Fixed some more warnings
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050a014106
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2bb25b8afa
@ -72,7 +72,7 @@ void cStructGenTrees::GenFinish(cChunkDesc & a_ChunkDesc)
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{
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int y = cChunkDef::Height - 1; y >= 0; y--)
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for (HEIGHTTYPE y = cChunkDef::Height - 1; y >= 0; y--)
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{
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if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
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{
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@ -304,14 +304,14 @@ void cStructGenOreNests::GenerateOre(int a_ChunkX, int a_ChunkZ, BLOCKTYPE a_Ore
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for (int i = 0; i < a_NumNests; i++)
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{
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int rnd = m_Noise.IntNoise3DInt(a_ChunkX + i, a_Seq, a_ChunkZ + 64 * i) / 8;
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int BaseX = rnd % cChunkDef::Width;
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rnd /= cChunkDef::Width;
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int BaseZ = rnd % cChunkDef::Width;
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rnd /= cChunkDef::Width;
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int BaseY = rnd % a_MaxHeight;
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rnd /= a_MaxHeight;
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int NestSize = a_NestSize + (rnd % (a_NestSize / 4)); // The actual nest size may be up to 1 / 4 larger
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int Nestrnd = m_Noise.IntNoise3DInt(a_ChunkX + i, a_Seq, a_ChunkZ + 64 * i) / 8;
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int BaseX = Nestrnd % cChunkDef::Width;
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Nestrnd /= cChunkDef::Width;
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int BaseZ = Nestrnd % cChunkDef::Width;
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Nestrnd /= cChunkDef::Width;
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int BaseY = Nestrnd % a_MaxHeight;
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Nestrnd /= a_MaxHeight;
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int NestSize = a_NestSize + (Nestrnd % (a_NestSize / 4)); // The actual nest size may be up to 1 / 4 larger
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int Num = 0;
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while (Num < NestSize)
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{
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@ -436,14 +436,14 @@ void cStructGenLakes::CreateLakeImage(int a_ChunkX, int a_ChunkZ, int a_MaxLakeH
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BLOCKTYPE * BlockTypes = a_Lake.GetBlockTypes();
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for (int i = 0; i < NumBubbles; i++)
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{
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int Rnd = m_Noise.IntNoise3DInt(a_ChunkX, i, a_ChunkZ) / 13;
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const int BubbleR = 2 + (Rnd & 0x03); // 2 .. 5
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int BubbleRnd = m_Noise.IntNoise3DInt(a_ChunkX, i, a_ChunkZ) / 13;
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const int BubbleR = 2 + (BubbleRnd & 0x03); // 2 .. 5
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const int Range = 16 - 2 * BubbleR;
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const int BubbleX = BubbleR + (Rnd % Range);
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const int BubbleX = BubbleR + (BubbleRnd % Range);
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Rnd >>= 4;
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const int BubbleY = 4 + (Rnd & 0x01); // 4 .. 5
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const int BubbleY = 4 + (BubbleRnd & 0x01); // 4 .. 5
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Rnd >>= 1;
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const int BubbleZ = BubbleR + (Rnd % Range);
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const int BubbleZ = BubbleR + (BubbleRnd % Range);
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const int HalfR = BubbleR / 2; // 1 .. 2
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const int RSquared = BubbleR * BubbleR;
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for (int y = -HalfR; y <= HalfR; y++)
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@ -321,12 +321,12 @@ void GetSmallAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a
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int Random = a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) >> 3;
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int Heights[] = {1, 2, 2, 3} ;
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int Height = 1 + Heights[Random & 3];
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HEIGHTTYPE Heights[] = {1, 2, 2, 3} ;
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HEIGHTTYPE Height = 1 + Heights[Random & 3];
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Random >>= 2;
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// Pre-alloc so that we don't realloc too often later:
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a_LogBlocks.reserve(Height + 5);
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a_LogBlocks.reserve(static_cast<size_t>(Height + 5));
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a_OtherBlocks.reserve(ARRAYCOUNT(BigO2) * 2 + ARRAYCOUNT(BigO1) + ARRAYCOUNT(Corners) * 3 + 3 + 5);
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// Trunk:
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@ -396,8 +396,8 @@ void GetLargeAppleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a
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for (int i = 4; i < Height; i++)
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{
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// Get a direction for the trunk to go to.
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Vector3d BranchStartDirection = AvailableDirections[a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + i, a_BlockZ) % ARRAYCOUNT(AvailableDirections)];
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Vector3d BranchDirection = AvailableDirections[a_Noise.IntNoise3DInt(a_BlockX, a_BlockY / i, a_BlockZ) % ARRAYCOUNT(AvailableDirections)] / 3;
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Vector3d BranchStartDirection = AvailableDirections[static_cast<size_t>(a_Noise.IntNoise3DInt(a_BlockX, a_BlockY + i, a_BlockZ)) % ARRAYCOUNT(AvailableDirections)];
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Vector3d BranchDirection = AvailableDirections[static_cast<size_t>(a_Noise.IntNoise3DInt(a_BlockX, a_BlockY / i, a_BlockZ)) % ARRAYCOUNT(AvailableDirections)] / 3;
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int BranchLength = 2 + a_Noise.IntNoise3DInt(a_BlockX * a_Seq, a_BlockY * a_Seq, a_BlockZ * a_Seq) % 3;
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GetLargeAppleTreeBranch(a_BlockX, a_BlockY + i, a_BlockZ, BranchLength, BranchStartDirection, BranchDirection, a_BlockY + Height, a_Noise, a_LogBlocks);
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@ -476,10 +476,10 @@ NIBBLETYPE GetLogMetaFromDirection(NIBBLETYPE a_BlockMeta, Vector3d a_Direction)
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void GetBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
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{
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int Height = 5 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3);
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HEIGHTTYPE Height = 5 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3);
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// Prealloc, so that we don't realloc too often later:
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a_LogBlocks.reserve(Height);
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a_LogBlocks.reserve(static_cast<size_t>(Height));
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a_OtherBlocks.reserve(80);
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// The entire trunk, out of logs:
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@ -650,10 +650,10 @@ void GetDarkoakTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_No
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void GetTallBirchTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise, int a_Seq, sSetBlockVector & a_LogBlocks, sSetBlockVector & a_OtherBlocks)
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{
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int Height = 9 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3);
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HEIGHTTYPE Height = 9 + (a_Noise.IntNoise3DInt(a_BlockX + 64 * a_Seq, a_BlockY, a_BlockZ) % 3);
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// Prealloc, so that we don't realloc too often later:
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a_LogBlocks.reserve(Height);
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a_LogBlocks.reserve(static_cast<size_t>(Height));
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a_OtherBlocks.reserve(80);
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// The entire trunk, out of logs:
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@ -713,12 +713,12 @@ void GetSpruceTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noi
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// (each of the mod8 remainders has a very different chance of occurrence) - that's why we divide by 8
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int MyRandom = a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY + 32 * a_Seq, a_BlockZ) / 8;
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static const int sHeights[] = {1, 2, 2, 3};
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int Height = sHeights[MyRandom & 3];
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static const HEIGHTTYPE sHeights[] = {1, 2, 2, 3};
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HEIGHTTYPE Height = sHeights[MyRandom & 3];
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MyRandom >>= 2;
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// Prealloc, so that we don't realloc too often later:
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a_LogBlocks.reserve(Height);
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a_LogBlocks.reserve(static_cast<size_t>(Height));
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a_OtherBlocks.reserve(180);
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// Clear trunk blocks:
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@ -816,8 +816,8 @@ void GetPineTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Noise
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}
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// Pre-allocate the vector:
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a_LogBlocks.reserve(TrunkHeight);
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a_OtherBlocks.reserve(NumLeavesLayers * 25);
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a_LogBlocks.reserve(static_cast<size_t>(TrunkHeight));
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a_OtherBlocks.reserve(static_cast<size_t>(NumLeavesLayers * 25));
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// The entire trunk, out of logs:
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for (int i = TrunkHeight; i >= 0; --i)
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@ -866,8 +866,8 @@ void GetSwampTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise & a_Nois
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int Height = 3 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 8) % 3;
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a_LogBlocks.reserve(Height);
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a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO2) + 2 * ARRAYCOUNT(BigO3) + Height * ARRAYCOUNT(Vines) + 20);
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a_LogBlocks.reserve(static_cast<size_t>(Height));
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a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO2) + 2 * ARRAYCOUNT(BigO3) + static_cast<size_t>(Height) * ARRAYCOUNT(Vines) + 20);
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for (int i = 0; i < Height; i++)
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{
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@ -952,8 +952,8 @@ void GetLargeJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise &
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int Height = 24 + (a_Noise.IntNoise3DInt(a_BlockX + 32 * a_Seq, a_BlockY, a_BlockZ + 32 * a_Seq) / 11) % 24;
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a_LogBlocks.reserve(Height * 4);
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a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO4) + ARRAYCOUNT(BigO3) + Height * ARRAYCOUNT(Vines) + 50);
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a_LogBlocks.reserve(static_cast<size_t>(Height) * 4);
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a_OtherBlocks.reserve(2 * ARRAYCOUNT(BigO4) + ARRAYCOUNT(BigO3) + static_cast<size_t>(Height) * ARRAYCOUNT(Vines) + 50);
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for (int i = 0; i < Height; i++)
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{
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@ -999,12 +999,12 @@ void GetSmallJungleTreeImage(int a_BlockX, int a_BlockY, int a_BlockZ, cNoise &
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int Height = 7 + (a_Noise.IntNoise3DInt(a_BlockX + 5 * a_Seq, a_BlockY, a_BlockZ + 5 * a_Seq) / 5) % 3;
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a_LogBlocks.reserve(Height);
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a_LogBlocks.reserve(static_cast<size_t>(Height));
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a_OtherBlocks.reserve(
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2 * ARRAYCOUNT(BigO3) + // O3 layer, 2x
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2 * ARRAYCOUNT(BigO2) + // O2 layer, 2x
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ARRAYCOUNT(BigO1) + 1 + // Plus on the top
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Height * ARRAYCOUNT(Vines) + // Vines
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static_cast<size_t>(Height) * ARRAYCOUNT(Vines) + // Vines
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50 // some safety
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);
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@ -389,8 +389,8 @@ cGridStructGen::cStructurePtr cVillageGen::CreateStructure(int a_GridX, int a_Gr
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BLOCKTYPE RoadBlock = E_BLOCK_GRAVEL;
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BLOCKTYPE WaterRoadBlock = E_BLOCK_PLANKS;
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int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 11;
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cVillagePiecePool * PlainsVillage = g_PlainsVillagePools[rnd % ARRAYCOUNT(g_PlainsVillagePools)];
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cVillagePiecePool * DesertVillage = g_DesertVillagePools[rnd % ARRAYCOUNT(g_DesertVillagePools)];
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cVillagePiecePool * PlainsVillage = g_PlainsVillagePools[static_cast<size_t>(rnd) % ARRAYCOUNT(g_PlainsVillagePools)];
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cVillagePiecePool * DesertVillage = g_DesertVillagePools[static_cast<size_t>(rnd) % ARRAYCOUNT(g_DesertVillagePools)];
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for (size_t i = 0; i < ARRAYCOUNT(Biomes); i++)
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{
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switch (Biomes[i])
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@ -200,7 +200,7 @@ bool cBlockingSslClientSocket::Send(const void * a_Data, size_t a_NumBytes)
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else
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{
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Data += res;
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NumBytes -= res;
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NumBytes -= static_cast<size_t>(res);
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if (NumBytes == 0)
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{
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return true;
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