This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
352 lines
9.9 KiB
C++
352 lines
9.9 KiB
C++
#pragma once
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class Timer;
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class MultiPlayerLevel;
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class LevelRenderer;
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class MultiplayerLocalPlayer;
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class Player;
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class Mob;
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class ParticleEngine;
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class User;
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class Canvas;
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class Textures;
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class Font;
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class Screen;
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class ProgressRenderer;
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class GameRenderer;
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class BackgroundDownloader;
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class HumanoidModel;
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class HitResult;
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class Options;
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class SoundEngine;
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class MinecraftApplet;
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class MouseHandler;
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class TexturePackRepository;
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class File;
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class LevelStorageSource;
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class StatsCounter;
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class Component;
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class Entity;
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class AchievementPopup;
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class WaterTexture;
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class LavaTexture;
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class Gui;
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class ClientConnection;
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class ConsoleSaveFile;
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class ItemInHandRenderer;
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class LevelSettings;
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class ColourTable;
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class MultiPlayerGameMode;
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class PsPlusUpsellWrapper;
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#include "..\Minecraft.World\File.h"
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#include "..\Minecraft.World\DisconnectPacket.h"
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#include "..\Minecraft.World\C4JThread.h"
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#include "ResourceLocation.h"
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using namespace std;
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class Minecraft
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{
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private:
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enum OS{
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linux, solaris, windows, macos, unknown, xbox
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};
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static ResourceLocation DEFAULT_FONT_LOCATION;
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static ResourceLocation ALT_FONT_LOCATION;
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public:
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static const wstring VERSION_STRING;
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Minecraft(Component *mouseComponent, Canvas *parent, MinecraftApplet *minecraftApplet, int width, int height, bool fullscreen);
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void init();
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// 4J - removed
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// void crash(CrashReport crash);
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// public abstract void onCrash(CrashReport crash);
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private:
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static Minecraft *m_instance;
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public:
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MultiPlayerGameMode *gameMode;
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private:
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bool fullscreen;
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bool hasCrashed;
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C4JThread::EventQueue* levelTickEventQueue;
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static void levelTickUpdateFunc(void* pParam);
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static void levelTickThreadInitFunc();
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public:
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int width, height;
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int width_phys, height_phys; // 4J - added
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// private OpenGLCapabilities openGLCapabilities;
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private:
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Timer *timer;
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bool reloadTextures;
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public:
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Level *oldLevel; // 4J Stu added to keep a handle on an old level so we can delete it
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//HANDLE m_hPlayerRespawned; // 4J Added so we can wait in menus until it is done (for async in multiplayer)
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public:
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MultiPlayerLevel *level;
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LevelRenderer *levelRenderer;
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shared_ptr<MultiplayerLocalPlayer> player;
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MultiPlayerLevelArray levels;
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shared_ptr<MultiplayerLocalPlayer> localplayers[XUSER_MAX_COUNT];
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MultiPlayerGameMode *localgameModes[XUSER_MAX_COUNT];
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int localPlayerIdx;
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ItemInHandRenderer *localitemInHandRenderers[XUSER_MAX_COUNT];
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// 4J-PB - so we can have debugoptions in the server
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unsigned int uiDebugOptionsA[XUSER_MAX_COUNT];
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// 4J Stu - Added these so that we can show a Xui scene while connecting
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bool m_connectionFailed[XUSER_MAX_COUNT];
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DisconnectPacket::eDisconnectReason m_connectionFailedReason[XUSER_MAX_COUNT];
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ClientConnection *m_pendingLocalConnections[XUSER_MAX_COUNT];
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bool addLocalPlayer(int idx); // Re-arrange the screen and start the connection
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void addPendingLocalConnection(int idx, ClientConnection *connection);
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void connectionDisconnected(int idx, DisconnectPacket::eDisconnectReason reason) { m_connectionFailed[idx] = true; m_connectionFailedReason[idx] = reason; }
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shared_ptr<MultiplayerLocalPlayer> createExtraLocalPlayer(int idx, const wstring& name, int pad, int iDimension, ClientConnection *clientConnection = NULL,MultiPlayerLevel *levelpassedin=NULL);
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void createPrimaryLocalPlayer(int iPad);
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bool setLocalPlayerIdx(int idx);
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int getLocalPlayerIdx();
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void removeLocalPlayerIdx(int idx);
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void storeExtraLocalPlayer(int idx);
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void updatePlayerViewportAssignments();
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int unoccupiedQuadrant; // 4J - added
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shared_ptr<LivingEntity> cameraTargetPlayer;
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shared_ptr<LivingEntity> crosshairPickMob;
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ParticleEngine *particleEngine;
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User *user;
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wstring serverDomain;
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Canvas *parent;
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bool appletMode;
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// 4J - per player ?
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volatile bool pause;
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Textures *textures;
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Font *font, *altFont;
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Screen *screen;
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ProgressRenderer *progressRenderer;
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GameRenderer *gameRenderer;
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private:
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BackgroundDownloader *bgLoader;
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int ticks;
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// 4J-PB - moved to per player
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//int missTime;
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int orgWidth, orgHeight;
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public:
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AchievementPopup *achievementPopup;
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public:
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Gui *gui;
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// 4J - move to the per player structure?
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bool noRender;
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HumanoidModel *humanoidModel;
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HitResult *hitResult;
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Options *options;
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protected:
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MinecraftApplet *minecraftApplet;
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public:
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SoundEngine *soundEngine;
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MouseHandler *mouseHandler;
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public:
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TexturePackRepository *skins;
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File workingDirectory;
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private:
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LevelStorageSource *levelSource;
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public:
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static const int frameTimes_length = 512;
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static int64_t frameTimes[frameTimes_length];
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static const int tickTimes_length = 512;
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static int64_t tickTimes[tickTimes_length];
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static int frameTimePos;
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static int64_t warezTime;
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private:
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int rightClickDelay;
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public:
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// 4J- this should really be in localplayer
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StatsCounter* stats[4];
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private:
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wstring connectToIp;
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int connectToPort;
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public:
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void clearConnectionFailed();
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void connectTo(const wstring& server, int port);
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private:
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void renderLoadingScreen();
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public:
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void blit(int x, int y, int sx, int sy, int w, int h);
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private:
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static File workDir;
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public:
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LevelStorageSource *getLevelSource();
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void setScreen(Screen *screen);
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private:
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void checkGlError(const wstring& string);
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#ifdef __ORBIS__
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PsPlusUpsellWrapper *m_pPsPlusUpsell;
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#endif
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public:
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void destroy();
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volatile bool running;
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wstring fpsString;
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void run();
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// 4J-PB - split the run into 3 parts so we can run it from our xbox game loop
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static Minecraft *GetInstance();
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void run_middle();
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void run_end();
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#ifdef _WINDOWS64
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void applyFrameMouseLook(); // Per-frame mouse look to reduce input latency
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#endif
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void emergencySave();
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// 4J - removed
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//bool wasDown ;
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private:
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// void checkScreenshot(); // 4J - removed
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// String grabHugeScreenshot(File workDir2, int width, int height, int ssWidth, int ssHeight); // 4J - removed
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// 4J - per player thing?
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int64_t lastTimer;
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void renderFpsMeter(int64_t tickTime);
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public:
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void stop();
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// 4J removed
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// bool mouseGrabbed;
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// void grabMouse();
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// void releaseMouse();
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// 4J-PB - moved these into localplayer
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//void handleMouseDown(int button, bool down);
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//void handleMouseClick(int button);
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void pauseGame();
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// void toggleFullScreen(); // 4J - removed
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private:
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void resize(int width, int height);
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public:
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// 4J - Moved to per player
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//bool isRaining ;
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// 4J - Moved to per player
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//int64_t lastTickTime;
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private:
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// 4J- per player?
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int recheckPlayerIn;
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void verify();
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public:
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// 4J - added bFirst parameter, which is true for the first active viewport in splitscreen
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// 4J - added bUpdateTextures, which is true if the actual renderer textures are to be updated - this will be true for the last time this tick runs with bFirst true
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void tick(bool bFirst, bool bUpdateTextures);
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private:
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void reloadSound();
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public:
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bool isClientSide();
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void selectLevel(ConsoleSaveFile *saveFile, const wstring& levelId, const wstring& levelName, LevelSettings *levelSettings);
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//void toggleDimension(int targetDimension);
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bool saveSlot(int slot, const wstring& name);
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bool loadSlot(const wstring& userName, int slot);
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void releaseLevel(int message);
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// 4J Stu - Added the doForceStatsSave param
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//void setLevel(Level *level, bool doForceStatsSave = true);
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//void setLevel(Level *level, const wstring& message, bool doForceStatsSave = true);
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void setLevel(MultiPlayerLevel *level, int message = -1, shared_ptr<Player> forceInsertPlayer = nullptr, bool doForceStatsSave = true,bool bPrimaryPlayerSignedOut=false);
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// 4J-PB - added to force in the 'other' level when the main player creates the level at game load time
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void forceaddLevel(MultiPlayerLevel *level);
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void prepareLevel(int title); // 4J - changed to public
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// OpenGLCapabilities getOpenGLCapabilities(); // 4J - removed
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wstring gatherStats1();
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wstring gatherStats2();
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wstring gatherStats3();
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wstring gatherStats4();
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void respawnPlayer(int iPad,int dimension,int newEntityId);
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static void start(const wstring& name, const wstring& sid);
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static void startAndConnectTo(const wstring& name, const wstring& sid, const wstring& url);
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ClientConnection *getConnection(int iPad); // 4J Stu added iPad param
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static void main();
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static bool renderNames();
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static bool useFancyGraphics();
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static bool useAmbientOcclusion();
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static bool renderDebug();
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bool handleClientSideCommand(const wstring& chatMessage);
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static int maxSupportedTextureSize();
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void delayTextureReload();
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static int64_t currentTimeMillis();
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#ifdef _DURANGO
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static void inGameSignInCheckAllPrivilegesCallback(LPVOID lpParam, bool hasPrivileges, int iPad);
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static int InGame_SignInReturned(void *pParam,bool bContinue, int iPad, int iController);
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#else
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static int InGame_SignInReturned(void *pParam,bool bContinue, int iPad);
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#endif
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// 4J-PB
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Screen * getScreen();
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// 4J Stu
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void forceStatsSave(int idx);
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CRITICAL_SECTION m_setLevelCS;
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private:
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// A bit field that store whether a particular quadrant is in the full tutorial or not
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BYTE m_inFullTutorialBits;
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public:
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bool isTutorial();
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void playerStartedTutorial(int iPad);
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void playerLeftTutorial(int iPad);
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// 4J Added
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MultiPlayerLevel *getLevel(int dimension);
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void tickAllConnections();
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Level *animateTickLevel; // 4J added
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// 4J - When a client requests a texture, it should add it to here while we are waiting for it
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vector<wstring> m_pendingTextureRequests;
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vector<wstring> m_pendingGeometryRequests; // additional skin box geometry
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// 4J Added
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bool addPendingClientTextureRequest(const wstring &textureName);
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void handleClientTextureReceived(const wstring &textureName);
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void clearPendingClientTextureRequests() { m_pendingTextureRequests.clear(); }
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bool addPendingClientGeometryRequest(const wstring &textureName);
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void handleClientGeometryReceived(const wstring &textureName);
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void clearPendingClientGeometryRequests() { m_pendingGeometryRequests.clear(); }
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unsigned int getCurrentTexturePackId();
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ColourTable *getColourTable();
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#if defined __ORBIS__
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static int MustSignInReturnedPSN(void *pParam, int iPad, C4JStorage::EMessageResult result);
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#endif
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};
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