(svn r6381) -Cleanup: make the '/* */' comments that span multiple lines more uniform.

-Cleanup: whitespace alignment of a few tables.
This commit is contained in:
rubidium
2006-09-04 20:40:33 +00:00
parent a7cfb80c40
commit 63687763e9
59 changed files with 694 additions and 700 deletions

50
tgp.c
View File

@@ -505,25 +505,25 @@ static void HeightMapAdjustWaterLevel(amplitude_t water_percent, height_t h_max_
static double perlin_coast_noise_2D(const double x, const double y, const double p, const int prime);
/**
* This routine sculpts in from the edge a random amount, again a Perlin
* sequence, to avoid the rigid flat-edge slopes that were present before. The
* Perlin noise map doesnt know where we are going to slice across, and so we
* often cut straight through high terrain. the smoothing routine makes it
* legal, gradually increasing up from the edge to the original terrain height.
* By cutting parts of this away, it gives a far more irregular edge to the
* map-edge. Sometimes it works beautifully with the existing sea & lakes, and
* creates a very realistic coastline. Other times the variation is less, and
* the map-edge shows its cliff-like roots.
*
* This routine may be extended to randomly sculpt the height of the terrain
* near the edge. This will have the coast edge at low level (1-3), rising in
* smoothed steps inland to about 15 tiles in. This should make it look as
* though the map has been built for the map size, rather than a slice through
* a larger map.
*
* Please note that all the small numbers; 53, 101, 167, etc. are small primes
* to help give the perlin noise a bit more of a random feel.
*/
* This routine sculpts in from the edge a random amount, again a Perlin
* sequence, to avoid the rigid flat-edge slopes that were present before. The
* Perlin noise map doesnt know where we are going to slice across, and so we
* often cut straight through high terrain. the smoothing routine makes it
* legal, gradually increasing up from the edge to the original terrain height.
* By cutting parts of this away, it gives a far more irregular edge to the
* map-edge. Sometimes it works beautifully with the existing sea & lakes, and
* creates a very realistic coastline. Other times the variation is less, and
* the map-edge shows its cliff-like roots.
*
* This routine may be extended to randomly sculpt the height of the terrain
* near the edge. This will have the coast edge at low level (1-3), rising in
* smoothed steps inland to about 15 tiles in. This should make it look as
* though the map has been built for the map size, rather than a slice through
* a larger map.
*
* Please note that all the small numbers; 53, 101, 167, etc. are small primes
* to help give the perlin noise a bit more of a random feel.
*/
static void HeightMapCoastLines(void)
{
int smallest_size = min(_patches.map_x, _patches.map_y);
@@ -626,12 +626,12 @@ static void HeightMapSmoothCoasts(void)
}
/**
* This routine provides the essential cleanup necessary before OTTD can
* display the terrain. When generated, the terrain heights can jump more than
* one level between tiles. This routine smooths out those differences so that
* the most it can change is one level. When OTTD can support cliffs, this
* routine may not be necessary.
*/
* This routine provides the essential cleanup necessary before OTTD can
* display the terrain. When generated, the terrain heights can jump more than
* one level between tiles. This routine smooths out those differences so that
* the most it can change is one level. When OTTD can support cliffs, this
* routine may not be necessary.
*/
static void HeightMapSmoothSlopes(height_t dh_max)
{
int x, y;