Codechange: automatic adding of _t to (u)int types, and WChar to char32_t

for i in `find src -type f|grep -v 3rdparty/fmt|grep -v 3rdparty/catch2|grep -v 3rdparty/opengl|grep -v stdafx.h`; do sed 's/uint16& /uint16 \&/g;s/int8\([ >*),;[]\)/int8_t\1/g;s/int16\([ >*),;[]\)/int16_t\1/g;s/int32\([ >*),;[]\)/int32_t\1/g;s/int64\([ >*),;[]\)/int64_t\1/g;s/ uint32(/ uint32_t(/g;s/_uint8_t/_uint8/;s/Uint8_t/Uint8/;s/ft_int64_t/ft_int64/g;s/uint64$/uint64_t/;s/WChar/char32_t/g;s/char32_t char32_t/char32_t WChar/' -i $i; done
This commit is contained in:
Rubidium
2023-05-08 19:01:06 +02:00
committed by rubidium42
parent 4f4810dc28
commit eaae0bb5e7
564 changed files with 4561 additions and 4561 deletions

View File

@@ -24,7 +24,7 @@
* and starting X & Y, is entirely predictable. On the face of it, that may not
* be useful. However, it means that if you want to replay a map in a different
* terrain, or just vary the sea level, you just re-run the generator with the
* same seed. The seed is an int32, and is randomised on each run of New Game.
* same seed. The seed is an int32_t, and is randomised on each run of New Game.
* The Scenario Generator does not randomise the value, so that you can
* experiment with one terrain until you are happy, or click "Random" for a new
* random seed.
@@ -150,7 +150,7 @@
*/
/** Fixed point type for heights */
using Height = int16;
using Height = int16_t;
static const int height_decimal_bits = 4;
/** Fixed point array for amplitudes (and percent values) */
@@ -419,7 +419,7 @@ static void HeightMapGenerate()
static void HeightMapGetMinMaxAvg(Height *min_ptr, Height *max_ptr, Height *avg_ptr)
{
Height h_min, h_max, h_avg;
int64 h_accu = 0;
int64_t h_accu = 0;
h_min = h_max = _height_map.height(0, 0);
/* Get h_min, h_max and accumulate heights into h_accu */
@@ -675,7 +675,7 @@ static void HeightMapCurves(uint level)
static void HeightMapAdjustWaterLevel(Amplitude water_percent, Height h_max_new)
{
Height h_min, h_max, h_avg, h_water_level;
int64 water_tiles, desired_water_tiles;
int64_t water_tiles, desired_water_tiles;
int *hist;
HeightMapGetMinMaxAvg(&h_min, &h_max, &h_avg);
@@ -686,7 +686,7 @@ static void HeightMapAdjustWaterLevel(Amplitude water_percent, Height h_max_new)
hist = HeightMapMakeHistogram(h_min, h_max, hist_buf);
/* How many water tiles do we want? */
desired_water_tiles = A2I(((int64)water_percent) * (int64)(_height_map.size_x * _height_map.size_y));
desired_water_tiles = A2I(((int64_t)water_percent) * (int64_t)(_height_map.size_x * _height_map.size_y));
/* Raise water_level and accumulate values from histogram until we reach required number of water tiles */
for (h_water_level = h_min, water_tiles = 0; h_water_level < h_max; h_water_level++) {
@@ -733,7 +733,7 @@ static double perlin_coast_noise_2D(const double x, const double y, const double
* Please note that all the small numbers; 53, 101, 167, etc. are small primes
* to help give the perlin noise a bit more of a random feel.
*/
static void HeightMapCoastLines(uint8 water_borders)
static void HeightMapCoastLines(uint8_t water_borders)
{
int smallest_size = std::min(_settings_game.game_creation.map_x, _settings_game.game_creation.map_y);
const int margin = 4;
@@ -826,7 +826,7 @@ static void HeightMapSmoothCoastInDirection(int org_x, int org_y, int dir_x, int
}
/** Smooth coasts by modulating height of tiles close to map edges with cosine of distance from edge */
static void HeightMapSmoothCoasts(uint8 water_borders)
static void HeightMapSmoothCoasts(uint8_t water_borders)
{
int x, y;
/* First Smooth NW and SE coasts (y close to 0 and y close to size_y) */