diff options
Diffstat (limited to '')
-rw-r--r-- | src/Generating/Trees.cpp | 44 |
1 files changed, 22 insertions, 22 deletions
diff --git a/src/Generating/Trees.cpp b/src/Generating/Trees.cpp index 72fe5f819..c8bbab12f 100644 --- a/src/Generating/Trees.cpp +++ b/src/Generating/Trees.cpp @@ -130,7 +130,7 @@ inline void PushSomeColumns(int a_BlockX, int a_Height, int a_BlockZ, int a_Colu { int x = a_BlockX + a_Coords[i].x; int z = a_BlockZ + a_Coords[i].z; - if (a_Noise.IntNoise3DInt(x + 64 * a_Seq, a_Height + (int)i, z + 64 * a_Seq) <= a_Chance) + if (a_Noise.IntNoise3DInt(x + 64 * a_Seq, a_Height + static_cast<int>(i), z + 64 * a_Seq) <= a_Chance) { for (int j = 0; j < a_ColumnHeight; j++) { @@ -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) @@ -843,7 +843,7 @@ void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise { break; } - ASSERT((size_t)LayerSize < ARRAYCOUNT(BigOs)); + ASSERT(static_cast<size_t>(LayerSize) < ARRAYCOUNT(BigOs)); PushCoordBlocks(a_BlockX, h, a_BlockZ, a_OtherBlocks, BigOs[LayerSize].Coords, BigOs[LayerSize].Count, E_BLOCK_LEAVES, E_META_LEAVES_CONIFER); h--; } @@ -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 ); |