diff options
Diffstat (limited to 'src/Generating/FinishGen.cpp')
-rw-r--r-- | src/Generating/FinishGen.cpp | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp index b9d702429..9e035926e 100644 --- a/src/Generating/FinishGen.cpp +++ b/src/Generating/FinishGen.cpp @@ -65,7 +65,7 @@ void cFinishGenNetherClumpFoliage::GenFinish(cChunkDesc & a_ChunkDesc) { continue; } - + // Choose what block to use. NOISE_DATATYPE BlockType = m_Noise.IntNoise3D((int) ChunkX, y, (int) ChunkZ); if (BlockType < -0.7) @@ -195,10 +195,10 @@ void cFinishGenTallGrass::GenFinish(cChunkDesc & a_ChunkDesc) { continue; } - + // Get the top block + 1. This is the place where the grass would finaly be placed: int y = a_ChunkDesc.GetHeight(x, z) + 1; - + if (y >= 255) { continue; @@ -281,7 +281,7 @@ bool cFinishGenSprinkleFoliage::TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_ { return false; } - + // All conditions met, place a sugarcane here: a_ChunkDesc.SetBlockType(a_RelX, a_RelY + 1, a_RelZ, E_BLOCK_SUGARCANE); return true; @@ -294,7 +294,7 @@ bool cFinishGenSprinkleFoliage::TryAddSugarcane(cChunkDesc & a_ChunkDesc, int a_ 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++) { @@ -319,7 +319,7 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) // WEIRD, since we're using heightmap, so there should NOT be anything above it continue; } - + 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); @@ -359,7 +359,7 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) } break; } // case E_BLOCK_GRASS - + case E_BLOCK_SAND: { int y = Top + 1; @@ -400,7 +400,7 @@ void cFinishGenSoulsandRims::GenFinish(cChunkDesc & a_ChunkDesc) int ChunkZ = a_ChunkDesc.GetChunkZ() * cChunkDef::Width; HEIGHTTYPE MaxHeight = a_ChunkDesc.GetMaxHeight(); - for (int x = 0; x < 16; x++) + for (int x = 0; x < 16; x++) { int xx = ChunkX + x; for (int z = 0; z < 16; z++) @@ -768,7 +768,7 @@ void cFinishGenPreSimulator::StationarizeFluid( } // for y } // for x } // for z - + // Turn fluid at the chunk edges into non-stationary fluid: for (int y = 0; y < cChunkDef::Height; y++) { @@ -860,12 +860,12 @@ void cFinishGenFluidSprings::GenFinish(cChunkDesc & a_ChunkDesc) // Not in this chunk return; } - + // Get the height at which to try: int Height = m_Noise.IntNoise3DInt(128 * a_ChunkDesc.GetChunkX(), 1024, 256 * a_ChunkDesc.GetChunkZ()) / 11; Height %= m_HeightDistribution.GetSum(); Height = m_HeightDistribution.MapValue(Height); - + // Try adding the spring at the height, if unsuccessful, move lower: for (int y = Height; y > 1; y--) { @@ -903,7 +903,7 @@ bool cFinishGenFluidSprings::TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int { return false; } - + static const struct { int x, y, z; @@ -934,7 +934,7 @@ bool cFinishGenFluidSprings::TryPlaceSpring(cChunkDesc & a_ChunkDesc, int x, int { return false; } - + // Has exactly one air neighbor, place a spring: a_ChunkDesc.SetBlockTypeMeta(x, y, z, m_Fluid, 0); return true; |