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-rw-r--r--src/Generating/StructGen.cpp110
1 files changed, 0 insertions, 110 deletions
diff --git a/src/Generating/StructGen.cpp b/src/Generating/StructGen.cpp
index 3b04f66b7..29cab86f1 100644
--- a/src/Generating/StructGen.cpp
+++ b/src/Generating/StructGen.cpp
@@ -273,116 +273,6 @@ int cStructGenTrees::GetNumTrees(
////////////////////////////////////////////////////////////////////////////////
-// cStructGenOreNests:
-
-void cStructGenOreNests::GenFinish(cChunkDesc & a_ChunkDesc)
-{
- int ChunkX = a_ChunkDesc.GetChunkX();
- int ChunkZ = a_ChunkDesc.GetChunkZ();
- cChunkDef::BlockTypes & BlockTypes = a_ChunkDesc.GetBlockTypes();
- cChunkDesc::BlockNibbleBytes & BlockMetas = a_ChunkDesc.GetBlockMetasUncompressed();
-
- int seq = 1;
-
- // Generate the ores from the ore list.
- for (OreList::const_iterator itr = m_OreList.begin(); itr != m_OreList.end(); ++itr)
- {
- GenerateOre(ChunkX, ChunkZ, itr->BlockType, itr->BlockMeta, itr->MaxHeight, itr->NumNests, itr->NestSize, BlockTypes, BlockMetas, seq);
- seq++;
- }
-}
-
-
-
-
-
-void cStructGenOreNests::GenerateOre(int a_ChunkX, int a_ChunkZ, BLOCKTYPE a_OreType, NIBBLETYPE a_BlockMeta, int a_MaxHeight, int a_NumNests, int a_NestSize, cChunkDef::BlockTypes & a_BlockTypes, cChunkDesc::BlockNibbleBytes & a_BlockMetas, int a_Seq)
-{
- // This function generates several "nests" of ore, each nest consisting of number of ore blocks relatively adjacent to each other.
- // It does so by making a random XYZ walk and adding ore along the way in cuboids of different (random) sizes
- // Only stone gets replaced with ore, all other blocks stay (so the nest can actually be smaller than specified).
-
- for (int i = 0; i < a_NumNests; i++)
- {
- int Nestrnd = m_Noise.IntNoise3DInt(a_ChunkX + i, a_Seq, a_ChunkZ + 64 * i) / 8;
- int BaseX = Nestrnd % cChunkDef::Width;
- Nestrnd /= cChunkDef::Width;
- int BaseZ = Nestrnd % cChunkDef::Width;
- Nestrnd /= cChunkDef::Width;
- int BaseY = Nestrnd % a_MaxHeight;
- Nestrnd /= a_MaxHeight;
- int NestSize = a_NestSize + (Nestrnd % (a_NestSize / 4)); // The actual nest size may be up to 1 / 4 larger
- int Num = 0;
- while (Num < NestSize)
- {
- // Put a cuboid around [BaseX, BaseY, BaseZ]
- int rnd = m_Noise.IntNoise3DInt(a_ChunkX + 64 * i, 2 * a_Seq + Num, a_ChunkZ + 32 * i) / 8;
- int xsize = rnd % 2;
- int ysize = (rnd / 4) % 2;
- int zsize = (rnd / 16) % 2;
- rnd >>= 8;
- for (int x = xsize; x >= 0; --x)
- {
- int BlockX = BaseX + x;
- if ((BlockX < 0) || (BlockX >= cChunkDef::Width))
- {
- Num++; // So that the cycle finishes even if the base coords wander away from the chunk
- continue;
- }
- for (int y = ysize; y >= 0; --y)
- {
- int BlockY = BaseY + y;
- if ((BlockY < 0) || (BlockY >= cChunkDef::Height))
- {
- Num++; // So that the cycle finishes even if the base coords wander away from the chunk
- continue;
- }
- for (int z = zsize; z >= 0; --z)
- {
- int BlockZ = BaseZ + z;
- if ((BlockZ < 0) || (BlockZ >= cChunkDef::Width))
- {
- Num++; // So that the cycle finishes even if the base coords wander away from the chunk
- continue;
- }
-
- int Index = cChunkDef::MakeIndexNoCheck(BlockX, BlockY, BlockZ);
- if (a_BlockTypes[Index] == m_ToReplace)
- {
- a_BlockTypes[Index] = a_OreType;
- a_BlockMetas[Index] = a_BlockMeta;
- }
- Num++;
- } // for z
- } // for y
- } // for x
-
- // Move the base to a neighbor voxel
- switch (rnd % 4)
- {
- case 0: BaseX--; break;
- case 1: BaseX++; break;
- }
- switch ((rnd >> 3) % 4)
- {
- case 0: BaseY--; break;
- case 1: BaseY++; break;
- }
- switch ((rnd >> 6) % 4)
- {
- case 0: BaseZ--; break;
- case 1: BaseZ++; break;
- }
- } // while (Num < NumBlocks)
- } // for i - NumNests
-}
-
-
-
-
-
-
-////////////////////////////////////////////////////////////////////////////////
// cStructGenLakes:
void cStructGenLakes::GenFinish(cChunkDesc & a_ChunkDesc)