diff options
Diffstat (limited to '')
-rw-r--r-- | src/Generating/FinishGen.cpp | 52 |
1 files changed, 26 insertions, 26 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp index e6c31e43f..444af5022 100644 --- a/src/Generating/FinishGen.cpp +++ b/src/Generating/FinishGen.cpp @@ -40,12 +40,12 @@ static inline bool IsWater(BLOCKTYPE a_BlockType) -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////// // cFinishGenNetherClumpFoliage: void cFinishGenNetherClumpFoliage::GenFinish(cChunkDesc & a_ChunkDesc) { - double ChunkX = a_ChunkDesc.GetChunkX() + 0.1; // We can't devide through 0 so lets add 0.1 to all the chunk coordinates. + double ChunkX = a_ChunkDesc.GetChunkX() + 0.1; // We can't devide through 0 so lets add 0.1 to all the chunk coordinates. double ChunkZ = a_ChunkDesc.GetChunkZ() + 0.1; NOISE_DATATYPE Val1 = m_Noise.CubicNoise2D((float) (ChunkX * ChunkZ * 0.01f), (float) (ChunkZ / ChunkX * 0.01f)); @@ -125,7 +125,7 @@ void cFinishGenNetherClumpFoliage::TryPlaceClump(cChunkDesc & a_ChunkDesc, int a float zz = (float) a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z; for (int y = a_RelY - 2; y < a_RelY + 2; y++) { - if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR) // Don't replace non air blocks. + if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR) // Don't replace non air blocks. { continue; } @@ -136,7 +136,7 @@ void cFinishGenNetherClumpFoliage::TryPlaceClump(cChunkDesc & a_ChunkDesc, int a continue; } - if (IsFireBlock) // don't place fire on non-forever burning blocks. + if (IsFireBlock) // don't place fire on non-forever burning blocks. { if (!cFireSimulator::DoesBurnForever(BlockBelow)) { @@ -159,8 +159,8 @@ void cFinishGenNetherClumpFoliage::TryPlaceClump(cChunkDesc & a_ChunkDesc, int a -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cFinishGenFoliage: +//////////////////////////////////////////////////////////////////////////////// +// cFinishGenTallGrass: void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc) { @@ -172,16 +172,16 @@ void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc) int zz = z + a_ChunkDesc.GetChunkZ() * cChunkDef::Width; int BiomeDensity = GetBiomeDensity(a_ChunkDesc.GetBiome(x, z)); - // Choose if we want to place long grass here. If not then bail out. + // Choose if we want to place long grass here. If not then bail out: if ((m_Noise.IntNoise2DInt(xx + m_Noise.IntNoise1DInt(xx), zz + m_Noise.IntNoise1DInt(zz)) / 7 % 100) > BiomeDensity) { continue; } - // Get the top block + 1. This is the place where the grass would finaly be placed. + // Get the top block + 1. This is the place where the grass would finaly be placed: int y = a_ChunkDesc.GetHeight(x, z) + 1; - // Check if long grass can be placed. + // Check if long grass can be placed: if ( (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR) || ((a_ChunkDesc.GetBlockType(x, y - 1, z) != E_BLOCK_GRASS) && (a_ChunkDesc.GetBlockType(x, y - 1, z) != E_BLOCK_DIRT)) @@ -190,7 +190,7 @@ void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc) continue; } - // Choose what long grass meta we should use. + // Choose what long grass meta we should use: int GrassType = m_Noise.IntNoise2DInt(xx * 50, zz * 50) / 7 % 100; if (GrassType < 60) { @@ -202,7 +202,7 @@ void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc) } else { - // If double long grass we have to choose what type we should use. + // If double long grass we have to choose what type we should use: if (a_ChunkDesc.GetBlockType(x, y + 1, z) == E_BLOCK_AIR) { NIBBLETYPE Meta = (m_Noise.IntNoise2DInt(xx * 100, zz * 100) / 7 % 100) > 25 ? 2 : 3; @@ -218,7 +218,7 @@ void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc) -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////// // cFinishGenSprinkleFoliage: bool cFinishGenSprinkleFoliage::TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_RelX, int a_RelY, int a_RelZ) @@ -252,8 +252,8 @@ bool cFinishGenSprinkleFoliage::TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_ if ( !IsWater(a_ChunkDesc.GetBlockType(a_RelX - 1, a_RelY, a_RelZ)) && !IsWater(a_ChunkDesc.GetBlockType(a_RelX + 1, a_RelY, a_RelZ)) && - !IsWater(a_ChunkDesc.GetBlockType(a_RelX , a_RelY, a_RelZ - 1)) && - !IsWater(a_ChunkDesc.GetBlockType(a_RelX , a_RelY, a_RelZ + 1)) + !IsWater(a_ChunkDesc.GetBlockType(a_RelX, a_RelY, a_RelZ - 1)) && + !IsWater(a_ChunkDesc.GetBlockType(a_RelX, a_RelY, a_RelZ + 1)) ) { return false; @@ -273,7 +273,7 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) // Generate small foliage (1-block): // TODO: Update heightmap with 1-block-tall foliage - for (int z = 0; z < cChunkDef::Width; z++) + for (int z = 0; z < cChunkDef::Width; z++) { int BlockZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z; const float zz = (float)BlockZ; @@ -298,14 +298,14 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) } const float xx = (float)BlockX; - float val1 = m_Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f ); - float val2 = m_Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f ); + float val1 = m_Noise.CubicNoise2D(xx * 0.1f, zz * 0.1f); + float val2 = m_Noise.CubicNoise2D(xx * 0.01f, zz * 0.01f); switch (a_ChunkDesc.GetBlockType(x, Top, z)) { case E_BLOCK_GRASS: { - float val3 = m_Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10 ); - float val4 = m_Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20 ); + float val3 = m_Noise.CubicNoise2D(xx * 0.01f + 10, zz * 0.01f + 10); + float val4 = m_Noise.CubicNoise2D(xx * 0.05f + 20, zz * 0.05f + 20); if (val1 + val2 > 0.2f) { a_ChunkDesc.SetBlockType(x, ++Top, z, E_BLOCK_YELLOW_FLOWER); @@ -368,7 +368,7 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////// // cFinishGenSnow: void cFinishGenSnow::GenFinish(cChunkDesc & a_ChunkDesc) @@ -404,7 +404,7 @@ void cFinishGenSnow::GenFinish(cChunkDesc & a_ChunkDesc) -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////// // cFinishGenIce: void cFinishGenIce::GenFinish(cChunkDesc & a_ChunkDesc) @@ -444,7 +444,7 @@ void cFinishGenIce::GenFinish(cChunkDesc & a_ChunkDesc) -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////// // cFinishGenLilypads: int cFinishGenSingleBiomeSingleTopBlock::GetNumToGen(const cChunkDef::BiomeMap & a_BiomeMap) @@ -506,7 +506,7 @@ void cFinishGenSingleBiomeSingleTopBlock::GenFinish(cChunkDesc & a_ChunkDesc) -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////// // cFinishGenBottomLava: void cFinishGenBottomLava::GenFinish(cChunkDesc & a_ChunkDesc) @@ -529,7 +529,7 @@ void cFinishGenBottomLava::GenFinish(cChunkDesc & a_ChunkDesc) -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////// // cFinishGenPreSimulator: cFinishGenPreSimulator::cFinishGenPreSimulator(void) @@ -696,7 +696,7 @@ void cFinishGenPreSimulator::StationarizeFluid( -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//////////////////////////////////////////////////////////////////////////////// // cFinishGenFluidSprings: cFinishGenFluidSprings::cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cIniFile & a_IniFile, eDimension a_Dimension) : @@ -737,7 +737,7 @@ cFinishGenFluidSprings::cFinishGenFluidSprings(int a_Seed, BLOCKTYPE a_Fluid, cI AString HeightDistribution = a_IniFile.GetValueSet(SectionName, "HeightDistribution", DefaultHeightDistribution); if (!m_HeightDistribution.SetDefString(HeightDistribution) || (m_HeightDistribution.GetSum() <= 0)) { - LOGWARNING("[%sSprings]: HeightDistribution is invalid, using the default of \"%s\".", + LOGWARNING("[%sSprings]: HeightDistribution is invalid, using the default of \"%s\".", (a_Fluid == E_BLOCK_WATER) ? "Water" : "Lava", DefaultHeightDistribution.c_str() ); |