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committedJul 31, 2015
Dungeon generation: Fix code style issues in dungeongen.cpp
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-103
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+95
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Diff for: ‎src/dungeongen.cpp

+95-103
Original file line numberDiff line numberDiff line change
@@ -38,7 +38,8 @@ NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0
3838
///////////////////////////////////////////////////////////////////////////////
3939

4040

41-
DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
41+
DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams)
42+
{
4243
this->mg = mapgen;
4344
this->vm = mapgen->vm;
4445

@@ -55,10 +56,10 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
5556
dp.c_stair = mg->ndef->getId("mapgen_stair_cobble");
5657

5758
dp.diagonal_dirs = false;
58-
dp.mossratio = 3.0;
59-
dp.holesize = v3s16(1, 2, 1);
60-
dp.roomsize = v3s16(0,0,0);
61-
dp.notifytype = GENNOTIFY_DUNGEON;
59+
dp.mossratio = 3.0;
60+
dp.holesize = v3s16(1, 2, 1);
61+
dp.roomsize = v3s16(0, 0, 0);
62+
dp.notifytype = GENNOTIFY_DUNGEON;
6263

6364
dp.np_rarity = nparams_dungeon_rarity;
6465
dp.np_wetness = nparams_dungeon_wetness;
@@ -67,7 +68,8 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
6768
}
6869

6970

70-
void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
71+
void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax)
72+
{
7173
//TimeTaker t("gen dungeons");
7274
if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
7375
return;
@@ -87,16 +89,16 @@ void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
8789
u32 i = vm->m_area.index(nmin.X, y, z);
8890
for (s16 x = nmin.X; x <= nmax.X; x++) {
8991
content_t c = vm->m_data[i].getContent();
90-
if (c == CONTENT_AIR || c == dp.c_water
91-
|| (no_float && c == CONTENT_IGNORE))
92+
if (c == CONTENT_AIR || c == dp.c_water ||
93+
(no_float && c == CONTENT_IGNORE))
9294
vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
9395
i++;
9496
}
9597
}
9698
}
9799

98100
// Add it
99-
makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
101+
makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
100102

101103
// Convert some cobble to mossy cobble
102104
if (dp.mossratio != 0.0) {
@@ -129,20 +131,19 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
129131
Find place for first room
130132
*/
131133
bool fits = false;
132-
for (u32 i = 0; i < 100 && !fits; i++)
133-
{
134+
for (u32 i = 0; i < 100 && !fits; i++) {
134135
bool is_large_room = ((random.next() & 3) == 1);
135136
roomsize = is_large_room ?
136-
v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
137-
v3s16(random.range(4, 8),random.range(4, 6),random.range(4, 8));
137+
v3s16(random.range(8, 16), random.range(8, 16), random.range(8, 16)) :
138+
v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
138139
roomsize += dp.roomsize;
139140

140141
// start_padding is used to disallow starting the generation of
141142
// a dungeon in a neighboring generation chunk
142143
roomplace = vm->m_area.MinEdge + start_padding + v3s16(
143-
random.range(0,areasize.X-roomsize.X-1-start_padding.X),
144-
random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
145-
random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
144+
random.range(0, areasize.X - roomsize.X - 1 - start_padding.X),
145+
random.range(0, areasize.Y - roomsize.Y - 1 - start_padding.Y),
146+
random.range(0, areasize.Z - roomsize.Z - 1 - start_padding.Z));
146147

147148
/*
148149
Check that we're not putting the room to an unknown place,
@@ -151,12 +152,11 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
151152
fits = true;
152153
for (s16 z = 1; z < roomsize.Z - 1; z++)
153154
for (s16 y = 1; y < roomsize.Y - 1; y++)
154-
for (s16 x = 1; x < roomsize.X - 1; x++)
155-
{
155+
for (s16 x = 1; x < roomsize.X - 1; x++) {
156156
v3s16 p = roomplace + v3s16(x, y, z);
157157
u32 vi = vm->m_area.index(p);
158158
if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
159-
vm->m_data[vi].getContent() == CONTENT_IGNORE) {
159+
vm->m_data[vi].getContent() == CONTENT_IGNORE) {
160160
fits = false;
161161
break;
Has conversations. Original line has conversations.
162162
}
@@ -174,8 +174,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
174174
v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
175175

176176
u32 room_count = random.range(2, 16);
177-
for (u32 i = 0; i < room_count; i++)
178-
{
177+
for (u32 i = 0; i < room_count; i++) {
179178
// Make a room to the determined place
180179
makeRoom(roomsize, roomplace);
181180

@@ -213,7 +212,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
213212
if (!findPlaceForDoor(doorplace, doordir))
214213
return;
215214

216-
if (random.range(0,1) == 0)
215+
if (random.range(0, 1) == 0)
217216
// Make the door
218217
makeDoor(doorplace, doordir);
219218
else
@@ -226,15 +225,15 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
226225
makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
227226

228227
// Find a place for a random sized room
229-
roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
228+
roomsize = v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
230229
roomsize += dp.roomsize;
231230

232231
m_pos = corridor_end;
233232
m_dir = corridor_end_dir;
234233
if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
235234
return;
236235

237-
if (random.range(0,1) == 0)
236+
if (random.range(0, 1) == 0)
238237
// Make the door
239238
makeDoor(doorplace, doordir);
240239
else
@@ -252,11 +251,10 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
252251

253252
// Make +-X walls
254253
for (s16 z = 0; z < roomsize.Z; z++)
255-
for (s16 y = 0; y < roomsize.Y; y++)
256-
{
254+
for (s16 y = 0; y < roomsize.Y; y++) {
257255
{
258256
v3s16 p = roomplace + v3s16(0, y, z);
259-
if (vm->m_area.contains(p) == false)
257+
if (!vm->m_area.contains(p))
260258
continue;
261259
u32 vi = vm->m_area.index(p);
262260
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
@@ -265,7 +263,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
265263
}
266264
{
267265
v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
268-
if (vm->m_area.contains(p) == false)
266+
if (!vm->m_area.contains(p))
269267
continue;
270268
u32 vi = vm->m_area.index(p);
271269
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
@@ -276,11 +274,10 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
276274

277275
// Make +-Z walls
278276
for (s16 x = 0; x < roomsize.X; x++)
279-
for (s16 y = 0; y < roomsize.Y; y++)
280-
{
277+
for (s16 y = 0; y < roomsize.Y; y++) {
281278
{
282279
v3s16 p = roomplace + v3s16(x, y, 0);
283-
if (vm->m_area.contains(p) == false)
280+
if (!vm->m_area.contains(p))
284281
continue;
285282
u32 vi = vm->m_area.index(p);
286283
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
@@ -289,7 +286,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
289286
}
290287
{
291288
v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
292-
if (vm->m_area.contains(p) == false)
289+
if (!vm->m_area.contains(p))
293290
continue;
294291
u32 vi = vm->m_area.index(p);
295292
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
@@ -300,11 +297,10 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
300297

301298
// Make +-Y walls (floor and ceiling)
302299
for (s16 z = 0; z < roomsize.Z; z++)
303-
for (s16 x = 0; x < roomsize.X; x++)
304-
{
300+
for (s16 x = 0; x < roomsize.X; x++) {
305301
{
306302
v3s16 p = roomplace + v3s16(x, 0, z);
307-
if (vm->m_area.contains(p) == false)
303+
if (!vm->m_area.contains(p))
308304
continue;
309305
u32 vi = vm->m_area.index(p);
310306
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
@@ -313,7 +309,7 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
313309
}
314310
{
315311
v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
316-
if (vm->m_area.contains(p) == false)
312+
if (!vm->m_area.contains(p))
317313
continue;
318314
u32 vi = vm->m_area.index(p);
319315
if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
@@ -325,41 +321,39 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
325321
// Fill with air
326322
for (s16 z = 1; z < roomsize.Z - 1; z++)
327323
for (s16 y = 1; y < roomsize.Y - 1; y++)
328-
for (s16 x = 1; x < roomsize.X - 1; x++)
329-
{
324+
for (s16 x = 1; x < roomsize.X - 1; x++) {
330325
v3s16 p = roomplace + v3s16(x, y, z);
331-
if (vm->m_area.contains(p) == false)
326+
if (!vm->m_area.contains(p))
332327
continue;
333328
u32 vi = vm->m_area.index(p);
334329
vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
335-
vm->m_data[vi] = n_air;
330+
vm->m_data[vi] = n_air;
336331
}
337332
}
338333

339334

340335
void DungeonGen::makeFill(v3s16 place, v3s16 size,
341-
u8 avoid_flags, MapNode n, u8 or_flags)
336+
u8 avoid_flags, MapNode n, u8 or_flags)
342337
{
343338
for (s16 z = 0; z < size.Z; z++)
344339
for (s16 y = 0; y < size.Y; y++)
345-
for (s16 x = 0; x < size.X; x++)
346-
{
340+
for (s16 x = 0; x < size.X; x++) {
347341
v3s16 p = place + v3s16(x, y, z);
348-
if (vm->m_area.contains(p) == false)
342+
if (!vm->m_area.contains(p))
349343
continue;
350344
u32 vi = vm->m_area.index(p);
351345
if (vm->m_flags[vi] & avoid_flags)
352346
continue;
353347
vm->m_flags[vi] |= or_flags;
354-
vm->m_data[vi] = n;
348+
vm->m_data[vi] = n;
355349
}
356350
}
357351

358352

359353
void DungeonGen::makeHole(v3s16 place)
360354
{
361-
makeFill(place, dp.holesize, 0,
362-
MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
355+
makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
356+
VMANIP_FLAG_DUNGEON_INSIDE);
363357
}
364358

365359

@@ -374,8 +368,8 @@ void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
374368
}
375369

376370

377-
void DungeonGen::makeCorridor(v3s16 doorplace,
378-
v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
371+
void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
372+
v3s16 &result_place, v3s16 &result_dir)
379373
{
380374
makeHole(doorplace);
381375
v3s16 p0 = doorplace;
@@ -398,22 +392,26 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
398392
if (partcount != 0)
399393
p.Y += make_stairs;
400394

401-
if (vm->m_area.contains(p) == true &&
402-
vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
395+
if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
403396
if (make_stairs) {
404-
makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
405-
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
397+
makeFill(p + v3s16(-1, -1, -1),
398+
dp.holesize + v3s16(2, 3, 2),
399+
VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
400+
MapNode(dp.c_cobble),
401+
0);
406402
makeHole(p);
407403
makeHole(p - dir);
408404

409-
// TODO: fix stairs code so it works 100% (quite difficult)
405+
// TODO: fix stairs code so it works 100%
406+
// (quite difficult)
410407

411408
// exclude stairs from the bottom step
412409
// exclude stairs from diagonal steps
413410
if (((dir.X ^ dir.Z) & 1) &&
414-
(((make_stairs == 1) && i != 0) ||
415-
((make_stairs == -1) && i != length - 1))) {
416-
// rotate face 180 deg if making stairs backwards
411+
(((make_stairs == 1) && i != 0) ||
412+
((make_stairs == -1) && i != length - 1))) {
413+
// rotate face 180 deg if
414+
// making stairs backwards
417415
int facedir = dir_to_facedir(dir * make_stairs);
418416

419417
u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
@@ -425,8 +423,11 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
425423
vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
426424
}
427425
} else {
428-
makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
429-
VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
426+
makeFill(p + v3s16(-1, -1, -1),
427+
dp.holesize + v3s16(2, 2, 2),
428+
VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
429+
MapNode(dp.c_cobble),
430+
0);
430431
makeHole(p);
431432
}
432433

@@ -446,7 +447,7 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
446447

447448
dir = random_turn(random, dir);
448449

449-
partlength = random.range(1,length);
450+
partlength = random.range(1, length);
450451

451452
make_stairs = 0;
452453
if (random.next() % 2 == 0 && partlength >= 3)
@@ -460,20 +461,15 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
460461

461462
bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
462463
{
463-
for (u32 i = 0; i < 100; i++)
464-
{
464+
for (u32 i = 0; i < 100; i++) {
465465
v3s16 p = m_pos + m_dir;
466466
v3s16 p1 = p + v3s16(0, 1, 0);
467-
if (vm->m_area.contains(p) == false
468-
|| vm->m_area.contains(p1) == false
469-
|| i % 4 == 0)
470-
{
467+
if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
471468
randomizeDir();
472469
continue;
473470
}
474-
if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble
475-
&& vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
476-
{
471+
if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble &&
472+
vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble) {
477473
// Found wall, this is a good place!
478474
result_place = p;
479475
result_dir = m_dir;
@@ -485,19 +481,25 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
485481
Determine where to move next
486482
*/
487483
// Jump one up if the actual space is there
488-
if (vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
489-
&& vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
490-
&& vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
484+
if (vm->getNodeNoExNoEmerge(p +
485+
v3s16(0, 0, 0)).getContent() == dp.c_cobble &&
486+
vm->getNodeNoExNoEmerge(p +
487+
v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
488+
vm->getNodeNoExNoEmerge(p +
489+
v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
491490
p += v3s16(0,1,0);
492491
// Jump one down if the actual space is there
493-
if (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
494-
&& vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
495-
&& vm->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
496-
p += v3s16(0,-1,0);
492+
if (vm->getNodeNoExNoEmerge(p +
493+
v3s16(0, 1, 0)).getContent() == dp.c_cobble &&
494+
vm->getNodeNoExNoEmerge(p +
495+
v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
496+
vm->getNodeNoExNoEmerge(p +
497+
v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
498+
p += v3s16(0, -1, 0);
497499
// Check if walking is now possible
498-
if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
499-
|| vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
500-
{
500+
if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
501+
vm->getNodeNoExNoEmerge(p +
502+
v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
501503
// Cannot continue walking here
502504
randomizeDir();
503505
continue;
@@ -510,10 +512,9 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
510512

511513

512514
bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
513-
v3s16 &result_doordir, v3s16 &result_roomplace)
515+
v3s16 &result_doordir, v3s16 &result_roomplace)
514516
{
515-
for (s16 trycount = 0; trycount < 30; trycount++)
516-
{
517+
for (s16 trycount = 0; trycount < 30; trycount++) {
517518
v3s16 doorplace;
518519
v3s16 doordir;
519520
bool r = findPlaceForDoor(doorplace, doordir);
@@ -524,16 +525,16 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
524525
#if 1
525526
if (doordir == v3s16(1, 0, 0)) // X+
526527
roomplace = doorplace +
527-
v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
528+
v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
528529
if (doordir == v3s16(-1, 0, 0)) // X-
529530
roomplace = doorplace +
530-
v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
531+
v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
531532
if (doordir == v3s16(0, 0, 1)) // Z+
532533
roomplace = doorplace +
533-
v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
534+
v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
534535
if (doordir == v3s16(0, 0, -1)) // Z-
535536
roomplace = doorplace +
536-
v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
537+
v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
537538
#endif
538539
#if 0
539540
if (doordir == v3s16(1, 0, 0)) // X+
@@ -550,23 +551,18 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
550551
bool fits = true;
551552
for (s16 z = 1; z < roomsize.Z - 1; z++)
552553
for (s16 y = 1; y < roomsize.Y - 1; y++)
553-
for (s16 x = 1; x < roomsize.X - 1; x++)
554-
{
554+
for (s16 x = 1; x < roomsize.X - 1; x++) {
555555
v3s16 p = roomplace + v3s16(x, y, z);
556-
if (vm->m_area.contains(p) == false)
557-
{
556+
if (!vm->m_area.contains(p)) {
558557
fits = false;
559558
break;
560559
}
561-
if (vm->m_flags[vm->m_area.index(p)]
562-
& VMANIP_FLAG_DUNGEON_INSIDE)
563-
{
560+
if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
564561
fits = false;
565562
break;
566563
}
567564
}
568-
if(fits == false)
569-
{
565+
if (fits == false) {
570566
// Find new place
571567
continue;
572568
}
@@ -604,15 +600,12 @@ v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
604600
v3s16 turn_xz(v3s16 olddir, int t)
605601
{
606602
v3s16 dir;
607-
if (t == 0)
608-
{
603+
if (t == 0) {
609604
// Turn right
610605
dir.X = olddir.Z;
611606
dir.Z = -olddir.X;
612607
dir.Y = olddir.Y;
613-
}
614-
else
615-
{
608+
} else {
616609
// Turn left
617610
dir.X = -olddir.Z;
618611
dir.Z = olddir.X;
@@ -627,10 +620,8 @@ v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
627620
int turn = random.range(0, 2);
628621
v3s16 dir;
629622
if (turn == 0)
630-
{
631623
// Go straight
632624
dir = olddir;
633-
}
634625
else if (turn == 1)
635626
// Turn right
636627
dir = turn_xz(olddir, 0);
@@ -641,7 +632,8 @@ v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
641632
}
642633

643634

644-
int dir_to_facedir(v3s16 d) {
635+
int dir_to_facedir(v3s16 d)
636+
{
645637
if (abs(d.X) > abs(d.Z))
646638
return d.X < 0 ? 3 : 1;
647639
else

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