Remove AUTO_VAR macro and _toString function (#592)
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@@ -103,9 +103,9 @@ MineShaftPieces::MineShaftRoom::MineShaftRoom(int genDepth, Random *random, int
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MineShaftPieces::MineShaftRoom::~MineShaftRoom()
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{
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for(AUTO_VAR(it, childEntranceBoxes.begin()); it != childEntranceBoxes.end(); ++it)
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for(auto& it : childEntranceBoxes)
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{
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delete (*it);
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delete it;
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}
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}
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@@ -204,9 +204,8 @@ bool MineShaftPieces::MineShaftRoom::postProcess(Level *level, Random *random, B
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// room air
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generateBox(level, chunkBB, boundingBox->x0, boundingBox->y0 + 1, boundingBox->z0, boundingBox->x1, min(boundingBox->y0 + 3, boundingBox->y1), boundingBox->z1, 0, 0, false);
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for(AUTO_VAR(it, childEntranceBoxes.begin()); it != childEntranceBoxes.end(); ++it)
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for(auto& entranceBox : childEntranceBoxes)
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{
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BoundingBox *entranceBox = *it;
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generateBox(level, chunkBB, entranceBox->x0, entranceBox->y1 - (DEFAULT_SHAFT_HEIGHT - 1), entranceBox->z0, entranceBox->x1, entranceBox->y1, entranceBox->z1, 0, 0, false);
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}
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generateUpperHalfSphere(level, chunkBB, boundingBox->x0, boundingBox->y0 + 4, boundingBox->z0, boundingBox->x1, boundingBox->y1, boundingBox->z1, 0, false);
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@@ -217,9 +216,8 @@ bool MineShaftPieces::MineShaftRoom::postProcess(Level *level, Random *random, B
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void MineShaftPieces::MineShaftRoom::addAdditonalSaveData(CompoundTag *tag)
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{
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ListTag<IntArrayTag> *entrances = new ListTag<IntArrayTag>(L"Entrances");
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for (AUTO_VAR(it,childEntranceBoxes.begin()); it != childEntranceBoxes.end(); ++it)
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for (auto& bb : childEntranceBoxes)
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{
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BoundingBox *bb =*it;
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entrances->add(bb->createTag(L""));
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}
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tag->put(L"Entrances", entrances);
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@@ -523,12 +521,12 @@ bool MineShaftPieces::MineShaftCorridor::postProcess(Level *level, Random *rando
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}
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// prevent air floating
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for (int x = x0; x <= x1; x++)
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for (int x = x0; x <= x1; x++)
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{
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for (int z = 0; z <= length; z++)
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for (int z = 0; z <= length; z++)
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{
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int block = getBlock(level, x, -1, z, chunkBB);
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if (block == 0)
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if (block == 0)
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{
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placeBlock(level, Tile::wood_Id, 0, x, -1, z, chunkBB);
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}
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@@ -687,12 +685,12 @@ bool MineShaftPieces::MineShaftCrossing::postProcess(Level *level, Random *rando
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// prevent air floating
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// note: use world coordinates because the corridor hasn't defined
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// orientation
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for (int x = boundingBox->x0; x <= boundingBox->x1; x++)
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for (int x = boundingBox->x0; x <= boundingBox->x1; x++)
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{
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for (int z = boundingBox->z0; z <= boundingBox->z1; z++)
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for (int z = boundingBox->z0; z <= boundingBox->z1; z++)
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{
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int block = getBlock(level, x, boundingBox->y0 - 1, z, chunkBB);
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if (block == 0)
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if (block == 0)
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{
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placeBlock(level, Tile::wood_Id, 0, x, boundingBox->y0 - 1, z, chunkBB);
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}
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