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 97a43994725008e35fceb984d5549df9c8cea470. * 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>
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#pragma once
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#include "Tile.h"
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#include "TilePos.h"
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#include "Definitions.h"
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class Random;
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class HitResult;
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class ChunkRebuildData;
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using namespace std;
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class BaseRailTile : public Tile
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{
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friend class Tile;
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friend class ChunkRebuildData;
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public:
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static const int DIR_FLAT_Z = 0;
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static const int DIR_FLAT_X = 1;
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// the data bit is used by boosters and detectors, so they can't turn
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static const int RAIL_DATA_BIT = 8;
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static const int RAIL_DIRECTION_MASK = 7;
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private:
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Icon *iconTurn;
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protected:
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bool usesDataBit;
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class Rail
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{
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friend class BaseRailTile;
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friend class RailTile;
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private:
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Level *level;
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int x, y, z;
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bool usesDataBit;
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vector<TilePos *> connections;
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bool m_bValidRail; // 4J added
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public:
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Rail(Level *level, int x, int y, int z);
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~Rail();
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private:
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void updateConnections(int direction);
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void removeSoftConnections();
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bool hasRail(int x, int y, int z);
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Rail *getRail(TilePos *p);
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bool connectsTo(Rail *rail);
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bool hasConnection(int x, int y, int z);
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protected:
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int countPotentialConnections();
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private:
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bool canConnectTo(Rail *rail);
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void connectTo(Rail *rail);
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bool hasNeighborRail(int x, int y, int z);
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public:
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void place(bool hasSignal, bool first);
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};
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public:
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static bool isRail(Level *level, int x, int y, int z);
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static bool isRail(int id);
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protected:
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BaseRailTile(int id, bool usesDataBit);
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public:
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using Tile::getResourceCount;
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bool isUsesDataBit();
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virtual AABB *getAABB(Level *level, int x, int y, int z);
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virtual bool blocksLight();
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virtual bool isSolidRender(bool isServerLevel = false);
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virtual HitResult *clip(Level *level, int xt, int yt, int zt, Vec3 *a, Vec3 *b);
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virtual void updateShape(LevelSource *level, int x, int y, int z, int forceData = -1, shared_ptr<TileEntity> forceEntity = shared_ptr<TileEntity>()); // 4J added forceData, forceEntity param
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virtual bool isCubeShaped();
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virtual int getRenderShape();
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virtual int getResourceCount(Random random);
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virtual bool mayPlace(Level *level, int x, int y, int z);
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virtual void onPlace(Level *level, int x, int y, int z);
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virtual void neighborChanged(Level *level, int x, int y, int z, int type);
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protected:
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virtual void updateState(Level *level, int x, int y, int z, int data, int dir, int type);
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virtual void updateDir(Level *level, int x, int y, int z, bool first);
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public:
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int getPistonPushReaction();
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void onRemove(Level *level, int x, int y, int z, int id, int data);
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};
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