More fixed warnings

This commit is contained in:
tycho 2015-05-19 13:34:52 +01:00
parent 6cccd2aabb
commit 03c75943ea
6 changed files with 40 additions and 28 deletions

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@ -801,7 +801,10 @@ protected:
case biTaiga: a_Min = 63; a_Max = 75; break; case biTaiga: a_Min = 63; a_Max = 75; break;
case biTaigaHills: a_Min = 63; a_Max = 90; break; case biTaigaHills: a_Min = 63; a_Max = 90; break;
case biTaigaM: a_Min = 63; a_Max = 80; break; case biTaigaM: a_Min = 63; a_Max = 80; break;
default: case biInvalidBiome:
case biNumBiomes:
case biVariant:
case biNumVariantBiomes:
{ {
ASSERT(!"Unknown biome"); ASSERT(!"Unknown biome");
a_Min = 10; a_Min = 10;

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@ -564,14 +564,14 @@ cMineShaft * cMineShaftCorridor::CreateAndFit(
void cMineShaftCorridor::AppendBranches(int a_RecursionLevel, cNoise & a_Noise) void cMineShaftCorridor::AppendBranches(int a_RecursionLevel, cNoise & a_Noise)
{ {
int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 7; int Outerrnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 7;
// Prefer the same height, but allow for up to one block height displacement: // Prefer the same height, but allow for up to one block height displacement:
int Height = m_BoundingBox.p1.y + ((rnd % 4) + ((rnd >> 3) % 3)) / 2; int OuterHeight = m_BoundingBox.p1.y + ((Outerrnd % 4) + ((Outerrnd >> 3) % 3)) / 2;
switch (m_Direction) switch (m_Direction)
{ {
case dirXM: case dirXM:
{ {
m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, Height, m_BoundingBox.p1.z + 1, dirXM, a_Noise, a_RecursionLevel); m_ParentSystem.AppendBranch(m_BoundingBox.p1.x - 1, OuterHeight, m_BoundingBox.p1.z + 1, dirXM, a_Noise, a_RecursionLevel);
for (int i = m_NumSegments; i >= 0; i--) for (int i = m_NumSegments; i >= 0; i--)
{ {
int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11; int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11;
@ -586,7 +586,7 @@ void cMineShaftCorridor::AppendBranches(int a_RecursionLevel, cNoise & a_Noise)
case dirXP: case dirXP:
{ {
m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, Height, m_BoundingBox.p1.z + 1, dirXP, a_Noise, a_RecursionLevel); m_ParentSystem.AppendBranch(m_BoundingBox.p2.x + 1, OuterHeight, m_BoundingBox.p1.z + 1, dirXP, a_Noise, a_RecursionLevel);
for (int i = m_NumSegments; i >= 0; i--) for (int i = m_NumSegments; i >= 0; i--)
{ {
int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11; int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11;
@ -601,7 +601,7 @@ void cMineShaftCorridor::AppendBranches(int a_RecursionLevel, cNoise & a_Noise)
case dirZM: case dirZM:
{ {
m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + 1, Height, m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel); m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + 1, OuterHeight, m_BoundingBox.p1.z - 1, dirZM, a_Noise, a_RecursionLevel);
for (int i = m_NumSegments; i >= 0; i--) for (int i = m_NumSegments; i >= 0; i--)
{ {
int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11; int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11;
@ -616,7 +616,7 @@ void cMineShaftCorridor::AppendBranches(int a_RecursionLevel, cNoise & a_Noise)
case dirZP: case dirZP:
{ {
m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + 1, Height, m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel); m_ParentSystem.AppendBranch(m_BoundingBox.p1.x + 1, OuterHeight, m_BoundingBox.p2.z + 1, dirZP, a_Noise, a_RecursionLevel);
for (int i = m_NumSegments; i >= 0; i--) for (int i = m_NumSegments; i >= 0; i--)
{ {
int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11; int rnd = a_Noise.IntNoise3DInt(m_BoundingBox.p1.x + i + 10, m_BoundingBox.p1.y + a_RecursionLevel, m_BoundingBox.p1.z) / 11;

View File

@ -305,7 +305,7 @@ void cNoise3DGenerator::UpdateHeightmap(cChunkDesc & a_ChunkDesc)
{ {
for (int x = 0; x < cChunkDef::Width; x++) for (int x = 0; x < cChunkDef::Width; x++)
{ {
for (int y = cChunkDef::Height - 1; y > 0; y--) for (HEIGHTTYPE y = cChunkDef::Height - 1; y > 0; y--)
{ {
if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR) if (a_ChunkDesc.GetBlockType(x, y, z) != E_BLOCK_AIR)
{ {
@ -790,7 +790,10 @@ void cBiomalNoise3DComposable::GetBiomeParams(EMCSBiome a_Biome, NOISE_DATATYPE
case biTaiga: a_HeightAmp = 0.1f; a_MidPoint = 64; break; case biTaiga: a_HeightAmp = 0.1f; a_MidPoint = 64; break;
case biTaigaM: a_HeightAmp = 0.1f; a_MidPoint = 70; break; case biTaigaM: a_HeightAmp = 0.1f; a_MidPoint = 70; break;
case biTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break; case biTaigaHills: a_HeightAmp = 0.075f; a_MidPoint = 68; break;
default: case biInvalidBiome:
case biNumBiomes:
case biVariant:
case biNumVariantBiomes:
{ {
// Make a crazy terrain so that it stands out // Make a crazy terrain so that it stands out
a_HeightAmp = 0.001f; a_HeightAmp = 0.001f;

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@ -385,7 +385,7 @@ cPlacedPiece * cPieceGenerator::PlaceStartingPiece(int a_BlockX, int a_BlockY, i
else else
{ {
// All pieces returned zero weight, but we need one to start. Choose with equal chance: // All pieces returned zero weight, but we need one to start. Choose with equal chance:
StartingPiece = StartingPieces[rnd % StartingPieces.size()]; StartingPiece = StartingPieces[static_cast<size_t>(rnd) % StartingPieces.size()];
} }
rnd = rnd >> 16; rnd = rnd >> 16;
@ -561,7 +561,10 @@ void cPieceGenerator::DebugConnectorPool(const cPieceGenerator::cFreeConnectors
{ {
printf(" Connector pool: " SIZE_T_FMT " items\n", a_ConnectorPool.size() - a_NumProcessed); printf(" Connector pool: " SIZE_T_FMT " items\n", a_ConnectorPool.size() - a_NumProcessed);
size_t idx = 0; size_t idx = 0;
for (cPieceGenerator::cFreeConnectors::const_iterator itr = a_ConnectorPool.begin() + a_NumProcessed, end = a_ConnectorPool.end(); itr != end; ++itr, ++idx)
typedef cPieceGenerator::cFreeConnectors::difference_type difType;
for (auto itr = a_ConnectorPool.cbegin() + static_cast<difType>(a_NumProcessed), end = a_ConnectorPool.cend(); itr != end; ++itr, ++idx)
{ {
printf(" " SIZE_T_FMT ": {%d, %d, %d}, type %d, direction %s, depth %d\n", printf(" " SIZE_T_FMT ": {%d, %d, %d}, type %d, direction %s, depth %d\n",
idx, idx,
@ -672,7 +675,10 @@ void cBFSPieceGenerator::PlacePieces(int a_BlockX, int a_BlockY, int a_BlockZ, i
NumProcessed++; NumProcessed++;
if (NumProcessed > 1000) if (NumProcessed > 1000)
{ {
ConnectorPool.erase(ConnectorPool.begin(), ConnectorPool.begin() + NumProcessed);
typedef cPieceGenerator::cFreeConnectors::difference_type difType;
ConnectorPool.erase(ConnectorPool.begin(), ConnectorPool.begin() + static_cast<difType>(NumProcessed));
NumProcessed = 0; NumProcessed = 0;
} }
} }

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@ -135,17 +135,17 @@ void cStructGenRavines::cRavine::GenerateBaseDefPoints(int a_BlockX, int a_Block
// Get the base angle in which the ravine "axis" goes: // Get the base angle in which the ravine "axis" goes:
float Angle = (float)(((float)((a_Noise.IntNoise3DInt(20 * a_BlockX, 70 * a_BlockZ, 6000) / 9) % 16384)) / 16384.0 * M_PI); float Angle = (float)(((float)((a_Noise.IntNoise3DInt(20 * a_BlockX, 70 * a_BlockZ, 6000) / 9) % 16384)) / 16384.0 * M_PI);
float xc = sin(Angle); float xc = sinf(Angle);
float zc = cos(Angle); float zc = cosf(Angle);
// Calculate the definition points and radii: // Calculate the definition points and radii:
int MaxRadius = (int)(sqrt(12.0 + ((a_Noise.IntNoise2DInt(61 * a_BlockX, 97 * a_BlockZ) / 13) % a_Size) / 16)); int MaxRadius = (int)(sqrt(12.0 + ((a_Noise.IntNoise2DInt(61 * a_BlockX, 97 * a_BlockZ) / 13) % a_Size) / 16));
int Top = 32 + ((a_Noise.IntNoise2DInt(13 * a_BlockX, 17 * a_BlockZ) / 23) % 32); int Top = 32 + ((a_Noise.IntNoise2DInt(13 * a_BlockX, 17 * a_BlockZ) / 23) % 32);
int Bottom = 5 + ((a_Noise.IntNoise2DInt(17 * a_BlockX, 29 * a_BlockZ) / 13) % 32); int Bottom = 5 + ((a_Noise.IntNoise2DInt(17 * a_BlockX, 29 * a_BlockZ) / 13) % 32);
int Mid = (Top + Bottom) / 2; int Mid = (Top + Bottom) / 2;
int PointX = CenterX - (int)(xc * a_Size / 2); int DefinitionPointX = CenterX - (int)(xc * a_Size / 2);
int PointZ = CenterZ - (int)(zc * a_Size / 2); int DefinitionPointZ = CenterZ - (int)(zc * a_Size / 2);
m_Points.push_back(cRavDefPoint(PointX, PointZ, 0, (Mid + Top) / 2, (Mid + Bottom) / 2)); m_Points.push_back(cRavDefPoint(DefinitionPointX, DefinitionPointZ, 0, (Mid + Top) / 2, (Mid + Bottom) / 2));
for (int i = 1; i < NUM_RAVINE_POINTS - 1; i++) for (int i = 1; i < NUM_RAVINE_POINTS - 1; i++)
{ {
int LineX = CenterX + (int)(xc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS); int LineX = CenterX + (int)(xc * a_Size * (i - NUM_RAVINE_POINTS / 2) / NUM_RAVINE_POINTS);
@ -160,9 +160,9 @@ void cStructGenRavines::cRavine::GenerateBaseDefPoints(int a_BlockX, int a_Block
int ThisBottom = Bottom + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 7 * a_BlockZ, i * 31) / 13) % 8) - 4; int ThisBottom = Bottom + ((a_Noise.IntNoise3DInt(19 * a_BlockX, 7 * a_BlockZ, i * 31) / 13) % 8) - 4;
m_Points.push_back(cRavDefPoint(PointX, PointZ, Radius, ThisTop, ThisBottom)); m_Points.push_back(cRavDefPoint(PointX, PointZ, Radius, ThisTop, ThisBottom));
} // for i - m_Points[] } // for i - m_Points[]
PointX = CenterX + (int)(xc * a_Size / 2); DefinitionPointX = CenterX + (int)(xc * a_Size / 2);
PointZ = CenterZ + (int)(zc * a_Size / 2); DefinitionPointZ = CenterZ + (int)(zc * a_Size / 2);
m_Points.push_back(cRavDefPoint(PointX, PointZ, 0, Mid, Mid)); m_Points.push_back(cRavDefPoint(DefinitionPointX, DefinitionPointZ, 0, Mid, Mid));
} }

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@ -21,7 +21,7 @@ class cRoughRavine :
public: public:
cRoughRavine( cRoughRavine(
int a_Seed, int a_Size, int a_Seed, size_t a_Size,
float a_CenterWidth, float a_Roughness, float a_CenterWidth, float a_Roughness,
float a_FloorHeightEdge1, float a_FloorHeightEdge2, float a_FloorHeightCenter, float a_FloorHeightEdge1, float a_FloorHeightEdge2, float a_FloorHeightCenter,
float a_CeilingHeightEdge1, float a_CeilingHeightEdge2, float a_CeilingHeightCenter, float a_CeilingHeightEdge1, float a_CeilingHeightEdge2, float a_CeilingHeightCenter,
@ -33,14 +33,14 @@ public:
m_Roughness(a_Roughness) m_Roughness(a_Roughness)
{ {
// Create the basic structure - 2 lines meeting at the centerpoint: // Create the basic structure - 2 lines meeting at the centerpoint:
int Max = 2 * a_Size; size_t Max = 2 * a_Size;
int Half = a_Size; // m_DefPoints[Half] will be the centerpoint size_t Half = a_Size; // m_DefPoints[Half] will be the centerpoint
m_DefPoints.resize(Max + 1); m_DefPoints.resize(Max + 1);
int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 7; int rnd = m_Noise.IntNoise2DInt(a_OriginX, a_OriginZ) / 7;
float Len = (float)a_Size; float Len = (float)a_Size;
float Angle = (float)rnd; // Angle is in radians, will be wrapped in the "sin" and "cos" operations float Angle = (float)rnd; // Angle is in radians, will be wrapped in the "sin" and "cos" operations
float OfsX = sin(Angle) * Len; float OfsX = sinf(Angle) * Len;
float OfsZ = cos(Angle) * Len; float OfsZ = cosf(Angle) * Len;
m_DefPoints[0].Set (a_OriginX - OfsX, a_OriginZ - OfsZ, 1, a_CeilingHeightEdge1, a_FloorHeightEdge1); m_DefPoints[0].Set (a_OriginX - OfsX, a_OriginZ - OfsZ, 1, a_CeilingHeightEdge1, a_FloorHeightEdge1);
m_DefPoints[Half].Set((float)a_OriginX, (float)a_OriginZ, a_CenterWidth, a_CeilingHeightCenter, a_FloorHeightCenter); m_DefPoints[Half].Set((float)a_OriginX, (float)a_OriginZ, a_CenterWidth, a_CeilingHeightCenter, a_FloorHeightCenter);
m_DefPoints[Max].Set (a_OriginX + OfsX, a_OriginZ + OfsZ, 1, a_CeilingHeightEdge2, a_FloorHeightEdge2); m_DefPoints[Max].Set (a_OriginX + OfsX, a_OriginZ + OfsZ, 1, a_CeilingHeightEdge2, a_FloorHeightEdge2);
@ -90,7 +90,7 @@ protected:
/** Recursively subdivides the line between the points of the specified index. /** Recursively subdivides the line between the points of the specified index.
Sets the midpoint to the center of the line plus or minus a random offset, then calls itself for each half Sets the midpoint to the center of the line plus or minus a random offset, then calls itself for each half
of the new line. */ of the new line. */
void SubdivideLine(int a_Idx1, int a_Idx2) void SubdivideLine(size_t a_Idx1, size_t a_Idx2)
{ {
// Calculate the midpoint: // Calculate the midpoint:
const sRavineDefPoint & p1 = m_DefPoints[a_Idx1]; const sRavineDefPoint & p1 = m_DefPoints[a_Idx1];
@ -114,7 +114,7 @@ protected:
MidX -= dz * m_Roughness; MidX -= dz * m_Roughness;
MidZ += dx * m_Roughness; MidZ += dx * m_Roughness;
} }
int MidIdx = (a_Idx1 + a_Idx2) / 2; size_t MidIdx = (a_Idx1 + a_Idx2) / 2;
m_DefPoints[MidIdx].Set(MidX, MidZ, MidR, MidT, MidB); m_DefPoints[MidIdx].Set(MidX, MidZ, MidR, MidT, MidB);
// Recurse the two halves, if they are worth recursing: // Recurse the two halves, if they are worth recursing:
@ -275,7 +275,7 @@ cRoughRavines::cRoughRavines(
cGridStructGen::cStructurePtr cRoughRavines::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ) cGridStructGen::cStructurePtr cRoughRavines::CreateStructure(int a_GridX, int a_GridZ, int a_OriginX, int a_OriginZ)
{ {
// Pick a random value for each of the ravine's parameters: // Pick a random value for each of the ravine's parameters:
int Size = m_MinSize + (m_Noise.IntNoise2DInt(a_GridX, a_GridZ) / 7) % (m_MaxSize - m_MinSize); // Random int from m_MinSize to m_MaxSize size_t Size = static_cast<size_t>(m_MinSize + (m_Noise.IntNoise2DInt(a_GridX, a_GridZ) / 7) % (m_MaxSize - m_MinSize)); // Random int from m_MinSize to m_MaxSize
float CenterWidth = m_Noise.IntNoise2DInRange(a_GridX + 10, a_GridZ, m_MinCenterWidth, m_MaxCenterWidth); float CenterWidth = m_Noise.IntNoise2DInRange(a_GridX + 10, a_GridZ, m_MinCenterWidth, m_MaxCenterWidth);
float Roughness = m_Noise.IntNoise2DInRange(a_GridX + 20, a_GridZ, m_MinRoughness, m_MaxRoughness); float Roughness = m_Noise.IntNoise2DInRange(a_GridX + 20, a_GridZ, m_MinRoughness, m_MaxRoughness);
float FloorHeightEdge1 = m_Noise.IntNoise2DInRange(a_GridX + 30, a_GridZ, m_MinFloorHeightEdge, m_MaxFloorHeightEdge); float FloorHeightEdge1 = m_Noise.IntNoise2DInRange(a_GridX + 30, a_GridZ, m_MinFloorHeightEdge, m_MaxFloorHeightEdge);