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:
@@ -5,8 +5,8 @@ class NetherBridgePieces
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{
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private:
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static const int MAX_DEPTH = 30;
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// the dungeon starts at 64 and traverses downwards to this point
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static const int LOWEST_Y_POSITION = 10;
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// the dungeon starts at 64 and traverses downwards to this point
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static const int LOWEST_Y_POSITION = 10;
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// 4J - added to replace use of Class<? extends NetherBridgePiece> within this class
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enum EPieceClass
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@@ -27,317 +27,433 @@ private:
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EPieceClass_CastleCorridorTBalconyPiece
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};
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class PieceWeight
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public:
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static void loadStatic();
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private:
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class PieceWeight
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{
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public:
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EPieceClass pieceClass;
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const int weight;
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int placeCount;
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int maxPlaceCount;
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bool allowInRow;
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EPieceClass pieceClass;
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const int weight;
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int placeCount;
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int maxPlaceCount;
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bool allowInRow;
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PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount, bool allowInRow);
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PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount);
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bool doPlace(int depth);
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bool isValid();
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};
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PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount, bool allowInRow);
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PieceWeight(EPieceClass pieceClass, int weight, int maxPlaceCount);
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bool doPlace(int depth);
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bool isValid();
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};
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static const int BRIDGE_PIECEWEIGHTS_COUNT = 6;
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static const int CASTLE_PIECEWEIGHTS_COUNT = 7;
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static NetherBridgePieces::PieceWeight *bridgePieceWeights[BRIDGE_PIECEWEIGHTS_COUNT];
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static NetherBridgePieces::PieceWeight *bridgePieceWeights[BRIDGE_PIECEWEIGHTS_COUNT];
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static NetherBridgePieces::PieceWeight *castlePieceWeights[CASTLE_PIECEWEIGHTS_COUNT];
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private:
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class NetherBridgePiece;
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static NetherBridgePiece *findAndCreateBridgePieceFactory(NetherBridgePieces::PieceWeight *piece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
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/**
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*
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*
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*/
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/**
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*
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*
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*/
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public:
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class StartPiece;
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private:
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class NetherBridgePiece : public StructurePiece
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class NetherBridgePiece : public StructurePiece
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{
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protected:
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NetherBridgePiece(int genDepth);
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protected:
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static const int FORTRESS_TREASURE_ITEMS_COUNT = 11;
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static WeighedTreasure *fortressTreasureItems[FORTRESS_TREASURE_ITEMS_COUNT];
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public:
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NetherBridgePiece();
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protected:
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NetherBridgePiece(int genDepth);
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virtual void readAdditonalSaveData(CompoundTag *tag);
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virtual void addAdditonalSaveData(CompoundTag *tag);
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private:
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int updatePieceWeight(list<PieceWeight *> *currentPieces);
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NetherBridgePiece *generatePiece(StartPiece *startPiece, list<NetherBridgePieces::PieceWeight *> *currentPieces, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
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StructurePiece *generateAndAddPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth, bool isCastle);
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NetherBridgePiece *generatePiece(StartPiece *startPiece, list<NetherBridgePieces::PieceWeight *> *currentPieces, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth);
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StructurePiece *generateAndAddPiece(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int depth, bool isCastle);
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protected:
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StructurePiece *generateChildForward(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int xOff, int yOff, bool isCastle);
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StructurePiece *generateChildLeft(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle);
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StructurePiece *generateChildRight(StartPiece *startPiece, list<StructurePiece *> *pieces, Random *random, int yOff, int zOff, bool isCastle);
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static bool isOkBox(BoundingBox *box, StartPiece *startRoom); // 4J added startRoom param
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void generateLightPost(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z, int xOff, int zOff);
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void generateLightPostFacingRight(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z);
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void generateLightPostFacingLeft(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z);
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void generateLightPostFacingUp(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z);
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void generateLightPostFacingDown(Level *level, Random *random, BoundingBox *chunkBB, int x, int y, int z);
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};
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};
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/**
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*
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*
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*/
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/**
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*
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*
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*/
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class BridgeStraight : public NetherBridgePiece
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{
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public:
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static StructurePiece *Create() { return new BridgeStraight(); }
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virtual EStructurePiece GetType() { return eStructurePiece_BridgeStraight; }
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private:
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static const int width = 5;
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static const int height = 10;
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static const int depth = 19;
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static const int height = 10;
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static const int depth = 19;
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public:
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BridgeStraight();
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BridgeStraight(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static BridgeStraight *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static BridgeStraight *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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class BridgeEndFiller : public NetherBridgePiece
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class BridgeEndFiller : public NetherBridgePiece
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{
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public:
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static StructurePiece *Create() { return new BridgeEndFiller(); }
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virtual EStructurePiece GetType() { return eStructurePiece_BridgeEndFiller; }
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private:
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static const int width = 5;
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static const int height = 10;
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static const int depth = 8;
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static const int height = 10;
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static const int depth = 8;
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int selfSeed;
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int selfSeed;
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public:
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BridgeEndFiller();
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BridgeEndFiller(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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static BridgeEndFiller *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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class BridgeCrossing : public NetherBridgePiece
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static BridgeEndFiller *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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protected:
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void readAdditonalSaveData(CompoundTag *tag);
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void addAdditonalSaveData(CompoundTag *tag);
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};
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class BridgeCrossing : public NetherBridgePiece
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{
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public:
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static StructurePiece *Create() { return new BridgeCrossing(); }
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virtual EStructurePiece GetType() { return eStructurePiece_BridgeCrossing; }
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private:
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static const int width = 19;
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static const int height = 10;
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static const int depth = 19;
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static const int height = 10;
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static const int depth = 19;
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public:
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BridgeCrossing();
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BridgeCrossing(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
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protected:
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BridgeCrossing(Random *random, int west, int north);
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public:
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static BridgeCrossing *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static BridgeCrossing *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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public:
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class StartPiece : public BridgeCrossing
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class StartPiece : public BridgeCrossing
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{
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public:
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virtual EStructurePiece GetType() { return eStructurePiece_NetherBridgeStartPiece; }
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public:
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bool isLibraryAdded;
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PieceWeight *previousPiece;
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PieceWeight *previousPiece;
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Level *m_level;
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list<PieceWeight *> availableBridgePieces;
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list<PieceWeight *> availableCastlePieces;
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list<PieceWeight *> availableBridgePieces;
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list<PieceWeight *> availableCastlePieces;
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// this queue is used so that the addChildren calls are
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// called in a random order
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vector<StructurePiece *> pendingChildren;
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// this queue is used so that the addChildren calls are
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// called in a random order
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vector<StructurePiece *> pendingChildren;
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StartPiece(Random *random, int west, int north, Level *level); // 4J Added level param
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StartPiece();
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StartPiece(Random *random, int west, int north, Level *level); // 4J Added level param
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};
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protected:
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virtual void readAdditonalSaveData(CompoundTag *tag);
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virtual void addAdditonalSaveData(CompoundTag *tag);
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};
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private:
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class RoomCrossing : public NetherBridgePiece
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class RoomCrossing : public NetherBridgePiece
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{
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public:
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static StructurePiece *Create() { return new RoomCrossing(); }
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virtual EStructurePiece GetType() { return eStructurePiece_RoomCrossing; }
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private:
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static const int width = 7;
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static const int height = 9;
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static const int depth = 7;
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static const int height = 9;
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static const int depth = 7;
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public:
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RoomCrossing();
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RoomCrossing(int genDepth, Random *random, BoundingBox *box, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static RoomCrossing *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static RoomCrossing *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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class StairsRoom : public NetherBridgePiece
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class StairsRoom : public NetherBridgePiece
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{
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public:
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static StructurePiece *Create() { return new StairsRoom(); }
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virtual EStructurePiece GetType() { return eStructurePiece_StairsRoom; }
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private:
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static const int width = 7;
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static const int height = 11;
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static const int depth = 7;
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static const int height = 11;
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static const int depth = 7;
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public:
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StairsRoom();
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StairsRoom(int genDepth, Random *random, BoundingBox *box, int direction);
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
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static StairsRoom *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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static StairsRoom *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
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};
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class MonsterThrone : public NetherBridgePiece
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class MonsterThrone : public NetherBridgePiece
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{
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public:
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static StructurePiece *Create() { return new MonsterThrone(); }
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virtual EStructurePiece GetType() { return eStructurePiece_MonsterThrone; }
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private:
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static const int width = 7;
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||||
static const int height = 8;
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||||
static const int depth = 9;
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||||
static const int height = 8;
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static const int depth = 9;
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bool hasPlacedMobSpawner;
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bool hasPlacedMobSpawner;
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public:
|
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MonsterThrone();
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MonsterThrone(int genDepth, Random *random, BoundingBox *box, int direction);
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static MonsterThrone *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
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virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*
|
||||
*/
|
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class CastleEntrance : public NetherBridgePiece
|
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{
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private:
|
||||
static const int width = 13;
|
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static const int height = 14;
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||||
static const int depth = 13;
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public:
|
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CastleEntrance(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
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virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleEntrance *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*
|
||||
*/
|
||||
class CastleStalkRoom : public NetherBridgePiece
|
||||
{
|
||||
private:
|
||||
static const int width = 13;
|
||||
static const int height = 14;
|
||||
static const int depth = 13;
|
||||
protected:
|
||||
virtual void readAdditonalSaveData(CompoundTag *tag);
|
||||
virtual void addAdditonalSaveData(CompoundTag *tag);
|
||||
|
||||
public:
|
||||
static MonsterThrone *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*
|
||||
*/
|
||||
class CastleEntrance : public NetherBridgePiece
|
||||
{
|
||||
public:
|
||||
static StructurePiece *Create() { return new CastleEntrance(); }
|
||||
virtual EStructurePiece GetType() { return eStructurePiece_CastleEntrance; }
|
||||
|
||||
private:
|
||||
static const int width = 13;
|
||||
static const int height = 14;
|
||||
static const int depth = 13;
|
||||
public:
|
||||
CastleEntrance();
|
||||
CastleEntrance(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleEntrance *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*
|
||||
*/
|
||||
class CastleStalkRoom : public NetherBridgePiece
|
||||
{
|
||||
public:
|
||||
static StructurePiece *Create() { return new CastleStalkRoom(); }
|
||||
virtual EStructurePiece GetType() { return eStructurePiece_CastleStalkRoom; }
|
||||
|
||||
private:
|
||||
static const int width = 13;
|
||||
static const int height = 14;
|
||||
static const int depth = 13;
|
||||
|
||||
public:
|
||||
CastleStalkRoom();
|
||||
CastleStalkRoom(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleStalkRoom *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleStalkRoom *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*
|
||||
*/
|
||||
/**
|
||||
*
|
||||
*
|
||||
*/
|
||||
class CastleSmallCorridorPiece : public NetherBridgePiece
|
||||
{
|
||||
public:
|
||||
static StructurePiece *Create() { return new CastleSmallCorridorPiece(); }
|
||||
virtual EStructurePiece GetType() { return eStructurePiece_CastleSmallCorridorPiece; }
|
||||
|
||||
private:
|
||||
static const int width = 5;
|
||||
static const int height = 7;
|
||||
static const int depth = 5;
|
||||
static const int width = 5;
|
||||
static const int height = 7;
|
||||
static const int depth = 5;
|
||||
|
||||
public:
|
||||
CastleSmallCorridorPiece();
|
||||
CastleSmallCorridorPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleSmallCorridorPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleSmallCorridorPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*
|
||||
*/
|
||||
class CastleSmallCorridorCrossingPiece : public NetherBridgePiece
|
||||
/**
|
||||
*
|
||||
*
|
||||
*/
|
||||
class CastleSmallCorridorCrossingPiece : public NetherBridgePiece
|
||||
{
|
||||
public:
|
||||
static StructurePiece *Create() { return new CastleSmallCorridorCrossingPiece(); }
|
||||
virtual EStructurePiece GetType() { return eStructurePiece_CastleSmallCorridorCrossingPiece; }
|
||||
|
||||
private:
|
||||
static const int width = 5;
|
||||
static const int height = 7;
|
||||
static const int depth = 5;
|
||||
static const int width = 5;
|
||||
static const int height = 7;
|
||||
static const int depth = 5;
|
||||
|
||||
public:
|
||||
CastleSmallCorridorCrossingPiece();
|
||||
CastleSmallCorridorCrossingPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleSmallCorridorCrossingPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleSmallCorridorCrossingPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*
|
||||
*/
|
||||
class CastleSmallCorridorRightTurnPiece : public NetherBridgePiece
|
||||
/**
|
||||
*
|
||||
*
|
||||
*/
|
||||
class CastleSmallCorridorRightTurnPiece : public NetherBridgePiece
|
||||
{
|
||||
public:
|
||||
static StructurePiece *Create() { return new CastleSmallCorridorRightTurnPiece(); }
|
||||
virtual EStructurePiece GetType() { return eStructurePiece_CastleSmallCorridorRightTurnPiece; }
|
||||
|
||||
private:
|
||||
static const int width = 5;
|
||||
static const int height = 7;
|
||||
static const int depth = 5;
|
||||
|
||||
bool isNeedingChest;
|
||||
|
||||
public:
|
||||
CastleSmallCorridorRightTurnPiece();
|
||||
CastleSmallCorridorRightTurnPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleSmallCorridorRightTurnPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
|
||||
};
|
||||
protected:
|
||||
virtual void readAdditonalSaveData(CompoundTag *tag);
|
||||
virtual void addAdditonalSaveData(CompoundTag *tag);
|
||||
|
||||
/**
|
||||
*
|
||||
*
|
||||
*/
|
||||
class CastleSmallCorridorLeftTurnPiece : public NetherBridgePiece
|
||||
public:
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleSmallCorridorRightTurnPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*
|
||||
*/
|
||||
class CastleSmallCorridorLeftTurnPiece : public NetherBridgePiece
|
||||
{
|
||||
public:
|
||||
static StructurePiece *Create() { return new CastleSmallCorridorLeftTurnPiece(); }
|
||||
virtual EStructurePiece GetType() { return eStructurePiece_CastleSmallCorridorLeftTurnPiece; }
|
||||
|
||||
private:
|
||||
static const int width = 5;
|
||||
static const int height = 7;
|
||||
static const int depth = 5;
|
||||
bool isNeedingChest;
|
||||
|
||||
public:
|
||||
CastleSmallCorridorLeftTurnPiece();
|
||||
CastleSmallCorridorLeftTurnPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleSmallCorridorLeftTurnPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*
|
||||
*/
|
||||
class CastleCorridorStairsPiece : public NetherBridgePiece
|
||||
protected:
|
||||
virtual void readAdditonalSaveData(CompoundTag *tag);
|
||||
virtual void addAdditonalSaveData(CompoundTag *tag);
|
||||
|
||||
public:
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleSmallCorridorLeftTurnPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*
|
||||
*/
|
||||
class CastleCorridorStairsPiece : public NetherBridgePiece
|
||||
{
|
||||
public:
|
||||
static StructurePiece *Create() { return new CastleCorridorStairsPiece(); }
|
||||
virtual EStructurePiece GetType() { return eStructurePiece_CastleCorridorStairsPiece; }
|
||||
|
||||
private:
|
||||
static const int width = 5;
|
||||
static const int height = 14;
|
||||
static const int depth = 10;
|
||||
|
||||
public:
|
||||
CastleCorridorStairsPiece();
|
||||
CastleCorridorStairsPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleCorridorStairsPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleCorridorStairsPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
|
||||
};
|
||||
};
|
||||
|
||||
/**
|
||||
*
|
||||
*
|
||||
*/
|
||||
class CastleCorridorTBalconyPiece : public NetherBridgePiece
|
||||
/**
|
||||
*
|
||||
*
|
||||
*/
|
||||
class CastleCorridorTBalconyPiece : public NetherBridgePiece
|
||||
{
|
||||
public:
|
||||
static StructurePiece *Create() { return new CastleCorridorTBalconyPiece(); }
|
||||
virtual EStructurePiece GetType() { return eStructurePiece_CastleCorridorTBalconyPiece; }
|
||||
|
||||
private:
|
||||
static const int width = 9;
|
||||
static const int height = 7;
|
||||
static const int depth = 9;
|
||||
static const int width = 9;
|
||||
static const int height = 7;
|
||||
static const int depth = 9;
|
||||
|
||||
public:
|
||||
CastleCorridorTBalconyPiece();
|
||||
CastleCorridorTBalconyPiece(int genDepth, Random *random, BoundingBox *stairsBox, int direction);
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleCorridorTBalconyPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
virtual void addChildren(StructurePiece *startPiece, list<StructurePiece *> *pieces, Random *random);
|
||||
static CastleCorridorTBalconyPiece *createPiece(list<StructurePiece *> *pieces, Random *random, int footX, int footY, int footZ, int direction, int genDepth);
|
||||
virtual bool postProcess(Level *level, Random *random, BoundingBox *chunkBB);
|
||||
};
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user