Files
MinecraftConsoles/Minecraft.World/LevelSettings.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

197 lines
4.0 KiB
C++

#include "stdafx.h"
#include "LevelSettings.h"
#include "net.minecraft.world.level.storage.h"
#include "LevelType.h"
GameType *GameType::NOT_SET = NULL;
GameType *GameType::SURVIVAL= NULL;
GameType *GameType::CREATIVE = NULL;
GameType *GameType::ADVENTURE = NULL;
void GameType::staticCtor()
{
NOT_SET = new GameType(-1, L"");
SURVIVAL = new GameType(0, L"survival");
CREATIVE = new GameType(1, L"creative");
ADVENTURE = new GameType(2, L"adventure");
}
GameType::GameType(int id, const wstring &name)
{
this->id = id;
this->name = name;
}
int GameType::getId()
{
return id;
}
wstring GameType::getName()
{
return name;
}
void GameType::updatePlayerAbilities(Abilities *abilities)
{
if (this == CREATIVE)
{
abilities->mayfly = true;
abilities->instabuild = true;
abilities->invulnerable = true;
}
else
{
abilities->mayfly = false;
abilities->instabuild = false;
abilities->invulnerable = false;
abilities->flying = false;
}
abilities->mayBuild = !isAdventureRestricted();
}
bool GameType::isAdventureRestricted()
{
return this == ADVENTURE;
}
bool GameType::isCreative()
{
return this == CREATIVE;
}
bool GameType::isSurvival()
{
return this == SURVIVAL || this == ADVENTURE;
}
GameType *GameType::byId(int id)
{
if(id == NOT_SET->id) return NOT_SET;
else if(id == SURVIVAL->id) return SURVIVAL;
else if(id == CREATIVE->id) return CREATIVE;
else if(id == ADVENTURE->id) return ADVENTURE;
return SURVIVAL;
}
GameType *GameType::byName(const wstring &name)
{
if(name.compare(NOT_SET->name) == 0) return NOT_SET;
else if(name.compare(SURVIVAL->name) == 0) return SURVIVAL;
else if(name.compare(CREATIVE->name) == 0) return CREATIVE;
else if(name.compare(ADVENTURE->name) == 0) return ADVENTURE;
return SURVIVAL;
}
void LevelSettings::_init(int64_t seed, GameType *gameType, bool generateMapFeatures, bool hardcore, bool newSeaLevel, LevelType *levelType, int xzSize, int hellScale)
{
this->seed = seed;
this->gameType = gameType;
this->hardcore = hardcore;
this->generateMapFeatures = generateMapFeatures;
this->newSeaLevel = newSeaLevel;
this->levelType = levelType;
this->allowCommands = false;
this->startingBonusItems = false;
levelTypeOptions = L"";
m_xzSize = xzSize;
m_hellScale = hellScale;
}
LevelSettings::LevelSettings(int64_t seed, GameType *gameType, bool generateMapFeatures, bool hardcore, bool newSeaLevel, LevelType *levelType, int xzSize, int hellScale) :
seed(seed),
gameType(gameType),
hardcore(hardcore),
generateMapFeatures(generateMapFeatures),
newSeaLevel(newSeaLevel),
levelType(levelType),
startingBonusItems(false)
{
_init(seed, gameType, generateMapFeatures, hardcore, newSeaLevel, levelType, xzSize, hellScale);
}
LevelSettings::LevelSettings(LevelData *levelData)
{
_init(levelData->getSeed(), levelData->getGameType(), levelData->isGenerateMapFeatures(), levelData->isHardcore(), levelData->useNewSeaLevel(), levelData->getGenerator(), levelData->getXZSize(), levelData->getHellScale() );
}
LevelSettings *LevelSettings::enableStartingBonusItems()
{
startingBonusItems = true;
return this;
}
LevelSettings *LevelSettings::enableSinglePlayerCommands()
{
allowCommands = true;
return this;
}
LevelSettings *LevelSettings::setLevelTypeOptions(const wstring &options)
{
levelTypeOptions = options;
return this;
}
bool LevelSettings::hasStartingBonusItems()
{
return startingBonusItems;
}
int64_t LevelSettings::getSeed()
{
return seed;
}
GameType *LevelSettings::getGameType()
{
return gameType;
}
bool LevelSettings::isHardcore()
{
return hardcore;
}
LevelType *LevelSettings::getLevelType()
{
return levelType;
}
bool LevelSettings::getAllowCommands()
{
return allowCommands;
}
bool LevelSettings::isGenerateMapFeatures()
{
return generateMapFeatures;
}
GameType *LevelSettings::validateGameType(int gameType)
{
return GameType::byId(gameType);
}
bool LevelSettings::useNewSeaLevel()
{
return newSeaLevel;
}
// 4J Added
int LevelSettings::getXZSize()
{
return m_xzSize;
}
int LevelSettings::getHellScale()
{
return m_hellScale;
}
wstring LevelSettings::getLevelTypeOptions()
{
return levelTypeOptions;
}