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Mapgen: Remove unused mgv7 code and some unused biometypes
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@ -584,172 +584,3 @@ void MapgenV7::generateRidgeTerrain()
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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//// Code Boneyard
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////
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//// Much of the stuff here has potential to become useful again at some point
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//// in the future, but we don't want it to get lost or forgotten in version
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//// control.
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////
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#if 0
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int MapgenV7::generateMountainTerrain(s16 ymax)
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{
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MapNode n_stone(c_stone);
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u32 j = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
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u32 vi = vm->m_area.index(node_min.X, y, z);
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for (s16 x = node_min.X; x <= node_max.X; x++) {
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int index = (z - node_min.Z) * csize.X + (x - node_min.X);
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content_t c = vm->m_data[vi].getContent();
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if (getMountainTerrainFromMap(j, index, y)
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&& (c == CONTENT_AIR || c == c_water_source)) {
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vm->m_data[vi] = n_stone;
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if (y > ymax)
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ymax = y;
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}
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vi++;
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j++;
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}
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}
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return ymax;
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}
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#endif
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#if 0
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void MapgenV7::carveRivers() {
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MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
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MapNode n_stone(c_stone);
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u32 index = 0;
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int river_depth = 4;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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float terrain_mod = noise_terrain_mod->result[index];
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NoiseParams *np = noise_terrain_river->np;
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np.persist = noise_terrain_persist->result[index];
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float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
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float height = terrain_river * (1 - abs(terrain_mod)) *
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noise_terrain_river->np.scale;
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height = log(height * height); //log(h^3) is pretty interesting for terrain
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s16 y = heightmap[index];
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if (height < 1.0 && y > river_depth &&
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y - river_depth >= node_min.Y && y <= node_max.Y) {
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for (s16 ry = y; ry != y - river_depth; ry--) {
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u32 vi = vm->m_area.index(x, ry, z);
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vm->m_data[vi] = n_air;
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}
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u32 vi = vm->m_area.index(x, y - river_depth, z);
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vm->m_data[vi] = n_water_source;
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}
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}
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}
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#endif
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#if 0
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void MapgenV7::addTopNodes()
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{
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v3s16 em = vm->m_area.getExtent();
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s16 ntopnodes;
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u32 index = 0;
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for (s16 z = node_min.Z; z <= node_max.Z; z++)
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for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
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Biome *biome = bmgr->biomes[biomemap[index]];
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//////////////////// First, add top nodes below the ridge
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s16 y = ridge_heightmap[index];
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// This cutoff is good enough, but not perfect.
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// It will cut off potentially placed top nodes at chunk boundaries
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if (y < node_min.Y)
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continue;
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if (y > node_max.Y) {
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y = node_max.Y; // Let's see if we can still go downward anyway
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u32 vi = vm->m_area.index(x, y, z);
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content_t c = vm->m_data[vi].getContent();
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if (ndef->get(c).walkable)
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continue;
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}
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// N.B. It is necessary to search downward since ridge_heightmap[i]
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// might not be the actual height, just the lowest part in the chunk
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// where a ridge had been carved
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u32 i = vm->m_area.index(x, y, z);
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for (; y >= node_min.Y; y--) {
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content_t c = vm->m_data[i].getContent();
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if (ndef->get(c).walkable)
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break;
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vm->m_area.add_y(em, i, -1);
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}
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if (y != node_min.Y - 1 && y >= water_level) {
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ridge_heightmap[index] = y; //update ridgeheight
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ntopnodes = biome->top_depth;
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for (; y <= node_max.Y && ntopnodes; y++) {
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ntopnodes--;
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vm->m_data[i] = MapNode(biome->c_top);
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vm->m_area.add_y(em, i, 1);
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}
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// If dirt, grow grass on it.
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if (y > water_level - 10 &&
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vm->m_data[i].getContent() == CONTENT_AIR) {
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vm->m_area.add_y(em, i, -1);
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if (vm->m_data[i].getContent() == c_dirt)
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vm->m_data[i] = MapNode(c_dirt_with_grass);
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}
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}
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//////////////////// Now, add top nodes on top of the ridge
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y = heightmap[index];
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if (y > node_max.Y) {
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y = node_max.Y; // Let's see if we can still go downward anyway
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u32 vi = vm->m_area.index(x, y, z);
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content_t c = vm->m_data[vi].getContent();
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if (ndef->get(c).walkable)
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continue;
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}
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i = vm->m_area.index(x, y, z);
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for (; y >= node_min.Y; y--) {
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content_t c = vm->m_data[i].getContent();
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if (ndef->get(c).walkable)
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break;
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vm->m_area.add_y(em, i, -1);
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}
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if (y != node_min.Y - 1) {
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ntopnodes = biome->top_depth;
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// Let's see if we've already added it...
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if (y == ridge_heightmap[index] + ntopnodes - 1)
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continue;
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for (; y <= node_max.Y && ntopnodes; y++) {
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ntopnodes--;
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vm->m_data[i] = MapNode(biome->c_top);
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vm->m_area.add_y(em, i, 1);
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}
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// If dirt, grow grass on it.
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if (y > water_level - 10 &&
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vm->m_data[i].getContent() == CONTENT_AIR) {
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vm->m_area.add_y(em, i, -1);
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if (vm->m_data[i].getContent() == c_dirt)
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vm->m_data[i] = MapNode(c_dirt_with_grass);
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}
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}
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}
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}
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#endif
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@ -36,13 +36,8 @@ typedef u8 biome_t;
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#define BIOME_NONE ((biome_t)0)
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// TODO(hmmmm): Decide whether this is obsolete or will be used in the future
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enum BiomeType {
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BIOMETYPE_NORMAL,
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BIOMETYPE_LIQUID,
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BIOMETYPE_NETHER,
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BIOMETYPE_AETHER,
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BIOMETYPE_FLAT,
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};
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class Biome : public ObjDef, public NodeResolver {
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@ -40,10 +40,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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struct EnumString ModApiMapgen::es_BiomeTerrainType[] =
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{
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{BIOMETYPE_NORMAL, "normal"},
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{BIOMETYPE_LIQUID, "liquid"},
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{BIOMETYPE_NETHER, "nether"},
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{BIOMETYPE_AETHER, "aether"},
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{BIOMETYPE_FLAT, "flat"},
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{0, NULL},
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};
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