continue;
v3s16 roomplace;
// X east, Z north, Y up
-#if 0
- if(doordir == v3s16(1,0,0)) // X+
- roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+
- m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
- if(doordir == v3s16(-1,0,0)) // X-
- roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2
- +m_random.range(-roomsize.Z/2+1,roomsize.Z/2-1));
- if(doordir == v3s16(0,0,1)) // Z+
- roomplace = doorplace + v3s16(-roomsize.X/2
- +m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,0);
- if(doordir == v3s16(0,0,-1)) // Z-
- roomplace = doorplace + v3s16(-roomsize.X/2
- +m_random.range(-roomsize.X/2+1,roomsize.X/2-1),-1,
- -roomsize.Z+1);
-#endif
-#if 0
- if(doordir == v3s16(1,0,0)) // X+
- roomplace = doorplace + v3s16(0,-1,-roomsize.Z/2+
- m_random.range(-roomsize.Z/2+(roomsize.Z%2==0?2:1),
- roomsize.Z/2-1));
- if(doordir == v3s16(-1,0,0)) // X-
- roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z/2
- +m_random.range(-roomsize.Z/2+(roomsize.Z%2==0?2:1),
- roomsize.Z/2-1));
- if(doordir == v3s16(0,0,1)) // Z+
- roomplace = doorplace + v3s16(-roomsize.X/2
- +m_random.range(-roomsize.X/2+(roomsize.X%2==0?2:1),
- roomsize.X/2-1),-1,0);
- if(doordir == v3s16(0,0,-1)) // Z-
- roomplace = doorplace + v3s16(-roomsize.X/2
- +m_random.range(-roomsize.X/2+(roomsize.X%2==0?2:1),
- roomsize.X/2-1),-1, -roomsize.Z+1);
-#endif
#if 1
if(doordir == v3s16(1,0,0)) // X+
roomplace = doorplace +
- v3s16(0,-1,m_random.range(-roomsize.Z+1,-2));
+ v3s16(0,-1,m_random.range(-roomsize.Z+2,-2));
if(doordir == v3s16(-1,0,0)) // X-
roomplace = doorplace +
- v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+1,-2));
+ v3s16(-roomsize.X+1,-1,m_random.range(-roomsize.Z+2,-2));
if(doordir == v3s16(0,0,1)) // Z+
roomplace = doorplace +
- v3s16(m_random.range(-roomsize.X+1,-2),-1,0);
+ v3s16(m_random.range(-roomsize.X+2,-2),-1,0);
if(doordir == v3s16(0,0,-1)) // Z-
roomplace = doorplace +
- v3s16(m_random.range(-roomsize.X+1,-2),-1,-roomsize.Z+1);
+ v3s16(m_random.range(-roomsize.X+2,-2),-1,-roomsize.Z+1);
#endif
#if 0
if(doordir == v3s16(1,0,0)) // X+
Noise functions. Make sure seed is mangled differently in each one.
*/
-// This affects the shape of the contour
+/*
+ Scaling the output of the noise function affects the overdrive of the
+ contour function, which affects the shape of the output considerably.
+*/
+#define CAVE_NOISE_SCALE 12.0
//#define CAVE_NOISE_SCALE 10.0
//#define CAVE_NOISE_SCALE 7.5
-#define CAVE_NOISE_SCALE 5.0
+//#define CAVE_NOISE_SCALE 5.0
+//#define CAVE_NOISE_SCALE 1.0
+
+//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
+#define CAVE_NOISE_THRESHOLD (1.5/CAVE_NOISE_SCALE)
NoiseParams get_cave_noise1_params(u64 seed)
{
200, CAVE_NOISE_SCALE);*/
/*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.7,
100, CAVE_NOISE_SCALE);*/
- return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6,
- 100, CAVE_NOISE_SCALE);
+ /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.6,
+ 100, CAVE_NOISE_SCALE);*/
+ /*return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 5, 0.3,
+ 100, CAVE_NOISE_SCALE);*/
+ return NoiseParams(NOISE_PERLIN_CONTOUR, seed+52534, 4, 0.5,
+ 50, CAVE_NOISE_SCALE);
+ //return NoiseParams(NOISE_CONSTANT_ONE);
}
NoiseParams get_cave_noise2_params(u64 seed)
200, CAVE_NOISE_SCALE);*/
/*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.7,
100, CAVE_NOISE_SCALE);*/
- return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.6,
- 100, CAVE_NOISE_SCALE);
+ /*return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 5, 0.3,
+ 100, CAVE_NOISE_SCALE);*/
+ return NoiseParams(NOISE_PERLIN_CONTOUR_FLIP_YZ, seed+10325, 4, 0.5,
+ 50, CAVE_NOISE_SCALE);
+ //return NoiseParams(NOISE_CONSTANT_ONE);
}
-//#define CAVE_NOISE_THRESHOLD (2.5/CAVE_NOISE_SCALE)
-#define CAVE_NOISE_THRESHOLD (2.0/CAVE_NOISE_SCALE)
-
NoiseParams get_ground_noise1_params(u64 seed)
{
return NoiseParams(NOISE_PERLIN, seed+983240, 5,
{
//return ((double)p.Y < ground_noise1_val);
- double f = 0.8 + noise2d_perlin(
+ double f = 0.55 + noise2d_perlin(
0.5+(float)p.X/250, 0.5+(float)p.Z/250,
seed+920381, 3, 0.5);
if(f < 0.01)
f = 0.01;
else if(f >= 1.0)
- f *= 2.0;
+ f *= 1.6;
double h = WATER_LEVEL + 10 * noise2d_perlin(
0.5+(float)p.X/250, 0.5+(float)p.Z/250,
seed+84174, 4, 0.5);
/*
Cave noise
*/
-
+#if 1
noisebuf_cave.create(get_cave_noise1_params(data->seed),
minpos_f.X, minpos_f.Y, minpos_f.Z,
maxpos_f.X, maxpos_f.Y, maxpos_f.Z,
- 4, 3, 4);
-
+ 2, 2, 2);
noisebuf_cave.multiply(get_cave_noise2_params(data->seed));
+#endif
/*
Ground noise