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-rw-r--r--src/Generating/BioGen.h41
-rw-r--r--src/Generating/Caves.cpp20
-rw-r--r--src/Generating/ChunkGenerator.cpp4
-rw-r--r--src/Generating/ChunkGenerator.h27
-rw-r--r--src/Generating/DungeonRoomsFinisher.cpp2
-rw-r--r--src/Generating/EndGen.cpp3
-rw-r--r--src/Generating/EndGen.h17
-rw-r--r--src/Generating/FinishGen.h19
-rw-r--r--src/Generating/HeiGen.cpp2
-rw-r--r--src/Generating/MineShafts.cpp15
-rw-r--r--src/Generating/Noise3DGenerator.h6
-rw-r--r--src/Generating/RainbowRoadsGen.h2
-rw-r--r--src/Generating/Ravines.cpp2
-rw-r--r--src/Generating/Trees.cpp2
-rw-r--r--src/Generating/Trees.h38
-rw-r--r--src/Generating/UnderwaterBaseGen.h2
-rw-r--r--src/Generating/VillageGen.h2
17 files changed, 98 insertions, 106 deletions
diff --git a/src/Generating/BioGen.h b/src/Generating/BioGen.h
index 44f1dfd2a..a5b8cc7e7 100644
--- a/src/Generating/BioGen.h
+++ b/src/Generating/BioGen.h
@@ -41,7 +41,7 @@ protected:
-/// A simple cache that stores N most recently generated chunks' biomes; N being settable upon creation
+/** A simple cache that stores N most recently generated chunks' biomes; N being settable upon creation */
class cBioGenCache :
public cBiomeGen
{
@@ -112,7 +112,7 @@ protected:
-/// Base class for generators that use a list of available biomes. This class takes care of the list.
+/** Base class for generators that use a list of available biomes. This class takes care of the list. */
class cBiomeGenList :
public cBiomeGen
{
@@ -124,7 +124,7 @@ protected:
EMCSBiomes m_Biomes;
int m_BiomesCount; // Pulled out of m_Biomes for faster access
- /// Parses the INI file setting string into m_Biomes.
+ /** Parses the INI file setting string into m_Biomes. */
void InitializeBiomes(const AString & a_Biomes);
} ;
@@ -188,20 +188,20 @@ public:
}
protected:
- /// Noise used for the distortion
+ /** Noise used for the distortion */
cNoise m_Noise;
- /// The underlying Voronoi map of the biomes
+ /** The underlying Voronoi map of the biomes */
cVoronoiMap m_Voronoi;
- /// Size of the Voronoi cells, also used for distortion amplitude
+ /** Size of the Voronoi cells, also used for distortion amplitude */
int m_CellSize;
// cBiomeGen overrides:
virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
virtual void InitializeBiomeGen(cIniFile & a_IniFile) override;
- /// Distorts the coords using a Perlin-like noise
+ /** Distorts the coords using a Perlin-like noise */
void Distort(int a_BlockX, int a_BlockZ, int & a_DistortedX, int & a_DistortedZ);
} ;
@@ -241,30 +241,27 @@ protected:
virtual void InitializeBiomeGen(cIniFile & a_IniFile) override;
/** Step 1: Decides between ocean, land and mushroom, using a DistVoronoi with special conditions and post-processing for mushroom islands
- Sets biomes to biOcean, -1 (i.e. land), biMushroomIsland or biMushroomShore
- */
+ Sets biomes to biOcean, -1 (i.e. land), biMushroomIsland or biMushroomShore. */
void DecideOceanLandMushroom(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap);
/** Step 2: Add rivers to the land
- Flips some "-1" biomes into biRiver
- */
+ Flips some "-1" biomes into biRiver. */
void AddRivers(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap);
/** Step 3: Decide land biomes using a temperature / humidity map; freeze ocean / river in low temperatures.
- Flips all remaining "-1" biomes into land biomes. Also flips some biOcean and biRiver into biFrozenOcean, biFrozenRiver, based on temp map.
- */
+ Flips all remaining "-1" biomes into land biomes. Also flips some biOcean and biRiver into biFrozenOcean, biFrozenRiver, based on temp map. */
void ApplyTemperatureHumidity(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap);
- /// Distorts the coords using a Perlin-like noise, with a specified cell-size
+ /** Distorts the coords using a Perlin-like noise, with a specified cell-size */
void Distort(int a_BlockX, int a_BlockZ, int & a_DistortedX, int & a_DistortedZ, int a_CellSize);
- /// Builds two Perlin-noise maps, one for temperature, the other for humidity. Trims both into [0..255] range
+ /** Builds two Perlin-noise maps, one for temperature, the other for humidity. Trims both into [0..255] range */
void BuildTemperatureHumidityMaps(int a_ChunkX, int a_ChunkZ, IntMap & a_TemperatureMap, IntMap & a_HumidityMap);
- /// Flips all remaining "-1" biomes into land biomes using the two maps
+ /** Flips all remaining "-1" biomes into land biomes using the two maps */
void DecideLandBiomes(cChunkDef::BiomeMap & a_BiomeMap, const IntMap & a_TemperatureMap, const IntMap & a_HumidityMap);
- /// Flips biOcean and biRiver into biFrozenOcean and biFrozenRiver if the temperature is too low
+ /** Flips biOcean and biRiver into biFrozenOcean and biFrozenRiver if the temperature is too low */
void FreezeWaterBiomes(cChunkDef::BiomeMap & a_BiomeMap, const IntMap & a_TemperatureMap);
} ;
@@ -281,10 +278,10 @@ public:
cBioGenTwoLevel(int a_Seed);
protected:
- /// The Voronoi map that decides the groups of biomes
+ /** The Voronoi map that decides the groups of biomes */
cVoronoiMap m_VoronoiLarge;
- /// The Voronoi map that decides biomes inside individual biome groups
+ /** The Voronoi map that decides biomes inside individual biome groups */
cVoronoiMap m_VoronoiSmall;
// The noises used for the distortion:
@@ -308,9 +305,9 @@ protected:
virtual void GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) override;
virtual void InitializeBiomeGen(cIniFile & a_IniFile) override;
- /// Selects biome from the specified biome group, based on the specified index.
- /// Note that both params may overflow
- /// a_DistLevel is either 0 or 1; zero when it is at the edge of the small Voronoi cell, 1 near the center
+ /** Selects biome from the specified biome group, based on the specified index.
+ Note that both params may overflow
+ a_DistLevel is either 0 or 1; zero when it is at the edge of the small Voronoi cell, 1 near the center */
EMCSBiome SelectBiome(int a_BiomeGroup, size_t a_BiomeIdx, int a_DistLevel);
} ;
diff --git a/src/Generating/Caves.cpp b/src/Generating/Caves.cpp
index 05f95464c..6dd0eb4b6 100644
--- a/src/Generating/Caves.cpp
+++ b/src/Generating/Caves.cpp
@@ -64,7 +64,7 @@ typedef std::vector<cCaveDefPoint> cCaveDefPoints;
-/// A single non-branching tunnel of a WormNestCave
+/** A single non-branching tunnel of a WormNestCave */
class cCaveTunnel
{
// The bounding box, including the radii around defpoints:
@@ -72,19 +72,19 @@ class cCaveTunnel
int m_MinBlockY, m_MaxBlockY;
int m_MinBlockZ, m_MaxBlockZ;
- /// Generates the shaping defpoints for the ravine, based on the ravine block coords and noise
+ /** Generates the shaping defpoints for the cave, based on the cave block coords and noise */
void Randomize(cNoise & a_Noise);
- /// Refines (adds and smooths) defpoints from a_Src into a_Dst; returns false if no refinement possible (segments too short)
+ /** Refines (adds and smooths) defpoints from a_Src into a_Dst; returns false if no refinement possible (segments too short) */
bool RefineDefPoints(const cCaveDefPoints & a_Src, cCaveDefPoints & a_Dst);
- /// Does rounds of smoothing, two passes of RefineDefPoints(), as long as they return true
+ /** Does rounds of smoothing, two passes of RefineDefPoints(), as long as they return true */
void Smooth(void);
- /// Linearly interpolates the points so that the maximum distance between two neighbors is max 1 block
+ /** Linearly interpolates the points so that the maximum distance between two neighbors is max 1 block */
void FinishLinear(void);
- /// Calculates the bounding box of the points present
+ /** Calculates the bounding box of the points present */
void CalcBoundingBox(void);
public:
@@ -96,7 +96,7 @@ public:
cNoise & a_Noise
);
- /// Carves the tunnel into the chunk specified
+ /** Carves the tunnel into the chunk specified */
void ProcessChunk(
int a_ChunkX, int a_ChunkZ,
cChunkDef::BlockTypes & a_BlockTypes,
@@ -115,7 +115,7 @@ typedef std::vector<cCaveTunnel *> cCaveTunnels;
-/// A collection of connected tunnels, possibly branching.
+/** A collection of connected tunnels, possibly branching. */
class cStructGenWormNestCaves::cCaveSystem :
public cGridStructGen::cStructure
{
@@ -135,13 +135,13 @@ protected:
void Clear(void);
- /// Generates a_Segment successive tunnels, with possible branches. Generates the same output for the same [x, y, z, a_Segments]
+ /** Generates a_Segment successive tunnels, with possible branches. Generates the same output for the same [x, y, z, a_Segments] */
void GenerateTunnelsFromPoint(
int a_OriginX, int a_OriginY, int a_OriginZ,
cNoise & a_Noise, int a_Segments
);
- /// Returns a radius based on the location provided.
+ /** Returns a radius based on the location provided. */
int GetRadius(cNoise & a_Noise, int a_OriginX, int a_OriginY, int a_OriginZ);
// cGridStructGen::cStructure overrides:
diff --git a/src/Generating/ChunkGenerator.cpp b/src/Generating/ChunkGenerator.cpp
index f312d371d..741cdd7ae 100644
--- a/src/Generating/ChunkGenerator.cpp
+++ b/src/Generating/ChunkGenerator.cpp
@@ -12,10 +12,10 @@
-/// If the generation queue size exceeds this number, a warning will be output
+/** If the generation queue size exceeds this number, a warning will be output */
const unsigned int QUEUE_WARNING_LIMIT = 1000;
-/// If the generation queue size exceeds this number, chunks with no clients will be skipped
+/** If the generation queue size exceeds this number, chunks with no clients will be skipped */
const unsigned int QUEUE_SKIP_LIMIT = 500;
diff --git a/src/Generating/ChunkGenerator.h b/src/Generating/ChunkGenerator.h
index 4af486ae1..b7968356f 100644
--- a/src/Generating/ChunkGenerator.h
+++ b/src/Generating/ChunkGenerator.h
@@ -46,16 +46,16 @@ public:
cGenerator(cChunkGenerator & a_ChunkGenerator);
virtual ~cGenerator() {} // Force a virtual destructor
- /// Called to initialize the generator on server startup.
+ /** Called to initialize the generator on server startup. */
virtual void Initialize(cIniFile & a_IniFile);
- /// Generates the biomes for the specified chunk (directly, not in a separate thread). Used by the world loader if biomes failed loading.
+ /** Generates the biomes for the specified chunk (directly, not in a separate thread). Used by the world loader if biomes failed loading. */
virtual void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap) = 0;
- /// Returns the biome at the specified coords. Used by ChunkMap if an invalid chunk is queried for biome. Default implementation uses GenerateBiomes().
+ /** Returns the biome at the specified coords. Used by ChunkMap if an invalid chunk is queried for biome. Default implementation uses GenerateBiomes(). */
virtual EMCSBiome GetBiomeAt(int a_BlockX, int a_BlockZ);
- /// Called in a separate thread to do the actual chunk generation. Generator should generate into a_ChunkDesc.
+ /** Called in a separate thread to do the actual chunk generation. Generator should generate into a_ChunkDesc. */
virtual void DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) = 0;
protected:
@@ -71,13 +71,11 @@ public:
virtual ~cPluginInterface() {}
/** Called when the chunk is about to be generated.
- The generator may be partly or fully overriden by the implementation
- */
+ The generator may be partly or fully overriden by the implementation. */
virtual void CallHookChunkGenerating(cChunkDesc & a_ChunkDesc) = 0;
/** Called after the chunk is generated, before it is handed to the chunk sink.
- a_ChunkDesc contains the generated chunk data. Implementation may modify this data.
- */
+ a_ChunkDesc contains the generated chunk data. Implementation may modify this data. */
virtual void CallHookChunkGenerated(cChunkDesc & a_ChunkDesc) = 0;
} ;
@@ -92,19 +90,16 @@ public:
/** Called after the chunk has been generated
The interface may store the chunk, send it over network, whatever.
The chunk is not expected to be modified, but the generator will survive if the implementation
- changes the data within. All changes are ignored, though.
- */
+ changes the data within. All changes are ignored, though. */
virtual void OnChunkGenerated(cChunkDesc & a_ChunkDesc) = 0;
/** Called just before the chunk generation is started,
to verify that it hasn't been generated in the meantime.
- If this callback returns true, the chunk is not generated.
- */
+ If this callback returns true, the chunk is not generated. */
virtual bool IsChunkValid(int a_ChunkX, int a_ChunkZ) = 0;
/** Called when the generator is overloaded to skip chunks that are no longer needed.
- If this callback returns false, the chunk is not generated.
- */
+ If this callback returns false, the chunk is not generated. */
virtual bool HasChunkAnyClients(int a_ChunkX, int a_ChunkZ) = 0;
/** Called to check whether the specified chunk is in the queued state.
@@ -126,7 +121,7 @@ public:
If the generator becomes overloaded and skips this chunk, the callback is still called. */
void QueueGenerateChunk(int a_ChunkX, int a_ChunkZ, bool a_ForceGenerate, cChunkCoordCallback * a_Callback = nullptr);
- /// Generates the biomes for the specified chunk (directly, not in a separate thread). Used by the world loader if biomes failed loading.
+ /** Generates the biomes for the specified chunk (directly, not in a separate thread). Used by the world loader if biomes failed loading. */
void GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::BiomeMap & a_BiomeMap);
void WaitForQueueEmpty(void);
@@ -151,7 +146,7 @@ private:
/** Force the regeneration of an already existing chunk */
bool m_ForceGenerate;
- /** Callback to call after generating.*/
+ /** Callback to call after generating. */
cChunkCoordCallback * m_Callback;
};
diff --git a/src/Generating/DungeonRoomsFinisher.cpp b/src/Generating/DungeonRoomsFinisher.cpp
index c62da7492..7ee7f91f0 100644
--- a/src/Generating/DungeonRoomsFinisher.cpp
+++ b/src/Generating/DungeonRoomsFinisher.cpp
@@ -98,7 +98,7 @@ protected:
/** Decodes the position index along the room walls into a proper 2D position for a chest.
- The Y coord of the returned vector specifies the chest's meta value*/
+ The Y coord of the returned vector specifies the chest's meta value. */
Vector3i DecodeChestCoords(int a_PosIdx, int a_SizeX, int a_SizeZ)
{
if (a_PosIdx < a_SizeX)
diff --git a/src/Generating/EndGen.cpp b/src/Generating/EndGen.cpp
index c559e765f..dc0837af2 100644
--- a/src/Generating/EndGen.cpp
+++ b/src/Generating/EndGen.cpp
@@ -77,7 +77,6 @@ void cEndGen::InitializeCompoGen(cIniFile & a_IniFile)
-/// Unless the LastChunk coords are equal to coords given, prepares the internal state (noise array)
void cEndGen::PrepareState(int a_ChunkX, int a_ChunkZ)
{
ASSERT(!IsChunkOutsideRange(a_ChunkX, a_ChunkZ)); // Should be filtered before calling this function
@@ -97,7 +96,6 @@ void cEndGen::PrepareState(int a_ChunkX, int a_ChunkZ)
-/// Generates the m_NoiseArray array for the current chunk
void cEndGen::GenerateNoiseArray(void)
{
NOISE_DATATYPE NoiseData[DIM_X * DIM_Y * DIM_Z]; // [x + DIM_X * z + DIM_X * DIM_Z * y]
@@ -140,7 +138,6 @@ void cEndGen::GenerateNoiseArray(void)
-/// Returns true if the chunk is outside of the island's dimensions
bool cEndGen::IsChunkOutsideRange(int a_ChunkX, int a_ChunkZ)
{
return (
diff --git a/src/Generating/EndGen.h b/src/Generating/EndGen.h
index f9e3f6e53..f914dc340 100644
--- a/src/Generating/EndGen.h
+++ b/src/Generating/EndGen.h
@@ -25,10 +25,10 @@ public:
protected:
- /// Seed for the noise
+ /** Seed for the noise */
int m_Seed;
- /// The Perlin noise used for generating
+ /** The Perlin noise used for generating */
cPerlinNoise m_Perlin;
// XYZ size of the "island", in blocks:
@@ -49,19 +49,22 @@ protected:
int m_LastChunkX;
int m_LastChunkZ;
NOISE_DATATYPE m_NoiseArray[17 * 17 * 257]; // x + 17 * z + 17 * 17 * y
-
- /// Unless the LastChunk coords are equal to coords given, prepares the internal state (noise array)
+
+
+ /** Unless the LastChunk coords are equal to coords given, prepares the internal state (noise array) */
void PrepareState(int a_ChunkX, int a_ChunkZ);
- /// Generates the m_NoiseArray array for the current chunk
+ /** Generates the m_NoiseArray array for the current chunk */
void GenerateNoiseArray(void);
- /// Returns true if the chunk is outside of the island's dimensions
+ /** Returns true if the chunk is outside of the island's dimensions */
bool IsChunkOutsideRange(int a_ChunkX, int a_ChunkZ);
-
+
+
// cTerrainShapeGen overrides:
virtual void GenShape(int a_ChunkX, int a_ChunkZ, cChunkDesc::Shape & a_Shape) override;
+
// cTerrainCompositionGen overrides:
virtual void ComposeTerrain(cChunkDesc & a_ChunkDesc, const cChunkDesc::Shape & a_Shape) override;
virtual void InitializeCompoGen(cIniFile & a_IniFile) override;
diff --git a/src/Generating/FinishGen.h b/src/Generating/FinishGen.h
index aa50335d4..aa2d0a12d 100644
--- a/src/Generating/FinishGen.h
+++ b/src/Generating/FinishGen.h
@@ -192,7 +192,7 @@ protected:
cNoise m_Noise;
int m_Seed;
- /// Tries to place sugarcane at the coords specified, returns true if successful
+ /** Tries to place sugarcane at the coords specified, returns true if successful */
bool TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ);
// Returns true is the specified biome is a desert or its variant
@@ -209,8 +209,7 @@ protected:
/** This class adds a single top block in random positions in the specified biome on top of specified allowed blocks.
Used for:
- Lilypads finisher
-- DeadBushes finisher
-*/
+- DeadBushes finisher */
class cFinishGenSingleTopBlock :
public cFinishGen
{
@@ -258,17 +257,20 @@ public:
protected:
cNoise m_Noise;
BLOCKTYPE m_BlockType;
- int m_Amount; ///< Relative amount of blocks to try adding. 1 = one block per 256 biome columns.
+
+ /** Relative amount of blocks to try adding. 1 = one block per 256 biome columns. */
+ int m_Amount;
+
int GetNumToGen(const cChunkDef::BiomeMap & a_BiomeMap);
- // Returns true if the given biome is a biome that is allowed.
+ /** Returns true if the given biome is a biome that is allowed. */
inline bool IsAllowedBiome(EMCSBiome a_Biome)
{
return m_IsBiomeAllowed[a_Biome];
}
- // Returns true if the given blocktype may be below m_BlockType
+ /** Returns true if the given blocktype may be below m_BlockType */
inline bool IsAllowedBlockBelow(BLOCKTYPE a_BlockBelow)
{
return m_IsAllowedBelow[a_BlockBelow];
@@ -316,7 +318,7 @@ protected:
bool m_PreSimulateWater;
bool m_PreSimulateLava;
- // Drops hanging sand and gravel down to the ground, recalculates heightmap
+ /** Drops hanging sand and gravel down to the ground, recalculates heightmap */
void CollapseSandGravel(
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::HeightMap & a_HeightMap // Height map to update by the current data
@@ -324,8 +326,7 @@ protected:
/** For each fluid block:
- if all surroundings are of the same fluid, makes it stationary; otherwise makes it flowing (excl. top)
- - all fluid on the chunk's edge is made flowing
- */
+ - all fluid on the chunk's edge is made flowing */
void StationarizeFluid(
cChunkDef::BlockTypes & a_BlockTypes, // Block types to read and change
cChunkDef::HeightMap & a_HeightMap, // Height map to read
diff --git a/src/Generating/HeiGen.cpp b/src/Generating/HeiGen.cpp
index 6cfd53837..120efc504 100644
--- a/src/Generating/HeiGen.cpp
+++ b/src/Generating/HeiGen.cpp
@@ -390,7 +390,7 @@ void cHeiGenMountains::InitializeHeightGen(cIniFile & a_IniFile)
const cHeiGenBiomal::sGenParam cHeiGenBiomal::m_GenParam[256] =
{
- /* Fast-changing | Middle-changing | Slow-changing |*/
+ /* Fast-changing | Middle-changing | Slow-changing | */
/* Biome | Freq1 | Amp1 | Freq2 | Amp2 | Freq3 | Amp3 | BaseHeight */
/* biOcean */ { 0.1f, 2.0f, 0.05f, 10.0f, 0.01f, 8.0f, 50},
/* biPlains */ { 0.1f, 1.0f, 0.05f, 1.5f, 0.01f, 4.0f, 68},
diff --git a/src/Generating/MineShafts.cpp b/src/Generating/MineShafts.cpp
index 4ba896ef6..ef06285ad 100644
--- a/src/Generating/MineShafts.cpp
+++ b/src/Generating/MineShafts.cpp
@@ -67,18 +67,17 @@ public:
virtual ~cMineShaft() {}
- /// Returns true if this mineshaft intersects the specified cuboid
+ /** Returns true if this mineshaft intersects the specified cuboid */
bool DoesIntersect(const cCuboid & a_Other)
{
return m_BoundingBox.DoesIntersect(a_Other);
}
/** If recursion level is not too large, appends more branches to the parent system,
- using exit points specific to this class.
- */
+ using exit points specific to this class. */
virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) = 0;
- /// Imprints this shape into the specified chunk's data
+ /** Imprints this shape into the specified chunk's data */
virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) = 0;
} ;
@@ -141,16 +140,16 @@ protected:
virtual void AppendBranches(int a_RecursionLevel, cNoise & a_Noise) override;
virtual void ProcessChunk(cChunkDesc & a_ChunkDesc) override;
- /// Places a chest, if the corridor has one
+ /** Places a chest, if the corridor has one */
void PlaceChest(cChunkDesc & a_ChunkDesc);
- /// If this corridor has tracks, places them randomly
+ /** If this corridor has tracks, places them randomly */
void PlaceTracks(cChunkDesc & a_ChunkDesc);
- /// If this corridor has a spawner, places the spawner
+ /** If this corridor has a spawner, places the spawner */
void PlaceSpawner(cChunkDesc & a_ChunkDesc);
- /// Randomly places torches around the central beam block
+ /** Randomly places torches around the central beam block */
void PlaceTorches(cChunkDesc & a_ChunkDesc);
} ;
diff --git a/src/Generating/Noise3DGenerator.h b/src/Generating/Noise3DGenerator.h
index 35b1e4c94..f9317abe2 100644
--- a/src/Generating/Noise3DGenerator.h
+++ b/src/Generating/Noise3DGenerator.h
@@ -58,13 +58,13 @@ protected:
NOISE_DATATYPE m_FrequencyZ;
NOISE_DATATYPE m_AirThreshold;
- /// Generates the 3D noise array used for terrain generation; a_Noise is of ChunkData-size
+ /** Generates the 3D noise array used for terrain generation; a_Noise is of ChunkData-size */
void GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_Noise);
- /// Updates heightmap based on the chunk's contents
+ /** Updates heightmap based on the chunk's contents */
void UpdateHeightmap(cChunkDesc & a_ChunkDesc);
- /// Composes terrain - adds dirt, grass and sand
+ /** Composes terrain - adds dirt, grass and sand */
void ComposeTerrain(cChunkDesc & a_ChunkDesc);
} ;
diff --git a/src/Generating/RainbowRoadsGen.h b/src/Generating/RainbowRoadsGen.h
index 52d48ceca..75383e223 100644
--- a/src/Generating/RainbowRoadsGen.h
+++ b/src/Generating/RainbowRoadsGen.h
@@ -31,7 +31,7 @@ protected:
/** The noise used for generating random numbers */
cNoise m_Noise;
- /** Maximum depth of the generator tree*/
+ /** Maximum depth of the generator tree */
int m_MaxDepth;
/** Maximum size, in X / Z blocks, of the structure (radius from the origin) */
diff --git a/src/Generating/Ravines.cpp b/src/Generating/Ravines.cpp
index 8c6316273..d15ad548d 100644
--- a/src/Generating/Ravines.cpp
+++ b/src/Generating/Ravines.cpp
@@ -64,7 +64,7 @@ public:
cRavine(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ, int a_Size, cNoise & a_Noise);
#ifdef _DEBUG
- /// Exports itself as a SVG line definition
+ /** Exports itself as a SVG line definition */
AString ExportAsSVG(int a_Color, int a_OffsetX = 0, int a_OffsetZ = 0) const;
#endif // _DEBUG
diff --git a/src/Generating/Trees.cpp b/src/Generating/Trees.cpp
index 5da8fc44a..37afaaac6 100644
--- a/src/Generating/Trees.cpp
+++ b/src/Generating/Trees.cpp
@@ -95,7 +95,7 @@ static const sCoordsArr BigOs[] =
-/// Pushes a specified layer of blocks of the same type around (x, h, z) into a_Blocks
+/** Pushes a specified layer of blocks of the same type around (x, h, z) into a_Blocks */
inline void PushCoordBlocks(int a_BlockX, int a_Height, int a_BlockZ, sSetBlockVector & a_Blocks, const sCoords * a_Coords, size_t a_NumCoords, BLOCKTYPE a_BlockType, NIBBLETYPE a_Meta)
{
for (size_t i = 0; i < a_NumCoords; i++)
diff --git a/src/Generating/Trees.h b/src/Generating/Trees.h
index b0363e050..5b5a20b34 100644
--- a/src/Generating/Trees.h
+++ b/src/Generating/Trees.h
@@ -52,61 +52,61 @@ class cWorld;
-/// Generates an image of a tree at the specified coords (lowest trunk block) in the specified biome
+/** Generates an image of a tree at the specified coords (lowest trunk block) in the specified biome */
void GetTreeImageByBiome(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, EMCSBiome a_Biome, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/// Generates an image of a random apple tree
+/** Generates an image of a random apple tree */
void GetAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/// Generates an image of a small (nonbranching) apple tree
+/** Generates an image of a small (nonbranching) apple tree */
void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/// Generates an image of a large (branching) apple tree
+/** Generates an image of a large (branching) apple tree */
void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/// Generates a branch for a large apple tree
+/** Generates a branch for a large apple tree */
void GetLargeAppleTreeBranch(int a_BlockX, int a_BlockY, int a_BlockZ, int a_BranchLength, Vector3d a_StartDirection, Vector3d a_Direction, int a_TreeHeight, cNoise & a_Noise, sSetBlockVector & a_LogBlocks);
-/// Returns the meta for a log from the given direction
+/** Returns the meta for a log from the given direction */
NIBBLETYPE GetLogMetaFromDirection(NIBBLETYPE a_BlockMeta, Vector3d a_Direction);
-/// Generates an image of a random birch tree
+/** Generates an image of a random birch tree */
void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/// Generates an image of a random acacia tree
+/** Generates an image of a random acacia tree */
void GetAcaciaTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/// Generates an image of a random darkoak tree
+/** Generates an image of a random darkoak tree */
void GetDarkoakTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/// Generates an image of a random large birch tree
+/** Generates an image of a random large birch tree */
void GetTallBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/// Generates an image of a random conifer tree
+/** Generates an image of a random conifer tree */
void GetConiferTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/// Generates an image of a random spruce (short conifer, two layers of leaves)
+/** Generates an image of a random spruce (short conifer, two layers of leaves) */
void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/// Generates an image of a random pine (tall conifer, little leaves at top)
+/** Generates an image of a random pine (tall conifer, little leaves at top) */
void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/// Generates an image of a random swampland tree
+/** Generates an image of a random swampland tree */
void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/// Generates an image of a random apple bush (for jungles)
+/** Generates an image of a random apple bush (for jungles) */
void GetAppleBushImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/// Generates an image of a random jungle tree
+/** Generates an image of a random jungle tree */
void GetJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks, bool a_Large);
-/// Generates an image of a large jungle tree (2x2 trunk)
+/** Generates an image of a large jungle tree (2x2 trunk) */
void GetLargeJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/// Generates an image of a small jungle tree (1x1 trunk)
+/** Generates an image of a small jungle tree (1x1 trunk) */
void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks);
-/// Moves the x and z coordinants to the north-west corner of a 2x2 of saplings. Returns true if a 2x2 was found, otherwise it returns false
+/** Moves the x and z coordinants to the north-west corner of a 2x2 of saplings. Returns true if a 2x2 was found, otherwise it returns false */
bool GetLargeTreeAdjustment(cWorld & a_World, int & a_X, int & a_Y, int & a_Z, NIBBLETYPE a_Meta);
diff --git a/src/Generating/UnderwaterBaseGen.h b/src/Generating/UnderwaterBaseGen.h
index 9433a1905..67551f3c4 100644
--- a/src/Generating/UnderwaterBaseGen.h
+++ b/src/Generating/UnderwaterBaseGen.h
@@ -31,7 +31,7 @@ protected:
/** The noise used for generating random numbers */
cNoise m_Noise;
- /** Maximum depth of the generator tree*/
+ /** Maximum depth of the generator tree */
int m_MaxDepth;
/** Maximum size, in X / Z blocks, of the structure (radius from the origin) */
diff --git a/src/Generating/VillageGen.h b/src/Generating/VillageGen.h
index e7f9f2529..bda6b0312 100644
--- a/src/Generating/VillageGen.h
+++ b/src/Generating/VillageGen.h
@@ -48,7 +48,7 @@ protected:
/** The noise used for generating random numbers */
cNoise m_Noise;
- /** Maximum depth of the generator tree*/
+ /** Maximum depth of the generator tree */
int m_MaxDepth;
/** Maximum size, in X / Z blocks, of the village (radius from the origin) */