diff options
Diffstat (limited to '')
-rw-r--r-- | src/Generating/StructGen.cpp | 28 |
1 files changed, 14 insertions, 14 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++) |