Bulk clearing of whitespace
This commit is contained in:
@@ -39,7 +39,7 @@ public:
|
||||
{
|
||||
m_Pattern[i] = a_TopBlocks[i];
|
||||
}
|
||||
|
||||
|
||||
// Fill the rest with stone:
|
||||
static BlockInfo Stone = {E_BLOCK_STONE, 0};
|
||||
for (int i = static_cast<int>(a_Count); i < cChunkDef::Height; i++)
|
||||
@@ -47,9 +47,9 @@ public:
|
||||
m_Pattern[i] = Stone;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
const BlockInfo * Get(void) const { return m_Pattern; }
|
||||
|
||||
|
||||
protected:
|
||||
BlockInfo m_Pattern[cChunkDef::Height];
|
||||
} ;
|
||||
@@ -192,14 +192,14 @@ public:
|
||||
{
|
||||
initMesaPattern(a_Seed);
|
||||
}
|
||||
|
||||
|
||||
protected:
|
||||
/** The block height at which water is generated instead of air. */
|
||||
HEIGHTTYPE m_SeaLevel;
|
||||
|
||||
/** The pattern used for mesa biomes. Initialized by seed on generator creation. */
|
||||
cPattern::BlockInfo m_MesaPattern[2 * cChunkDef::Height];
|
||||
|
||||
|
||||
/** Noise used for selecting between dirt and sand on the ocean floor. */
|
||||
cNoise m_OceanFloorSelect;
|
||||
|
||||
@@ -226,7 +226,7 @@ protected:
|
||||
{
|
||||
m_SeaLevel = static_cast<HEIGHTTYPE>(a_IniFile.GetValueSetI("Generator", "SeaLevel", m_SeaLevel));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/** Initializes the m_MesaPattern with a pattern based on the generator's seed. */
|
||||
@@ -309,7 +309,7 @@ protected:
|
||||
// Frequencies for the podzol floor selecting noise:
|
||||
const NOISE_DATATYPE FrequencyX = 8;
|
||||
const NOISE_DATATYPE FrequencyZ = 8;
|
||||
|
||||
|
||||
EMCSBiome Biome = a_ChunkDesc.GetBiome(a_RelX, a_RelZ);
|
||||
switch (Biome)
|
||||
{
|
||||
@@ -381,7 +381,7 @@ protected:
|
||||
FillColumnPattern(a_ChunkDesc, a_RelX, a_RelZ, patSand.Get(), a_ShapeColumn);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
case biMushroomIsland:
|
||||
case biMushroomShore:
|
||||
{
|
||||
@@ -426,7 +426,7 @@ protected:
|
||||
}
|
||||
} // switch (Biome)
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/** Fills the specified column with the specified pattern; restarts the pattern when air is reached,
|
||||
@@ -445,23 +445,23 @@ protected:
|
||||
PatternIdx++;
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
// "air" or "water" part:
|
||||
// Reset the pattern index to zero, so that the pattern is repeated from the top again:
|
||||
PatternIdx = 0;
|
||||
|
||||
|
||||
if (y >= m_SeaLevel)
|
||||
{
|
||||
// "air" part, do nothing
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER);
|
||||
if (HasHadWater)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
// Select the ocean-floor pattern to use:
|
||||
if (a_ChunkDesc.GetBiome(a_RelX, a_RelZ) == biDeepOcean)
|
||||
{
|
||||
@@ -500,7 +500,7 @@ protected:
|
||||
{
|
||||
ClayFloor = Top - 1;
|
||||
}
|
||||
|
||||
|
||||
if (Top - m_SeaLevel < 5)
|
||||
{
|
||||
// Simple case: top is red sand, then hardened clay down to ClayFloor, then stone:
|
||||
@@ -516,7 +516,7 @@ protected:
|
||||
a_ChunkDesc.SetBlockType(a_RelX, 0, a_RelZ, E_BLOCK_BEDROCK);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Difficult case: use the mesa pattern and watch for overhangs:
|
||||
int PatternIdx = cChunkDef::Height - (Top - ClayFloor); // We want the block at index ClayFloor to be pattern's 256th block (first stone)
|
||||
const cPattern::BlockInfo * Pattern = m_MesaPattern;
|
||||
@@ -536,7 +536,7 @@ protected:
|
||||
// "air" part, do nothing
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
// "water" part, fill with water and choose new pattern for ocean floor, if not chosen already:
|
||||
PatternIdx = 0;
|
||||
a_ChunkDesc.SetBlockType(a_RelX, y, a_RelZ, E_BLOCK_STATIONARY_WATER);
|
||||
@@ -544,7 +544,7 @@ protected:
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
// Select the ocean-floor pattern to use:
|
||||
Pattern = ChooseOceanFloorPattern(a_ChunkDesc.GetChunkX(), a_ChunkDesc.GetChunkZ(), a_RelX, a_RelZ);
|
||||
HasHadWater = true;
|
||||
@@ -567,7 +567,7 @@ protected:
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/** Returns the pattern to use for an ocean floor in the specified column.
|
||||
The returned pattern is guaranteed to be 256 blocks long. */
|
||||
const cPattern::BlockInfo * ChooseOceanFloorPattern(int a_ChunkX, int a_ChunkZ, int a_RelX, int a_RelZ)
|
||||
|
||||
Reference in New Issue
Block a user