Mapgen: Remove unused mgv7 code and some unused biometypes
authorParamat <paramat@users.noreply.github.com>
Mon, 26 Mar 2018 03:59:49 +0000 (04:59 +0100)
committerGitHub <noreply@github.com>
Mon, 26 Mar 2018 03:59:49 +0000 (04:59 +0100)
src/mapgen/mapgen_v7.cpp
src/mapgen/mg_biome.h
src/script/lua_api/l_mapgen.cpp

index 2c50be96cf621f6a826e387d3f925d34f919f563..55a81c531a7d5f241e0016c2b672354f7a6a3363 100644 (file)
@@ -584,172 +584,3 @@ void MapgenV7::generateRidgeTerrain()
                }
        }
 }
-
-
-////////////////////////////////////////////////////////////////////////////////
-//// Code Boneyard
-////
-//// Much of the stuff here has potential to become useful again at some point
-//// in the future, but we don't want it to get lost or forgotten in version
-//// control.
-////
-
-#if 0
-int MapgenV7::generateMountainTerrain(s16 ymax)
-{
-       MapNode n_stone(c_stone);
-       u32 j = 0;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 y = node_min.Y - 1; y <= node_max.Y + 1; y++) {
-               u32 vi = vm->m_area.index(node_min.X, y, z);
-               for (s16 x = node_min.X; x <= node_max.X; x++) {
-                       int index = (z - node_min.Z) * csize.X + (x - node_min.X);
-                       content_t c = vm->m_data[vi].getContent();
-
-                       if (getMountainTerrainFromMap(j, index, y)
-                                       && (c == CONTENT_AIR || c == c_water_source)) {
-                               vm->m_data[vi] = n_stone;
-                               if (y > ymax)
-                                       ymax = y;
-                       }
-
-                       vi++;
-                       j++;
-               }
-       }
-
-       return ymax;
-}
-#endif
-
-
-#if 0
-void MapgenV7::carveRivers() {
-       MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
-       MapNode n_stone(c_stone);
-       u32 index = 0;
-
-       int river_depth = 4;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               float terrain_mod  = noise_terrain_mod->result[index];
-               NoiseParams *np = noise_terrain_river->np;
-               np.persist = noise_terrain_persist->result[index];
-               float terrain_river = NoisePerlin2DNoTxfm(np, x, z, seed);
-               float height = terrain_river * (1 - abs(terrain_mod)) *
-                                               noise_terrain_river->np.scale;
-               height = log(height * height); //log(h^3) is pretty interesting for terrain
-
-               s16 y = heightmap[index];
-               if (height < 1.0 && y > river_depth &&
-                       y - river_depth >= node_min.Y && y <= node_max.Y) {
-
-                       for (s16 ry = y; ry != y - river_depth; ry--) {
-                               u32 vi = vm->m_area.index(x, ry, z);
-                               vm->m_data[vi] = n_air;
-                       }
-
-                       u32 vi = vm->m_area.index(x, y - river_depth, z);
-                       vm->m_data[vi] = n_water_source;
-               }
-       }
-}
-#endif
-
-
-#if 0
-void MapgenV7::addTopNodes()
-{
-       v3s16 em = vm->m_area.getExtent();
-       s16 ntopnodes;
-       u32 index = 0;
-
-       for (s16 z = node_min.Z; z <= node_max.Z; z++)
-       for (s16 x = node_min.X; x <= node_max.X; x++, index++) {
-               Biome *biome = bmgr->biomes[biomemap[index]];
-
-               //////////////////// First, add top nodes below the ridge
-               s16 y = ridge_heightmap[index];
-
-               // This cutoff is good enough, but not perfect.
-               // It will cut off potentially placed top nodes at chunk boundaries
-               if (y < node_min.Y)
-                       continue;
-               if (y > node_max.Y) {
-                       y = node_max.Y; // Let's see if we can still go downward anyway
-                       u32 vi = vm->m_area.index(x, y, z);
-                       content_t c = vm->m_data[vi].getContent();
-                       if (ndef->get(c).walkable)
-                               continue;
-               }
-
-               // N.B.  It is necessary to search downward since ridge_heightmap[i]
-               // might not be the actual height, just the lowest part in the chunk
-               // where a ridge had been carved
-               u32 i = vm->m_area.index(x, y, z);
-               for (; y >= node_min.Y; y--) {
-                       content_t c = vm->m_data[i].getContent();
-                       if (ndef->get(c).walkable)
-                               break;
-                       vm->m_area.add_y(em, i, -1);
-               }
-
-               if (y != node_min.Y - 1 && y >= water_level) {
-                       ridge_heightmap[index] = y; //update ridgeheight
-                       ntopnodes = biome->top_depth;
-                       for (; y <= node_max.Y && ntopnodes; y++) {
-                               ntopnodes--;
-                               vm->m_data[i] = MapNode(biome->c_top);
-                               vm->m_area.add_y(em, i, 1);
-                       }
-                       // If dirt, grow grass on it.
-                       if (y > water_level - 10 &&
-                               vm->m_data[i].getContent() == CONTENT_AIR) {
-                               vm->m_area.add_y(em, i, -1);
-                               if (vm->m_data[i].getContent() == c_dirt)
-                                       vm->m_data[i] = MapNode(c_dirt_with_grass);
-                       }
-               }
-
-               //////////////////// Now, add top nodes on top of the ridge
-               y = heightmap[index];
-               if (y > node_max.Y) {
-                       y = node_max.Y; // Let's see if we can still go downward anyway
-                       u32 vi = vm->m_area.index(x, y, z);
-                       content_t c = vm->m_data[vi].getContent();
-                       if (ndef->get(c).walkable)
-                               continue;
-               }
-
-               i = vm->m_area.index(x, y, z);
-               for (; y >= node_min.Y; y--) {
-                       content_t c = vm->m_data[i].getContent();
-                       if (ndef->get(c).walkable)
-                               break;
-                       vm->m_area.add_y(em, i, -1);
-               }
-
-               if (y != node_min.Y - 1) {
-                       ntopnodes = biome->top_depth;
-                       // Let's see if we've already added it...
-                       if (y == ridge_heightmap[index] + ntopnodes - 1)
-                               continue;
-
-                       for (; y <= node_max.Y && ntopnodes; y++) {
-                               ntopnodes--;
-                               vm->m_data[i] = MapNode(biome->c_top);
-                               vm->m_area.add_y(em, i, 1);
-                       }
-                       // If dirt, grow grass on it.
-                       if (y > water_level - 10 &&
-                               vm->m_data[i].getContent() == CONTENT_AIR) {
-                               vm->m_area.add_y(em, i, -1);
-                               if (vm->m_data[i].getContent() == c_dirt)
-                                       vm->m_data[i] = MapNode(c_dirt_with_grass);
-                       }
-               }
-       }
-}
-#endif
index ad90f28f8fd6bf7763979ac8ab2899e90b946484..086cf56fe9313bb5452622f5f3e6afa0f8ce98eb 100644 (file)
@@ -36,13 +36,8 @@ typedef u8 biome_t;
 
 #define BIOME_NONE ((biome_t)0)
 
-// TODO(hmmmm): Decide whether this is obsolete or will be used in the future
 enum BiomeType {
        BIOMETYPE_NORMAL,
-       BIOMETYPE_LIQUID,
-       BIOMETYPE_NETHER,
-       BIOMETYPE_AETHER,
-       BIOMETYPE_FLAT,
 };
 
 class Biome : public ObjDef, public NodeResolver {
index 263273cc34ab30d850ad579d258f4d3125cc7914..d7bb96086800b13c0144b0deb33d64898a7d230f 100644 (file)
@@ -40,10 +40,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 struct EnumString ModApiMapgen::es_BiomeTerrainType[] =
 {
        {BIOMETYPE_NORMAL, "normal"},
-       {BIOMETYPE_LIQUID, "liquid"},
-       {BIOMETYPE_NETHER, "nether"},
-       {BIOMETYPE_AETHER, "aether"},
-       {BIOMETYPE_FLAT,   "flat"},
        {0, NULL},
 };