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/LevelChunk.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/LevelChunk.cpp')
| -rw-r--r-- | Minecraft.World/LevelChunk.cpp | 46 |
1 files changed, 23 insertions, 23 deletions
diff --git a/Minecraft.World/LevelChunk.cpp b/Minecraft.World/LevelChunk.cpp index 823c7c4c..332f12f5 100644 --- a/Minecraft.World/LevelChunk.cpp +++ b/Minecraft.World/LevelChunk.cpp @@ -51,7 +51,7 @@ void LevelChunk::init(Level *level, int x, int z) biomes = byteArray(16 * 16); for(int i = 0; i < 16 * 16; i++ ) { - biomes[i] = 0xff; + biomes[i] = 0xff; } #ifdef _ENTITIES_RW_SECTION EnterCriticalRWSection(&m_csEntities, true); @@ -103,12 +103,12 @@ void LevelChunk::init(Level *level, int x, int z) // Optimisation brought forward from 1.8.2, change from int to unsigned char & this special value changed from -999 to 255 for(int i = 0; i < 16 * 16; i++ ) { - rainHeights[i] = 255; + rainHeights[i] = 255; } // 4J - lighting change brought forward from 1.8.2, introduced an array of bools called gapsToRecheck, which are now a single bit in array of nybble flags in this version for(int i = 0; i < 8 * 16; i++ ) { - columnFlags[i] = 0; + columnFlags[i] = 0; } // 4J added - to flag if any emissive tile has been added to this chunk (will be cleared when lighting has been successfully completed for this chunk). Defaulting to true @@ -183,7 +183,7 @@ LevelChunk::LevelChunk(Level *level, byteArray blocks, int x, int z) : ENTITY_BL // skyLight = new DataLayer(blocks.length, level->depthBits); // blockLight = new DataLayer(blocks.length, level->depthBits); - if(Level::maxBuildHeight > Level::COMPRESSED_CHUNK_SECTION_HEIGHT) + if(Level::maxBuildHeight > Level::COMPRESSED_CHUNK_SECTION_HEIGHT) { if(blocks.length > Level::COMPRESSED_CHUNK_SECTION_TILES) upperBlocks = new CompressedTileStorage(blocks,Level::COMPRESSED_CHUNK_SECTION_TILES); else upperBlocks = new CompressedTileStorage(true); @@ -388,7 +388,7 @@ void LevelChunk::startSharingTilesAndData(int forceMs) else { // Only force if it has been more than forceMs milliseconds since we last wanted to unshare this chunk - __int64 timenow = System::currentTimeMillis(); + int64_t timenow = System::currentTimeMillis(); if( ( timenow - lastUnsharedTime ) < forceMs ) { LeaveCriticalSection(&m_csSharing); @@ -551,7 +551,7 @@ void LevelChunk::recalcHeightmap() { int y = Level::maxBuildHeight - 1; // int p = x << level->depthBitsPlusFour | z << level->depthBits; // 4J - removed - + #ifdef __PSVITA__ int Index = ( x << 11 ) + ( z << 7 ); int offset = Level::COMPRESSED_CHUNK_SECTION_TILES; @@ -656,7 +656,7 @@ void LevelChunk::recalcHeightmap() void LevelChunk::lightLava() { if( !emissiveAdded ) return; - + for (int x = 0; x < 16; x++) for (int z = 0; z < 16; z++) { @@ -697,7 +697,7 @@ void LevelChunk::recheckGaps(bool bForce) // 4J added - otherwise we can end up doing a very broken kind of lighting since for an empty chunk, the heightmap is all zero, but it // still has an x and z of 0 which means that the level->getHeightmap references in here find a real chunk near the origin, and then attempt // to light massive gaps between the height of 0 and whatever heights are in those. - if( isEmpty() ) return; + if( isEmpty() ) return; // 4J added int minXZ = - (level->dimension->getXZSize() * 16 ) / 2; @@ -765,7 +765,7 @@ void LevelChunk::lightGap(int x, int z, int source) { lightGap(x, z, source, height + 1); } - else if (height < source) + else if (height < source) { lightGap(x, z, height, source + 1); } @@ -793,7 +793,7 @@ void LevelChunk::recalcHeight(int x, int yStart, int z) if (yStart > yOld) y = yStart; // int p = x << level->depthBitsPlusFour | z << level->depthBits; // 4J - removed - + CompressedTileStorage *blocks = (y-1) >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT?upperBlocks : lowerBlocks; while (y > 0 && Tile::lightBlock[blocks->get(x,(y-1) % Level::COMPRESSED_CHUNK_SECTION_HEIGHT,z) & 0xff] == 0) // 4J - blocks->get() was blocks[p + y - 1] { @@ -845,7 +845,7 @@ void LevelChunk::recalcHeight(int x, int yStart, int z) } int br = 15; - + SparseLightStorage *skyLight = y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT? upperSkyLight : lowerSkyLight; while (y > 0 && br > 0) { @@ -891,7 +891,7 @@ void LevelChunk::recalcHeight(int x, int yStart, int z) /** * The purpose of this method is to allow the EmptyLevelChunk to be all air * but still block light. See EmptyLevelChunk.java -* +* * @param x * @param y * @param z @@ -921,7 +921,7 @@ bool LevelChunk::setTileAndData(int x, int y, int z, int _tile, int _data) } int oldHeight = heightmap[slot] & 0xff; - + CompressedTileStorage *blocks = y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperBlocks : lowerBlocks; SparseDataStorage *data = y >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperData : lowerData; int old = blocks->get(x,y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT,z); @@ -1116,12 +1116,12 @@ void LevelChunk::getNeighbourBrightnesses(int *brightnesses, LightLayer::variety brightnesses[5] = light->get(x, y % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z + 1); } - + if( layer == LightLayer::Sky ) light = (y-1) >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperSkyLight : lowerSkyLight; else light = (y-1) >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperBlockLight : lowerBlockLight; if(light) brightnesses[2] = light->get(x, (y - 1) % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z); - + if( layer == LightLayer::Sky ) light = (y+1) >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperSkyLight : lowerSkyLight; else light = (y+1) >= Level::COMPRESSED_CHUNK_SECTION_HEIGHT ? upperBlockLight : lowerBlockLight; if(light) brightnesses[3] = light->get(x, (y + 1) % Level::COMPRESSED_CHUNK_SECTION_HEIGHT, z); @@ -1227,7 +1227,7 @@ void LevelChunk::removeEntity(shared_ptr<Entity> e, int yc) // MGH - have to sort this C++11 code static bool bShowMsg = true; if(bShowMsg) - { + { app.DebugPrintf("Need to add C++11 shrink_to_fit for PS3\n"); bShowMsg = false; } @@ -1282,7 +1282,7 @@ shared_ptr<TileEntity> LevelChunk::getTileEntity(int x, int y, int z) int t = getTile(x, y, z); if (t <= 0 || !Tile::tiles[t]->isEntityTile()) return nullptr; - + // 4J-PB changed from this in 1.7.3 //EntityTile *et = (EntityTile *) Tile::tiles[t]; //et->onPlace(level, this->x * 16 + x, y, this->z * 16 + z); @@ -1316,7 +1316,7 @@ shared_ptr<TileEntity> LevelChunk::getTileEntity(int x, int y, int z) LeaveCriticalSection(&m_csTileEntities); return nullptr; } - + return tileEntity; } @@ -1631,7 +1631,7 @@ void LevelChunk::getEntitiesOfClass(const type_info& ec, AABB *bb, vector<shared for (int yc = yc0; yc <= yc1; yc++) { vector<shared_ptr<Entity> > *entities = entityBlocks[yc]; - + AUTO_VAR(itEnd, entities->end()); for (AUTO_VAR(it, entities->begin()); it != itEnd; it++) { @@ -1879,7 +1879,7 @@ void LevelChunk::setCheckAllLight() checkLightPosition = 0; } -Random *LevelChunk::getRandom(__int64 l) +Random *LevelChunk::getRandom(int64_t l) { return new Random((level->getSeed() + x * x * 4987142 + x * 5947611 + z * z * 4392871l + z * 389711) ^ l); } @@ -2130,7 +2130,7 @@ void LevelChunk::setSkyLightDataAllBright() void LevelChunk::compressLighting() { // The lighting data is now generally not shared between host & local client, but is for a while at the start of level creation (until the point where the chunk data would be transferred by network - // data for remote clients). We'll therefore either be compressing a shared copy here or one of the server or client copies depending on + // data for remote clients). We'll therefore either be compressing a shared copy here or one of the server or client copies depending on lowerSkyLight->compress(); upperSkyLight->compress(); lowerBlockLight->compress(); @@ -2400,7 +2400,7 @@ void LevelChunk::reorderBlocksAndDataToXZY(int y0, int xs, int ys, int zs, byteA int y1 = y0 + ys; unsigned int tileCount = xs * ys * zs; unsigned int halfTileCount = tileCount/2; - + int sectionHeight = Level::COMPRESSED_CHUNK_SECTION_HEIGHT; int lowerYSpan = min(y1, sectionHeight) - y0; int upperYSpan = ys - lowerYSpan; @@ -2439,7 +2439,7 @@ void LevelChunk::reorderBlocksAndDataToXZY(int y0, int xs, int ys, int zs, byteA //setBlocksAndData(*data, x0, y0, z0, x1, y1, z1, p); //// If it is a full chunk, we'll need to rearrange into the order the rest of the game expects - //if( xs == 16 && ys == 128 && zs == 16 && ( ( x & 15 ) == 0 ) && ( y == 0 ) && ( ( z & 15 ) == 0 ) ) + //if( xs == 16 && ys == 128 && zs == 16 && ( ( x & 15 ) == 0 ) && ( y == 0 ) && ( ( z & 15 ) == 0 ) ) //{ // byteArray newBuffer = byteArray(81920); // for( int x = 0; x < 16; x++ ) |
