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

@@ -8,16 +8,30 @@ class TilePos;
#ifdef _LARGE_WORLDS
// 4J Stu - Our default map (at zoom level 3) is 1024x1024 blocks (or 64 chunks)
#define LEVEL_MAX_WIDTH (5*64) //(6*54)
#define LEVEL_WIDTH_CLASSIC 54
#define LEVEL_WIDTH_SMALL 64
#define LEVEL_WIDTH_MEDIUM (3*64)
#define LEVEL_WIDTH_LARGE (5*64)
#else
#define LEVEL_MAX_WIDTH 54
#endif
#define LEVEL_MIN_WIDTH 54
#define LEVEL_LEGACY_WIDTH 54
// Scale was 8 in the Java game, but that would make our nether tiny
// Every 1 block you move in the nether maps to HELL_LEVEL_SCALE blocks in the overworld
#ifdef _LARGE_WORLDS
#define HELL_LEVEL_MAX_SCALE 8
#define HELL_LEVEL_SCALE_CLASSIC 3
#define HELL_LEVEL_SCALE_SMALL 3
#define HELL_LEVEL_SCALE_MEDIUM 6
#define HELL_LEVEL_SCALE_LARGE 8
#else
#define HELL_LEVEL_MAX_SCALE 3
#endif
@@ -39,29 +53,42 @@ class ChunkSource
public:
// 4J Added so that we can store the maximum dimensions of this world
int m_XZSize;
#ifdef _LARGE_WORLDS
bool m_classicEdgeMoat;
bool m_smallEdgeMoat;
bool m_mediumEdgeMoat;
#endif
public:
virtual ~ChunkSource() {}
virtual bool hasChunk(int x, int y) = 0;
virtual bool hasChunk(int x, int y) = 0;
virtual bool reallyHasChunk(int x, int y) { return hasChunk(x,y); } // 4J added
virtual LevelChunk *getChunk(int x, int z) = 0;
virtual LevelChunk *getChunk(int x, int z) = 0;
virtual void lightChunk(LevelChunk *lc) {} // 4J added
virtual LevelChunk *create(int x, int z) = 0;
virtual void postProcess(ChunkSource *parent, int x, int z) = 0;
virtual LevelChunk *create(int x, int z) = 0;
virtual void postProcess(ChunkSource *parent, int x, int z) = 0;
virtual bool saveAllEntities() { return false; } // 4J Added
virtual bool save(bool force, ProgressListener *progressListener) = 0;
virtual bool tick() = 0;
virtual bool shouldSave() = 0;
virtual bool save(bool force, ProgressListener *progressListener) = 0;
virtual bool tick() = 0;
virtual bool shouldSave() = 0;
virtual LevelChunk **getCache() { return NULL; } // 4J added
virtual void dataReceived(int x, int z) {} // 4J added
/**
* Returns some stats that are rendered when the user holds F3.
*/
virtual wstring gatherStats() = 0;
/**
* Returns some stats that are rendered when the user holds F3.
*/
virtual wstring gatherStats() = 0;
virtual vector<Biome::MobSpawnerData *> *getMobsAt(MobCategory *mobCategory, int x, int y, int z) = 0;
virtual TilePos *findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z) = 0;
virtual TilePos *findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z) = 0;
/**
* Recreates "logic structures" for a chunk that has been loaded from disk.
* For example, fortress bridges in the Nether.
*/
virtual void recreateLogicStructuresForChunk(int chunkX, int chunkZ) = 0;
// virtual void flushSave() = 0; // 4J removed
};