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:
daoge
2026-03-03 03:04:10 +08:00
committed by GitHub
parent 84c31a2331
commit b3feddfef3
2069 changed files with 264842 additions and 139522 deletions

View File

@@ -3,6 +3,7 @@ using namespace std;
#include "Monster.h"
#include "SharedConstants.h"
#include "MobGroupData.h"
class Zombie : public Monster
{
@@ -10,14 +11,25 @@ private:
static const int VILLAGER_CONVERSION_WAIT_MIN = SharedConstants::TICKS_PER_SECOND * 60 * 3;
static const int VILLAGER_CONVERSION_WAIT_MAX = SharedConstants::TICKS_PER_SECOND * 60 * 5;
protected:
static Attribute *SPAWN_REINFORCEMENTS_CHANCE;
private:
static AttributeModifier *SPEED_MODIFIER_BABY;
static const int DATA_BABY_ID = 12;
static const int DATA_VILLAGER_ID = 13;
static const int DATA_CONVERTING_ID = 14;
int villagerConversionTime;
public:
static const float ZOMBIE_LEADER_CHANCE;
static const int REINFORCEMENT_ATTEMPTS = 50;
static const int REINFORCEMENT_RANGE_MAX = 40;
static const int REINFORCEMENT_RANGE_MIN = 7;
float registeredBBWidth;
float registeredBBHeight;
private:
int villagerConversionTime;
public:
static const int MAX_SPECIAL_BLOCKS_COUNT = 14;
@@ -28,61 +40,71 @@ public:
static Entity *create(Level *level) { return new Zombie(level); }
Zombie(Level *level);
virtual float getWalkingSpeedModifier();
protected:
virtual void registerAttributes();
virtual void defineSynchedData();
public:
virtual int getTexture();
virtual int getMaxHealth();
int getArmorValue();
virtual int getArmorValue();
protected:
virtual bool useNewAi();
public:
bool isBaby();
void setBaby(bool baby);
bool isVillager();
void setVillager(bool villager);
virtual void aiStep();
virtual void tick();
virtual bool isBaby();
virtual void setBaby(bool baby);
virtual bool isVillager();
virtual void setVillager(bool villager);
virtual void aiStep();
virtual bool hurt(DamageSource *source, float dmg);
virtual void tick();
virtual bool doHurtTarget(shared_ptr<Entity> target);
protected:
virtual int getAmbientSound();
virtual int getHurtSound();
virtual int getDeathSound();
virtual int getDeathLoot();
virtual int getHurtSound();
virtual int getDeathSound();
virtual int getDeathLoot();
virtual void playStepSound(int xt, int yt, int zt, int t);
public:
MobType getMobType();
virtual MobType getMobType();
protected:
virtual void dropRareDeathLoot(int rareLootLevel);
virtual void populateDefaultEquipmentSlots();
public:
virtual void addAdditonalSaveData(CompoundTag *tag);
virtual void readAdditionalSaveData(CompoundTag *tag);
void killed(shared_ptr<Mob> mob);
virtual void finalizeMobSpawn();
bool interact(shared_ptr<Player> player);
virtual void killed(shared_ptr<LivingEntity> mob);
virtual MobGroupData *finalizeMobSpawn(MobGroupData *groupData, int extraData = 0); // 4J Added extraData param
virtual bool mobInteract(shared_ptr<Player> player);
protected:
void startConverting(int time);
virtual void startConverting(int time);
public:
void handleEntityEvent(byte id);
bool isConverting();
virtual void handleEntityEvent(byte id);
protected:
void finishConversion();
int getConversionProgress();
virtual bool removeWhenFarAway();
public:
virtual void updateSize(bool isBaby);
virtual bool isConverting();
protected:
virtual void setSize(float w, float h);
void internalSetSize(float scale);
virtual void finishConversion();
virtual int getConversionProgress();
private:
class ZombieGroupData : public MobGroupData
{
public:
bool isBaby;
bool isVillager;
ZombieGroupData(bool baby, bool villager);
};
};