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-rw-r--r--src/Generating/CompoGen.cpp2
-rw-r--r--src/Generating/Noise3DGenerator.cpp68
-rw-r--r--src/Generating/Noise3DGenerator.h3
3 files changed, 3 insertions, 70 deletions
diff --git a/src/Generating/CompoGen.cpp b/src/Generating/CompoGen.cpp
index db43e34b6..23cc64d78 100644
--- a/src/Generating/CompoGen.cpp
+++ b/src/Generating/CompoGen.cpp
@@ -197,7 +197,7 @@ void cCompoGenClassic::ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc
void cCompoGenClassic::InitializeCompoGen(cIniFile & a_IniFile)
{
- m_SeaLevel = a_IniFile.GetValueSetI("Generator", "ClassicSeaLevel", m_SeaLevel);
+ m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", m_SeaLevel);
m_BeachHeight = a_IniFile.GetValueSetI("Generator", "ClassicBeachHeight", m_BeachHeight);
m_BeachDepth = a_IniFile.GetValueSetI("Generator", "ClassicBeachDepth", m_BeachDepth);
m_BlockTop = (BLOCKTYPE)(GetIniItemSet(a_IniFile, "Generator", "ClassicBlockTop", "grass").m_ItemType);
diff --git a/src/Generating/Noise3DGenerator.cpp b/src/Generating/Noise3DGenerator.cpp
index 70844e6fa..4180693e0 100644
--- a/src/Generating/Noise3DGenerator.cpp
+++ b/src/Generating/Noise3DGenerator.cpp
@@ -166,69 +166,6 @@ cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) :
m_Cubic.AddOctave(4, 0.25);
m_Cubic.AddOctave(8, 0.125);
m_Cubic.AddOctave(16, 0.0625);
-
- #if 0
- // DEBUG: Test the noise generation:
- // NOTE: In order to be able to run MCS with this code, you need to increase the default thread stack size
- // In MSVC, it is done in Project Settings -> Configuration Properties -> Linker -> System, set Stack reserve size to at least 64M
- m_SeaLevel = 62;
- m_HeightAmplification = 0;
- m_MidPoint = 75;
- m_FrequencyX = 4;
- m_FrequencyY = 4;
- m_FrequencyZ = 4;
- m_AirThreshold = 0.5;
-
- const int NumChunks = 4;
- NOISE_DATATYPE Noise[NumChunks][cChunkDef::Width * cChunkDef::Width * cChunkDef::Height];
- for (int x = 0; x < NumChunks; x++)
- {
- GenerateNoiseArray(x, 5, Noise[x]);
- }
-
- // Save in XY cuts:
- cFile f1;
- if (f1.Open("Test_XY.grab", cFile::fmWrite))
- {
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- for (int y = 0; y < cChunkDef::Height; y++)
- {
- for (int i = 0; i < NumChunks; i++)
- {
- int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height;
- unsigned char buf[cChunkDef::Width];
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++]))));
- }
- f1.Write(buf, cChunkDef::Width);
- }
- } // for y
- } // for z
- } // if (XY file open)
-
- cFile f2;
- if (f2.Open("Test_XZ.grab", cFile::fmWrite))
- {
- for (int y = 0; y < cChunkDef::Height; y++)
- {
- for (int z = 0; z < cChunkDef::Width; z++)
- {
- for (int i = 0; i < NumChunks; i++)
- {
- int idx = y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height;
- unsigned char buf[cChunkDef::Width];
- for (int x = 0; x < cChunkDef::Width; x++)
- {
- buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * Noise[i][idx++]))));
- }
- f2.Write(buf, cChunkDef::Width);
- }
- } // for z
- } // for y
- } // if (XZ file open)
- #endif // 0
}
@@ -247,7 +184,7 @@ cNoise3DGenerator::~cNoise3DGenerator()
void cNoise3DGenerator::Initialize(cIniFile & a_IniFile)
{
// Params:
- m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62);
+ m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", 62);
m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.1);
m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 68);
m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 8);
@@ -455,7 +392,6 @@ void cNoise3DComposable::Initialize(cIniFile & a_IniFile)
{
// Params:
// The defaults generate extreme hills terrain
- m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62);
m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.045);
m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75);
m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 40);
@@ -608,7 +544,7 @@ void cBiomalNoise3DComposable::Initialize(cIniFile & a_IniFile)
{
// Params:
// The defaults generate extreme hills terrain
- m_SeaLevel = a_IniFile.GetValueSetI("Generator", "BiomalNoise3DSeaLevel", 62);
+ m_SeaLevel = a_IniFile.GetValueSetI("Generator", "SeaLevel", 62);
m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyX", 40);
m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyY", 40);
m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "BiomalNoise3DFrequencyZ", 40);
diff --git a/src/Generating/Noise3DGenerator.h b/src/Generating/Noise3DGenerator.h
index 54429b42b..1bc7f3fa1 100644
--- a/src/Generating/Noise3DGenerator.h
+++ b/src/Generating/Noise3DGenerator.h
@@ -93,9 +93,6 @@ protected:
/** Heightmap-like noise used to provide variance for low-amplitude biomes. */
cOctavedNoise<cInterpolNoise<Interp5Deg>> m_BaseNoise;
- /** Block height of the sealevel, used for composing the terrain. */
- int m_SeaLevel;
-
/** The main parameter of the generator, specifies the slope of the vertical linear gradient.
A higher value means a steeper slope and a smaller total amplitude of the generated terrain. */
NOISE_DATATYPE m_HeightAmplification;