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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@@ -4,18 +4,20 @@
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const int Direction::STEP_X[] =
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{
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0, -1, 0, 1
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0, -1, 0, 1
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};
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const int Direction::STEP_Z[] =
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{
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1, 0, -1, 0
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1, 0, -1, 0
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};
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const wstring Direction::NAMES[] = {L"SOUTH", L"WEST", L"NORTH", L"EAST" };
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// for [direction] it gives [tile-face]
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int Direction::DIRECTION_FACING[4] =
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{
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Facing::SOUTH, Facing::WEST, Facing::NORTH, Facing::EAST
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Facing::SOUTH, Facing::WEST, Facing::NORTH, Facing::EAST
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};
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// for [facing] it gives [direction]
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@@ -26,37 +28,71 @@ int Direction::FACING_DIRECTION[] =
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int Direction::DIRECTION_OPPOSITE[4] =
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{
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Direction::NORTH, Direction::EAST, Direction::SOUTH, Direction::WEST
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NORTH, EAST, SOUTH, WEST
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};
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// for [direction] it gives [90 degrees clockwise direction]
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int Direction::DIRECTION_CLOCKWISE[] =
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{
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Direction::WEST, Direction::NORTH, Direction::EAST, Direction::SOUTH
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WEST, NORTH, EAST, SOUTH
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};
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// for [direction] it gives [90 degrees counter clockwise direction]
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int Direction::DIRECTION_COUNTER_CLOCKWISE[] =
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{
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Direction::EAST, Direction::SOUTH, Direction::WEST, Direction::NORTH
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EAST, SOUTH, WEST, NORTH
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};
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int Direction::RELATIVE_DIRECTION_FACING[4][6] =
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{
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// south
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{
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Facing::UP, Facing::DOWN, Facing::SOUTH, Facing::NORTH, Facing::EAST, Facing::WEST
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},
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// west
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{
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Facing::UP, Facing::DOWN, Facing::EAST, Facing::WEST, Facing::NORTH, Facing::SOUTH
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},
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// north
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{
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Facing::UP, Facing::DOWN, Facing::NORTH, Facing::SOUTH, Facing::WEST, Facing::EAST
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},
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// east
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{
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Facing::UP, Facing::DOWN, Facing::WEST, Facing::EAST, Facing::SOUTH, Facing::NORTH
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}
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// south
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{
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Facing::UP, Facing::DOWN, Facing::SOUTH, Facing::NORTH, Facing::EAST, Facing::WEST
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},
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// west
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{
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Facing::UP, Facing::DOWN, Facing::EAST, Facing::WEST, Facing::NORTH, Facing::SOUTH
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},
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// north
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{
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Facing::UP, Facing::DOWN, Facing::NORTH, Facing::SOUTH, Facing::WEST, Facing::EAST
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},
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// east
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{
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Facing::UP, Facing::DOWN, Facing::WEST, Facing::EAST, Facing::SOUTH, Facing::NORTH
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}
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};
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int Direction::getDirection(double xd, double zd)
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{
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if (Mth::abs((float) xd) > Mth::abs((float) zd))
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{
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if (xd > 0)
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{
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return WEST;
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}
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else
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{
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return EAST;
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}
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}
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else
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{
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if (zd > 0)
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{
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return NORTH;
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}
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else
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{
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return SOUTH;
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}
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}
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}
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int Direction::getDirection(int x0, int z0, int x1, int z1)
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{
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int xd = x0 - x1;
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int zd = z0 - z1;
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return getDirection(xd, zd);
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}
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