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-rw-r--r--src/mapgen_v6.cpp42
1 files changed, 11 insertions, 31 deletions
diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp
index 004aef8c7..148b4497c 100644
--- a/src/mapgen_v6.cpp
+++ b/src/mapgen_v6.cpp
@@ -246,13 +246,13 @@ float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
if (flags & MG_FLAT)
return water_level;
- float terrain_base = NoisePerlin2DPosOffset(&noise_terrain_base->np,
+ float terrain_base = NoisePerlin2D_PO(&noise_terrain_base->np,
p.X, 0.5, p.Y, 0.5, seed);
- float terrain_higher = NoisePerlin2DPosOffset(&noise_terrain_higher->np,
+ float terrain_higher = NoisePerlin2D_PO(&noise_terrain_higher->np,
p.X, 0.5, p.Y, 0.5, seed);
- float steepness = NoisePerlin2DPosOffset(&noise_steepness->np,
+ float steepness = NoisePerlin2D_PO(&noise_steepness->np,
p.X, 0.5, p.Y, 0.5, seed);
- float height_select = NoisePerlin2DNoTxfmPosOffset(&noise_height_select->np,
+ float height_select = NoisePerlin2D_PO(&noise_height_select->np,
p.X, 0.5, p.Y, 0.5, seed);
return baseTerrainLevel(terrain_base, terrain_higher,
@@ -547,36 +547,16 @@ void MapgenV6::calculateNoise() {
int x = node_min.X;
int z = node_min.Z;
- // Need to adjust for the original implementation's +.5 offset...
if (!(flags & MG_FLAT)) {
- noise_terrain_base->perlinMap2D(
- x + 0.5 * noise_terrain_base->np.spread.X,
- z + 0.5 * noise_terrain_base->np.spread.Z);
-
- noise_terrain_higher->perlinMap2D(
- x + 0.5 * noise_terrain_higher->np.spread.X,
- z + 0.5 * noise_terrain_higher->np.spread.Z);
-
- noise_steepness->perlinMap2D(
- x + 0.5 * noise_steepness->np.spread.X,
- z + 0.5 * noise_steepness->np.spread.Z);
-
- noise_height_select->perlinMap2D(
- x + 0.5 * noise_height_select->np.spread.X,
- z + 0.5 * noise_height_select->np.spread.Z);
-
- noise_mud->perlinMap2D(
- x + 0.5 * noise_mud->np.spread.X,
- z + 0.5 * noise_mud->np.spread.Z);
+ noise_terrain_base->perlinMap2D_PO(x, 0.5, z, 0.5);
+ noise_terrain_higher->perlinMap2D_PO(x, 0.5, z, 0.5);
+ noise_steepness->perlinMap2D_PO(x, 0.5, z, 0.5);
+ noise_height_select->perlinMap2D_PO(x, 0.5, z, 0.5);
+ noise_mud->perlinMap2D_PO(x, 0.5, z, 0.5);
}
- noise_beach->perlinMap2D(
- x + 0.2 * noise_beach->np.spread.X,
- z + 0.7 * noise_beach->np.spread.Z);
-
- noise_biome->perlinMap2D(
- x + 0.6 * noise_biome->np.spread.X,
- z + 0.2 * noise_biome->np.spread.Z);
+ noise_beach->perlinMap2D_PO(x, 0.2, z, 0.7);
+ noise_biome->perlinMap2D_PO(x, 0.6, z, 0.2);
}