From 15f27a19378345c22b07e37ab324581d55ad9c5b Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Tue, 8 Feb 2011 10:11:26 +0200 Subject: made it to work with my windows compiler --- src/main.cpp | 9 +++++++++ src/map.cpp | 7 ++++--- src/noise.cpp | 14 +++++++++++--- 3 files changed, 24 insertions(+), 6 deletions(-) diff --git a/src/main.cpp b/src/main.cpp index 17d481cac..e1d8492fd 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -364,6 +364,7 @@ Doing now (most important at the top): #include "config.h" #include "guiMainMenu.h" #include "mineral.h" +#include "noise.h" IrrlichtWrapper *g_irrlicht; @@ -1545,12 +1546,20 @@ int main(int argc, char *argv[]) /* Run unit tests */ + if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false) || cmd_args.getFlag("enable-unittests") == true) { run_tests(); } + /*for(s16 y=-100; y<100; y++) + for(s16 x=-100; x<100; x++) + { + std::cout<>32)+654879876, 6, 0.6); + /*// A bit hillier one double base2 = WATER_LEVEL - 4.0 + 40. * noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., @@ -2020,7 +2021,7 @@ double base_rock_level_2d(u64 seed, v2s16 p) base = base2;*/ #if 1 // Higher ground level - double higher = WATER_LEVEL + 13. + 50. * noise2d_perlin( + double higher = (double)WATER_LEVEL + 13. + 50. * noise2d_perlin( 0.5+(float)p.X/500., 0.5+(float)p.Y/500., seed+85039, 6, 0.69); //higher = 30; // For debugging @@ -2046,7 +2047,7 @@ double base_rock_level_2d(u64 seed, v2s16 p) /*double a = 0.5 + b * (a_off + noise2d_perlin( 0.5+(float)p.X/500., 0.5+(float)p.Y/500., seed-359, 6, 0.7));*/ - double a = 0.5 + b * (a_off + noise2d_perlin( + double a = (double)0.5 + b * (a_off + noise2d_perlin( 0.5+(float)p.X/250., 0.5+(float)p.Y/250., seed-359, 5, 0.60)); // Limit diff --git a/src/noise.cpp b/src/noise.cpp index dda0e5614..a98dd5886 100644 --- a/src/noise.cpp +++ b/src/noise.cpp @@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include #include "noise.h" +#include #define NOISE_MAGIC_X 1619 #define NOISE_MAGIC_Y 31337 @@ -62,16 +63,23 @@ double noise2d_gradient(double x, double y, int seed) { int x0 = (x > 0.0 ? (int)x : (int)x - 1); int y0 = (y > 0.0 ? (int)y : (int)y - 1); - double xl = x-x0; - double yl = y-y0; + double xl = x - (double)x0; + double yl = y - (double)y0; int n00 = (int)((noise2d(x0, y0, seed)+1)*8); int n10 = (int)((noise2d(x0+1, y0, seed)+1)*8); int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8); int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8); + /* In this format, these fail to work on MSVC8 if n00 < 4 double s = dotProduct(cos_lookup[n00], cos_lookup[(n00-4)%16], xl, yl); double u = dotProduct(-cos_lookup[n10], cos_lookup[(n10-4)%16], 1.-xl, yl); double v = dotProduct(cos_lookup[n01], -cos_lookup[(n01-4)%16], xl, 1.-yl); - double w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11-4)%16], 1.-xl, 1.-yl); + double w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11-4)%16], 1.-xl, 1.-yl);*/ + double s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl); + double u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl); + double v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl); + double w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl); + /*std::cout<<"x="<