* 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>
159 lines
3.9 KiB
C++
159 lines
3.9 KiB
C++
//package net.minecraft.world.item.crafting;
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//import net.minecraft.world.item.*;
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//import net.minecraft.world.level.tile.Tile;
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#include "stdafx.h"
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#include "net.minecraft.world.item.h"
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#include "Tile.h"
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#include "Recipy.h"
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#include "Recipes.h"
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#include "ArmorRecipes.h"
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// 4J-PB - adding "" on the end of these so we can detect it
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wstring ArmorRecipes::shapes[][4] =
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{
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{L"XXX", //
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L"X X",L""},//
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{L"X X", //
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L"XXX",//
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L"XXX",L""},//
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{L"XXX", //
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L"X X",//
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L"X X",L""},//
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{L"X X",//
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L"X X",L""},//
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};
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/*
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ArmorRecipes::map[5] =
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{
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{Item::leather, Tile::fire, Item::ironIngot, Item::diamond, Item::goldIngot},
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{Item::helmet_cloth, Item::helmet_chain, Item::helmet_iron, Item::helmet_diamond, Item::helmet_gold},
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{Item::chestplate_cloth, Item::chestplate_chain, Item::chestplate_iron, Item::chestplate_diamond, Item::chestplate_gold},
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{Item::leggings_cloth, Item::leggings_chain, Item::leggings_iron, Item::leggings_diamond, Item::leggings_gold},
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{Item::boots_cloth, Item::boots_chain, Item::boots_iron, Item::boots_diamond, Item::boots_gold},
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};
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*/
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void ArmorRecipes::_init()
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{
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map = new vector <Object *> [MAX_ARMOUR_RECIPES];
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// 4J-PB - removing the chain armour, since we show all possible recipes in the xbox game, and it's not one you can make
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ADD_OBJECT(map[0],Item::leather);
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// ADD_OBJECT(map[0],Tile::fire);
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ADD_OBJECT(map[0],Item::ironIngot);
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ADD_OBJECT(map[0],Item::diamond);
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ADD_OBJECT(map[0],Item::goldIngot);
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ADD_OBJECT(map[1],Item::helmet_leather);
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// ADD_OBJECT(map[1],Item::helmet_chain);
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ADD_OBJECT(map[1],Item::helmet_iron);
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ADD_OBJECT(map[1],Item::helmet_diamond);
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ADD_OBJECT(map[1],Item::helmet_gold);
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ADD_OBJECT(map[2],Item::chestplate_leather);
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// ADD_OBJECT(map[2],Item::chestplate_chain);
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ADD_OBJECT(map[2],Item::chestplate_iron);
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ADD_OBJECT(map[2],Item::chestplate_diamond);
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ADD_OBJECT(map[2],Item::chestplate_gold);
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ADD_OBJECT(map[3],Item::leggings_leather);
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// ADD_OBJECT(map[3],Item::leggings_chain);
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ADD_OBJECT(map[3],Item::leggings_iron);
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ADD_OBJECT(map[3],Item::leggings_diamond);
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ADD_OBJECT(map[3],Item::leggings_gold);
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ADD_OBJECT(map[4],Item::boots_leather);
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// ADD_OBJECT(map[4],Item::boots_chain);
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ADD_OBJECT(map[4],Item::boots_iron);
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ADD_OBJECT(map[4],Item::boots_diamond);
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ADD_OBJECT(map[4],Item::boots_gold);
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}
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// 4J-PB added for quick equip in the inventory
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ArmorRecipes::_eArmorType ArmorRecipes::GetArmorType(int iId)
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{
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switch(iId)
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{
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case Item::helmet_leather_Id:
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case Item::helmet_chain_Id:
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case Item::helmet_iron_Id:
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case Item::helmet_diamond_Id:
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case Item::helmet_gold_Id:
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return eArmorType_Helmet;
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break;
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case Item::chestplate_leather_Id:
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case Item::chestplate_chain_Id:
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case Item::chestplate_iron_Id:
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case Item::chestplate_diamond_Id:
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case Item::chestplate_gold_Id:
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return eArmorType_Chestplate;
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break;
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case Item::leggings_leather_Id:
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case Item::leggings_chain_Id:
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case Item::leggings_iron_Id:
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case Item::leggings_diamond_Id:
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case Item::leggings_gold_Id:
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return eArmorType_Leggings;
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break;
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case Item::boots_leather_Id:
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case Item::boots_chain_Id:
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case Item::boots_iron_Id:
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case Item::boots_diamond_Id:
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case Item::boots_gold_Id:
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return eArmorType_Boots;
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break;
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}
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return eArmorType_None;
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}
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void ArmorRecipes::addRecipes(Recipes *r)
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{
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wchar_t wchTypes[5];
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wchTypes[4]=0;
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for (unsigned int m = 0; m < map[0].size(); m++)
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{
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Object *pObjMaterial = map[0].at(m);
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for (int t=0; t<MAX_ARMOUR_RECIPES-1; t++)
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{
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Item *target = map[t+1].at(m)->item;
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wchTypes[0]=L'w';
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wchTypes[1]=L'c';
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wchTypes[3]=L'g';
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if(pObjMaterial->GetType()==eType_TILE)
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{
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wchTypes[2]=L't';
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r->addShapedRecipy(new ItemInstance(target),
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wchTypes,
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shapes[t],
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L'X', pObjMaterial->tile,
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L'A');
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}
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else
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{
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// must be Item
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wchTypes[2]=L'i';
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r->addShapedRecipy(new ItemInstance(target),
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wchTypes,
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shapes[t],
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L'X', pObjMaterial->item,
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L'A');
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}
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}
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}
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}
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