double base_rock_level_2d(u64 seed, v2f p)
{
// The ground level (return value)
- double h = WATER_LEVEL;
+ double h = WATER_LEVEL-1.5;
// Raises from 0 when parameter is -1...1
/*double m2 = contour_flat_top(-0.8 + 2.0 * noise2d_perlin(
h += 30 * tm2;*/
#if 1
- // Huge mountains
- double m3 = 150.0 - 500.0 * noise2d_perlin_abs(
- 0.324+(float)p.X/2000., 0.423+(float)p.Y/2000.,
- (seed>>32)+985251, 9, 0.55);
- if(m3 > h)
- h = m3;
+ {
+ // Large mountains
+ double m3 = 100.0 - 600.0 * noise2d_perlin_abs(
+ 0.324+(float)p.X/2000., 0.423+(float)p.Y/2000.,
+ (seed>>32)+985251, 9, 0.55);
+ if(m3 > h)
+ h = m3;
+ }
+#endif
+
+#if 1
+ {
+ // Pretty neat looking mountains
+ double m4 = 100.0 - 400.0 * noise2d_perlin_abs(
+ 0.324+(float)p.X/2000., 0.423+(float)p.Y/2000.,
+ (seed>>32)+65012102, 8, 0.6);
+ if(m4 > h)
+ h = m4;
+ }
+#endif
+
+#if 0
+ {
+ // More neat looking mountain ranges
+ double d = 100;
+ double a1 = d*2 - d*5 * noise2d_perlin_abs(
+ 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+ seed+850342, 6, 0.55);
+ /*if(a1 > d)
+ a1 = d + sqrt(a1-d);*/
+ a1 = (1.0 - exp(-a1/d))*d;
+ /*if(a1 > h)
+ h = a1;*/
+ if(a1 > 0)
+ h += a1;
+ }
+#endif
+
+#if 1
+ {
+ // Very steep mountain ranges
+ double d = 150;
+ double a1 = d*2 - d*7.5 * noise2d_perlin_abs(
+ 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
+ seed+850342, 6, 0.6);
+ /*if(a1 > d)
+ a1 = d + sqrt(a1-d);*/
+ a1 = (1.0 - exp(-a1/d))*d;
+ /*if(a1 > h)
+ h = a1;*/
+ if(a1 > 0)
+ h += a1;
+ /*double a = noise2d_perlin_abs(
+ 0.94+(float)p.X/2000., 0.26+(float)p.Y/2000.,
+ (seed>>32)+65012102, 8, 0.50);
+ double m4 = 100.0 - 400.0 * a;
+ if(m4 > h)
+ h = m4;*/
+ }
#endif
#if 1
#endif
#if 1
- double base = -5. + 25. * noise2d_perlin(
+ double base = -2. + 25. * noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
(seed>>32)+653876, 7, 0.6);
#else
v3f p_map_f = p_nodes_f + checklist[i]*MAP_BLOCKSIZE;
double depth_guess;
- bool is_ground = is_base_ground(m_seed, p_map_f, &depth_guess);
+ /*bool is_ground =*/ is_base_ground(m_seed, p_map_f, &depth_guess);
// Estimate the surface height
float surface_y_f = p_map_f.Y + depth_guess;
//dstream<<"generateBlock(): Getting local attributes"<<std::endl;
- float caves_amount = 0.5;
+ //float caves_amount = 0.5;
#if 0
{
//dstream<<"generateBlock(): Done"<<std::endl;
+#if 0
// Set to true if has caves.
// Set when some non-air is changed to air when making caves.
bool has_dungeons = false;
-#if 0
/*
Generate dungeons
*/