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made it to work with my windows compiler
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@ -364,6 +364,7 @@ Doing now (most important at the top):
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#include "config.h"
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#include "guiMainMenu.h"
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#include "mineral.h"
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#include "noise.h"
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IrrlichtWrapper *g_irrlicht;
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@ -1545,12 +1546,20 @@ int main(int argc, char *argv[])
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/*
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Run unit tests
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*/
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if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
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|| cmd_args.getFlag("enable-unittests") == true)
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{
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run_tests();
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}
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/*for(s16 y=-100; y<100; y++)
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for(s16 x=-100; x<100; x++)
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{
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std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
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}
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return 0;*/
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/*
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Some parameters
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*/
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@ -2009,9 +2009,10 @@ double tree_amount_2d(u64 seed, v2s16 p)
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double base_rock_level_2d(u64 seed, v2s16 p)
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{
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// The base ground level
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double base = WATER_LEVEL - 4.0 + 25. * noise2d_perlin(
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double base = (double)WATER_LEVEL - 4.0 + 25. * noise2d_perlin(
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0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
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(seed>>32)+654879876, 6, 0.6);
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/*// A bit hillier one
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double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin(
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0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
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@ -2020,7 +2021,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
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base = base2;*/
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#if 1
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// Higher ground level
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double higher = WATER_LEVEL + 13. + 50. * noise2d_perlin(
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double higher = (double)WATER_LEVEL + 13. + 50. * noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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seed+85039, 6, 0.69);
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//higher = 30; // For debugging
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@ -2046,7 +2047,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
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/*double a = 0.5 + b * (a_off + noise2d_perlin(
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0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
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seed-359, 6, 0.7));*/
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double a = 0.5 + b * (a_off + noise2d_perlin(
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double a = (double)0.5 + b * (a_off + noise2d_perlin(
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0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
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seed-359, 5, 0.60));
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// Limit
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@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <math.h>
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#include "noise.h"
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#include <iostream>
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#define NOISE_MAGIC_X 1619
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#define NOISE_MAGIC_Y 31337
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@ -62,16 +63,23 @@ double noise2d_gradient(double x, double y, int seed)
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{
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int x0 = (x > 0.0 ? (int)x : (int)x - 1);
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int y0 = (y > 0.0 ? (int)y : (int)y - 1);
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double xl = x-x0;
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double yl = y-y0;
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double xl = x - (double)x0;
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double yl = y - (double)y0;
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int n00 = (int)((noise2d(x0, y0, seed)+1)*8);
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int n10 = (int)((noise2d(x0+1, y0, seed)+1)*8);
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int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8);
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int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8);
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/* In this format, these fail to work on MSVC8 if n00 < 4
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double s = dotProduct(cos_lookup[n00], cos_lookup[(n00-4)%16], xl, yl);
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double u = dotProduct(-cos_lookup[n10], cos_lookup[(n10-4)%16], 1.-xl, yl);
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double v = dotProduct(cos_lookup[n01], -cos_lookup[(n01-4)%16], xl, 1.-yl);
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double w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11-4)%16], 1.-xl, 1.-yl);
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double w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11-4)%16], 1.-xl, 1.-yl);*/
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double s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl);
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double u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl);
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double v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl);
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double w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl);
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/*std::cout<<"x="<<x<<" y="<<y<<" x0="<<x0<<" y0="<<y0<<" xl="<<xl<<" yl="<<yl<<" n00="<<n00<<" n10="<<n01<<" s="<<s<<std::endl;
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std::cout<<"cos_lookup[n00]="<<(cos_lookup[n00])<<" cos_lookup[(n00-4)%16]="<<(cos_lookup[(n00-4)%16])<<std::endl;*/
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return biLinearInterpolation(s,u,v,w,xl,yl);
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}
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