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:
@@ -14,31 +14,31 @@ class RandomScatteredLargeFeature;
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class RandomLevelSource : public ChunkSource
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{
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public:
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static const double SNOW_CUTOFF;
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static const double SNOW_SCALE;
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static const bool FLOATING_ISLANDS = false;
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static const int CHUNK_HEIGHT = 8;
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static const int CHUNK_WIDTH = 4;
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static const double SNOW_CUTOFF;
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static const double SNOW_SCALE;
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static const bool FLOATING_ISLANDS = false;
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static const int CHUNK_HEIGHT = 8;
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static const int CHUNK_WIDTH = 4;
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private:
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Random *random;
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Random *random;
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Random *pprandom; // 4J - added
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PerlinNoise *lperlinNoise1;
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PerlinNoise *lperlinNoise2;
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PerlinNoise *perlinNoise1;
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PerlinNoise *perlinNoise3;
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PerlinNoise *lperlinNoise1;
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PerlinNoise *lperlinNoise2;
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PerlinNoise *perlinNoise1;
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PerlinNoise *perlinNoise3;
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public:
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PerlinNoise *scaleNoise;
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PerlinNoise *depthNoise;
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PerlinNoise *scaleNoise;
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PerlinNoise *depthNoise;
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private:
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PerlinNoise *floatingIslandScale;
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PerlinNoise *floatingIslandNoise;
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PerlinNoise *floatingIslandScale;
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PerlinNoise *floatingIslandNoise;
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public:
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PerlinNoise *forestNoise;
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PerlinNoise *forestNoise;
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private:
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Level *level;
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@@ -51,10 +51,15 @@ public:
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~RandomLevelSource();
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public:
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#ifdef _LARGE_WORLDS
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int getMinDistanceToEdge(int xxx, int zzz, int worldSize, float falloffStart);
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#endif
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float getHeightFalloff(int xxx, int zzz, int* pEMin);
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void prepareHeights(int xOffs, int zOffs, byteArray blocks);
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public:
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void buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes);
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void buildSurfaces(int xOffs, int zOffs, byteArray blocks, BiomeArray biomes);
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private:
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LargeFeature *caveFeature;
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@@ -64,10 +69,10 @@ private:
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RandomScatteredLargeFeature *scatteredFeature;
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LargeFeature *canyonFeature;
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private:
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virtual LevelChunk *create(int x, int z);
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virtual LevelChunk *create(int x, int z);
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public:
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virtual LevelChunk *getChunk(int xOffs, int zOffs);
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virtual LevelChunk *getChunk(int xOffs, int zOffs);
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virtual void lightChunk(LevelChunk *lc); // 4J added
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private:
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@@ -80,13 +85,14 @@ private:
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void calcWaterDepths(ChunkSource *parent, int xt, int zt);
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public:
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virtual void postProcess(ChunkSource *parent, int xt, int zt);
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virtual bool save(bool force, ProgressListener *progressListener);
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virtual bool tick();
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virtual bool shouldSave();
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virtual wstring gatherStats();
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virtual void postProcess(ChunkSource *parent, int xt, int zt);
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virtual bool save(bool force, ProgressListener *progressListener);
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virtual bool tick();
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virtual bool shouldSave();
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virtual wstring gatherStats();
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public:
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virtual vector<Biome::MobSpawnerData *> *getMobsAt(MobCategory *mobCategory, int x, int y, int z);
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virtual TilePos *findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z);
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virtual TilePos *findNearestMapFeature(Level *level, const wstring& featureName, int x, int y, int z);
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virtual void recreateLogicStructuresForChunk(int chunkX, int chunkZ);
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};
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