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.
69 lines
2.8 KiB
C++
69 lines
2.8 KiB
C++
#pragma once
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#include "GameMode.h"
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class ClientConnection;
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class GameType;
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class Vec3;
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class MultiPlayerGameMode
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{
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private:
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int xDestroyBlock;
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int yDestroyBlock;
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int zDestroyBlock;
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shared_ptr<ItemInstance> destroyingItem;
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float destroyProgress;
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int destroyTicks; // 4J was float but doesn't seem to need to be
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int destroyDelay;
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bool isDestroying;
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GameType *localPlayerMode;
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ClientConnection *connection;
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protected:
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Minecraft *minecraft;
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public:
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MultiPlayerGameMode(Minecraft *minecraft, ClientConnection *connection);
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static void creativeDestroyBlock(Minecraft *minecraft, MultiPlayerGameMode *gameMode, int x, int y, int z, int face);
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void adjustPlayer(shared_ptr<Player> player);
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bool isCutScene();
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void setLocalMode(GameType *mode);
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virtual void initPlayer(shared_ptr<Player> player);
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virtual bool canHurtPlayer();
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virtual bool destroyBlock(int x, int y, int z, int face);
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virtual void startDestroyBlock(int x, int y, int z, int face);
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virtual void stopDestroyBlock();
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virtual void continueDestroyBlock(int x, int y, int z, int face);
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virtual float getPickRange();
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virtual void tick();
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private:
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int carriedItem;
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private:
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bool sameDestroyTarget(int x, int y, int z);
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void ensureHasSentCarriedItem();
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public:
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virtual bool useItemOn(shared_ptr<Player> player, Level *level, shared_ptr<ItemInstance> item, int x, int y, int z, int face, Vec3 *hit, bool bTestUseOnly=false, bool *pbUsedItem=NULL);
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virtual bool useItem(shared_ptr<Player> player, Level *level, shared_ptr<ItemInstance> item, bool bTestUseOnly=false);
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virtual shared_ptr<MultiplayerLocalPlayer> createPlayer(Level *level);
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virtual void attack(shared_ptr<Player> player, shared_ptr<Entity> entity);
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virtual bool interact(shared_ptr<Player> player, shared_ptr<Entity> entity);
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virtual shared_ptr<ItemInstance> handleInventoryMouseClick(int containerId, int slotNum, int buttonNum, bool quickKeyHeld, shared_ptr<Player> player);
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virtual void handleInventoryButtonClick(int containerId, int buttonId);
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virtual void handleCreativeModeItemAdd(shared_ptr<ItemInstance> clicked, int slot);
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virtual void handleCreativeModeItemDrop(shared_ptr<ItemInstance> clicked);
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virtual void releaseUsingItem(shared_ptr<Player> player);
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virtual bool hasExperience();
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virtual bool hasMissTime();
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virtual bool hasInfiniteItems();
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virtual bool hasFarPickRange();
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virtual bool isServerControlledInventory();
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// 4J Stu - Added so we can send packets for this in the network game
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virtual bool handleCraftItem(int recipe, shared_ptr<Player> player);
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virtual void handleDebugOptions(unsigned int uiVal, shared_ptr<Player> player);
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// 4J Stu - Added for tutorial checks
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virtual bool isInputAllowed(int mapping) { return true; }
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virtual bool isTutorial() { return false; }
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virtual Tutorial *getTutorial() { return NULL; }
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}; |