diff options
Diffstat (limited to 'src/Generating/FinishGen.cpp')
-rw-r--r-- | src/Generating/FinishGen.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp index 69ae59c18..e0349f012 100644 --- a/src/Generating/FinishGen.cpp +++ b/src/Generating/FinishGen.cpp @@ -260,13 +260,13 @@ void cFinishGenGlowStone::TryPlaceGlowstone(cChunkDesc & a_ChunkDesc, int a_RelX for (int j = 0; j < a_Size; j++) { - Vector3i Direction = AvailableDirections[m_Noise.IntNoise3DInt(CurrentPos.x, CurrentPos.y * i, CurrentPos.z) % ARRAYCOUNT(AvailableDirections)]; + Vector3i Direction = AvailableDirections[static_cast<size_t>(m_Noise.IntNoise3DInt(CurrentPos.x, CurrentPos.y * i, CurrentPos.z)) % ARRAYCOUNT(AvailableDirections)]; int Attempts = 2; // multiply by 1 would make no difference, so multiply by 2 instead while (Direction.Equals(PreviousDirection)) { // To make the glowstone branches look better we want to make the direction change every time. - Direction = AvailableDirections[m_Noise.IntNoise3DInt(CurrentPos.x, CurrentPos.y * i * Attempts, CurrentPos.z) % ARRAYCOUNT(AvailableDirections)]; + Direction = AvailableDirections[static_cast<size_t>(m_Noise.IntNoise3DInt(CurrentPos.x, CurrentPos.y * i * Attempts, CurrentPos.z)) % ARRAYCOUNT(AvailableDirections)]; Attempts++; } @@ -438,7 +438,7 @@ void cFinishGenVines::GenFinish(cChunkDesc & a_ChunkDesc) continue; } - NIBBLETYPE Meta = Places[m_Noise.IntNoise3DInt(xx, y, zz) % Places.size()]; + NIBBLETYPE Meta = Places[static_cast<size_t>(m_Noise.IntNoise3DInt(xx, y, zz)) % Places.size()]; a_ChunkDesc.SetBlockTypeMeta(x, y, z, E_BLOCK_VINES, Meta); } } @@ -515,7 +515,7 @@ void cFinishGenSprinkleFoliage::GenFinish(cChunkDesc & a_ChunkDesc) { continue; } - int Top = a_ChunkDesc.GetHeight(x, z); + HEIGHTTYPE Top = a_ChunkDesc.GetHeight(x, z); if (Top > 250) { // Nothing grows above Y=250 @@ -676,7 +676,7 @@ void cFinishGenSnow::GenFinish(cChunkDesc & a_ChunkDesc) { for (int x = 0; x < cChunkDef::Width; x++) { - int Height = a_ChunkDesc.GetHeight(x, z); + HEIGHTTYPE Height = a_ChunkDesc.GetHeight(x, z); if (GetSnowStartHeight(a_ChunkDesc.GetBiome(x, z)) > Height) { // Height isn't high enough for snow to start forming. @@ -775,7 +775,7 @@ void cFinishGenSingleTopBlock::GenFinish(cChunkDesc & a_ChunkDesc) continue; } - int Height = a_ChunkDesc.GetHeight(x, z); + HEIGHTTYPE Height = a_ChunkDesc.GetHeight(x, z); if (Height >= cChunkDef::Height - 1) { // Too high up @@ -918,7 +918,7 @@ void cFinishGenPreSimulator::CollapseSandGravel( } } // switch (GetBlock) } // for y - cChunkDef::SetHeight(a_HeightMap, x, z, HeightY); + cChunkDef::SetHeight(a_HeightMap, x, z, static_cast<HEIGHTTYPE>(HeightY)); } // for x } // for z } @@ -1375,7 +1375,7 @@ eMonsterType cFinishGenPassiveMobs::GetRandomMob(cChunkDesc & a_ChunkDesc) return mtInvalidType; } - int RandMob = (m_Noise.IntNoise2DInt(chunkX - chunkZ + 2, chunkX + 5) / 7) % ListOfSpawnables.size(); + size_t RandMob = static_cast<size_t>((m_Noise.IntNoise2DInt(chunkX - chunkZ + 2, chunkX + 5) / 7)) % ListOfSpawnables.size(); auto MobIter = ListOfSpawnables.begin(); std::advance(MobIter, RandMob); |