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-rw-r--r--src/cavegen.cpp50
-rw-r--r--src/cavegen.h4
2 files changed, 26 insertions, 28 deletions
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;