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:
@@ -10,10 +10,10 @@
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// 4J - removal of separate temperature & downfall layers brought forward from 1.2.3
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void BiomeSource::_init()
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{
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{
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layer = nullptr;
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zoomedLayer = nullptr;
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cache = new BiomeCache(this);
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playerSpawnBiomes.push_back(Biome::forest);
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@@ -26,7 +26,7 @@ void BiomeSource::_init()
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playerSpawnBiomes.push_back(Biome::jungleHills);
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}
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void BiomeSource::_init(__int64 seed, LevelType *generator)
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void BiomeSource::_init(int64_t seed, LevelType *generator)
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{
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_init();
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@@ -43,7 +43,7 @@ BiomeSource::BiomeSource()
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}
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// 4J added
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BiomeSource::BiomeSource(__int64 seed, LevelType *generator)
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BiomeSource::BiomeSource(int64_t seed, LevelType *generator)
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{
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_init(seed, generator);
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}
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@@ -271,7 +271,7 @@ void BiomeSource::getBiomeIndexBlock(byteArray& biomeIndices, int x, int z, int
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/**
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* Checks if an area around a block contains only the specified biomes.
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* Useful for placing elements like towns.
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*
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*
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* This is a bit of a rough check, to make it as fast as possible. To ensure
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* NO other biomes, add a margin of at least four blocks to the radius
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*/
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@@ -298,7 +298,7 @@ bool BiomeSource::containsOnly(int x, int z, int r, vector<Biome *> allowed)
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/**
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* Checks if an area around a block contains only the specified biome.
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* Useful for placing elements like towns.
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*
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*
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* This is a bit of a rough check, to make it as fast as possible. To ensure
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* NO other biomes, add a margin of at least four blocks to the radius
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*/
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@@ -308,7 +308,7 @@ bool BiomeSource::containsOnly(int x, int z, int r, Biome *allowed)
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int z0 = ((z - r) >> 2);
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int x1 = ((x + r) >> 2);
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int z1 = ((z + r) >> 2);
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int w = x1 - x0;
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int h = z1 - z0;
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int biomesCount = w*h;
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@@ -325,7 +325,7 @@ bool BiomeSource::containsOnly(int x, int z, int r, Biome *allowed)
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/**
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* Finds the specified biome within the radius. This will return a random
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* position if several are found. This test is fairly rough.
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*
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*
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* Returns null if the biome wasn't found
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*/
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TilePos *BiomeSource::findBiome(int x, int z, int r, Biome *toFind, Random *random)
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@@ -362,7 +362,7 @@ TilePos *BiomeSource::findBiome(int x, int z, int r, Biome *toFind, Random *rand
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/**
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* Finds one of the specified biomes within the radius. This will return a
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* random position if several are found. This test is fairly rough.
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*
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*
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* Returns null if the biome wasn't found
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*/
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TilePos *BiomeSource::findBiome(int x, int z, int r, vector<Biome *> allowed, Random *random)
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@@ -408,13 +408,13 @@ void BiomeSource::update()
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// 4J added - find a seed for this biomesource that matches certain criteria
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#ifdef __PSVITA__
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__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
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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
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#else
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__int64 BiomeSource::findSeed(LevelType *generator)
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int64_t BiomeSource::findSeed(LevelType *generator)
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#endif
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{
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__int64 bestSeed = 0;
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int64_t bestSeed = 0;
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ProgressRenderer *mcprogress = Minecraft::GetInstance()->progressRenderer;
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mcprogress->progressStage(IDS_PROGRESS_NEW_WORLD_SEED);
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@@ -452,7 +452,7 @@ __int64 BiomeSource::findSeed(LevelType *generator)
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// Just keeping trying to generate seeds until we find one that matches our criteria
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do
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{
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__int64 seed = pr->nextLong();
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int64_t seed = pr->nextLong();
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BiomeSource *biomeSource = new BiomeSource(seed,generator);
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biomeSource->getRawBiomeIndices(indices, biomeOffset, biomeOffset, biomeWidth, biomeWidth);
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@@ -484,7 +484,7 @@ __int64 BiomeSource::findSeed(LevelType *generator)
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unsigned int *pixels = new unsigned int[54 * 16 * 54 * 16];
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for(int i = 0; i < 54 * 16 * 54 * 16; i++ )
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{
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{
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int id = biomes[i]->id;
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// Create following colours:
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@@ -560,7 +560,7 @@ void BiomeSource::getFracs(intArray indices, float *fracs)
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bool BiomeSource::getIsMatch(float *frac)
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{
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// A true for a particular biome type here marks it as one that *has* to be present
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static const bool critical[Biome::BIOME_COUNT] = {
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static const bool critical[Biome::BIOME_COUNT] = {
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true, // ocean
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true, // plains
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true, // desert
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