Add buildsys
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48 changed files with 6326 additions and 14 deletions
70
src/rndmap.cxx
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70
src/rndmap.cxx
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// rndmap.cpp: perlin noise landscape generation and some experimental random map stuff, currently not used
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#include "cube.h"
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float noise(int x, int y, int seed)
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{
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int n = x+y*57;
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n = (n<<13)^n;
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return 1.0f-((n*(n*n*15731+789221)+1376312589)&0x7fffffff)/1073741824.0f;
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}
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float smoothednoise(int x, int y, int seed)
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{
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float corners = (noise(x-1, y-1, seed)+noise(x+1, y-1, seed)+noise(x-1, y+1, seed)+noise(x+1, y+1, seed))/16;
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float sides = (noise(x-1, y, seed)+noise(x+1, y, seed)+noise(x, y-1, seed)+noise(x, y+1, seed))/8;
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float center = noise(x, y, seed)/4;
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return corners+sides+center;
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}
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float interpolate(float a, float b, float x)
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{
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float ft = x*3.1415927f;
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float f = (1.0f-(float)cos(ft))*0.5f;
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return a*(1-f)+b*f;
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}
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float interpolatednoise(float x, float y, int seed)
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{
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int ix = (int)x;
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float fx = x-ix;
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int iy = (int)y;
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float fy = y-iy;
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float v1 = smoothednoise(ix, iy, seed);
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float v2 = smoothednoise(ix+1, iy, seed);
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float v3 = smoothednoise(ix, iy+1, seed);
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float v4 = smoothednoise(ix+1, iy+1, seed);
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float i1 = interpolate(v1, v2, fx);
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float i2 = interpolate(v3, v4, fy);
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return interpolate(i1, i2, fy);
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}
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float perlinnoise_2D(float x, float y, int seedstep, float pers)
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{
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float total = 0;
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int seed = 0;
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for(int i = 0; i<7; i++)
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{
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float frequency = (float)(2^i);
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float amplitude = (float)pow(pers, i);
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total += interpolatednoise(x*frequency, y*frequency, seed)*amplitude;
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seed += seedstep;
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}
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return total;
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}
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void perlinarea(block &b, int scale, int seed, int psize)
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{
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srand(seed);
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seed = rnd(10000);
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if(!scale) scale = 10;
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for(int x = b.x; x<=b.x+b.xs; x++) for(int y = b.y; y<=b.y+b.ys; y++)
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{
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sqr *s = S(x,y);
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if(!SOLID(s) && x!=b.x+b.xs && y!=b.y+b.ys) s->type = FHF;
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s->vdelta = (int)(perlinnoise_2D(x/((float)scale)+seed, y/((float)scale)+seed, 1000, 0.01f)*50+25);
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if(s->vdelta>128) s->vdelta = 0;
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};
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};
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