From f12118c38b7fb209d2eaeb0bca406e06be2c9650 Mon Sep 17 00:00:00 2001 From: kwolekr Date: Mon, 29 Dec 2014 22:04:47 -0500 Subject: Fix some lingering code style issues --- src/mapgen_v6.cpp | 69 ++++++++++++++++++++++++++++++++++++------------------- 1 file changed, 46 insertions(+), 23 deletions(-) (limited to 'src/mapgen_v6.cpp') diff --git a/src/mapgen_v6.cpp b/src/mapgen_v6.cpp index 00a896e2a..5c989a773 100644 --- a/src/mapgen_v6.cpp +++ b/src/mapgen_v6.cpp @@ -106,7 +106,8 @@ MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge) } -MapgenV6::~MapgenV6() { +MapgenV6::~MapgenV6() +{ delete noise_terrain_base; delete noise_terrain_higher; delete noise_steepness; @@ -117,7 +118,8 @@ MapgenV6::~MapgenV6() { } -MapgenV6Params::MapgenV6Params() { +MapgenV6Params::MapgenV6Params() +{ spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW; freq_desert = 0.45; freq_beach = 0.15; @@ -136,7 +138,8 @@ MapgenV6Params::MapgenV6Params() { } -void MapgenV6Params::readParams(Settings *settings) { +void MapgenV6Params::readParams(Settings *settings) +{ settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6); settings->getFloatNoEx("mgv6_freq_desert", freq_desert); settings->getFloatNoEx("mgv6_freq_beach", freq_beach); @@ -155,7 +158,8 @@ void MapgenV6Params::readParams(Settings *settings) { } -void MapgenV6Params::writeParams(Settings *settings) { +void MapgenV6Params::writeParams(Settings *settings) +{ settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1); settings->setFloat("mgv6_freq_desert", freq_desert); settings->setFloat("mgv6_freq_beach", freq_beach); @@ -178,7 +182,8 @@ void MapgenV6Params::writeParams(Settings *settings) { // Returns Y one under area minimum if not found -s16 MapgenV6::find_stone_level(v2s16 p2d) { +s16 MapgenV6::find_stone_level(v2s16 p2d) +{ v3s16 em = vm->m_area.getExtent(); s16 y_nodes_max = vm->m_area.MaxEdge.Y; s16 y_nodes_min = vm->m_area.MinEdge.Y; @@ -216,7 +221,8 @@ bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos) //////////////////////// Base terrain height functions float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher, - float steepness, float height_select) { + float steepness, float height_select) +{ float base = 1 + terrain_base; float higher = 1 + terrain_higher; @@ -242,7 +248,8 @@ float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher, } -float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) { +float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) +{ if (flags & MG_FLAT) return water_level; @@ -260,13 +267,15 @@ float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) { } -float MapgenV6::baseTerrainLevelFromMap(v2s16 p) { +float MapgenV6::baseTerrainLevelFromMap(v2s16 p) +{ int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); return baseTerrainLevelFromMap(index); } -float MapgenV6::baseTerrainLevelFromMap(int index) { +float MapgenV6::baseTerrainLevelFromMap(int index) +{ if (flags & MG_FLAT) return water_level; @@ -280,31 +289,36 @@ float MapgenV6::baseTerrainLevelFromMap(int index) { } -s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) { +s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) +{ return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT; } -int MapgenV6::getGroundLevelAtPoint(v2s16 p) { +int MapgenV6::getGroundLevelAtPoint(v2s16 p) +{ return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT; } //////////////////////// Noise functions -float MapgenV6::getMudAmount(v2s16 p) { +float MapgenV6::getMudAmount(v2s16 p) +{ int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); return getMudAmount(index); } -bool MapgenV6::getHaveBeach(v2s16 p) { +bool MapgenV6::getHaveBeach(v2s16 p) +{ int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); return getHaveBeach(index); } -BiomeV6Type MapgenV6::getBiome(v2s16 p) { +BiomeV6Type MapgenV6::getBiome(v2s16 p) +{ int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X); return getBiome(index, p); } @@ -408,7 +422,8 @@ u32 MapgenV6::get_blockseed(u64 seed, v3s16 p) //////////////////////// Map generator -void MapgenV6::makeChunk(BlockMakeData *data) { +void MapgenV6::makeChunk(BlockMakeData *data) +{ assert(data->vmanip); assert(data->nodedef); assert(data->blockpos_requested.X >= data->blockpos_min.X && @@ -543,7 +558,8 @@ void MapgenV6::makeChunk(BlockMakeData *data) { } -void MapgenV6::calculateNoise() { +void MapgenV6::calculateNoise() +{ int x = node_min.X; int z = node_min.Z; @@ -560,7 +576,8 @@ void MapgenV6::calculateNoise() { } -int MapgenV6::generateGround() { +int MapgenV6::generateGround() +{ //TimeTaker timer1("Generating ground level"); MapNode n_air(CONTENT_AIR), n_water_source(c_water_source); MapNode n_stone(c_stone), n_desert_stone(c_desert_stone); @@ -600,7 +617,8 @@ int MapgenV6::generateGround() { } -void MapgenV6::addMud() { +void MapgenV6::addMud() +{ // 15ms @cs=8 //TimeTaker timer1("add mud"); MapNode n_dirt(c_dirt), n_gravel(c_gravel); @@ -660,7 +678,8 @@ void MapgenV6::addMud() { } -void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) { +void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) +{ // 340ms @cs=8 TimeTaker timer1("flow mud"); @@ -795,7 +814,8 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) { } -void MapgenV6::addDirtGravelBlobs() { +void MapgenV6::addDirtGravelBlobs() +{ if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL) return; @@ -833,7 +853,8 @@ void MapgenV6::addDirtGravelBlobs() { } -void MapgenV6::placeTreesAndJungleGrass() { +void MapgenV6::placeTreesAndJungleGrass() +{ //TimeTaker t("placeTrees"); if (node_max.Y < water_level) return; @@ -939,7 +960,8 @@ void MapgenV6::placeTreesAndJungleGrass() { } -void MapgenV6::growGrass() { +void MapgenV6::growGrass() +{ for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++) for (s16 x = full_node_min.X; x <= full_node_max.X; x++) { // Find the lowest surface to which enough light ends up to make @@ -968,7 +990,8 @@ void MapgenV6::growGrass() { } -void MapgenV6::generateCaves(int max_stone_y) { +void MapgenV6::generateCaves(int max_stone_y) +{ float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed); int volume_nodes = (node_max.X - node_min.X + 1) * (node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE; -- cgit v1.2.3