diff options
| author | void_17 <heroerror3@gmail.com> | 2026-03-02 15:53:32 +0700 |
|---|---|---|
| committer | void_17 <heroerror3@gmail.com> | 2026-03-02 15:53:32 +0700 |
| commit | d63f79325f85e014361eb8cf1e41eaebedb1ae71 (patch) | |
| tree | d9f28714afd516bc2450f33b0a77c5e05ff4de90 /Minecraft.World/BiomeSource.cpp | |
| parent | d6ec138710461294c3ffd2723bc8a9f212d3471f (diff) | |
Get rid of MSVC's __int64
Use either int64_t, uint64_t or long long and unsigned long long, defined as per C++11 standard
Diffstat (limited to 'Minecraft.World/BiomeSource.cpp')
| -rw-r--r-- | Minecraft.World/BiomeSource.cpp | 30 |
1 files changed, 15 insertions, 15 deletions
diff --git a/Minecraft.World/BiomeSource.cpp b/Minecraft.World/BiomeSource.cpp index b16efd31..9f03cc15 100644 --- a/Minecraft.World/BiomeSource.cpp +++ b/Minecraft.World/BiomeSource.cpp @@ -10,10 +10,10 @@ // 4J - removal of separate temperature & downfall layers brought forward from 1.2.3 void BiomeSource::_init() -{ +{ layer = nullptr; zoomedLayer = nullptr; - + cache = new BiomeCache(this); playerSpawnBiomes.push_back(Biome::forest); @@ -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 */ @@ -298,7 +298,7 @@ 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 */ @@ -308,7 +308,7 @@ bool BiomeSource::containsOnly(int x, int z, int r, Biome *allowed) int z0 = ((z - r) >> 2); int x1 = ((x + r) >> 2); int z1 = ((z + r) >> 2); - + int w = x1 - x0; int h = z1 - z0; int biomesCount = w*h; @@ -325,7 +325,7 @@ 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) @@ -362,7 +362,7 @@ 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) @@ -408,13 +408,13 @@ 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); @@ -452,7 +452,7 @@ __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); @@ -484,7 +484,7 @@ __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: @@ -560,7 +560,7 @@ 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 |
