diff --git a/src/cavegen.cpp b/src/cavegen.cpp index 5728c1337..5f0af9699 100644 --- a/src/cavegen.cpp +++ b/src/cavegen.cpp @@ -78,8 +78,8 @@ void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, this->ystride = nmax.X - nmin.X + 1; // Set initial parameters from randomness - dswitchint = ps->range(1, 14); - flooded = ps->range(1, 2) == 2; + int dswitchint = ps->range(1, 14); + flooded = ps->range(1, 2) == 2; if (large_cave) { part_max_length_rs = ps->range(2, 4); @@ -104,10 +104,10 @@ void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, // Allow a bit more //(this should be more than the maximum radius of the tunnel) - s16 insure = 10; + const s16 insure = 10; s16 more = MYMAX(MAP_BLOCKSIZE - max_tunnel_diameter / 2 - insure, 1); - ar += v3s16(1,0,1) * more * 2; - of -= v3s16(1,0,1) * more; + ar += v3s16(1, 0, 1) * more * 2; + of -= v3s16(1, 0, 1) * more; route_y_min = 0; // Allow half a diameter + 7 over stone surface @@ -133,9 +133,9 @@ void CavesRandomWalk::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1); // Randomize starting position - orp.Z = (float)(ps->next() % ar.Z) + 0.5; - orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5; - orp.X = (float)(ps->next() % ar.X) + 0.5; + orp.Z = (float)(ps->next() % ar.Z) + 0.5f; + orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f; + orp.X = (float)(ps->next() % ar.X) + 0.5f; // Add generation notify begin event if (gennotify) { @@ -230,14 +230,14 @@ void CavesRandomWalk::makeTunnel(bool dirswitch) vec = rp - orp; float veclen = vec.getLength(); - if (veclen < 0.05) - veclen = 1.0; + if (veclen < 0.05f) + veclen = 1.0f; // Every second section is rough bool randomize_xz = (ps->range(1, 2) == 1); // Carve routes - for (float f = 0; f < 1.0; f += 1.0 / veclen) + for (float f = 0.f; f < 1.0f; f += 1.0f / veclen) carveRoute(vec, f, randomize_xz); orp = rp; @@ -255,15 +255,15 @@ void CavesRandomWalk::carveRoute(v3f vec, float f, bool randomize_xz) float nval = NoisePerlin3D(np_caveliquids, startp.X, startp.Y, startp.Z, seed); - MapNode liquidnode = (nval < 0.40 && node_max.Y < lava_depth) ? + MapNode liquidnode = (nval < 0.40f && node_max.Y < lava_depth) ? lavanode : waternode; v3f fp = orp + vec * f; - fp.X += 0.1 * ps->range(-10, 10); - fp.Z += 0.1 * ps->range(-10, 10); + fp.X += 0.1f * ps->range(-10, 10); + fp.Z += 0.1f * ps->range(-10, 10); v3s16 cp(fp.X, fp.Y, fp.Z); - s16 d0 = -rs/2; + s16 d0 = -rs / 2; s16 d1 = d0 + rs; if (randomize_xz) { d0 += ps->range(-1, 1); @@ -388,7 +388,7 @@ void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, // Set initial parameters from randomness min_tunnel_diameter = 2; max_tunnel_diameter = ps->range(2, 6); - dswitchint = ps->range(1, 14); + int dswitchint = ps->range(1, 14); if (large_cave) { part_max_length_rs = ps->range(2, 4); tunnel_routepoints = ps->range(5, ps->range(15, 30)); @@ -410,7 +410,7 @@ void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, // Allow a bit more //(this should be more than the maximum radius of the tunnel) const s16 max_spread_amount = MAP_BLOCKSIZE; - s16 insure = 10; + const s16 insure = 10; s16 more = MYMAX(max_spread_amount - max_tunnel_diameter / 2 - insure, 1); ar += v3s16(1, 0, 1) * more * 2; of -= v3s16(1, 0, 1) * more; @@ -439,9 +439,9 @@ void CavesV6::makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, route_start_y_max = rangelim(route_start_y_max, route_start_y_min, ar.Y - 1); // Randomize starting position - orp.Z = (float)(ps->next() % ar.Z) + 0.5; - orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5; - orp.X = (float)(ps->next() % ar.X) + 0.5; + orp.Z = (float)(ps->next() % ar.Z) + 0.5f; + orp.Y = (float)(ps->range(route_start_y_min, route_start_y_max)) + 0.5f; + orp.X = (float)(ps->next() % ar.X) + 0.5f; // Add generation notify begin event if (gennotify != NULL) { @@ -543,14 +543,14 @@ void CavesV6::makeTunnel(bool dirswitch) float veclen = vec.getLength(); // As odd as it sounds, veclen is *exactly* 0.0 sometimes, causing a FPE - if (veclen < 0.05) - veclen = 1.0; + if (veclen < 0.05f) + veclen = 1.0f; // Every second section is rough bool randomize_xz = (ps2->range(1, 2) == 1); // Carve routes - for (float f = 0; f < 1.0; f += 1.0 / veclen) + for (float f = 0.f; f < 1.0f; f += 1.0f / veclen) carveRoute(vec, f, randomize_xz, tunnel_above_ground); orp = rp; @@ -568,8 +568,8 @@ void CavesV6::carveRoute(v3f vec, float f, bool randomize_xz, startp += of; v3f fp = orp + vec * f; - fp.X += 0.1 * ps->range(-10, 10); - fp.Z += 0.1 * ps->range(-10, 10); + fp.X += 0.1f * ps->range(-10, 10); + fp.Z += 0.1f * ps->range(-10, 10); v3s16 cp(fp.X, fp.Y, fp.Z); s16 d0 = -rs / 2; diff --git a/src/cavegen.h b/src/cavegen.h index e250ad452..68e0c8bc5 100644 --- a/src/cavegen.h +++ b/src/cavegen.h @@ -57,7 +57,6 @@ public: s16 min_tunnel_diameter; s16 max_tunnel_diameter; u16 tunnel_routepoints; - int dswitchint; int part_max_length_rs; bool large_cave; @@ -95,7 +94,7 @@ public: // If heightmap is NULL, the surface level at all points is assumed to // be water_level. void makeCave(MMVManip *vm, v3s16 nmin, v3s16 nmax, PseudoRandom *ps, - bool is_large_cave, int max_stone_height, s16 *heightmap); + bool is_large_cave, int max_stone_height, s16 *heightmap); private: void makeTunnel(bool dirswitch); @@ -137,7 +136,6 @@ public: s16 min_tunnel_diameter; s16 max_tunnel_diameter; u16 tunnel_routepoints; - int dswitchint; int part_max_length_rs; bool large_cave;