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authorvoid_17 <61356189+void2012@users.noreply.github.com>2026-03-07 03:31:30 +0700
committerGitHub <noreply@github.com>2026-03-07 03:31:30 +0700
commit988e3042e00485aa7ed3725fe7bfde1da8cf8519 (patch)
treecf712d80b4d03eec73f935e0cce23020ddb6f5ef /Minecraft.World/BiomeSource.cpp
parent175fc3824e502ecd701c1da2ecd2061d77495693 (diff)
Remove all MSVC `__int64` (#742)
Diffstat (limited to 'Minecraft.World/BiomeSource.cpp')
-rw-r--r--Minecraft.World/BiomeSource.cpp26
1 files changed, 13 insertions, 13 deletions
diff --git a/Minecraft.World/BiomeSource.cpp b/Minecraft.World/BiomeSource.cpp
index 8e2a5680..2ab6182e 100644
--- a/Minecraft.World/BiomeSource.cpp
+++ b/Minecraft.World/BiomeSource.cpp
@@ -10,7 +10,7 @@
// 4J - removal of separate temperature & downfall layers brought forward from 1.2.3
void BiomeSource::_init()
-{
+{
layer = nullptr;
zoomedLayer = nullptr;
@@ -26,7 +26,7 @@ void BiomeSource::_init()
playerSpawnBiomes.push_back(Biome::jungleHills);
}
-void BiomeSource::_init(__int64 seed, LevelType *generator)
+void BiomeSource::_init(int64_t seed, LevelType *generator)
{
_init();
@@ -43,7 +43,7 @@ BiomeSource::BiomeSource()
}
// 4J added
-BiomeSource::BiomeSource(__int64 seed, LevelType *generator)
+BiomeSource::BiomeSource(int64_t seed, LevelType *generator)
{
_init(seed, generator);
}
@@ -271,7 +271,7 @@ void BiomeSource::getBiomeIndexBlock(byteArray& biomeIndices, int x, int z, int
/**
* Checks if an area around a block contains only the specified biomes.
* Useful for placing elements like towns.
-*
+*
* This is a bit of a rough check, to make it as fast as possible. To ensure
* NO other biomes, add a margin of at least four blocks to the radius
*/
@@ -299,7 +299,7 @@ bool BiomeSource::containsOnly(int x, int z, int r, vector<Biome *> allowed)
/**
* Checks if an area around a block contains only the specified biome.
* Useful for placing elements like towns.
-*
+*
* This is a bit of a rough check, to make it as fast as possible. To ensure
* NO other biomes, add a margin of at least four blocks to the radius
*/
@@ -327,7 +327,7 @@ bool BiomeSource::containsOnly(int x, int z, int r, Biome *allowed)
/**
* Finds the specified biome within the radius. This will return a random
* position if several are found. This test is fairly rough.
-*
+*
* Returns null if the biome wasn't found
*/
TilePos *BiomeSource::findBiome(int x, int z, int r, Biome *toFind, Random *random)
@@ -365,7 +365,7 @@ TilePos *BiomeSource::findBiome(int x, int z, int r, Biome *toFind, Random *rand
/**
* Finds one of the specified biomes within the radius. This will return a
* random position if several are found. This test is fairly rough.
-*
+*
* Returns null if the biome wasn't found
*/
TilePos *BiomeSource::findBiome(int x, int z, int r, vector<Biome *> allowed, Random *random)
@@ -411,13 +411,13 @@ void BiomeSource::update()
// 4J added - find a seed for this biomesource that matches certain criteria
#ifdef __PSVITA__
-__int64 BiomeSource::findSeed(LevelType *generator, bool* pServerRunning) // MGH - added pRunning, so we can early out of this on Vita as it can take up to 60 secs
+int64_t BiomeSource::findSeed(LevelType *generator, bool* pServerRunning) // MGH - added pRunning, so we can early out of this on Vita as it can take up to 60 secs
#else
-__int64 BiomeSource::findSeed(LevelType *generator)
+int64_t BiomeSource::findSeed(LevelType *generator)
#endif
{
- __int64 bestSeed = 0;
+ int64_t bestSeed = 0;
ProgressRenderer *mcprogress = Minecraft::GetInstance()->progressRenderer;
mcprogress->progressStage(IDS_PROGRESS_NEW_WORLD_SEED);
@@ -455,7 +455,7 @@ __int64 BiomeSource::findSeed(LevelType *generator)
// Just keeping trying to generate seeds until we find one that matches our criteria
do
{
- __int64 seed = pr->nextLong();
+ int64_t seed = pr->nextLong();
BiomeSource *biomeSource = new BiomeSource(seed,generator);
biomeSource->getRawBiomeIndices(indices, biomeOffset, biomeOffset, biomeWidth, biomeWidth);
@@ -487,7 +487,7 @@ __int64 BiomeSource::findSeed(LevelType *generator)
unsigned int *pixels = new unsigned int[54 * 16 * 54 * 16];
for(int i = 0; i < 54 * 16 * 54 * 16; i++ )
- {
+ {
int id = biomes[i]->id;
// Create following colours:
@@ -563,7 +563,7 @@ void BiomeSource::getFracs(intArray indices, float *fracs)
bool BiomeSource::getIsMatch(float *frac)
{
// A true for a particular biome type here marks it as one that *has* to be present
- static const bool critical[Biome::BIOME_COUNT] = {
+ static const bool critical[Biome::BIOME_COUNT] = {
true, // ocean
true, // plains
true, // desert