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