0

Propagate block, bool, standard integer types across codebase

Posix type integer pass

Propagate block, bool, integer types across codebase

Add standard integer types to prototypes
This commit is contained in:
Wunkolo
2019-06-25 10:20:38 -07:00
parent b6a3c18b65
commit d738c21852
31 changed files with 399 additions and 394 deletions

View File

@@ -21,9 +21,9 @@
static PyObject* textures = NULL;
unsigned int max_blockid = 0;
unsigned int max_data = 0;
unsigned char* block_properties = NULL;
uint32_t max_blockid = 0;
uint32_t max_data = 0;
uint8_t* block_properties = NULL;
static PyObject* known_blocks = NULL;
static PyObject* transparent_blocks = NULL;
@@ -35,7 +35,7 @@ static PyObject* nodata_blocks = NULL;
PyObject* init_chunk_render(void) {
PyObject* tmp = NULL;
unsigned int i;
uint32_t i;
/* this function only needs to be called once, anything more should be
* ignored */
@@ -80,7 +80,7 @@ PyObject* init_chunk_render(void) {
if (!nodata_blocks)
return NULL;
block_properties = calloc(max_blockid, sizeof(unsigned char));
block_properties = calloc(max_blockid, sizeof(uint8_t));
for (i = 0; i < max_blockid; i++) {
PyObject* block = PyLong_FromLong(i);
@@ -104,7 +104,7 @@ PyObject* init_chunk_render(void) {
}
/* helper for load_chunk, loads a section into a chunk */
static inline void load_chunk_section(ChunkData* dest, int i, PyObject* section) {
static inline void load_chunk_section(ChunkData* dest, int32_t i, PyObject* section) {
dest->sections[i].blocks = (PyArrayObject*)PyDict_GetItemString(section, "Blocks");
dest->sections[i].data = (PyArrayObject*)PyDict_GetItemString(section, "Data");
dest->sections[i].skylight = (PyArrayObject*)PyDict_GetItemString(section, "SkyLight");
@@ -121,9 +121,9 @@ static inline void load_chunk_section(ChunkData* dest, int i, PyObject* section)
* if required is true, failure to load the chunk will raise a python
* exception and return true.
*/
int load_chunk(RenderState* state, int x, int z, unsigned char required) {
int32_t load_chunk(RenderState* state, int32_t x, int32_t z, uint8_t required) {
ChunkData* dest = &(state->chunks[1 + x][1 + z]);
int i;
int32_t i;
PyObject* chunk = NULL;
PyObject* sections = NULL;
@@ -171,7 +171,7 @@ int load_chunk(RenderState* state, int x, int z, unsigned char required) {
for (i = 0; i < PySequence_Fast_GET_SIZE(sections); i++) {
PyObject* ycoord = NULL;
int sectiony = 0;
int32_t sectiony = 0;
PyObject* section = PySequence_Fast_GET_ITEM(sections, i);
ycoord = PyDict_GetItemString(section, "Y");
if (!ycoord)
@@ -190,7 +190,7 @@ int load_chunk(RenderState* state, int x, int z, unsigned char required) {
/* helper to unload all loaded chunks */
static void
unload_all_chunks(RenderState* state) {
unsigned int i, j, k;
uint32_t i, j, k;
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
if (state->chunks[i][j].loaded) {
@@ -207,8 +207,8 @@ unload_all_chunks(RenderState* state) {
}
}
unsigned short
check_adjacent_blocks(RenderState* state, int x, int y, int z, unsigned short blockid) {
uint16_t
check_adjacent_blocks(RenderState* state, int32_t x, int32_t y, int32_t z, mc_block_t blockid) {
/*
* Generates a pseudo ancillary data for blocks that depend of
* what are surrounded and don't have ancillary data. This
@@ -225,7 +225,7 @@ check_adjacent_blocks(RenderState* state, int x, int y, int z, unsigned short bl
* blockid in the side of the +x direction.
*/
unsigned char pdata = 0;
uint8_t pdata = 0;
if (get_data(state, BLOCKS, x + 1, y, z) == blockid) {
pdata = pdata | (1 << 3);
@@ -243,14 +243,14 @@ check_adjacent_blocks(RenderState* state, int x, int y, int z, unsigned short bl
return pdata;
}
unsigned short
generate_pseudo_data(RenderState* state, unsigned short ancilData) {
uint16_t
generate_pseudo_data(RenderState* state, uint16_t ancilData) {
/*
* Generates a fake ancillary data for blocks that are drawn
* depending on what are surrounded.
*/
int x = state->x, y = state->y, z = state->z;
unsigned short data = 0;
int32_t x = state->x, y = state->y, z = state->z;
uint16_t data = 0;
if (state->block == block_grass) { /* grass */
/* return 0x10 if grass is covered in snow */
@@ -265,8 +265,8 @@ generate_pseudo_data(RenderState* state, unsigned short ancilData) {
return data;
} else if (block_class_is_subset(state->block, (mc_block_t[]){block_glass, block_ice, block_stained_glass}, 3)) { /* glass and ice and stained glass*/
/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks
* Note that stained glass encodes 16 colors using 4 bits. this pushes us over the 8-bits of an unsigned char,
* forcing us to use an unsigned short to hold 16 bits of pseudo ancil data
* Note that stained glass encodes 16 colors using 4 bits. this pushes us over the 8-bits of an uint8_t,
* forcing us to use an uint16_t to hold 16 bits of pseudo ancil data
* */
if ((get_data(state, BLOCKS, x, y + 1, z) == 20) || (get_data(state, BLOCKS, x, y + 1, z) == 95)) {
data = 0;
@@ -285,7 +285,7 @@ generate_pseudo_data(RenderState* state, unsigned short ancilData) {
/* three addiotional bit are added, one for on/off state, and
* another two for going-up redstone wire in the same block
* (connection with the level y+1) */
unsigned char above_level_data = 0, same_level_data = 0, below_level_data = 0, possibly_connected = 0, final_data = 0;
uint8_t above_level_data = 0, same_level_data = 0, below_level_data = 0, possibly_connected = 0, final_data = 0;
/* check for air in y+1, no air = no connection with upper level */
if (get_data(state, BLOCKS, x, y + 1, z) == 0) {
@@ -324,7 +324,7 @@ generate_pseudo_data(RenderState* state, unsigned short ancilData) {
* and which half of the chest it is: bit 0x10 = second half
* bit 0x8 = first half */
unsigned char chest_data = 0, final_data = 0;
uint8_t chest_data = 0, final_data = 0;
/* search for adjacent chests of the same type */
chest_data = check_adjacent_blocks(state, x, y, z, state->block);
@@ -369,10 +369,10 @@ generate_pseudo_data(RenderState* state, unsigned short ancilData) {
/* use bottom block data format plus one bit for top/down
* block (0x8) and one bit for hinge position (0x10)
*/
unsigned char data = 0;
uint8_t data = 0;
if ((ancilData & 0x8) == 0x8) {
/* top door block */
unsigned char b_data = get_data(state, DATA, x, y - 1, z);
uint8_t b_data = get_data(state, DATA, x, y - 1, z);
if ((ancilData & 0x1) == 0x1) {
/* hinge on the left */
data = b_data | 0x8 | 0x10;
@@ -381,7 +381,7 @@ generate_pseudo_data(RenderState* state, unsigned short ancilData) {
}
} else {
/* bottom door block */
unsigned char t_data = get_data(state, DATA, x, y + 1, z);
uint8_t t_data = get_data(state, DATA, x, y + 1, z);
if ((t_data & 0x1) == 0x1) {
/* hinge on the left */
data = ancilData | 0x10;
@@ -398,8 +398,8 @@ generate_pseudo_data(RenderState* state, unsigned short ancilData) {
return check_adjacent_blocks(state, x, y, z, state->block);
}
} else if (state->block == block_waterlily) {
int wx, wz, wy, rotation;
long pr;
int32_t wx, wz, wy, rotation;
int64_t pr;
/* calculate the global block coordinates of this position */
wx = (state->chunkx * 16) + x;
wz = (state->chunkz * 16) + z;
@@ -426,10 +426,10 @@ generate_pseudo_data(RenderState* state, unsigned short ancilData) {
*/
/* keep track of whether neighbors are stairs, and their data */
unsigned char stairs_base[8];
unsigned char neigh_base[8];
unsigned char* stairs = stairs_base;
unsigned char* neigh = neigh_base;
uint8_t stairs_base[8];
uint8_t neigh_base[8];
uint8_t* stairs = stairs_base;
uint8_t* neigh = neigh_base;
/* amount to rotate/roll to get to east, west, south, north */
size_t rotations[] = {0, 2, 3, 1};
@@ -437,25 +437,25 @@ generate_pseudo_data(RenderState* state, unsigned short ancilData) {
/* masks for the filled (ridge) stair quarters: */
/* Example: the ridge for an east-ascending stair are the two east quarters */
/* ascending: east west south north */
unsigned char ridge_mask[] = {0x30, 0x48, 0x60, 0x18};
uint8_t ridge_mask[] = {0x30, 0x48, 0x60, 0x18};
/* masks for the open (trench) stair quarters: */
unsigned char trench_mask[] = {0x48, 0x30, 0x18, 0x60};
uint8_t trench_mask[] = {0x48, 0x30, 0x18, 0x60};
/* boat analogy! up the stairs is toward the bow of the boat */
/* masks for port and starboard, i.e. left and right sides while ascending: */
unsigned char port_mask[] = {0x18, 0x60, 0x30, 0x48};
unsigned char starboard_mask[] = {0x60, 0x18, 0x48, 0x30};
uint8_t port_mask[] = {0x18, 0x60, 0x30, 0x48};
uint8_t starboard_mask[] = {0x60, 0x18, 0x48, 0x30};
/* we may need to lock some quarters into place depending on neighbors */
unsigned char lock_mask = 0;
uint8_t lock_mask = 0;
unsigned char repair_rot[] = {0, 1, 2, 3, 2, 3, 1, 0, 1, 0, 3, 2, 3, 2, 0, 1};
uint8_t repair_rot[] = {0, 1, 2, 3, 2, 3, 1, 0, 1, 0, 3, 2, 3, 2, 0, 1};
/* need to get northdirection of the render */
/* TODO: get this just once? store in state? */
PyObject* texrot;
int northdir;
int32_t northdir;
texrot = PyObject_GetAttrString(state->textures, "rotation");
northdir = PyLong_AsLong(texrot);
@@ -540,10 +540,10 @@ chunk_render(PyObject* self, PyObject* args) {
PyObject* modeobj;
PyObject* blockmap;
int xoff, yoff;
int32_t xoff, yoff;
PyObject *imgsize, *imgsize0_py, *imgsize1_py;
int imgsize0, imgsize1;
int32_t imgsize0, imgsize1;
PyArrayObject* blocks_py;
PyArrayObject* left_blocks_py;
@@ -553,7 +553,7 @@ chunk_render(PyObject* self, PyObject* args) {
RenderMode* rendermode;
int i, j;
int32_t i, j;
PyObject* t = NULL;
@@ -629,7 +629,7 @@ chunk_render(PyObject* self, PyObject* args) {
state.imgy = yoff - state.x * 6 + state.z * 6 + 16 * 12 + 15 * 6;
for (state.y = 0; state.y < 16; state.y++) {
unsigned short ancilData;
uint16_t ancilData;
state.imgy -= 12;
/* get blockid */
@@ -687,8 +687,8 @@ chunk_render(PyObject* self, PyObject* args) {
/* if we found a proper texture, render it! */
if (t != NULL && t != Py_None) {
PyObject *src, *mask, *mask_light;
int do_rand = (state.block == block_tallgrass /*|| state.block == block_red_flower || state.block == block_double_plant*/);
int randx = 0, randy = 0;
int32_t do_rand = (state.block == block_tallgrass /*|| state.block == block_red_flower || state.block == block_double_plant*/);
int32_t randx = 0, randy = 0;
src = PyTuple_GetItem(t, 0);
mask = PyTuple_GetItem(t, 0);
mask_light = PyTuple_GetItem(t, 1);