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

@@ -80,10 +80,10 @@ bool VillageSiege::tryToSetupSiege()
vector<shared_ptr<Player> > *players = &level->players;
for(auto& player : *players)
{
shared_ptr<Village> _village = level->villages->getClosestVillage(static_cast<int>(player->x), static_cast<int>(player->y), static_cast<int>(player->z), 1);
shared_ptr<Village> _village = level->villages->getClosestVillage((int) player->x, (int) player->y, (int) player->z, 1);
village = _village;
if (_village == nullptr) continue;
if (_village == NULL) continue;
if (_village->getDoorCount() < 10) continue;
if (_village->getStableAge() < 20) continue;
if (_village->getPopulationSize() < 20) continue;
@@ -95,9 +95,9 @@ bool VillageSiege::tryToSetupSiege()
bool overlaps = false;
for (int i = 0; i < 10; ++i)
{
spawnX = center->x + static_cast<int>(Mth::cos(level->random->nextFloat() * PI * 2.f) * radius * 0.9);
spawnX = center->x + (int) (Mth::cos(level->random->nextFloat() * PI * 2.f) * radius * 0.9);
spawnY = center->y;
spawnZ = center->z + static_cast<int>(Mth::sin(level->random->nextFloat() * PI * 2.f) * radius * 0.9);
spawnZ = center->z + (int) (Mth::sin(level->random->nextFloat() * PI * 2.f) * radius * 0.9);
overlaps = false;
vector<shared_ptr<Village> > *villages = level->villages->getVillages();
//for (Village v : level.villages.getVillages())
@@ -115,7 +115,7 @@ bool VillageSiege::tryToSetupSiege()
if (overlaps) return false;
Vec3 *spawnPos = findRandomSpawnPos(spawnX, spawnY, spawnZ);
if (spawnPos == nullptr) continue;
if (spawnPos == NULL) continue;
nextSpawnTime = 0;
siegeCount = 20;
@@ -127,17 +127,17 @@ bool VillageSiege::tryToSetupSiege()
bool VillageSiege::trySpawn()
{
Vec3 *spawnPos = findRandomSpawnPos(spawnX, spawnY, spawnZ);
if (spawnPos == nullptr) return false;
if (spawnPos == NULL) return false;
shared_ptr<Zombie> mob;
{
mob = std::make_shared<Zombie>(level);
mob->finalizeMobSpawn(nullptr);
mob = shared_ptr<Zombie>( new Zombie(level) );
mob->finalizeMobSpawn(NULL);
mob->setVillager(false);
}
mob->moveTo(spawnPos->x, spawnPos->y, spawnPos->z, level->random->nextFloat() * 360, 0);
level->addEntity(mob);
shared_ptr<Village> _village = village.lock();
if( _village == nullptr ) return false;
if( _village == NULL ) return false;
Pos *center = _village->getCenter();
mob->restrictTo(center->x, center->y, center->z, _village->getRadius());
@@ -147,7 +147,7 @@ bool VillageSiege::trySpawn()
Vec3 *VillageSiege::findRandomSpawnPos(int x, int y, int z)
{
shared_ptr<Village> _village = village.lock();
if( _village == nullptr ) return nullptr;
if( _village == NULL ) return NULL;
for (int i = 0; i < 10; ++i)
{
@@ -157,5 +157,5 @@ Vec3 *VillageSiege::findRandomSpawnPos(int x, int y, int z)
if (!_village->isInside(xx, yy, zz)) continue;
if (MobSpawner::isSpawnPositionOk(MobCategory::monster, level, xx, yy, zz)) return Vec3::newTemp(xx, yy, zz);
}
return nullptr;
return NULL;
}