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:
@@ -39,7 +39,7 @@ void StrongholdFeature::_init()
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// 4J added initialisers
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for (int i = 0; i < strongholdPos_length; i++)
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{
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strongholdPos[i] = nullptr;
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strongholdPos[i] = NULL;
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}
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isSpotSelected = false;
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}
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@@ -136,11 +136,11 @@ bool StrongholdFeature::isFeatureChunk(int x, int z,bool bIsSuperflat)
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}
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#endif
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int selectedX = static_cast<int>(Math::round(cos(angle) * dist));
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int selectedZ = static_cast<int>(Math::round(sin(angle) * dist));
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int selectedX = (int) (Math::round(cos(angle) * dist));
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int selectedZ = (int) (Math::round(sin(angle) * dist));
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TilePos *position = level->getBiomeSource()->findBiome((selectedX << 4) + 8, (selectedZ << 4) + 8, 7 << 4, allowedBiomes, &random);
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if (position != nullptr)
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if (position != NULL)
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{
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selectedX = position->x >> 4;
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selectedZ = position->z >> 4;
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@@ -164,7 +164,7 @@ bool StrongholdFeature::isFeatureChunk(int x, int z,bool bIsSuperflat)
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delete strongholdPos[i];
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strongholdPos[i] = new ChunkPos(selectedX, selectedZ);
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angle += PI * 2.0 / static_cast<double>(strongholdPos_length);
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angle += PI * 2.0 / (double) strongholdPos_length;
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}
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// 4J Stu - We want to make sure that we have at least one stronghold in this world
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@@ -172,7 +172,7 @@ bool StrongholdFeature::isFeatureChunk(int x, int z,bool bIsSuperflat)
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// 4J Stu - Randomise the angles for retries as well
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#ifdef _LARGE_WORLDS
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angle = random.nextDouble() * PI * 2.0 * circle / static_cast<double>(spread);
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angle = random.nextDouble() * PI * 2.0 * circle / (double) spread;
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#endif
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}
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while(!hasFoundValidPos && findAttempts < MAX_STRONGHOLD_ATTEMPTS);
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@@ -191,7 +191,7 @@ bool StrongholdFeature::isFeatureChunk(int x, int z,bool bIsSuperflat)
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{
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bool forcePlacement = false;
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LevelGenerationOptions *levelGenOptions = app.getLevelGenerationOptions();
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if( levelGenOptions != nullptr )
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if( levelGenOptions != NULL )
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{
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forcePlacement = levelGenOptions->isFeatureChunk(x,z,eFeature_Stronghold);
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}
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@@ -211,7 +211,7 @@ vector<TilePos> *StrongholdFeature::getGuesstimatedFeaturePositions()
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for( int i = 0; i < strongholdPos_length; i++ )
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{
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ChunkPos *chunkPos = strongholdPos[i];
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if (chunkPos != nullptr)
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if (chunkPos != NULL)
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{
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positions->push_back(chunkPos->getMiddleBlockPosition(64));
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}
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@@ -225,7 +225,7 @@ StructureStart *StrongholdFeature::createStructureStart(int x, int z)
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StrongholdStart *start = new StrongholdStart(level, random, x, z);
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// 4J - front() was get(0)
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while (start->getPieces()->empty() || static_cast<StrongholdPieces::StartPiece *>(start->getPieces()->front())->portalRoomPiece == nullptr)
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while (start->getPieces()->empty() || ((StrongholdPieces::StartPiece *) start->getPieces()->front())->portalRoomPiece == NULL)
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{
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delete start;
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// regenerate stronghold without changing seed
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@@ -254,7 +254,7 @@ StrongholdFeature::StrongholdStart::StrongholdStart(Level *level, Random *random
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vector<StructurePiece *> *pendingChildren = &startRoom->pendingChildren;
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while (!pendingChildren->empty())
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{
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int pos = random->nextInt(static_cast<int>(pendingChildren->size()));
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int pos = random->nextInt((int)pendingChildren->size());
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auto it = pendingChildren->begin() + pos;
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StructurePiece *structurePiece = *it;
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pendingChildren->erase(it);
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