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-rw-r--r--game/activity.h5
-rw-r--r--game/network/network.cpp4
-rw-r--r--game/network/rail.cpp8
-rw-r--r--game/terrain.cpp16
-rw-r--r--game/vehicles/railVehicleClass.cpp2
5 files changed, 19 insertions, 16 deletions
diff --git a/game/activity.h b/game/activity.h
index f6ec609..b5fc168 100644
--- a/game/activity.h
+++ b/game/activity.h
@@ -19,9 +19,12 @@ public:
};
using ActivityPtr = std::unique_ptr<Activity>;
-template<typename T> concept ActivityConcept = std::is_base_of_v<Activity, T>;
+template<typename T>
+concept ActivityConcept = std::is_base_of_v<Activity, T>;
template<ActivityConcept AC> class Can {
public:
+ virtual ~Can() = default;
+
virtual void doActivity(AC *, TickDuration) = 0;
};
diff --git a/game/network/network.cpp b/game/network/network.cpp
index 6eaccef..47e51e2 100644
--- a/game/network/network.cpp
+++ b/game/network/network.cpp
@@ -36,8 +36,8 @@ void
Network::joinLinks(const LinkPtr & l, const LinkPtr & ol)
{
if (l != ol) {
- for (const auto oe : {0, 1}) {
- for (const auto te : {0, 1}) {
+ for (const auto oe : {0U, 1U}) {
+ for (const auto te : {0U, 1U}) {
if (l->ends[te].node == ol->ends[oe].node) {
l->ends[te].nexts.emplace_back(ol, oe);
ol->ends[oe].nexts.emplace_back(l, te);
diff --git a/game/network/rail.cpp b/game/network/rail.cpp
index 5127e34..46f11d6 100644
--- a/game/network/rail.cpp
+++ b/game/network/rail.cpp
@@ -135,7 +135,7 @@ RailLinkStraight::RailLinkStraight(NodePtr a, NodePtr b, const glm::vec3 & diff)
vertices.reserve(2 * railCrossSection.size());
const auto len = round_sleepers(length / 2.F);
const auto e {flat_orientation(diff)};
- for (int ei : {1, 0}) {
+ for (auto ei : {1U, 0U}) {
const auto trans {glm::translate(ends[ei].node->pos) * e};
for (const auto & rcs : railCrossSection) {
const glm::vec3 m {(trans * glm::vec4 {rcs.first, 1})};
@@ -164,10 +164,10 @@ RailLinkCurve::RailLinkCurve(const NodePtr & a, const NodePtr & b, glm::vec3 c,
const auto step {glm::vec3 {arc_length(arc), e1p.z - e0p.z, slength} / segs};
const auto trans {glm::translate(centreBase)};
- auto segCount = std::lround(segs);
+ auto segCount = static_cast<std::size_t>(std::lround(segs)) + 1;
std::vector<Vertex> vertices;
- vertices.reserve((segCount + 1) * railCrossSection.size());
- for (glm::vec3 swing = {arc.first, centreBase.z - e0p.z, 0.F}; segCount >= 0; swing += step, --segCount) {
+ vertices.reserve(segCount * railCrossSection.size());
+ for (glm::vec3 swing = {arc.first, centreBase.z - e0p.z, 0.F}; segCount; swing += step, --segCount) {
const auto t {
trans * glm::rotate(half_pi - swing.x, up) * glm::translate(glm::vec3 {radius, 0.F, swing.y})};
for (const auto & rcs : railCrossSection) {
diff --git a/game/terrain.cpp b/game/terrain.cpp
index a7dd334..79b845d 100644
--- a/game/terrain.cpp
+++ b/game/terrain.cpp
@@ -25,7 +25,7 @@ Terrain::Terrain() : grass {Texture::cachedTexture.get("grass.png")}, water {Tex
// Initial coordinates
for (auto y = 0; y < size; y += 1) {
for (auto x = 0; x < size; x += 1) {
- auto & vertex = vertices[x + (y * size)];
+ auto & vertex = vertices[static_cast<std::size_t>(x + (y * size))];
vertex.pos = {resolution * (x - offset), resolution * (y - offset), -1.5};
vertex.normal = up;
vertex.texCoord = {x, y};
@@ -35,21 +35,21 @@ Terrain::Terrain() : grass {Texture::cachedTexture.get("grass.png")}, water {Tex
std::mt19937 gen(std::random_device {}());
std::uniform_int_distribution<> rpos(2, size - 2);
std::uniform_int_distribution<> rsize(10, 30);
- std::uniform_int_distribution<> rheight(1, 3);
+ std::uniform_real_distribution<float> rheight(1, 3);
for (int h = 0; h < 500;) {
const glm::ivec2 hpos {rpos(gen), rpos(gen)};
const glm::ivec2 hsize {rsize(gen), rsize(gen)};
if (const auto lim1 = hpos - hsize; lim1.x > 0 && lim1.y > 0) {
if (const auto lim2 = hpos + hsize; lim2.x < size && lim2.y < size) {
- const auto height = (float)rheight(gen);
+ const auto height = rheight(gen);
const glm::ivec2 hsizesqrd {hsize.x * hsize.x, hsize.y * hsize.y};
for (auto y = lim1.y; y < lim2.y; y += 1) {
for (auto x = lim1.x; x < lim2.x; x += 1) {
const auto dist {hpos - glm::ivec2 {x, y}};
const glm::ivec2 distsqrd {dist.x * dist.x, dist.y * dist.y};
const auto out {rdiv(sq(x - hpos.x), sq(hsize.x)) + rdiv(sq(y - hpos.y), sq(hsize.y))};
- if (out <= 1.0) {
- auto & vertex = vertices[x + (y * size)];
+ if (out <= 1.0F) {
+ auto & vertex = vertices[static_cast<std::size_t>(x + (y * size))];
const auto m {1.F / (7.F * out - 8.F) + 1.F};
vertex.pos.z += height * m;
}
@@ -72,10 +72,10 @@ Terrain::Terrain(const std::string & fileName) :
std::vector<Vertex> vertices;
vertices.reserve((map.width * map.height) + 4);
- for (auto y = 0; y < map.height; y += 1) {
- for (auto x = 0; x < map.width; x += 1) {
+ for (auto y = 0U; y < map.height; y += 1) {
+ for (auto x = 0U; x < map.width; x += 1) {
vertices.emplace_back(glm::vec3 {resolution * (x - (map.width / 2)), resolution * (y - (map.height / 2)),
- ((float)map.data[x + (y * map.width)] * 0.1F) - 1.5F},
+ (map.data[x + (y * map.width)] * 0.1F) - 1.5F},
glm::vec2 {(x % 2) / 2.01, (y % 2) / 2.01}, up);
}
}
diff --git a/game/vehicles/railVehicleClass.cpp b/game/vehicles/railVehicleClass.cpp
index 52b7dbe..406f2d8 100644
--- a/game/vehicles/railVehicleClass.cpp
+++ b/game/vehicles/railVehicleClass.cpp
@@ -57,7 +57,7 @@ RailVehicleClass::bogieOffset(ObjParser & o)
if (!object.first.starts_with("Bogie")) {
continue;
}
- std::set<std::pair<float, int>> vertexIds;
+ std::set<std::pair<float, std::size_t>> vertexIds;
for (const auto & face : object.second) {
for (const auto & faceElement : face) {
vertexIds.emplace(o.vertices[faceElement.x - 1].y, faceElement.x - 1);