static struct rectlist *get_rectlist(game_params *params, int *grid)
continue; continue;
for (x = 0; x <= params->w - rw; x++) for (x = 0; x <= params->w - rw; x++)
for (y = 0; y <= params->h - rh; y++) { for (y = 0; y <= params->h - rh; y++) {
/*
* We have a candidate rectangle placement. See
* if it's unobstructed.
*/
int xx, yy;
int ok;
ok = TRUE;
for (xx = x; xx < x+rw; xx++)
for (yy = y; yy < y+rh; yy++)
if (index(params, grid, xx, yy) >= 0) {
ok = FALSE;
goto break1; /* break both loops at once */
}
break1:
if (!ok)
continue;
if (nrects >= rectsize) { if (nrects >= rectsize) {
rectsize = nrects + 256; rectsize = nrects + 256;
rects = sresize(rects, rectsize, struct rect); rects = sresize(rects, rectsize, struct rect);