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-rw-r--r--src/Generating/CompoGenBiomal.cpp214
1 files changed, 0 insertions, 214 deletions
diff --git a/src/Generating/CompoGenBiomal.cpp b/src/Generating/CompoGenBiomal.cpp
index 1e3363606..0bb7f4802 100644
--- a/src/Generating/CompoGenBiomal.cpp
+++ b/src/Generating/CompoGenBiomal.cpp
@@ -570,220 +570,6 @@ protected:
return patDirt.Get();
}
}
-
-
-
- #if 0
- /** Fills a single column with grass-based terrain (grass or water, dirt, stone). */
- void FillColumnGrass(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
- {
- static const PatternItem pattern[] =
- {
- { E_BLOCK_GRASS, 0},
- { E_BLOCK_DIRT, 0},
- { E_BLOCK_DIRT, 0},
- { E_BLOCK_DIRT, 0},
- } ;
- FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern));
- }
-
-
-
- /** Fills a single column with grass-based terrain (grass or water, dirt, stone). */
- void FillColumnStone(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
- {
- static const PatternItem pattern[] =
- {
- { E_BLOCK_STONE, 0},
- } ;
- FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern));
- }
-
-
-
- /** Fills a single column with Mesa-like terrain (variations of clay). */
- void FillColumnMesa(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
- {
- // Fill with grass and dirt on the very top of mesa plateaus:
- size_t curIdx = 0;
- for (int y = 255; y > m_MesaDirtLevel; y--)
- {
- if (a_ShapeColumn[y] > 0)
- {
- a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, (curIdx > 0) ? E_BLOCK_DIRT : E_BLOCK_GRASS);
- curIdx += 1;
- }
- else
- {
- curIdx = 0;
- }
- } // for y
-
- // Fill with clays from the DirtLevel down to SandLevel:
- for (int y = m_MesaDirtLevel; y > m_MesaSandLevel; y--)
- {
- if (a_ShapeColumn[y] > 0)
- {
- a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, m_MesaPattern[y].m_BlockType, m_MesaPattern[y].m_BlockMeta);
- }
- else
- {
- curIdx = 0;
- }
- } // for y
-
- // If currently air, switch to red sand pattern:
- static const PatternItem redSandPattern[] =
- {
- { E_BLOCK_SAND, E_META_SAND_RED},
- { E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE},
- { E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE},
- { E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE},
- };
- Pattern pattern;
- size_t patternSize;
- if (curIdx == 0)
- {
- pattern = redSandPattern;
- patternSize = ARRAYCOUNT(redSandPattern);
- }
- else
- {
- pattern = m_MesaPattern + m_MesaSandLevel;
- patternSize = static_cast<size_t>(m_MesaSandLevel);
- }
-
- // Fill with current pattern (MesaPattern or RedSand) until sealevel:
- for (int y = m_MesaSandLevel; y > m_SeaLevel; y--)
- {
- if (a_ShapeColumn[y] > 0)
- {
- if (curIdx >= patternSize)
- {
- a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE);
- }
- else
- {
- a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, pattern[curIdx].m_BlockType, pattern[curIdx].m_BlockMeta);
- }
- curIdx += 1;
- }
- else
- {
- // Air resets the pattern to red sand:
- curIdx = 0;
- pattern = redSandPattern;
- patternSize = ARRAYCOUNT(redSandPattern);
- }
- } // for y
-
- // If there is an ocean, fill it with water and then redsand:
- int y = m_SeaLevel;
- for (; y > 0; y--)
- {
- if ((a_ShapeColumn[y] == 0) || (curIdx >= ARRAYCOUNT(redSandPattern)))
- {
- // water pocket or out of red sand pattern, use stone from now on
- break;
- }
- a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, E_BLOCK_STAINED_CLAY, E_META_STAINED_CLAY_ORANGE);
- curIdx = curIdx + 1;
- } // for y
-
- // The rest should be filled with stone:
- for (; y > 0; y--)
- {
- if (a_ShapeColumn[y] > 0)
- {
- a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STONE);
- }
- } // for y
- }
-
-
-
- /** Fills a single column with megataiga-based terrain (grass or podzol on top). */
- void FillColumnMegaTaiga(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
- {
- // TODO
- }
-
-
-
- /** Fills a single column with sand-based terrain (such as desert or beach). */
- void FillColumnSand(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
- {
- static const PatternItem pattern[] =
- {
- { E_BLOCK_SAND, 0},
- { E_BLOCK_SAND, 0},
- { E_BLOCK_SAND, 0},
- { E_BLOCK_SANDSTONE, 0},
- } ;
- FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern));
- }
-
-
-
- void FillColumnMycelium(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc)
- {
- static const PatternItem pattern[] =
- {
- { E_BLOCK_MYCELIUM, 0},
- { E_BLOCK_DIRT, 0},
- { E_BLOCK_DIRT, 0},
- { E_BLOCK_DIRT, 0},
- } ;
- FillColumnPattern(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, pattern, ARRAYCOUNT(pattern));
- }
-
-
-
- /** Fills the column with the specified pattern, repeating it if there's an air pocket in between. */
- void FillColumnPattern(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc, Pattern a_Pattern, size_t a_PatternSize)
- {
- // Fill with pattern until sealevel:
- size_t curIdx = 0;
- for (int y = 255; y > m_SeaLevel; y--)
- {
- if (a_ShapeColumn[y] > 0)
- {
- // Continue with the pattern:
- if (curIdx >= a_PatternSize)
- {
- a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STONE);
- }
- else
- {
- a_ChunkDesc.SetBlockTypeMeta(a_RelX, y, a_RelZ, a_Pattern[curIdx].m_BlockType, a_Pattern[curIdx].m_BlockMeta);
- }
- curIdx += 1;
- }
- else
- {
- // Air pocket, restart the pattern:
- curIdx = 0;
- }
- } // for y
-
- // From sealevel downward use the ocean floor pattern:
- FillOceanFloor(a_RelX, a_RelZ, a_ShapeColumn, a_ChunkDesc, a_Pattern, a_PatternSize, curIdx);
- }
-
-
- /** Fills the blocks from sealevel down to bottom with ocean-floor pattern.
- a_PatternStartOffset specifies the offset at which to start the pattern, in case there was air just above. */
- void FillOceanFloor(int a_RelX, int a_RelZ, const Byte * a_ShapeColumn, cChunkDesc & a_ChunkDesc, Pattern a_Pattern, size_t a_PatternSize, size_t a_PatternStartOffset)
- {
- for (int y = m_SeaLevel; y > 0; y--)
- {
- if (a_ShapeColumn[y] > 0)
- {
- // TODO
- }
- } // for y
- }
- #endif
} ;