feat: TU19 (Dec 2014) Features & Content (#155)

* try to resolve merge conflict

* feat: TU19 (Dec 2014) Features & Content (#32)

* December 2014 files

* Working release build

* Fix compilation issues

* Add sound to Windows64Media

* Add DLC content and force Tutorial DLC

* Revert "Add DLC content and force Tutorial DLC"

This reverts commit 97a4399472.

* Disable broken light packing

* Disable breakpoint during DLC texture map load

Allows DLC loading but the DLC textures are still broken

* Fix post build not working

* ...

* fix vs2022 build

* fix cmake build

---------

Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
daoge
2026-03-03 03:04:10 +08:00
committed by GitHub
parent 84c31a2331
commit b3feddfef3
2069 changed files with 264842 additions and 139522 deletions

View File

@@ -14,6 +14,19 @@ BoundingBox::BoundingBox()
z1 = 0;
}
BoundingBox::BoundingBox(intArray sourceData)
{
if (sourceData.length == 6)
{
x0 = sourceData[0];
y0 = sourceData[1];
z0 = sourceData[2];
x1 = sourceData[3];
y1 = sourceData[4];
z1 = sourceData[5];
}
}
BoundingBox *BoundingBox::getUnknownBox()
{
return new BoundingBox(INT_MAX, INT_MAX, INT_MAX, INT_MIN, INT_MIN, INT_MIN );
@@ -21,56 +34,56 @@ BoundingBox *BoundingBox::getUnknownBox()
BoundingBox *BoundingBox::orientBox(int footX, int footY, int footZ, int offX, int offY, int offZ, int width, int height, int depth, int orientation)
{
switch (orientation)
switch (orientation)
{
default:
return new BoundingBox(footX + offX, footY + offY, footZ + offZ, footX + width - 1 + offX, footY + height - 1 + offY, footZ + depth - 1 + offZ);
default:
return new BoundingBox(footX + offX, footY + offY, footZ + offZ, footX + width - 1 + offX, footY + height - 1 + offY, footZ + depth - 1 + offZ);
case Direction::NORTH:
// foot is at x0, y0, z1
return new BoundingBox(footX + offX, footY + offY, footZ - depth + 1 + offZ, footX + width - 1 + offX, footY + height - 1 + offY, footZ + offZ);
// foot is at x0, y0, z1
return new BoundingBox(footX + offX, footY + offY, footZ - depth + 1 + offZ, footX + width - 1 + offX, footY + height - 1 + offY, footZ + offZ);
case Direction::SOUTH:
// foot is at x0, y0, z0
return new BoundingBox(footX + offX, footY + offY, footZ + offZ, footX + width - 1 + offX, footY + height - 1 + offY, footZ + depth - 1 + offZ);
// foot is at x0, y0, z0
return new BoundingBox(footX + offX, footY + offY, footZ + offZ, footX + width - 1 + offX, footY + height - 1 + offY, footZ + depth - 1 + offZ);
case Direction::WEST:
// foot is at x1, y0, z0, but width and depth are flipped
return new BoundingBox(footX - depth + 1 + offZ, footY + offY, footZ + offX, footX + offZ, footY + height - 1 + offY, footZ + width - 1 + offX);
// foot is at x1, y0, z0, but width and depth are flipped
return new BoundingBox(footX - depth + 1 + offZ, footY + offY, footZ + offX, footX + offZ, footY + height - 1 + offY, footZ + width - 1 + offX);
case Direction::EAST:
// foot is at x0, y0, z0, but width and depth are flipped
return new BoundingBox(footX + offZ, footY + offY, footZ + offX, footX + depth - 1 + offZ, footY + height - 1 + offY, footZ + width - 1 + offX);
}
// foot is at x0, y0, z0, but width and depth are flipped
return new BoundingBox(footX + offZ, footY + offY, footZ + offX, footX + depth - 1 + offZ, footY + height - 1 + offY, footZ + width - 1 + offX);
}
}
BoundingBox::BoundingBox(BoundingBox *other)
{
this->x0 = other->x0;
this->y0 = other->y0;
this->z0 = other->z0;
this->x1 = other->x1;
this->y1 = other->y1;
this->z1 = other->z1;
x0 = other->x0;
y0 = other->y0;
z0 = other->z0;
x1 = other->x1;
y1 = other->y1;
z1 = other->z1;
}
BoundingBox::BoundingBox(int x0, int y0, int z0, int x1, int y1, int z1)
{
this->x0 = x0;
this->y0 = y0;
this->z0 = z0;
this->x1 = x1;
this->y1 = y1;
this->z1 = z1;
this->x0 = x0;
this->y0 = y0;
this->z0 = z0;
this->x1 = x1;
this->y1 = y1;
this->z1 = z1;
}
BoundingBox::BoundingBox(int x0, int z0, int x1, int z1)
{
this->x0 = x0;
this->z0 = z0;
this->x1 = x1;
this->z1 = z1;
this->x0 = x0;
this->z0 = z0;
this->x1 = x1;
this->z1 = z1;
// the bounding box for this constructor is limited to world size,
// excluding bedrock level
this->y0 = 1;
this->y1 = 512;
y0 = 1;
y1 = 512;
}
bool BoundingBox::intersects(BoundingBox *other)
@@ -90,39 +103,39 @@ bool BoundingBox::intersects(int x0, int z0, int x1, int z1)
void BoundingBox::expand(BoundingBox *other)
{
this->x0 = Math::_min(this->x0, other->x0);
this->y0 = Math::_min(this->y0, other->y0);
this->z0 = Math::_min(this->z0, other->z0);
this->x1 = Math::_max(this->x1, other->x1);
this->y1 = Math::_max(this->y1, other->y1);
this->z1 = Math::_max(this->z1, other->z1);
x0 = Math::_min(x0, other->x0);
y0 = Math::_min(y0, other->y0);
z0 = Math::_min(z0, other->z0);
x1 = Math::_max(x1, other->x1);
y1 = Math::_max(y1, other->y1);
z1 = Math::_max(z1, other->z1);
}
BoundingBox *BoundingBox::getIntersection(BoundingBox *other)
{
if (!intersects(other))
if (!intersects(other))
{
return NULL;
}
BoundingBox *result = new BoundingBox();
result->x0 = Math::_max(this->x0, other->x0);
result->y0 = Math::_max(this->y0, other->y0);
result->z0 = Math::_max(this->z0, other->z0);
result->x1 = Math::_min(this->x1, other->x1);
result->y1 = Math::_min(this->y1, other->y1);
result->z1 = Math::_min(this->z1, other->z1);
return NULL;
}
BoundingBox *result = new BoundingBox();
result->x0 = Math::_max(x0, other->x0);
result->y0 = Math::_max(y0, other->y0);
result->z0 = Math::_max(z0, other->z0);
result->x1 = Math::_min(x1, other->x1);
result->y1 = Math::_min(y1, other->y1);
result->z1 = Math::_min(z1, other->z1);
return result;
return result;
}
void BoundingBox::move(int dx, int dy, int dz)
{
x0 += dx;
y0 += dy;
z0 += dz;
x1 += dx;
y1 += dy;
z1 += dz;
x0 += dx;
y0 += dy;
z0 += dz;
x1 += dx;
y1 += dy;
z1 += dz;
}
bool BoundingBox::isInside(int x, int y, int z)
@@ -163,4 +176,14 @@ int BoundingBox::getZCenter()
wstring BoundingBox::toString()
{
return L"(" + _toString<int>(x0) + L", " + _toString<int>(y0) + L", " + _toString<int>(z0) + L"; " + _toString<int>(x1) + L", " + _toString<int>(y1) + L", " + _toString<int>(z1) + L")";
}
IntArrayTag *BoundingBox::createTag(const wstring &name)
{
// 4J-JEV: If somebody knows a better way to do this, please tell me.
int *data = new int[6]();
data[0] = x0; data[1] = y0; data[2] = z0;
data[3] = x1; data[4] = y1; data[5] = z1;
return new IntArrayTag( name, intArray(data,6) );
}