From ca6ef58b1ee8521e4b940ee4883dee714960e413 Mon Sep 17 00:00:00 2001 From: LogicParrot Date: Fri, 5 Feb 2016 23:45:45 +0200 Subject: Bulk clearing of whitespace --- src/Generating/StructGen.cpp | 54 ++++++++++++++++++++++---------------------- 1 file changed, 27 insertions(+), 27 deletions(-) (limited to 'src/Generating/StructGen.cpp') diff --git a/src/Generating/StructGen.cpp b/src/Generating/StructGen.cpp index edd2f6b87..9b4eb67ef 100644 --- a/src/Generating/StructGen.cpp +++ b/src/Generating/StructGen.cpp @@ -19,9 +19,9 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc) { int ChunkX = a_ChunkDesc.GetChunkX(); int ChunkZ = a_ChunkDesc.GetChunkZ(); - + cChunkDesc WorkerDesc(ChunkX, ChunkZ); - + // Generate trees: for (int x = 0; x <= 2; x++) { @@ -29,14 +29,14 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc) for (int z = 0; z <= 2; z++) { int BaseZ = ChunkZ + z - 1; - + cChunkDesc * Dest; if ((x != 1) || (z != 1)) { Dest = &WorkerDesc; WorkerDesc.SetChunkCoords(BaseX, BaseZ); - + // TODO: This may cause a lot of wasted calculations, instead of pulling data out of a single (cChunkDesc) cache cChunkDesc::Shape workerShape; @@ -66,7 +66,7 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc) ApplyTreeImage(ChunkX, ChunkZ, a_ChunkDesc, OutsideLogs, IgnoredOverflow); } // for z } // for x - + // Update the heightmap: for (int x = 0; x < cChunkDef::Width; x++) { @@ -97,9 +97,9 @@ void cStructGenTrees::GenerateSingleTree( { int x = (m_Noise.IntNoise3DInt(a_ChunkX + a_ChunkZ, a_ChunkZ, a_Seq) / 19) % cChunkDef::Width; int z = (m_Noise.IntNoise3DInt(a_ChunkX - a_ChunkZ, a_Seq, a_ChunkZ) / 19) % cChunkDef::Width; - + int Height = a_ChunkDesc.GetHeight(x, z); - + if ((Height <= 0) || (Height >= 230)) { return; @@ -111,7 +111,7 @@ void cStructGenTrees::GenerateSingleTree( { return; } - + sSetBlockVector TreeLogs, TreeOther; GetTreeImageByBiome( a_ChunkX * cChunkDef::Width + x, Height + 1, a_ChunkZ * cChunkDef::Width + z, @@ -148,7 +148,7 @@ void cStructGenTrees::GenerateSingleTree( } } } - + ApplyTreeImage(a_ChunkX, a_ChunkZ, a_ChunkDesc, TreeOther, a_OutsideOther); ApplyTreeImage(a_ChunkX, a_ChunkZ, a_ChunkDesc, TreeLogs, a_OutsideLogs); } @@ -185,11 +185,11 @@ void cStructGenTrees::ApplyTreeImage( a_ChunkDesc.SetBlockTypeMeta(itr->m_RelX, itr->m_RelY, itr->m_RelZ, itr->m_BlockType, itr->m_BlockMeta); break; } - + } // switch (GetBlock()) continue; } - + // Outside the chunk, push into a_Overflow. // Don't check if already present there, by separating logs and others we don't need the checks anymore: a_Overflow.push_back(*itr); @@ -279,20 +279,20 @@ void cStructGenLakes::GenFinish(cChunkDesc & a_ChunkDesc) { int ChunkX = a_ChunkDesc.GetChunkX(); int ChunkZ = a_ChunkDesc.GetChunkZ(); - + for (int z = -1; z < 2; z++) for (int x = -1; x < 2; x++) { if (((m_Noise.IntNoise2DInt(ChunkX + x, ChunkZ + z) / 17) % 100) > m_Probability) { continue; } - + cBlockArea Lake; CreateLakeImage(ChunkX + x, ChunkZ + z, a_ChunkDesc.GetMinHeight(), Lake); - + int OfsX = Lake.GetOriginX() + x * cChunkDef::Width; int OfsZ = Lake.GetOriginZ() + z * cChunkDef::Width; - + // Merge the lake into the current data a_ChunkDesc.WriteBlockArea(Lake, OfsX, Lake.GetOriginY(), OfsZ, cBlockArea::msLake); } // for x, z - neighbor chunks @@ -306,7 +306,7 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, int a_MaxLakeH { a_Lake.Create(16, 8, 16); a_Lake.Fill(cBlockArea::baTypes, E_BLOCK_SPONGE); // Sponge is the NOP blocktype for lake merging strategy - + // Make a random position in the chunk by using a random 16 block XZ offset and random height up to chunk's max height minus 6 int MinHeight = std::max(a_MaxLakeHeight - 6, 2); int Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 128, a_ChunkZ) / 11; @@ -318,9 +318,9 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, int a_MaxLakeH Rnd = m_Noise.IntNoise3DInt(a_ChunkX, 512, a_ChunkZ) / 13; // Random height [1 .. MinHeight] with preference to center heights int HeightY = 1 + (((Rnd & 0x1ff) % MinHeight) + (((Rnd >> 9) & 0x1ff) % MinHeight)) / 2; - + a_Lake.SetOrigin(OffsetX, HeightY, OffsetZ); - + // Hollow out a few bubbles inside the blockarea: int NumBubbles = 4 + ((Rnd >> 18) & 0x03); // 4 .. 7 bubbles BLOCKTYPE * BlockTypes = a_Lake.GetBlockTypes(); @@ -371,9 +371,9 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, int a_MaxLakeH } } // for z, x } // for y - + // TODO: Turn sponge next to lava into stone - + // a_Lake.SaveToSchematicFile(Printf("Lake_%d_%d.schematic", a_ChunkX, a_ChunkZ)); } @@ -401,7 +401,7 @@ void cStructGenDirectOverhangs::GenFinish(cChunkDesc & a_ChunkDesc) { return; } - + HEIGHTTYPE MaxHeight = a_ChunkDesc.GetMaxHeight(); const int SEGMENT_HEIGHT = 8; @@ -410,7 +410,7 @@ void cStructGenDirectOverhangs::GenFinish(cChunkDesc & a_ChunkDesc) // Interpolate the chunk in 16 * SEGMENT_HEIGHT * 16 "segments", each SEGMENT_HEIGHT blocks high and each linearly interpolated separately. // Have two buffers, one for the lowest floor and one for the highest floor, so that Y-interpolation can be done between them // Then swap the buffers and use the previously-top one as the current-bottom, without recalculating it. - + int FloorBuf1[17 * 17]; int FloorBuf2[17 * 17]; int * FloorHi = FloorBuf1; @@ -418,7 +418,7 @@ void cStructGenDirectOverhangs::GenFinish(cChunkDesc & a_ChunkDesc) int BaseX = a_ChunkDesc.GetChunkX() * cChunkDef::Width; int BaseZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; int BaseY = 63; - + // Interpolate the lowest floor: for (int z = 0; z <= 16 / INTERPOL_Z; z++) for (int x = 0; x <= 16 / INTERPOL_X; x++) { @@ -428,7 +428,7 @@ void cStructGenDirectOverhangs::GenFinish(cChunkDesc & a_ChunkDesc) 256; } // for x, z - FloorLo[] LinearUpscale2DArrayInPlace<17, 17, INTERPOL_X, INTERPOL_Z>(FloorLo); - + // Interpolate segments: for (int Segment = BaseY; Segment < MaxHeight; Segment += SEGMENT_HEIGHT) { @@ -441,12 +441,12 @@ void cStructGenDirectOverhangs::GenFinish(cChunkDesc & a_ChunkDesc) ); } // for x, z - FloorLo[] LinearUpscale2DArrayInPlace<17, 17, INTERPOL_X, INTERPOL_Z>(FloorHi); - + // Interpolate between FloorLo and FloorHi: for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++) { EMCSBiome biome = a_ChunkDesc.GetBiome(x, z); - + if ((biome == biExtremeHills) || (biome == biExtremeHillsEdge)) { int Lo = FloorLo[x + 17 * z] / 256; @@ -462,7 +462,7 @@ void cStructGenDirectOverhangs::GenFinish(cChunkDesc & a_ChunkDesc) break; } // if (biome) } // for z, x - + // Swap the floors: std::swap(FloorLo, FloorHi); } -- cgit v1.2.3