Files
MinecraftConsoles/Minecraft.World/BonusChestFeature.cpp
Loki Rautio 087b7e7abf 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.
2026-03-07 21:12:22 -06:00

89 lines
3.2 KiB
C++

#include "stdafx.h"
#include "BonusChestFeature.h"
#include "net.minecraft.world.level.h"
#include "net.minecraft.world.level.tile.h"
#include "net.minecraft.world.level.tile.entity.h"
#include "WeighedTreasure.h"
#include "StructurePiece.h"
BonusChestFeature::BonusChestFeature(WeighedTreasureArray treasureList, int numRolls) : treasureList(treasureList), numRolls(numRolls)
{
}
// 4J - original virtual method
bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z)
{
return place(level, random, x, y, z, false );
}
// 4J - added force parameter - trying to keep this as similar as possible to the original algorithm, but would also like it to definitely place a
// chest as it doesn't necessarily find somewhere in the original java. This method is called multple times for different x,y,z round the
// spawn point and force signifies that this is the last time this will be called. In this case, just place the chest exactly where the input
// parameters requested we place it (we know this will be one tile above the top solid block of a randomn column), and then do our best to place
// any surrounding torches where appropriate.
bool BonusChestFeature::place(Level *level, Random *random, int x, int y, int z, bool force)
{
if( !force )
{
int t = 0;
while (((t = level->getTile(x, y, z)) == 0 || t == Tile::leaves_Id) && y > 1)
y--;
if (y < 1)
{
return false;
}
y++;
}
for (int i = 0; i < 4; i++)
{
int x2, y2, z2;
if( force )
{
x2 = x;
y2 = y - 1; // 4J - the position passed in is actually two above the top solid block, as the calling function adds 1 to getTopSolidBlock, and that actually returns the block above anyway.
// this would explain why there is a while loop above here (not used in force mode) to move the y back down again, shouldn't really be needed if 1 wasn't added to the getTopSolidBlock return value.
z2 = z;
}
else
{
x2 = x + random->nextInt(4) - random->nextInt(4);
y2 = y + random->nextInt(3) - random->nextInt(3);
z2 = z + random->nextInt(4) - random->nextInt(4);
}
if (force || ( level->isEmptyTile(x2, y2, z2) && level->isTopSolidBlocking(x2, y2 - 1, z2)))
{
level->setTileAndData(x2, y2, z2, Tile::chest_Id, 0, Tile::UPDATE_CLIENTS);
shared_ptr<ChestTileEntity> chest = dynamic_pointer_cast<ChestTileEntity>(level->getTileEntity(x2, y2, z2));
if (chest != NULL)
{
WeighedTreasure::addChestItems(random, treasureList, chest, numRolls);
chest->isBonusChest = true; // 4J added
}
if (level->isEmptyTile(x2 - 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
{
level->setTileAndData(x2 - 1, y2, z2, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS);
}
if (level->isEmptyTile(x2 + 1, y2, z2) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
{
level->setTileAndData(x2 + 1, y2, z2, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS);
}
if (level->isEmptyTile(x2, y2, z2 - 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
{
level->setTileAndData(x2, y2, z2 - 1, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS);
}
if (level->isEmptyTile(x2, y2, z2 + 1) && level->isTopSolidBlocking(x2 - 1, y2 - 1, z2))
{
level->setTileAndData(x2, y2, z2 + 1, Tile::torch_Id, 0, Tile::UPDATE_CLIENTS);
}
return true;
}
}
return false;
}