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Fix some lingering code style issues
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parent
0974337804
commit
f12118c38b
8 changed files with 138 additions and 73 deletions
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@ -106,7 +106,8 @@ MapgenV6::MapgenV6(int mapgenid, MapgenParams *params, EmergeManager *emerge)
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}
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MapgenV6::~MapgenV6() {
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MapgenV6::~MapgenV6()
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{
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delete noise_terrain_base;
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delete noise_terrain_higher;
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delete noise_steepness;
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@ -117,7 +118,8 @@ MapgenV6::~MapgenV6() {
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}
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MapgenV6Params::MapgenV6Params() {
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MapgenV6Params::MapgenV6Params()
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{
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spflags = MGV6_BIOMEBLEND | MGV6_MUDFLOW;
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freq_desert = 0.45;
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freq_beach = 0.15;
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@ -136,7 +138,8 @@ MapgenV6Params::MapgenV6Params() {
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}
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void MapgenV6Params::readParams(Settings *settings) {
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void MapgenV6Params::readParams(Settings *settings)
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{
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settings->getFlagStrNoEx("mgv6_spflags", spflags, flagdesc_mapgen_v6);
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settings->getFloatNoEx("mgv6_freq_desert", freq_desert);
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settings->getFloatNoEx("mgv6_freq_beach", freq_beach);
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@ -155,7 +158,8 @@ void MapgenV6Params::readParams(Settings *settings) {
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}
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void MapgenV6Params::writeParams(Settings *settings) {
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void MapgenV6Params::writeParams(Settings *settings)
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{
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settings->setFlagStr("mgv6_spflags", spflags, flagdesc_mapgen_v6, (u32)-1);
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settings->setFloat("mgv6_freq_desert", freq_desert);
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settings->setFloat("mgv6_freq_beach", freq_beach);
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@ -178,7 +182,8 @@ void MapgenV6Params::writeParams(Settings *settings) {
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// Returns Y one under area minimum if not found
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s16 MapgenV6::find_stone_level(v2s16 p2d) {
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s16 MapgenV6::find_stone_level(v2s16 p2d)
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{
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v3s16 em = vm->m_area.getExtent();
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s16 y_nodes_max = vm->m_area.MaxEdge.Y;
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s16 y_nodes_min = vm->m_area.MinEdge.Y;
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@ -216,7 +221,8 @@ bool MapgenV6::block_is_underground(u64 seed, v3s16 blockpos)
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//////////////////////// Base terrain height functions
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float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
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float steepness, float height_select) {
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float steepness, float height_select)
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{
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float base = 1 + terrain_base;
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float higher = 1 + terrain_higher;
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@ -242,7 +248,8 @@ float MapgenV6::baseTerrainLevel(float terrain_base, float terrain_higher,
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}
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float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
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float MapgenV6::baseTerrainLevelFromNoise(v2s16 p)
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{
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if (flags & MG_FLAT)
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return water_level;
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@ -260,13 +267,15 @@ float MapgenV6::baseTerrainLevelFromNoise(v2s16 p) {
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}
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float MapgenV6::baseTerrainLevelFromMap(v2s16 p) {
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float MapgenV6::baseTerrainLevelFromMap(v2s16 p)
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{
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int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
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return baseTerrainLevelFromMap(index);
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}
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float MapgenV6::baseTerrainLevelFromMap(int index) {
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float MapgenV6::baseTerrainLevelFromMap(int index)
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{
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if (flags & MG_FLAT)
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return water_level;
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@ -280,31 +289,36 @@ float MapgenV6::baseTerrainLevelFromMap(int index) {
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}
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s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision) {
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s16 MapgenV6::find_ground_level_from_noise(u64 seed, v2s16 p2d, s16 precision)
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{
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return baseTerrainLevelFromNoise(p2d) + AVERAGE_MUD_AMOUNT;
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}
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int MapgenV6::getGroundLevelAtPoint(v2s16 p) {
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int MapgenV6::getGroundLevelAtPoint(v2s16 p)
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{
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return baseTerrainLevelFromNoise(p) + AVERAGE_MUD_AMOUNT;
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}
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//////////////////////// Noise functions
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float MapgenV6::getMudAmount(v2s16 p) {
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float MapgenV6::getMudAmount(v2s16 p)
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{
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int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
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return getMudAmount(index);
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}
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bool MapgenV6::getHaveBeach(v2s16 p) {
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bool MapgenV6::getHaveBeach(v2s16 p)
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{
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int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
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return getHaveBeach(index);
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}
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BiomeV6Type MapgenV6::getBiome(v2s16 p) {
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BiomeV6Type MapgenV6::getBiome(v2s16 p)
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{
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int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
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return getBiome(index, p);
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}
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@ -408,7 +422,8 @@ u32 MapgenV6::get_blockseed(u64 seed, v3s16 p)
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//////////////////////// Map generator
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void MapgenV6::makeChunk(BlockMakeData *data) {
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void MapgenV6::makeChunk(BlockMakeData *data)
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{
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assert(data->vmanip);
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assert(data->nodedef);
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assert(data->blockpos_requested.X >= data->blockpos_min.X &&
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@ -543,7 +558,8 @@ void MapgenV6::makeChunk(BlockMakeData *data) {
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}
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void MapgenV6::calculateNoise() {
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void MapgenV6::calculateNoise()
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{
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int x = node_min.X;
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int z = node_min.Z;
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@ -560,7 +576,8 @@ void MapgenV6::calculateNoise() {
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}
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int MapgenV6::generateGround() {
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int MapgenV6::generateGround()
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{
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//TimeTaker timer1("Generating ground level");
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MapNode n_air(CONTENT_AIR), n_water_source(c_water_source);
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MapNode n_stone(c_stone), n_desert_stone(c_desert_stone);
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@ -600,7 +617,8 @@ int MapgenV6::generateGround() {
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}
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void MapgenV6::addMud() {
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void MapgenV6::addMud()
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{
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// 15ms @cs=8
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//TimeTaker timer1("add mud");
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MapNode n_dirt(c_dirt), n_gravel(c_gravel);
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@ -660,7 +678,8 @@ void MapgenV6::addMud() {
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}
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void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
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void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos)
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{
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// 340ms @cs=8
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TimeTaker timer1("flow mud");
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@ -795,7 +814,8 @@ void MapgenV6::flowMud(s16 &mudflow_minpos, s16 &mudflow_maxpos) {
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}
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void MapgenV6::addDirtGravelBlobs() {
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void MapgenV6::addDirtGravelBlobs()
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{
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if (getBiome(v2s16(node_min.X, node_min.Z)) != BT_NORMAL)
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return;
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@ -833,7 +853,8 @@ void MapgenV6::addDirtGravelBlobs() {
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}
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void MapgenV6::placeTreesAndJungleGrass() {
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void MapgenV6::placeTreesAndJungleGrass()
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{
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//TimeTaker t("placeTrees");
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if (node_max.Y < water_level)
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return;
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@ -939,7 +960,8 @@ void MapgenV6::placeTreesAndJungleGrass() {
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}
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void MapgenV6::growGrass() {
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void MapgenV6::growGrass()
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{
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for (s16 z = full_node_min.Z; z <= full_node_max.Z; z++)
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for (s16 x = full_node_min.X; x <= full_node_max.X; x++) {
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// Find the lowest surface to which enough light ends up to make
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@ -968,7 +990,8 @@ void MapgenV6::growGrass() {
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}
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void MapgenV6::generateCaves(int max_stone_y) {
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void MapgenV6::generateCaves(int max_stone_y)
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{
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float cave_amount = NoisePerlin2D(np_cave, node_min.X, node_min.Y, seed);
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int volume_nodes = (node_max.X - node_min.X + 1) *
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(node_max.Y - node_min.Y + 1) * MAP_BLOCKSIZE;
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