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Bulk clearing of whitespace

This commit is contained in:
LogicParrot
2016-02-05 23:45:45 +02:00
parent 87a31e3a2d
commit ca6ef58b1e
406 changed files with 4497 additions and 4497 deletions

View File

@@ -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)