Files
MinecraftConsoles/Minecraft.Client/ServerPlayerGameMode.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
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.
2026-03-07 21:12:22 -06:00

396 lines
11 KiB
C++

#include "stdafx.h"
#include "ServerPlayerGameMode.h"
#include "ServerLevel.h"
#include "ServerPlayer.h"
#include "PlayerConnection.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
#include "..\Minecraft.World\net.minecraft.world.item.h"
#include "..\Minecraft.World\net.minecraft.network.packet.h"
#include "..\Minecraft.World\net.minecraft.world.level.h"
#include "..\Minecraft.World\net.minecraft.world.level.chunk.h"
#include "..\Minecraft.World\net.minecraft.world.level.dimension.h"
#include "MultiPlayerLevel.h"
#include "LevelRenderer.h"
ServerPlayerGameMode::ServerPlayerGameMode(Level *level)
{
// 4J - added initialisers
isDestroyingBlock = false;
destroyProgressStart = 0;
xDestroyBlock = yDestroyBlock = zDestroyBlock = 0;
gameTicks = 0;
hasDelayedDestroy = false;
delayedDestroyX = delayedDestroyY = delayedDestroyZ = 0;
delayedTickStart = 0;
lastSentState = -1;
gameModeForPlayer = GameType::NOT_SET;
this->level = level;
// 4J Added
m_gameRules = NULL;
}
ServerPlayerGameMode::~ServerPlayerGameMode()
{
if(m_gameRules!=NULL) delete m_gameRules;
}
void ServerPlayerGameMode::setGameModeForPlayer(GameType *gameModeForPlayer)
{
this->gameModeForPlayer = gameModeForPlayer;
gameModeForPlayer->updatePlayerAbilities(&(player->abilities));
player->onUpdateAbilities();
}
GameType *ServerPlayerGameMode::getGameModeForPlayer()
{
return gameModeForPlayer;
}
bool ServerPlayerGameMode::isSurvival()
{
return gameModeForPlayer->isSurvival();
}
bool ServerPlayerGameMode::isCreative()
{
return gameModeForPlayer->isCreative();
}
void ServerPlayerGameMode::updateGameMode(GameType *gameType)
{
if (gameModeForPlayer == GameType::NOT_SET)
{
gameModeForPlayer = gameType;
}
setGameModeForPlayer(gameModeForPlayer);
}
void ServerPlayerGameMode::tick()
{
gameTicks++;
if (hasDelayedDestroy)
{
int ticksSpentDestroying = gameTicks - delayedTickStart;
int t = level->getTile(delayedDestroyX, delayedDestroyY, delayedDestroyZ);
if (t == 0)
{
hasDelayedDestroy = false;
}
else
{
Tile *tile = Tile::tiles[t];
float destroyProgress = tile->getDestroyProgress(player, player->level, delayedDestroyX, delayedDestroyY, delayedDestroyZ) * (ticksSpentDestroying + 1);
int state = (int) (destroyProgress * 10);
if (state != lastSentState)
{
level->destroyTileProgress(player->entityId, delayedDestroyX, delayedDestroyY, delayedDestroyZ, state);
lastSentState = state;
}
if (destroyProgress >= 1)
{
hasDelayedDestroy = false;
destroyBlock(delayedDestroyX, delayedDestroyY, delayedDestroyZ);
}
}
}
else if (isDestroyingBlock)
{
int t = level->getTile(xDestroyBlock, yDestroyBlock, zDestroyBlock);
Tile *tile = Tile::tiles[t];
if (tile == NULL)
{
level->destroyTileProgress(player->entityId, xDestroyBlock, yDestroyBlock, zDestroyBlock, -1);
lastSentState = -1;
isDestroyingBlock = false;
}
else
{
int ticksSpentDestroying = gameTicks - destroyProgressStart;
float destroyProgress = tile->getDestroyProgress(player, player->level, xDestroyBlock, yDestroyBlock, zDestroyBlock) * (ticksSpentDestroying + 1);
int state = (int) (destroyProgress * 10);
if (state != lastSentState)
{
level->destroyTileProgress(player->entityId, xDestroyBlock, yDestroyBlock, zDestroyBlock, state);
lastSentState = state;
}
}
}
}
void ServerPlayerGameMode::startDestroyBlock(int x, int y, int z, int face)
{
if(!player->isAllowedToMine()) return;
if (gameModeForPlayer->isAdventureRestricted())
{
if (!player->mayDestroyBlockAt(x, y, z))
{
return;
}
}
if (isCreative())
{
if(!level->extinguishFire(nullptr, x, y, z, face))
{
destroyBlock(x, y, z);
}
return;
}
level->extinguishFire(player, x, y, z, face);
destroyProgressStart = gameTicks;
float progress = 1.0f;
int t = level->getTile(x, y, z);
if (t > 0)
{
Tile::tiles[t]->attack(level, x, y, z, player);
progress = Tile::tiles[t]->getDestroyProgress(player, player->level, x, y, z);
}
if (t > 0 && (progress >= 1 ) ) //|| (app.DebugSettingsOn() && (player->GetDebugOptions()&(1L<<eDebugSetting_InstantDestroy) ) )))
{
destroyBlock(x, y, z);
}
else
{
isDestroyingBlock = true;
xDestroyBlock = x;
yDestroyBlock = y;
zDestroyBlock = z;
int state = (int) (progress * 10);
level->destroyTileProgress(player->entityId, x, y, z, state);
lastSentState = state;
}
}
void ServerPlayerGameMode::stopDestroyBlock(int x, int y, int z)
{
if (x == xDestroyBlock && y == yDestroyBlock && z == zDestroyBlock)
{
// int ticksSpentDestroying = gameTicks - destroyProgressStart;
int t = level->getTile(x, y, z);
if (t != 0)
{
Tile *tile = Tile::tiles[t];
// MGH - removed checking for the destroy progress here, it has already been checked on the client before it sent the packet.
// fixes issues with this failing to destroy because of packets bunching up
// float destroyProgress = tile->getDestroyProgress(player, player->level, x, y, z) * (ticksSpentDestroying + 1);
// if (destroyProgress >= .7f || bIgnoreDestroyProgress)
{
isDestroyingBlock = false;
level->destroyTileProgress(player->entityId, x, y, z, -1);
destroyBlock(x, y, z);
}
// else if (!hasDelayedDestroy)
// {
// isDestroyingBlock = false;
// hasDelayedDestroy = true;
// delayedDestroyX = x;
// delayedDestroyY = y;
// delayedDestroyZ = z;
// delayedTickStart = destroyProgressStart;
// }
}
}
}
void ServerPlayerGameMode::abortDestroyBlock(int x, int y, int z)
{
isDestroyingBlock = false;
level->destroyTileProgress(player->entityId, xDestroyBlock, yDestroyBlock, zDestroyBlock, -1);
}
bool ServerPlayerGameMode::superDestroyBlock(int x, int y, int z)
{
Tile *oldTile = Tile::tiles[level->getTile(x, y, z)];
int data = level->getData(x, y, z);
if (oldTile != NULL)
{
oldTile->playerWillDestroy(level, x, y, z, data, player);
}
bool changed = level->removeTile(x, y, z);
if (oldTile != NULL && changed)
{
oldTile->destroy(level, x, y, z, data);
}
return changed;
}
bool ServerPlayerGameMode::destroyBlock(int x, int y, int z)
{
if (gameModeForPlayer->isAdventureRestricted())
{
if (!player->mayDestroyBlockAt(x, y, z))
{
return false;
}
}
if (gameModeForPlayer->isCreative())
{
if (player->getCarriedItem() != NULL && dynamic_cast<WeaponItem *>(player->getCarriedItem()->getItem()) != NULL)
{
return false;
}
}
int t = level->getTile(x, y, z);
int data = level->getData(x, y, z);
level->levelEvent(player, LevelEvent::PARTICLES_DESTROY_BLOCK, x, y, z, t + (level->getData(x, y, z) << Tile::TILE_NUM_SHIFT));
// 4J - In creative mode, the point where we need to tell the renderer that we are about to destroy a tile via destroyingTileAt is quite complicated.
// If the player being told is remote, then we always want the client to do it as it does the final update. If the player being told is local,
// then we need to update the renderer Here if we are sharing data between host & client as this is the final point where the original data is still intact.
// If the player being told is local, and we aren't sharing data between host & client, then we can just treat it as if it is a remote player and
// it can update the renderer.
bool clientToUpdateRenderer = false;
if( isCreative() )
{
clientToUpdateRenderer = true;
if( dynamic_pointer_cast<ServerPlayer>(player)->connection->isLocal() )
{
// Establish whether we are sharing this chunk between client & server
MultiPlayerLevel *clientLevel = Minecraft::GetInstance()->getLevel(level->dimension->id);
if( clientLevel )
{
LevelChunk *lc = clientLevel->getChunkAt( x, z );
#ifdef SHARING_ENABLED
if( lc->sharingTilesAndData )
{
// We are sharing - this is the last point we can tell the renderer
Minecraft::GetInstance()->levelRenderer->destroyedTileManager->destroyingTileAt( clientLevel, x, y, z );
// Don't need to ask the client to do this too
clientToUpdateRenderer = false;
}
#endif
}
}
}
bool changed = superDestroyBlock(x, y, z);
if (isCreative())
{
shared_ptr<TileUpdatePacket> tup = shared_ptr<TileUpdatePacket>( new TileUpdatePacket(x, y, z, level) );
// 4J - a bit of a hack here, but if we want to tell the client that it needs to inform the renderer of a block being destroyed, then send a block 255 instead of a 0. This is handled in ClientConnection::handleTileUpdate
if( tup->block == 0 )
{
if( clientToUpdateRenderer ) tup->block = 255;
}
player->connection->send( tup );
}
else
{
shared_ptr<ItemInstance> item = player->getSelectedItem();
bool canDestroy = player->canDestroy(Tile::tiles[t]);
if (item != NULL)
{
item->mineBlock(level, t, x, y, z, player);
if (item->count == 0)
{
player->removeSelectedItem();
}
}
if (changed && canDestroy)
{
Tile::tiles[t]->playerDestroy(level, player, x, y, z, data);
}
}
return changed;
}
bool ServerPlayerGameMode::useItem(shared_ptr<Player> player, Level *level, shared_ptr<ItemInstance> item, bool bTestUseOnly)
{
if(!player->isAllowedToUse(item)) return false;
int oldCount = item->count;
int oldAux = item->getAuxValue();
shared_ptr<ItemInstance> itemInstance = item->use(level, player);
if (itemInstance != item || (itemInstance != NULL && (itemInstance->count != oldCount || itemInstance->getUseDuration() > 0 || itemInstance->getAuxValue() != oldAux)))
{
player->inventory->items[player->inventory->selected] = itemInstance;
if (isCreative())
{
itemInstance->count = oldCount;
if (itemInstance->isDamageableItem()) itemInstance->setAuxValue(oldAux);
}
if (itemInstance->count == 0)
{
player->inventory->items[player->inventory->selected] = nullptr;
}
if (!player->isUsingItem())
{
dynamic_pointer_cast<ServerPlayer>(player)->refreshContainer(player->inventoryMenu);
}
return true;
}
return false;
}
bool ServerPlayerGameMode::useItemOn(shared_ptr<Player> player, Level *level, shared_ptr<ItemInstance> item, int x, int y, int z, int face, float clickX, float clickY, float clickZ, bool bTestUseOnOnly, bool *pbUsedItem)
{
// 4J-PB - Adding a test only version to allow tooltips to be displayed
int t = level->getTile(x, y, z);
if (!player->isSneaking() || player->getCarriedItem() == NULL)
{
if (t > 0 && player->isAllowedToUse(Tile::tiles[t]))
{
if(bTestUseOnOnly)
{
if (Tile::tiles[t]->TestUse()) return true;
}
else
{
if (Tile::tiles[t]->use(level, x, y, z, player, face, clickX, clickY, clickZ))
{
if(m_gameRules != NULL) m_gameRules->onUseTile(t,x,y,z);
return true;
}
}
}
}
if (item == NULL || !player->isAllowedToUse(item)) return false;
if (isCreative())
{
int aux = item->getAuxValue();
int count = item->count;
bool success = item->useOn(player, level, x, y, z, face, clickX, clickY, clickZ);
item->setAuxValue(aux);
item->count = count;
return success;
}
else
{
return item->useOn(player, level, x, y, z, face, clickX, clickY, clickZ, bTestUseOnOnly);
}
}
void ServerPlayerGameMode::setLevel(ServerLevel *newLevel)
{
level = newLevel;
}
// 4J Added
void ServerPlayerGameMode::setGameRules(GameRulesInstance *rules)
{
if(m_gameRules != NULL) delete m_gameRules;
m_gameRules = rules;
}