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Noise: Create a deep copy of NoiseParams
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88c28414f4
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fb2bc956b1
@ -187,12 +187,12 @@ void MapgenV5Params::writeParams(Settings *settings) {
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int MapgenV5::getGroundLevelAtPoint(v2s16 p) {
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//TimeTaker t("getGroundLevelAtPoint", NULL, PRECISION_MICRO);
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float f = 0.55 + NoisePerlin2D(noise_factor->np, p.X, p.Y, seed);
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float f = 0.55 + NoisePerlin2D(&noise_factor->np, p.X, p.Y, seed);
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if(f < 0.01)
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f = 0.01;
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else if(f >= 1.0)
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f *= 1.6;
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float h = water_level + NoisePerlin2D(noise_height->np, p.X, p.Y, seed);
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float h = water_level + NoisePerlin2D(&noise_height->np, p.X, p.Y, seed);
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s16 search_top = water_level + 15;
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s16 search_base = water_level;
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@ -202,7 +202,7 @@ int MapgenV5::getGroundLevelAtPoint(v2s16 p) {
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s16 level = -31000;
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for (s16 y = search_top; y >= search_base; y--) {
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float n_ground = NoisePerlin3DEased(noise_ground->np, p.X, y, p.Y, seed);
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float n_ground = NoisePerlin3DEased(&noise_ground->np, p.X, y, p.Y, seed);
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if(n_ground * f > y - h) {
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if(y >= search_top - 7)
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break;
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@ -246,13 +246,13 @@ float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
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if (flags & MG_FLAT)
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return water_level;
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float terrain_base = NoisePerlin2DPosOffset(noise_terrain_base->np,
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float terrain_base = NoisePerlin2DPosOffset(&noise_terrain_base->np,
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p.X, 0.5, p.Y, 0.5, seed);
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float terrain_higher = NoisePerlin2DPosOffset(noise_terrain_higher->np,
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float terrain_higher = NoisePerlin2DPosOffset(&noise_terrain_higher->np,
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p.X, 0.5, p.Y, 0.5, seed);
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float steepness = NoisePerlin2DPosOffset(noise_steepness->np,
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float steepness = NoisePerlin2DPosOffset(&noise_steepness->np,
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p.X, 0.5, p.Y, 0.5, seed);
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float height_select = NoisePerlin2DNoTxfmPosOffset(noise_height_select->np,
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float height_select = NoisePerlin2DNoTxfmPosOffset(&noise_height_select->np,
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p.X, 0.5, p.Y, 0.5, seed);
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return baseTerrainLevel(terrain_base, terrain_higher,
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@ -550,37 +550,37 @@ void MapgenV6::calculateNoise() {
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// Need to adjust for the original implementation's +.5 offset...
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if (!(flags & MG_FLAT)) {
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noise_terrain_base->perlinMap2D(
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x + 0.5 * noise_terrain_base->np->spread.X,
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z + 0.5 * noise_terrain_base->np->spread.Z);
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x + 0.5 * noise_terrain_base->np.spread.X,
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z + 0.5 * noise_terrain_base->np.spread.Z);
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noise_terrain_base->transformNoiseMap();
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noise_terrain_higher->perlinMap2D(
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x + 0.5 * noise_terrain_higher->np->spread.X,
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z + 0.5 * noise_terrain_higher->np->spread.Z);
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x + 0.5 * noise_terrain_higher->np.spread.X,
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z + 0.5 * noise_terrain_higher->np.spread.Z);
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noise_terrain_higher->transformNoiseMap();
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noise_steepness->perlinMap2D(
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x + 0.5 * noise_steepness->np->spread.X,
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z + 0.5 * noise_steepness->np->spread.Z);
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x + 0.5 * noise_steepness->np.spread.X,
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z + 0.5 * noise_steepness->np.spread.Z);
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noise_steepness->transformNoiseMap();
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noise_height_select->perlinMap2D(
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x + 0.5 * noise_height_select->np->spread.X,
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z + 0.5 * noise_height_select->np->spread.Z);
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x + 0.5 * noise_height_select->np.spread.X,
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z + 0.5 * noise_height_select->np.spread.Z);
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noise_mud->perlinMap2D(
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x + 0.5 * noise_mud->np->spread.X,
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z + 0.5 * noise_mud->np->spread.Z);
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x + 0.5 * noise_mud->np.spread.X,
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z + 0.5 * noise_mud->np.spread.Z);
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noise_mud->transformNoiseMap();
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}
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noise_beach->perlinMap2D(
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x + 0.2 * noise_beach->np->spread.X,
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z + 0.7 * noise_beach->np->spread.Z);
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x + 0.2 * noise_beach->np.spread.X,
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z + 0.7 * noise_beach->np.spread.Z);
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noise_biome->perlinMap2D(
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x + 0.6 * noise_biome->np->spread.X,
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z + 0.2 * noise_biome->np->spread.Z);
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x + 0.6 * noise_biome->np.spread.X,
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z + 0.2 * noise_biome->np.spread.Z);
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}
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@ -173,7 +173,7 @@ int MapgenV7::getGroundLevelAtPoint(v2s16 p) {
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// Ridge/river terrain calculation
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float width = 0.3;
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float uwatern = NoisePerlin2DNoTxfm(noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
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float uwatern = NoisePerlin2DNoTxfm(&noise_ridge_uwater->np, p.X, p.Y, seed) * 2;
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// actually computing the depth of the ridge is much more expensive;
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// if inside a river, simply guess
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if (uwatern >= -width && uwatern <= width)
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@ -305,8 +305,8 @@ void MapgenV7::calculateNoise() {
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Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
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float heat = NoisePerlin2D(noise_heat->np, p.X, p.Z, seed);
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float humidity = NoisePerlin2D(noise_humidity->np, p.X, p.Z, seed);
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float heat = NoisePerlin2D(&noise_heat->np, p.X, p.Z, seed);
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float humidity = NoisePerlin2D(&noise_humidity->np, p.X, p.Z, seed);
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s16 groundlevel = baseTerrainLevelAtPoint(p.X, p.Z);
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return bmgr->getBiome(heat, humidity, groundlevel);
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@ -314,17 +314,17 @@ Biome *MapgenV7::getBiomeAtPoint(v3s16 p) {
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//needs to be updated
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float MapgenV7::baseTerrainLevelAtPoint(int x, int z) {
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float hselect = NoisePerlin2D(noise_height_select->np, x, z, seed);
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float hselect = NoisePerlin2D(&noise_height_select->np, x, z, seed);
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hselect = rangelim(hselect, 0.0, 1.0);
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float persist = NoisePerlin2D(noise_terrain_persist->np, x, z, seed);
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float persist = NoisePerlin2D(&noise_terrain_persist->np, x, z, seed);
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persist = rangelim(persist, 0.4, 0.9);
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noise_terrain_base->np->persist = persist;
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float height_base = NoisePerlin2D(noise_terrain_base->np, x, z, seed);
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noise_terrain_base->np.persist = persist;
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float height_base = NoisePerlin2D(&noise_terrain_base->np, x, z, seed);
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noise_terrain_alt->np->persist = persist;
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float height_alt = NoisePerlin2D(noise_terrain_alt->np, x, z, seed);
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noise_terrain_alt->np.persist = persist;
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float height_alt = NoisePerlin2D(&noise_terrain_alt->np, x, z, seed);
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if (height_alt > height_base)
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return height_alt;
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@ -346,9 +346,9 @@ float MapgenV7::baseTerrainLevelFromMap(int index) {
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bool MapgenV7::getMountainTerrainAtPoint(int x, int y, int z) {
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float mnt_h_n = NoisePerlin2D(noise_mount_height->np, x, z, seed);
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float mnt_h_n = NoisePerlin2D(&noise_mount_height->np, x, z, seed);
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float height_modifier = -((float)y / rangelim(mnt_h_n, 80.0, 150.0));
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float mnt_n = NoisePerlin3D(noise_mountain->np, x, y, z, seed);
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float mnt_n = NoisePerlin3D(&noise_mountain->np, x, y, z, seed);
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return mnt_n + height_modifier >= 0.6;
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}
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@ -373,10 +373,10 @@ void MapgenV7::carveRivers() {
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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float terrain_mod = noise_terrain_mod->result[index];
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NoiseParams *np = noise_terrain_river->np;
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np->persist = noise_terrain_persist->result[index];
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np.persist = noise_terrain_persist->result[index];
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float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
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float height = terrain_river * (1 - abs(terrain_mod)) *
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noise_terrain_river->np->scale;
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noise_terrain_river->np.scale;
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height = log(height * height); //log(h^3) is pretty interesting for terrain
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s16 y = heightmap[index];
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@ -56,19 +56,6 @@ size_t OreManager::placeAllOres(Mapgen *mg, u32 seed, v3s16 nmin, v3s16 nmax)
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///////////////////////////////////////////////////////////////////////////////
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Ore::Ore()
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{
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c_ore = CONTENT_IGNORE;
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np = NULL;
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noise = NULL;
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}
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Ore::~Ore()
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{
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delete np;
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delete noise;
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}
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size_t Ore::placeOre(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax)
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{
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@ -117,7 +104,8 @@ void OreScatter::generate(ManualMapVoxelManipulator *vm, int seed,
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int y0 = pr.range(nmin.Y, nmax.Y - csize + 1);
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int z0 = pr.range(nmin.Z, nmax.Z - csize + 1);
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if (np && (NoisePerlin3D(np, x0, y0, z0, seed) < nthresh))
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if ((flags & OREFLAG_USE_NOISE) &&
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(NoisePerlin3D(&np, x0, y0, z0, seed) < nthresh))
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continue;
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for (int z1 = 0; z1 != csize; z1++)
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@ -148,7 +136,7 @@ void OreSheet::generate(ManualMapVoxelManipulator *vm, int seed,
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if (!noise) {
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int sx = nmax.X - nmin.X + 1;
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int sz = nmax.Z - nmin.Z + 1;
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noise = new Noise(np, 0, sx, sz);
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noise = new Noise(&np, seed, sx, sz);
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}
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noise->seed = seed + y_start;
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noise->perlinMap2D(nmin.X, nmin.Z);
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@ -161,7 +149,7 @@ void OreSheet::generate(ManualMapVoxelManipulator *vm, int seed,
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continue;
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int height = max_height * (1. / pr.range(1, 3));
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int y0 = y_start + np->scale * noiseval; //pr.range(1, 3) - 1;
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int y0 = y_start + np.scale * noiseval; //pr.range(1, 3) - 1;
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int y1 = y0 + height;
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for (int y = y0; y != y1; y++) {
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u32 i = vm->m_area.index(x, y, z);
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17
src/mg_ore.h
17
src/mg_ore.h
@ -40,6 +40,8 @@ class ManualMapVoxelManipulator;
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// nodes isn't the specified node
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#define OREFLAG_NODEISNT 0x04 // not yet implemented
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#define OREFLAG_USE_NOISE 0x08
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#define ORE_RANGE_ACTUAL 1
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#define ORE_RANGE_MIRROR 2
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@ -54,6 +56,8 @@ extern FlagDesc flagdesc_ore[];
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class Ore : public GenElement {
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public:
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static const bool NEEDS_NOISE = false;
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content_t c_ore; // the node to place
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std::vector<content_t> c_wherein; // the nodes to be placed in
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u32 clust_scarcity; // ore cluster has a 1-in-clust_scarcity chance of appearing at a node
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@ -64,25 +68,26 @@ public:
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u8 ore_param2; // to set node-specific attributes
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u32 flags; // attributes for this ore
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float nthresh; // threshhold for noise at which an ore is placed
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NoiseParams *np; // noise for distribution of clusters (NULL for uniform scattering)
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NoiseParams np; // noise for distribution of clusters (NULL for uniform scattering)
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Noise *noise;
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Ore();
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virtual ~Ore();
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size_t placeOre(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
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virtual void generate(ManualMapVoxelManipulator *vm, int seed,
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u32 blockseed, v3s16 nmin, v3s16 nmax) = 0;
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};
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class OreScatter : public Ore {
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virtual ~OreScatter() {}
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public:
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static const bool NEEDS_NOISE = false;
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virtual void generate(ManualMapVoxelManipulator *vm, int seed,
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u32 blockseed, v3s16 nmin, v3s16 nmax);
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};
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class OreSheet : public Ore {
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virtual ~OreSheet() {}
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public:
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static const bool NEEDS_NOISE = true;
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virtual void generate(ManualMapVoxelManipulator *vm, int seed,
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u32 blockseed, v3s16 nmin, v3s16 nmax);
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};
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@ -317,9 +317,9 @@ float contour(float v)
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///////////////////////// [ New perlin stuff ] ////////////////////////////
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Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz)
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Noise::Noise(NoiseParams *np_, int seed, int sx, int sy, int sz)
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{
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this->np = np;
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memcpy(&np, np_, sizeof(np));
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this->seed = seed;
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this->sx = sx;
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this->sy = sy;
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@ -329,10 +329,10 @@ Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz)
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this->gradient_buf = NULL;
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this->result = NULL;
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if (np->flags & NOISE_FLAG_DEFAULTS) {
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if (np.flags & NOISE_FLAG_DEFAULTS) {
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// By default, only 2d noise is eased.
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if (sz <= 1)
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np->flags |= NOISE_FLAG_EASED;
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np.flags |= NOISE_FLAG_EASED;
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}
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allocBuffers();
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@ -380,7 +380,7 @@ void Noise::setSize(int sx, int sy, int sz)
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void Noise::setSpreadFactor(v3f spread)
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{
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this->np->spread = spread;
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this->np.spread = spread;
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resizeNoiseBuf(sz > 1);
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}
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@ -388,7 +388,7 @@ void Noise::setSpreadFactor(v3f spread)
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void Noise::setOctaves(int octaves)
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{
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this->np->octaves = octaves;
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this->np.octaves = octaves;
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resizeNoiseBuf(sz > 1);
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}
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@ -400,15 +400,15 @@ void Noise::resizeNoiseBuf(bool is3d)
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float ofactor;
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//maximum possible spread value factor
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ofactor = pow(np->lacunarity, np->octaves - 1);
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ofactor = pow(np.lacunarity, np.octaves - 1);
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//noise lattice point count
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//(int)(sz * spread * ofactor) is # of lattice points crossed due to length
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// + 2 for the two initial endpoints
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// + 1 for potentially crossing a boundary due to offset
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nlx = (int)ceil(sx * ofactor / np->spread.X) + 3;
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nly = (int)ceil(sy * ofactor / np->spread.Y) + 3;
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nlz = is3d ? (int)ceil(sz * ofactor / np->spread.Z) + 3 : 1;
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nlx = (int)ceil(sx * ofactor / np.spread.X) + 3;
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nly = (int)ceil(sy * ofactor / np.spread.Y) + 3;
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nlz = is3d ? (int)ceil(sz * ofactor / np.spread.Z) + 3 : 1;
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delete[] noise_buf;
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try {
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@ -440,7 +440,7 @@ void Noise::gradientMap2D(
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int index, i, j, x0, y0, noisex, noisey;
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int nlx, nly;
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Interp2dFxn interpolate = (np->flags & NOISE_FLAG_EASED) ?
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Interp2dFxn interpolate = (np.flags & NOISE_FLAG_EASED) ?
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biLinearInterpolation : biLinearInterpolationNoEase;
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x0 = floor(x);
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@ -504,7 +504,7 @@ void Noise::gradientMap3D(
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int index, i, j, k, x0, y0, z0, noisex, noisey, noisez;
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int nlx, nly, nlz;
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Interp3dFxn interpolate = (np->flags & NOISE_FLAG_EASED) ?
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Interp3dFxn interpolate = (np.flags & NOISE_FLAG_EASED) ?
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triLinearInterpolation : triLinearInterpolationNoEase;
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x0 = floor(x);
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@ -588,8 +588,8 @@ float *Noise::perlinMap2D(float x, float y, float *persistence_map)
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float f = 1.0, g = 1.0;
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size_t bufsize = sx * sy;
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x /= np->spread.X;
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y /= np->spread.Y;
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x /= np.spread.X;
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y /= np.spread.Y;
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memset(result, 0, sizeof(float) * bufsize);
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@ -600,15 +600,15 @@ float *Noise::perlinMap2D(float x, float y, float *persistence_map)
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persist_buf[i] = 1.0;
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}
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for (size_t oct = 0; oct < np->octaves; oct++) {
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for (size_t oct = 0; oct < np.octaves; oct++) {
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gradientMap2D(x * f, y * f,
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f / np->spread.X, f / np->spread.Y,
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seed + np->seed + oct);
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f / np.spread.X, f / np.spread.Y,
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seed + np.seed + oct);
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updateResults(g, persist_buf, persistence_map, bufsize);
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f *= np->lacunarity;
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g *= np->persist;
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f *= np.lacunarity;
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g *= np.persist;
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}
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return result;
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@ -620,9 +620,9 @@ float *Noise::perlinMap3D(float x, float y, float z, float *persistence_map)
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float f = 1.0, g = 1.0;
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||||
size_t bufsize = sx * sy * sz;
|
||||
|
||||
x /= np->spread.X;
|
||||
y /= np->spread.Y;
|
||||
z /= np->spread.Z;
|
||||
x /= np.spread.X;
|
||||
y /= np.spread.Y;
|
||||
z /= np.spread.Z;
|
||||
|
||||
memset(result, 0, sizeof(float) * bufsize);
|
||||
|
||||
@ -633,15 +633,15 @@ float *Noise::perlinMap3D(float x, float y, float z, float *persistence_map)
|
||||
persist_buf[i] = 1.0;
|
||||
}
|
||||
|
||||
for (size_t oct = 0; oct < np->octaves; oct++) {
|
||||
for (size_t oct = 0; oct < np.octaves; oct++) {
|
||||
gradientMap3D(x * f, y * f, z * f,
|
||||
f / np->spread.X, f / np->spread.Y, f / np->spread.Z,
|
||||
seed + np->seed + oct);
|
||||
f / np.spread.X, f / np.spread.Y, f / np.spread.Z,
|
||||
seed + np.seed + oct);
|
||||
|
||||
updateResults(g, persist_buf, persistence_map, bufsize);
|
||||
|
||||
f *= np->lacunarity;
|
||||
g *= np->persist;
|
||||
f *= np.lacunarity;
|
||||
g *= np.persist;
|
||||
}
|
||||
|
||||
return result;
|
||||
@ -653,7 +653,7 @@ void Noise::updateResults(float g, float *gmap,
|
||||
{
|
||||
// This looks very ugly, but it is 50-70% faster than having
|
||||
// conditional statements inside the loop
|
||||
if (np->flags & NOISE_FLAG_ABSVALUE) {
|
||||
if (np.flags & NOISE_FLAG_ABSVALUE) {
|
||||
if (persistence_map) {
|
||||
for (size_t i = 0; i != bufsize; i++) {
|
||||
result[i] += gmap[i] * fabs(gradient_buf[i]);
|
||||
@ -685,6 +685,6 @@ void Noise::transformNoiseMap()
|
||||
// slowdown even with -O2. To prevent this, store the value in a local.
|
||||
size_t bufsize = sx * sy * sz;
|
||||
for (size_t i = 0; i != bufsize; i++)
|
||||
result[i] = result[i] * np->scale + np->offset;
|
||||
result[i] = result[i] * np.scale + np.offset;
|
||||
}
|
||||
|
||||
|
@ -122,7 +122,7 @@ struct NoiseParams {
|
||||
|
||||
class Noise {
|
||||
public:
|
||||
NoiseParams *np;
|
||||
NoiseParams np;
|
||||
int seed;
|
||||
int sx;
|
||||
int sy;
|
||||
|
@ -546,7 +546,14 @@ int ModApiMapgen::l_register_ore(lua_State *L)
|
||||
getflagsfield(L, index, "flags", flagdesc_ore, &ore->flags, NULL);
|
||||
|
||||
lua_getfield(L, index, "noise_params");
|
||||
ore->np = get_noiseparams(L, -1);
|
||||
if (read_noiseparams(L, -1, &ore->np)) {
|
||||
ore->flags |= OREFLAG_USE_NOISE;
|
||||
} else if (ore->NEEDS_NOISE) {
|
||||
errorstream << "register_ore: specified ore type requires valid "
|
||||
"noise parameters" << std::endl;
|
||||
delete ore;
|
||||
return 0;
|
||||
}
|
||||
lua_pop(L, 1);
|
||||
|
||||
u32 id = oremgr->add(ore);
|
||||
|
@ -161,7 +161,7 @@ int LuaPerlinNoiseMap::l_get2dMap(lua_State *L)
|
||||
for (int y = 0; y != n->sy; y++) {
|
||||
lua_newtable(L);
|
||||
for (int x = 0; x != n->sx; x++) {
|
||||
float noiseval = n->np->offset + n->np->scale * n->result[i++];
|
||||
float noiseval = n->np.offset + n->np.scale * n->result[i++];
|
||||
lua_pushnumber(L, noiseval);
|
||||
lua_rawseti(L, -2, x + 1);
|
||||
}
|
||||
@ -185,7 +185,7 @@ int LuaPerlinNoiseMap::l_get2dMap_flat(lua_State *L)
|
||||
|
||||
lua_newtable(L);
|
||||
for (int i = 0; i != maplen; i++) {
|
||||
float noiseval = n->np->offset + n->np->scale * n->result[i];
|
||||
float noiseval = n->np.offset + n->np.scale * n->result[i];
|
||||
lua_pushnumber(L, noiseval);
|
||||
lua_rawseti(L, -2, i + 1);
|
||||
}
|
||||
@ -210,7 +210,7 @@ int LuaPerlinNoiseMap::l_get3dMap(lua_State *L)
|
||||
for (int y = 0; y != n->sy; y++) {
|
||||
lua_newtable(L);
|
||||
for (int x = 0; x != n->sx; x++) {
|
||||
lua_pushnumber(L, n->np->offset + n->np->scale * n->result[i++]);
|
||||
lua_pushnumber(L, n->np.offset + n->np.scale * n->result[i++]);
|
||||
lua_rawseti(L, -2, x + 1);
|
||||
}
|
||||
lua_rawseti(L, -2, y + 1);
|
||||
@ -236,7 +236,7 @@ int LuaPerlinNoiseMap::l_get3dMap_flat(lua_State *L)
|
||||
|
||||
lua_newtable(L);
|
||||
for (int i = 0; i != maplen; i++) {
|
||||
float noiseval = n->np->offset + n->np->scale * n->result[i];
|
||||
float noiseval = n->np.offset + n->np.scale * n->result[i];
|
||||
lua_pushnumber(L, noiseval);
|
||||
lua_rawseti(L, -2, i + 1);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user