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Cavegen: Minor misc. fixes
- Convert instances of numeric literal doubles to floats - Move dswitchint to a local variable now that being a member is unnecessary - Improve const correctness - Indentation fixes
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@ -78,8 +78,8 @@ void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
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this->ystride = nmax.X - nmin.X + 1;
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// Set initial parameters from randomness
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dswitchint = ps->range(1, 14);
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flooded = ps->range(1, 2) == 2;
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int dswitchint = ps->range(1, 14);
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flooded = ps->range(1, 2) == 2;
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if (large_cave) {
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part_max_length_rs = ps->range(2, 4);
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@ -104,10 +104,10 @@ void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
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// Allow a bit more
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//(this should be more than the maximum radius of the tunnel)
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s16 insure = 10;
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const s16 insure = 10;
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s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1);
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ar += v3s16(1,0,1) * more * 2;
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of -= v3s16(1,0,1) * more;
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ar += v3s16(1, 0, 1) * more * 2;
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of -= v3s16(1, 0, 1) * more;
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route_y_min = 0;
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// Allow half a diameter + 7 over stone surface
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@ -133,9 +133,9 @@ void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
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route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
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// Randomize starting position
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orp.Z = (float)(ps->next() % ar.Z) + 0.5;
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orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5;
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orp.X = (float)(ps->next() % ar.X) + 0.5;
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orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
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orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
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orp.X = (float)(ps->next() % ar.X) + 0.5f;
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// Add generation notify begin event
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if (gennotify) {
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@ -230,14 +230,14 @@ void CavesRandomWalk::makeTunnel(bool dirswitch)
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vec = rp - orp;
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float veclen = vec.getLength();
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if (veclen < 0.05)
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veclen = 1.0;
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if (veclen < 0.05f)
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veclen = 1.0f;
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// Every second section is rough
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bool randomize_xz = (ps->range(1, 2) == 1);
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// Carve routes
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for (float f = 0; f < 1.0; f += 1.0 / veclen)
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for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
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carveRoute(vec, f, randomize_xz);
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orp = rp;
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@ -255,15 +255,15 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz)
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float nval = NoisePerlin3D(np_caveliquids, startp.X,
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startp.Y, startp.Z, seed);
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MapNode liquidnode = (nval < 0.40 && node_max.Y < lava_depth) ?
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MapNode liquidnode = (nval < 0.40f && node_max.Y < lava_depth) ?
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lavanode : waternode;
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v3f fp = orp + vec * f;
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fp.X += 0.1 * ps->range(-10, 10);
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fp.Z += 0.1 * ps->range(-10, 10);
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fp.X += 0.1f * ps->range(-10, 10);
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fp.Z += 0.1f * ps->range(-10, 10);
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v3s16 cp(fp.X, fp.Y, fp.Z);
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s16 d0 = -rs/2;
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s16 d0 = -rs / 2;
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s16 d1 = d0 + rs;
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if (randomize_xz) {
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d0 += ps->range(-1, 1);
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@ -388,7 +388,7 @@ void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
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// Set initial parameters from randomness
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min_tunnel_diameter = 2;
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max_tunnel_diameter = ps->range(2, 6);
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dswitchint = ps->range(1, 14);
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int dswitchint = ps->range(1, 14);
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if (large_cave) {
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part_max_length_rs = ps->range(2, 4);
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tunnel_routepoints = ps->range(5, ps->range(15, 30));
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@ -410,7 +410,7 @@ void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
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// Allow a bit more
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//(this should be more than the maximum radius of the tunnel)
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const s16 max_spread_amount = MAP_BLOCKSIZE;
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s16 insure = 10;
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const s16 insure = 10;
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s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1);
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ar += v3s16(1, 0, 1) * more * 2;
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of -= v3s16(1, 0, 1) * more;
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@ -439,9 +439,9 @@ void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax,
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route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1);
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// Randomize starting position
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orp.Z = (float)(ps->next() % ar.Z) + 0.5;
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orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5;
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orp.X = (float)(ps->next() % ar.X) + 0.5;
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orp.Z = (float)(ps->next() % ar.Z) + 0.5f;
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orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f;
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orp.X = (float)(ps->next() % ar.X) + 0.5f;
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// Add generation notify begin event
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if (gennotify != NULL) {
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@ -543,14 +543,14 @@ void CavesV6::makeTunnel(bool dirswitch)
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float veclen = vec.getLength();
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// As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE
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if (veclen < 0.05)
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veclen = 1.0;
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if (veclen < 0.05f)
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veclen = 1.0f;
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// Every second section is rough
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bool randomize_xz = (ps2->range(1, 2) == 1);
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// Carve routes
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for (float f = 0; f < 1.0; f += 1.0 / veclen)
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for (float f = 0.f; f < 1.0f; f += 1.0f / veclen)
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carveRoute(vec, f, randomize_xz, tunnel_above_ground);
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orp = rp;
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@ -568,8 +568,8 @@ void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz,
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startp += of;
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v3f fp = orp + vec * f;
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fp.X += 0.1 * ps->range(-10, 10);
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fp.Z += 0.1 * ps->range(-10, 10);
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fp.X += 0.1f * ps->range(-10, 10);
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fp.Z += 0.1f * ps->range(-10, 10);
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v3s16 cp(fp.X, fp.Y, fp.Z);
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s16 d0 = -rs / 2;
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@ -57,7 +57,6 @@ public:
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s16 min_tunnel_diameter;
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s16 max_tunnel_diameter;
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u16 tunnel_routepoints;
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int dswitchint;
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int part_max_length_rs;
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bool large_cave;
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@ -95,7 +94,7 @@ public:
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// If heightmap is NULL, the surface level at all points is assumed to
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// be water_level.
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void makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, PseudoRandom *ps,
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bool is_large_cave, int max_stone_height, s16 *heightmap);
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bool is_large_cave, int max_stone_height, s16 *heightmap);
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private:
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void makeTunnel(bool dirswitch);
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@ -137,7 +136,6 @@ public:
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s16 min_tunnel_diameter;
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s16 max_tunnel_diameter;
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u16 tunnel_routepoints;
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int dswitchint;
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int part_max_length_rs;
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bool large_cave;
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