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
This commit is contained in:
void_17
2026-03-02 15:53:32 +07:00
parent d6ec138710
commit d63f79325f
308 changed files with 5371 additions and 5379 deletions

View File

@@ -70,17 +70,17 @@ LevelGenerationOptions::~LevelGenerationOptions()
{
delete *it;
}
for(AUTO_VAR(it, m_biomeOverrides.begin()); it != m_biomeOverrides.end(); ++it)
{
delete *it;
}
for(AUTO_VAR(it, m_features.begin()); it != m_features.end(); ++it)
{
delete *it;
}
if (m_stringTable)
if (!isTutorial())
delete m_stringTable;
@@ -93,7 +93,7 @@ ConsoleGameRules::EGameRuleType LevelGenerationOptions::getActionType() { return
void LevelGenerationOptions::writeAttributes(DataOutputStream *dos, UINT numAttrs)
{
GameRuleDefinition::writeAttributes(dos, numAttrs + 5);
ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_spawnX);
dos->writeUTF(_toString(m_spawnPos->x));
ConsoleGameRules::write(dos, ConsoleGameRules::eGameRuleAttr_spawnY);
@@ -110,12 +110,12 @@ void LevelGenerationOptions::writeAttributes(DataOutputStream *dos, UINT numAttr
void LevelGenerationOptions::getChildren(vector<GameRuleDefinition *> *children)
{
GameRuleDefinition::getChildren(children);
vector<ApplySchematicRuleDefinition *> used_schematics;
for (AUTO_VAR(it, m_schematicRules.begin()); it != m_schematicRules.end(); it++)
if ( !(*it)->isComplete() )
used_schematics.push_back( *it );
for(AUTO_VAR(it, m_structureRules.begin()); it!=m_structureRules.end(); it++)
children->push_back( *it );
for(AUTO_VAR(it, used_schematics.begin()); it!=used_schematics.end(); it++)
@@ -162,7 +162,7 @@ void LevelGenerationOptions::addAttribute(const wstring &attributeName, const ws
{
if(attributeName.compare(L"seed") == 0)
{
m_seed = _fromString<__int64>(attributeValue);
m_seed = _fromString<int64_t>(attributeValue);
app.DebugPrintf("LevelGenerationOptions: Adding parameter m_seed=%I64d\n",m_seed);
}
else if(attributeName.compare(L"spawnX") == 0)
@@ -213,7 +213,7 @@ void LevelGenerationOptions::addAttribute(const wstring &attributeName, const ws
app.DebugPrintf("LevelGenerationOptions: Adding parameter displayName=%ls\n", getDisplayName());
}
else if(attributeName.compare(L"texturePackId") == 0)
{
{
setRequiredTexturePackId( _fromString<unsigned int>(attributeValue) );
setRequiresTexturePack( true );
app.DebugPrintf("LevelGenerationOptions: Adding parameter texturePackId=%0x\n", getRequiredTexturePackId());
@@ -290,14 +290,14 @@ bool LevelGenerationOptions::checkIntersects(int x0, int y0, int z0, int x1, int
for( AUTO_VAR(it, m_structureRules.begin()); it != m_structureRules.end(); it++ )
{
ConsoleGenerateStructure *structureStart = *it;
ConsoleGenerateStructure *structureStart = *it;
int minY = structureStart->getMinY();
if(minY < m_minY) m_minY = minY;
}
m_bHaveMinY = true;
}
// 4J Stu - We DO NOT intersect if our upper bound is below the lower bound for all schematics
if( y1 < m_minY ) return false;
@@ -313,7 +313,7 @@ bool LevelGenerationOptions::checkIntersects(int x0, int y0, int z0, int x1, int
{
for( AUTO_VAR(it, m_structureRules.begin()); it != m_structureRules.end(); it++ )
{
ConsoleGenerateStructure *structureStart = *it;
ConsoleGenerateStructure *structureStart = *it;
intersects = structureStart->checkIntersects(x0,y0,z0,x1,y1,z1);
if(intersects) break;
}
@@ -438,12 +438,12 @@ unordered_map<wstring, ConsoleSchematicFile *> *LevelGenerationOptions::getUnfin
usedFiles.insert( (*it)->getSchematicName() );
// Clean schematic files.
unordered_map<wstring, ConsoleSchematicFile *> *out
unordered_map<wstring, ConsoleSchematicFile *> *out
= new unordered_map<wstring, ConsoleSchematicFile *>();
for (AUTO_VAR(it, usedFiles.begin()); it!=usedFiles.end(); it++)
out->insert( pair<wstring, ConsoleSchematicFile *>(*it, getSchematicFile(*it)) );
return out;
return out;
}
void LevelGenerationOptions::reset_start()
@@ -505,7 +505,7 @@ void LevelGenerationOptions::deleteBaseSaveData() { if(m_pbBaseSaveData) delete
bool LevelGenerationOptions::hasLoadedData() { return m_hasLoadedData; }
void LevelGenerationOptions::setLoadedData() { m_hasLoadedData = true; }
__int64 LevelGenerationOptions::getLevelSeed() { return m_seed; }
int64_t LevelGenerationOptions::getLevelSeed() { return m_seed; }
Pos *LevelGenerationOptions::getSpawnPos() { return m_spawnPos; }
bool LevelGenerationOptions::getuseFlatWorld() { return m_useFlatWorld; }