diff options
Diffstat (limited to 'src/Generating/Caves.cpp')
-rw-r--r-- | src/Generating/Caves.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/Generating/Caves.cpp b/src/Generating/Caves.cpp index 0a3673711..05f95464c 100644 --- a/src/Generating/Caves.cpp +++ b/src/Generating/Caves.cpp @@ -206,7 +206,7 @@ void cCaveTunnel::Randomize(cNoise & a_Noise) int len = (PrevX - itr->m_BlockX) * (PrevX - itr->m_BlockX); len += (PrevY - itr->m_BlockY) * (PrevY - itr->m_BlockY); len += (PrevZ - itr->m_BlockZ) * (PrevZ - itr->m_BlockZ); - len = 3 * (int)sqrt((double)len) / 4; + len = 3 * static_cast<int>(sqrt(static_cast<double>(len))) / 4; int Rad = std::min(MAX_RADIUS, std::max(MIN_RADIUS, (PrevR + itr->m_Radius) / 2 + (Random % 3) - 1)); Random /= 4; int x = (itr->m_BlockX + PrevX) / 2 + (Random % (len + 1) - len / 2); @@ -493,7 +493,7 @@ void cCaveTunnel::ProcessChunk( int DifY = itr->m_BlockY; int DifZ = itr->m_BlockZ - BlockStartZ; // substitution for faster calc int Bottom = std::max(itr->m_BlockY - 3 * itr->m_Radius / 7, 1); - int Top = std::min(itr->m_BlockY + 3 * itr->m_Radius / 7, (int)(cChunkDef::Height)); + int Top = std::min(itr->m_BlockY + 3 * itr->m_Radius / 7, static_cast<int>(cChunkDef::Height)); int SqRad = itr->m_Radius * itr->m_Radius; for (int z = 0; z < cChunkDef::Width; z++) for (int x = 0; x < cChunkDef::Width; x++) { @@ -732,10 +732,10 @@ void cStructGenMarbleCaves::GenFinish(cChunkDesc & a_ChunkDesc) cNoise Noise(m_Seed); for (int z = 0; z < cChunkDef::Width; z++) { - const float zz = (float)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z); + const float zz = static_cast<float>(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z); for (int x = 0; x < cChunkDef::Width; x++) { - const float xx = (float)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + x); + const float xx = static_cast<float>(a_ChunkDesc.GetChunkX() * cChunkDef::Width + x); int Top = a_ChunkDesc.GetHeight(x, z); for (int y = 1; y < Top; ++y) @@ -745,7 +745,7 @@ void cStructGenMarbleCaves::GenFinish(cChunkDesc & a_ChunkDesc) continue; } - const float yy = (float)y; + const float yy = static_cast<float>(y); const float WaveNoise = 1; if (cosf(GetMarbleNoise(xx, yy * 0.5f, zz, Noise)) * fabs(cosf(yy * 0.2f + WaveNoise * 2) * 0.75f + WaveNoise) > 0.0005f) { @@ -767,15 +767,15 @@ void cStructGenDualRidgeCaves::GenFinish(cChunkDesc & a_ChunkDesc) { for (int z = 0; z < cChunkDef::Width; z++) { - const float zz = (float)(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z) / 10; + const float zz = static_cast<float>(a_ChunkDesc.GetChunkZ() * cChunkDef::Width + z) / 10; for (int x = 0; x < cChunkDef::Width; x++) { - const float xx = (float)(a_ChunkDesc.GetChunkX() * cChunkDef::Width + x) / 10; + const float xx = static_cast<float>(a_ChunkDesc.GetChunkX() * cChunkDef::Width + x) / 10; int Top = a_ChunkDesc.GetHeight(x, z); for (int y = 1; y <= Top; ++y) { - const float yy = (float)y / 10; + const float yy = static_cast<float>(y / 10); float n1 = m_Noise1.CubicNoise3D(xx, yy, zz); float n2 = m_Noise2.CubicNoise3D(xx, yy, zz); float n3 = m_Noise1.CubicNoise3D(xx * 4, yy * 4, zz * 4) / 4; |