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-rw-r--r--src/Generating/StructGen.cpp28
-rw-r--r--src/Generating/Trees.cpp40
-rw-r--r--src/Generating/VillageGen.cpp4
3 files changed, 36 insertions, 36 deletions
diff --git a/src/Generating/StructGen.cpp b/src/Generating/StructGen.cpp
index 7572cdcbf..fd911e7dc 100644
--- a/src/Generating/StructGen.cpp
+++ b/src/Generating/StructGen.cpp
@@ -72,7 +72,7 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc)
{
for (int z = 0; z < cChunkDef::Width; z++)
{
- for (int y = cChunkDef::Height - 1; y >= 0; y--)
+ for (HEIGHTTYPE y = cChunkDef::Height - 1; y >= 0; y--)
{
if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
{
@@ -304,14 +304,14 @@ void cStructGenOreNests::GenerateOre(int a_ChunkX, int a_ChunkZ, BLOCKTYPE a_Ore
for (int i = 0; i < a_NumNests; i++)
{
- int rnd = m_Noise.IntNoise3DInt(a_ChunkX + i, a_Seq, a_ChunkZ + 64 * i) / 8;
- int BaseX = rnd % cChunkDef::Width;
- rnd /= cChunkDef::Width;
- int BaseZ = rnd % cChunkDef::Width;
- rnd /= cChunkDef::Width;
- int BaseY = rnd % a_MaxHeight;
- rnd /= a_MaxHeight;
- int NestSize = a_NestSize + (rnd % (a_NestSize / 4)); // The actual nest size may be up to 1 / 4 larger
+ int Nestrnd = m_Noise.IntNoise3DInt(a_ChunkX + i, a_Seq, a_ChunkZ + 64 * i) / 8;
+ int BaseX = Nestrnd % cChunkDef::Width;
+ Nestrnd /= cChunkDef::Width;
+ int BaseZ = Nestrnd % cChunkDef::Width;
+ Nestrnd /= cChunkDef::Width;
+ int BaseY = Nestrnd % a_MaxHeight;
+ Nestrnd /= a_MaxHeight;
+ int NestSize = a_NestSize + (Nestrnd % (a_NestSize / 4)); // The actual nest size may be up to 1 / 4 larger
int Num = 0;
while (Num < NestSize)
{
@@ -436,14 +436,14 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, int a_MaxLakeH
BLOCKTYPE * BlockTypes = a_Lake.GetBlockTypes();
for (int i = 0; i < NumBubbles; i++)
{
- int Rnd = m_Noise.IntNoise3DInt(a_ChunkX, i, a_ChunkZ) / 13;
- const int BubbleR = 2 + (Rnd & 0x03); // 2 .. 5
+ int BubbleRnd = m_Noise.IntNoise3DInt(a_ChunkX, i, a_ChunkZ) / 13;
+ const int BubbleR = 2 + (BubbleRnd & 0x03); // 2 .. 5
const int Range = 16 - 2 * BubbleR;
- const int BubbleX = BubbleR + (Rnd % Range);
+ const int BubbleX = BubbleR + (BubbleRnd % Range);
Rnd >>= 4;
- const int BubbleY = 4 + (Rnd & 0x01); // 4 .. 5
+ const int BubbleY = 4 + (BubbleRnd & 0x01); // 4 .. 5
Rnd >>= 1;
- const int BubbleZ = BubbleR + (Rnd % Range);
+ const int BubbleZ = BubbleR + (BubbleRnd % Range);
const int HalfR = BubbleR / 2; // 1 .. 2
const int RSquared = BubbleR * BubbleR;
for (int y = -HalfR; y <= HalfR; y++)
diff --git a/src/Generating/Trees.cpp b/src/Generating/Trees.cpp
index 72fe5f819..014fdf1f2 100644
--- a/src/Generating/Trees.cpp
+++ b/src/Generating/Trees.cpp
@@ -321,12 +321,12 @@ void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a
int Random = a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) >> 3;
- int Heights[] = {1, 2, 2, 3} ;
- int Height = 1 + Heights[Random & 3];
+ HEIGHTTYPE Heights[] = {1, 2, 2, 3} ;
+ HEIGHTTYPE Height = 1 + Heights[Random & 3];
Random >>= 2;
// Pre-alloc so that we don't realloc too often later:
- a_LogBlocks.reserve(Height + 5);
+ a_LogBlocks.reserve(static_cast<size_t>(Height + 5));
a_OtherBlocks.reserve(ARRAYCOUNT(BigO2) * 2 + ARRAYCOUNT(BigO1) + ARRAYCOUNT(Corners) * 3 + 3 + 5);
// Trunk:
@@ -396,8 +396,8 @@ void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a
for (int i = 4; i < Height; i++)
{
// Get a direction for the trunk to go to.
- Vector3d BranchStartDirection = AvailableDirections[a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + i, a_BlockZ) % ARRAYCOUNT(AvailableDirections)];
- Vector3d BranchDirection = AvailableDirections[a_Noise.IntNoise3DInt(a_BlockX, a_BlockY / i, a_BlockZ) % ARRAYCOUNT(AvailableDirections)] / 3;
+ Vector3d BranchStartDirection = AvailableDirections[static_cast<size_t>(a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + i, a_BlockZ)) % ARRAYCOUNT(AvailableDirections)];
+ Vector3d BranchDirection = AvailableDirections[static_cast<size_t>(a_Noise.IntNoise3DInt(a_BlockX, a_BlockY / i, a_BlockZ)) % ARRAYCOUNT(AvailableDirections)] / 3;
int BranchLength = 2 + a_Noise.IntNoise3DInt(a_BlockX * a_Seq, a_BlockY * a_Seq, a_BlockZ * a_Seq) % 3;
GetLargeAppleTreeBranch(a_BlockX, a_BlockY + i, a_BlockZ, BranchLength, BranchStartDirection, BranchDirection, a_BlockY + Height, a_Noise, a_LogBlocks);
@@ -476,10 +476,10 @@ NIBBLETYPE GetLogMetaFromDirection(NIBBLETYPE a_BlockMeta, Vector3d a_Direction)
void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
- int Height = 5 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3);
+ HEIGHTTYPE Height = 5 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3);
// Prealloc, so that we don't realloc too often later:
- a_LogBlocks.reserve(Height);
+ a_LogBlocks.reserve(static_cast<size_t>(Height));
a_OtherBlocks.reserve(80);
// The entire trunk, out of logs:
@@ -650,10 +650,10 @@ void GetDarkoakTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
void GetTallBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
{
- int Height = 9 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3);
+ HEIGHTTYPE Height = 9 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3);
// Prealloc, so that we don't realloc too often later:
- a_LogBlocks.reserve(Height);
+ a_LogBlocks.reserve(static_cast<size_t>(Height));
a_OtherBlocks.reserve(80);
// The entire trunk, out of logs:
@@ -713,12 +713,12 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi
// (each of the mod8 remainders has a very different chance of occurrence) - that's why we divide by 8
int MyRandom = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) / 8;
- static const int sHeights[] = {1, 2, 2, 3};
- int Height = sHeights[MyRandom & 3];
+ static const HEIGHTTYPE sHeights[] = {1, 2, 2, 3};
+ HEIGHTTYPE Height = sHeights[MyRandom & 3];
MyRandom >>= 2;
// Prealloc, so that we don't realloc too often later:
- a_LogBlocks.reserve(Height);
+ a_LogBlocks.reserve(static_cast<size_t>(Height));
a_OtherBlocks.reserve(180);
// Clear trunk blocks:
@@ -816,8 +816,8 @@ void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise
}
// Pre-allocate the vector:
- a_LogBlocks.reserve(TrunkHeight);
- a_OtherBlocks.reserve(NumLeavesLayers * 25);
+ a_LogBlocks.reserve(static_cast<size_t>(TrunkHeight));
+ a_OtherBlocks.reserve(static_cast<size_t>(NumLeavesLayers * 25));
// The entire trunk, out of logs:
for (int i = TrunkHeight; i >= 0; --i)
@@ -866,8 +866,8 @@ void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois
int Height = 3 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 8) % 3;
- a_LogBlocks.reserve(Height);
- a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO2) + 2 * ARRAYCOUNT(BigO3) + Height * ARRAYCOUNT(Vines) + 20);
+ a_LogBlocks.reserve(static_cast<size_t>(Height));
+ a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO2) + 2 * ARRAYCOUNT(BigO3) + static_cast<size_t>(Height) * ARRAYCOUNT(Vines) + 20);
for (int i = 0; i < Height; i++)
{
@@ -952,8 +952,8 @@ void GetLargeJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise &
int Height = 24 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 11) % 24;
- a_LogBlocks.reserve(Height * 4);
- a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO4) + ARRAYCOUNT(BigO3) + Height * ARRAYCOUNT(Vines) + 50);
+ a_LogBlocks.reserve(static_cast<size_t>(Height) * 4);
+ a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO4) + ARRAYCOUNT(BigO3) + static_cast<size_t>(Height) * ARRAYCOUNT(Vines) + 50);
for (int i = 0; i < Height; i++)
{
@@ -999,12 +999,12 @@ void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise &
int Height = 7 + (a_Noise.IntNoise3DInt(a_BlockX + 5 * a_Seq, a_BlockY, a_BlockZ + 5 * a_Seq) / 5) % 3;
- a_LogBlocks.reserve(Height);
+ a_LogBlocks.reserve(static_cast<size_t>(Height));
a_OtherBlocks.reserve(
2 * ARRAYCOUNT(BigO3) + // O3 layer, 2x
2 * ARRAYCOUNT(BigO2) + // O2 layer, 2x
ARRAYCOUNT(BigO1) + 1 + // Plus on the top
- Height * ARRAYCOUNT(Vines) + // Vines
+ static_cast<size_t>(Height) * ARRAYCOUNT(Vines) + // Vines
50 // some safety
);
diff --git a/src/Generating/VillageGen.cpp b/src/Generating/VillageGen.cpp
index a3f8caa46..8f0bc13ef 100644
--- a/src/Generating/VillageGen.cpp
+++ b/src/Generating/VillageGen.cpp
@@ -389,8 +389,8 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_GridX, int a_Gr
BLOCKTYPE RoadBlock = E_BLOCK_GRAVEL;
BLOCKTYPE WaterRoadBlock = E_BLOCK_PLANKS;
int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 11;
- cVillagePiecePool * PlainsVillage = g_PlainsVillagePools[rnd % ARRAYCOUNT(g_PlainsVillagePools)];
- cVillagePiecePool * DesertVillage = g_DesertVillagePools[rnd % ARRAYCOUNT(g_DesertVillagePools)];
+ cVillagePiecePool * PlainsVillage = g_PlainsVillagePools[static_cast<size_t>(rnd) % ARRAYCOUNT(g_PlainsVillagePools)];
+ cVillagePiecePool * DesertVillage = g_DesertVillagePools[static_cast<size_t>(rnd) % ARRAYCOUNT(g_DesertVillagePools)];
for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++)
{
switch (Biomes[i])