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