Revert "Project modernization (#630)"

This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
This commit is contained in:
Loki Rautio
2026-03-07 21:12:22 -06:00
parent a9be52c41a
commit 087b7e7abf
1373 changed files with 19449 additions and 19903 deletions

View File

@@ -34,7 +34,7 @@ BasicTree::BasicTree(bool doUpdate) : Feature(doUpdate)
trunkWidth = 1;
heightVariance = 12;
foliageHeight = 4;
foliageCoords = nullptr;
foliageCoords = NULL;
foliageCoordsLength = 0;
}
@@ -44,9 +44,9 @@ void BasicTree::prepare()
// Populate the list of foliage cluster locations.
// Designed to be overridden in child classes to change basic
// tree properties (trunk width, branch angle, foliage density, etc..).
trunkHeight = static_cast<int>(height * trunkHeightScale);
trunkHeight = (int) (height * trunkHeightScale);
if (trunkHeight >= height) trunkHeight = height - 1;
int clustersPerY = static_cast<int>(1.382 + pow(foliageDensity * height / 13.0, 2));
int clustersPerY = (int) (1.382 + pow(foliageDensity * height / 13.0, 2));
if (clustersPerY < 1) clustersPerY = 1;
// The foliage coordinates are a list of [x,y,z,y of branch base] values for each cluster
int **tempFoliageCoords = new int *[clustersPerY * height];
@@ -100,7 +100,7 @@ void BasicTree::prepare()
}
else
{
checkBranchBase[1] = static_cast<int>(checkStart[1] - branchHeight);
checkBranchBase[1] = (int) (checkStart[1] - branchHeight);
}
// Now check the branch path
if (checkLine(checkBranchBase, checkStart) == -1)
@@ -126,7 +126,7 @@ void BasicTree::prepare()
for( int i = clusterCount; i < clustersPerY * height; i++ )
{
delete [] tempFoliageCoords[i];
tempFoliageCoords[i] = nullptr;
tempFoliageCoords[i] = NULL;
}
// 4J - original code for above is the following, it isn't obvious to me why it is doing a copy of the array, so let's not for now
// foliageCoords = new int[clusterCount][4];
@@ -147,7 +147,7 @@ void BasicTree::crossection(int x, int y, int z, float radius, byte direction, i
// radius is the radius of the section from the center
// direction is the direction the cross section is pointed, 0 for x, 1 for y, 2 for z
// material is the index number for the material to use
int rad = static_cast<int>(radius + 0.618);
int rad = (int) (radius + 0.618);
byte secidx1 = axisConversionArray[direction];
byte secidx2 = axisConversionArray[direction + 3];
int center[] = { x, y, z };
@@ -197,15 +197,15 @@ float BasicTree::treeShape(int y)
// This method is intended for overriding in child classes, allowing
// different shaped trees.
// This method should return a consistent value for each y (don't randomize).
if (y < (static_cast<float>(height) * 0.3)) return (float) -1.618;
float radius = static_cast<float>(height) / static_cast<float>(2.0);
float adjacent = (static_cast<float>(height) / static_cast<float>(2.0)) - y;
if (y < (((float) height) * 0.3)) return (float) -1.618;
float radius = ((float) height) / ((float) 2.0);
float adjacent = (((float) height) / ((float) 2.0)) - y;
float distance;
if (adjacent == 0) distance = radius;
else if (abs(adjacent) >= radius) distance = static_cast<float>(0.0);
else distance = static_cast<float>(sqrt(pow(abs(radius), 2) - pow(abs(adjacent), 2)));
else if (abs(adjacent) >= radius) distance = (float) 0.0;
else distance = (float) sqrt(pow(abs(radius), 2) - pow(abs(adjacent), 2));
// Alter this factor to change the overall width of the tree.
distance *= static_cast<float>(0.5);
distance *= (float) 0.5;
return distance;
}
@@ -216,9 +216,9 @@ float BasicTree::foliageShape(int y)
// Return a negative number if no foliage should be created at this level
// this method is intended for overriding in child classes, allowing
// foliage of different sizes and shapes.
if ((y < 0) || (y >= foliageHeight)) return static_cast<float>(-1);
else if ((y == 0) || (y == (foliageHeight - 1))) return static_cast<float>(2);
else return static_cast<float>(3);
if ((y < 0) || (y >= foliageHeight)) return (float) -1;
else if ((y == 0) || (y == (foliageHeight - 1))) return (float) 2;
else return (float) 3;
}
void BasicTree::foliageCluster(int x, int y, int z)
@@ -270,8 +270,8 @@ void BasicTree::limb(int *start, int *end, int material)
if (delta[primidx] > 0) primsign = 1;
else primsign = -1;
// Initilize the per-step movement for the non-primary axies.
double secfac1 = static_cast<double>(delta[secidx1]) / static_cast<double>(delta[primidx]);
double secfac2 = static_cast<double>(delta[secidx2]) / static_cast<double>(delta[primidx]);
double secfac1 = ((double) delta[secidx1]) / ((double) delta[primidx]);
double secfac2 = ((double) delta[secidx2]) / ((double) delta[primidx]);
// Initialize the coordinates.
int coordinate[] = { 0, 0, 0 };
// Loop through each crossection along the primary axis, from start to end
@@ -411,8 +411,8 @@ int BasicTree::checkLine(int *start, int *end)
if (delta[primidx] > 0) primsign = 1;
else primsign = -1;
// Initilize the per-step movement for the non-primary axies.
double secfac1 = static_cast<double>(delta[secidx1]) / static_cast<double>(delta[primidx]);
double secfac2 = static_cast<double>(delta[secidx2]) / static_cast<double>(delta[primidx]);
double secfac1 = ((double) delta[secidx1]) / ((double) delta[primidx]);
double secfac2 = ((double) delta[secidx2]) / ((double) delta[primidx]);
// Initialize the coordinates.
int coordinate[] = { 0, 0, 0 };
// Loop through each crossection along the primary axis, from start to end
@@ -460,7 +460,7 @@ bool BasicTree::checkLocation()
int endPosition[] = { origin[0], origin[1] + height - 1, origin[2] };
// 4J Stu Added to stop tree features generating areas previously place by game rule generation
if(app.getLevelGenerationOptions() != nullptr)
if(app.getLevelGenerationOptions() != NULL)
{
LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
bool intersects = levelGenOptions->checkIntersects(startPosition[0], startPosition[1], startPosition[2], endPosition[0], endPosition[1], endPosition[2]);
@@ -507,7 +507,7 @@ void BasicTree::init(double heightInit, double widthInit, double foliageDensityI
//
// Note, you can call "place" without calling "init".
// This is the same as calling init(1.0,1.0,1.0) and then calling place.
heightVariance = static_cast<int>(heightInit * 12);
heightVariance = (int) (heightInit * 12);
if (heightInit > 0.5) foliageHeight = 5;
widthScale = widthInit;
foliageDensity = foliageDensityInit;