Files
MinecraftConsoles/Minecraft.Client/Minecraft.cpp
MrTheShy ce24910f30 Overhaul Keyboard/Mouse Support (#612)
* Sync keyboard text buffer from Flash before processing physical input

The native keyboard scene maintained a separate C++ buffer
(m_win64TextBuffer) for physical keyboard input, which was pushed
to the Flash text field via setLabel(). However, when the user typed
with the on-screen controller buttons, Flash updated its text field
directly through ActionScript without updating the C++ buffer.

This caused a desync: switching back to the physical keyboard would
overwrite any text entered via controller, since m_win64TextBuffer
still held the old value before the controller edits.

Fix: read the current Flash text field into m_win64TextBuffer at the
start of each tick(), before consuming new physical keyboard chars.
This ensures both input methods always operate on the same state.

* Use last active input device to decide keyboard mode instead of connection state

The keyboard UI mode (on-screen virtual keyboard vs direct text input)
was determined by Win64_IsControllerConnected(), which checks if any
XInput controller is physically plugged in. This meant that even if
the player was actively using mouse and keyboard, the virtual keyboard
would still appear as long as a controller was connected.

Replace the connection check with g_KBMInput.IsKBMActive(), which
tracks the actual last-used input device based on per-frame input
detection. Now the keyboard mode is determined by what the player is
currently using, not what hardware happens to be plugged in.

Affected scenes: CreateWorldMenu (world naming) and LoadOrJoinMenu
(world renaming).

* Fix TextInput caret behavior and add proper cursor editing for KBM direct edit

The direct text editing mode introduced for KBM users had several
issues with the TextInput control's caret (blinking cursor) and text
manipulation:

1. Caret visible when not editing:
   When navigating to the world name field with keyboard/mouse, Flash's
   Iggy focus system would show the blinking caret even though the field
   wasn't active for editing yet (Enter not pressed). This was misleading
   since typing had no effect in that state.

   Fix: access the FJ_TextInput's internal m_mcCaret MovieClip and
   force its visibility based on editing state. This is enforced every
   tick because setLabel() and Flash focus transitions continuously
   reset the caret state.

2. No cursor movement during editing:
   The direct edit implementation treated the text as a simple buffer
   with push_back/pop_back — there was no concept of cursor position.
   Backspace only deleted from the end, and arrow keys did nothing.

   Fix: track cursor position (m_iCursorPos) in C++ and use wstring
   insert/erase at that position. Arrow keys (Left/Right), Home, End,
   and Delete now work as expected. The visual caret position is synced
   to Flash via the FJ_TextInput's SetCaretIndex method.

3. setLabel() resetting caret position:
   Every call to setLabel() (when text changes) caused Flash to reset
   the caret to the end of the string, making the cursor jump visually
   even though the C++ position was correct.

   Fix: enforce caret position via setCaretIndex every tick during
   editing, so any Flash-side resets are immediately corrected.

New UIControl_TextInput API:
- setCaretVisible(bool): toggles m_mcCaret.visible in Flash
- setCaretIndex(int): calls FJ_TextInput.SetCaretIndex in Flash

* Fix keyboard/arrow navigation not working when no UI element is focused

On Windows64 with KBM, moving the mouse over empty space (outside any
button) would clear the Iggy focus entirely. After that, pressing arrow
keys did nothing because Flash had no starting element to navigate from.

Two changes here:

- Don't set focus to IGGY_FOCUS_NULL when the mouse hovers over empty
  space. The previous hover target stays focused, so switching back to
  arrows keeps working seamlessly.

- When a navigation key is pressed and nothing is focused at all (e.g.
  mouse was already on empty space when the menu opened), grab the first
  focusable element instead of silently dropping the input. The keypress
  is consumed to avoid jumping two elements at once.

This makes mixed mouse+keyboard navigation feel a lot more natural.
You can point at a button, then continue with arrows, or just start
pressing arrows right away without having to hover first.

* Overhaul mouse support and generalize direct text editing to all UI scenes

This is a large rework of the Windows64 KBM (keyboard+mouse) input layer.
It touches the mouse hover system, the mouse click dispatch, and the direct
text editing infrastructure, then applies all of it to every scene that has
text input fields or non-standard clickable elements.

MOUSE HOVER REWRITE (UIController.cpp tickInput)

The old hover code had two structural problems:

(a) Scene lookup was group-first: it iterated UI groups and checked all
layers within each group. The Tooltips layer on eUIGroup_Fullscreen (which
holds non-interactive overlays like button hints) would be found before
in-game menus on eUIGroup_Player1. The tooltip scene focusable objects
captured mouse input and prevented hover from reaching the actual menu.

Fixed by switching to layer-first lookup across all groups, and skipping
eUILayer_Tooltips entirely since those are never interactive.

(b) On tabbed menus (LaunchMoreOptionsMenu Game vs World tabs), all
controls from all tabs are registered in Flash at the same time. There was
no filtering, so controls from inactive tabs had phantom hitboxes that
overlapped the active tab controls, making certain buttons unhoverable.

Fixed by introducing parent panel tracking: each UIControl now has a
m_pParentPanel pointer, set automatically by the UI_MAP_ELEMENT macro
during mapElementsAndNames(). The hover code checks the control parent
panel against the scene GetMainPanel() and skips mismatches. This is the
same technique the Vita touch code used, but applied to mouse hover.

The coordinate conversion was also simplified. The old code had two separate
scaling paths (window dimensions for hover, display dimensions for sliders).
Now there is one conversion from window pixel coords to SWF coords using
the scene own render dimensions.

REUSING VITA TOUCH APIs FOR MOUSE (ButtonList, UIScene)

Several APIs originally gated behind __PSVITA__ are now enabled for Win64:

- UIControl_ButtonList::SetTouchFocus(x,y) and CanTouchTrigger(x,y): the
  Flash-side ActionScript methods were already registered on all platforms
  in setupControl(), only the C++ wrappers were ifdef-gated. Opening the
  ifdefs to include _WINDOWS64 lets the mouse hover code delegate to Flash
  for list item highlighting, which handles internal scrolling and item
  layout that would be impractical to replicate in C++.

- UIScene::SetFocusToElement(id): programmatic focus-by-control-ID, used as
  a fallback when Iggy focusable objects do not match the C++ hit test.

- UIScene_LaunchMoreOptionsMenu::GetMainPanel(): returns the active tab
  panel control, needed by the hover code to filter inactive tab controls.

MOUSE CLICK DISPATCH (UIScene.cpp handleMouseClick)

Left-clicking previously relied entirely on Iggy ACTION_MENU_OK dispatch,
which routes to whatever Flash considers focused. This broke for custom-
drawn elements that are not Flash buttons (crafting recipe slots), and for
scenes where Iggy focus did not match what the user visually clicked.

Added a virtual handleMouseClick(x, y) on UIScene with a default
implementation that hit-tests C++ controls. When multiple controls report
overlapping bounds (common in debug scenes where TextInputs report full
Flash-width), it picks the one whose left edge X is closest to the click.
Returns true to consume the click and suppress the normal ACTION_MENU_A
dispatch via a m_mouseClickConsumedByScene flag on UIController.

The default implementation handles buttons, text inputs, and checkboxes
(toggling state and calling handleCheckboxToggled directly).

CRAFTING MENU MOUSE CLICK (UIScene_CraftingMenu.cpp)

The crafting menu recipe slots (H slots) are rendered through Iggy custom
draw callback, not as Flash buttons. They have no focusable objects, so
mouse clicking did nothing.

The solution caches SWF-space positions during rendering: inside customDraw,
when H slot 0 and H slot 1 are drawn, the code extracts SWF coordinates
from the D3D11 transform matrix via gdraw_D3D11_CalculateCustomDraw_4J.
The X difference between slot 0 and slot 1 gives the uniform slot spacing.

handleMouseClick then uses these cached bounds to determine which recipe
slot was clicked, resets the vertical slot indices (same pattern as the
constructor), updates the highlight and vertical slots display, and re-shows
the old slot icon. This mirrors the existing controller LEFT/RIGHT
navigation in the base class handleKeyDown.

DIRECT EDIT REFACTORING (UIControl_TextInput)

The direct text editing feature (type directly into text fields instead of
opening the virtual keyboard) was originally implemented inline in
CreateWorldMenu with all the state, character consumption, cursor tracking,
caret visibility, and cooldown logic hardcoded in one scene.

Moved everything into UIControl_TextInput:
- beginDirectEdit(charLimit): captures current label, inits cursor at end
- tickDirectEdit(): consumes chars, handles Backspace/Enter/Escape, arrow
  keys (Left/Right/Home/End/Delete), enforces caret visibility every tick
  (because setLabel and Flash focus transitions continuously reset it),
  returns Confirmed/Cancelled/Continue
- cancelDirectEdit() / confirmDirectEdit(): programmatic control
- isDirectEditing() / getDirectEditCooldown() / getEditBuffer(): state query

For SWFs that lack the m_mcCaret MovieClip child (like AnvilMenu), the
existence check validates by reading a property from the resolved path,
since IggyValuePathMakeNameRef always succeeds even for undefined refs.
When no caret exists, the control inserts a _ character at the cursor
position as a visual fallback.

The caret check result is cached in m_bHasCaret/m_bCaretChecked to avoid
repeated Iggy calls that could corrupt internal state.

SCENES UPDATED WITH DIRECT EDIT + VIRTUAL KEYBOARD

Every scene with text input now supports both input modes: direct editing
when KBM is active, virtual keyboard (via NavigateToScene eUIScene_Keyboard)
when using a controller. The mode is chosen at press time based on
g_KBMInput.IsKBMActive().

- CreateWorldMenu: refactored to use the new UIControl_TextInput API,
  removing ~80 lines of inline editing code.

- AnvilMenu: item renaming now supports direct edit. The keyboard callback
  uses Win64_GetKeyboardText instead of InputManager.GetText (which reads
  from a different buffer on Win64). The virtual keyboard is opened with
  eUILayer_Fullscreen + eUIGroup_Fullscreen so it does not hide the anvil
  container menu underneath. Added null guards on getMovie() in setCostLabel
  and showCross since the AnvilMenu SWF may not fully load on Win64.

- SignEntryMenu: all 4 sign lines support direct edit. Clicking a different
  line while editing confirms the current one. Each line cooldown timer
  is checked independently to prevent Enter from re-opening the edit.

- LaunchMoreOptionsMenu: seed field direct edit with proper input blocking.

- DebugCreateSchematic: all 7 text inputs (name + start/end XYZ coords).
  handleMouseClick is overridden to always consume clicks during edit to
  prevent Iggy re-entry on empty space.

- DebugSetCamera: all 5 inputs (camera XYZ + Y rotation + elevation).
  Clicking a different field while editing confirms the current value and
  opens the new one. Float display formatting changed from %f to %.2f.

All keyboard completion callbacks on Win64 now use Win64_GetKeyboardText
(two params: buffer + size) instead of InputManager.GetText, which reads
from the correct g_Win64KeyboardResult global when using the in-game
keyboard scene.

SCROLL WHEEL

Mouse wheel events (ACTION_MENU_OTHER_STICK_UP/DOWN) are now centrally
remapped to ACTION_MENU_UP/DOWN in UIController::handleKeyPress when KBM
is active. Previously each scene would need to handle OTHER_STICK actions
separately, and most did not, so scroll wheel only worked in a few places.

* Add mouse click support to CraftingMenu (tab switching, slot selection, craft)

The crafting screen's horizontal recipe slots and category tabs are custom-drawn
via Iggy callbacks rather than regular Flash buttons, so the standard mouse hover
system can't interact with them. This adds handleMouseClick to derive clickable
regions from the H slot positions cached during customDraw.

Tab clicking: tab hitboxes are computed relative to the H slot row since the
Vita TouchPanel overlays (full-screen invisible rectangles) aren't suitable
for direct hit-testing on Win64. The Y bounds were tuned empirically to match
the SWF tab icon positions. Clicking a tab runs the same switch logic as
LB/RB: hide old highlight, update group index, reset slot indices,
recalculate recipes, and refresh the display.

H slot clicking: clicking a different recipe slot selects it (updating V slots,
highlight, and re-showing the previous slot). Clicking the already-selected
slot crafts the item by dispatching ACTION_MENU_A through handleKeyDown,
reusing the existing crafting path. Empty slots (iCount == 0) are ignored.

All mouse clicks on the scene are consumed (return true) to prevent misses
from falling through as ACTION_MENU_A and accidentally triggering a craft.
This only suppresses mouse-originated A presses via m_mouseClickConsumedByScene;
keyboard and controller A remain fully functional.

Also enables GetMainPanel for Win64 (was Vita-only) so the mouse hover system
can filter controls by active panel, same as other tabbed menus.

* Fix mouse hover selecting wrong buttons from the third onward

The hover code was doing a redundant second hit-test against Iggy
focusable object bounds after the C++ control bounds had already
identified the correct control. Iggy focusable bounds are wider than
the actual visible buttons and overlap vertically, so the "pick
largest x0" heuristic would match focusables belonging to earlier
buttons when hovering the right side of buttons 3+.

Replaced the IggyPlayerGetFocusableObjects path with a direct
SetFocusToElement call using the already-correct hitControlId from
the C++ hit-test, same approach the click path uses in
handleMouseClick. Also switched the overlap tiebreaker from "largest
x0" to smallest area, consistent with how clicks resolve overlapping
controls. TextInput is excluded from hover focus to avoid showing
the caret on mere mouse-over (its Iggy focus is set on click).

* Use smallest-area tiebreaker for mouse click hit-testing too

Same overlap fix applied to handleMouseClick: when multiple controls
contain the click point, prefer the one with the smallest bounding
area instead of the one with the largest left-edge X. This is more
robust for any layout (vertical menus, grids, overlapping panels)
and matches the hover path logic.

Those changes were initially made in order to fix the teleport ui for the mouse but broke every other well working ui.

* Fix mouse cursor staying trapped in window on alt-tab

When the inventory or other UI with a hidden cursor was open,
alt-tabbing out would leave the cursor locked to the game window.
SetWindowFocused(false) from WM_KILLFOCUS correctly released the
clip and showed the cursor, but Tick() was unconditionally calling
SetCursorPos every frame to re-center it, overriding the release.

Added m_windowFocused to the Tick() condition so cursor manipulation
only happens while the window actually has focus.

* Map mouse right click to ACTION_MENU_X for inventory half-stack

Right clicking an item stack in Java Edition picks up half of it.
Console Edition already handles this via ACTION_MENU_X (the X button
on controller), which sets buttonNum=1 in handleKeyDown. This maps
mouse right click to that same action so KBM players get the same
behavior across all container menus (inventory, chests, furnaces,
hoppers, etc).

* Fix mouse hover hitting removed controls (ghost hitboxes)

When removeControl() removes a Flash element (e.g. the Reinstall
button in Help & Options, or the Debug button when disabled), the
C++ control object stays in the m_controls vector. On Vita this was
handled by calling setHidden(true) and checking getHidden() in the
touch hit-test, but on Windows64 none of that was happening.

The result: removed buttons kept phantom bounds that the hover code
would match against, stealing focus from the buttons that shifted
into their visual position. In the Help & Options menu with debug
enabled, the removed Reinstall button (Button6) had ghost bounds
overlapping where the Debug button (Button7) moved to after the
removal, making Debug un-hoverable and snapping focus to Button1.

The fix has three parts:

- removeControl() now calls setHidden(true) on all platforms, not
  just Vita. The m_bHidden member was already declared on all
  platforms, only the accessors were ifdef'd behind __PSVITA__.

- Removed the __PSVITA__ ifdef from setHidden/getHidden in
  UIControl.h so they're available everywhere.

- Added getHidden() checks in both the hover and click hit-test
  loops, matching what the Vita touch code already does. The check
  is a simple bool read (no Flash/Iggy call), placed before the
  getVisible() query which hits Flash and can return stale values
  for removed elements.

* Add right-click to open save options in world selection menu

On controller, RB (ACTION_MENU_RIGHT_SCROLL) opens the save options
dialog (rename/delete) when a save is selected. Mouse right-click
maps to ACTION_MENU_X, which had no Windows64 handler in this scene.

Added save options handling under ACTION_MENU_X for _WINDOWS64 so
right-clicking a save opens the same dialog. Also handles the mashup
world hide action for right-click consistency. Console-only options
(copy save, save transfer) are excluded since they don't apply here.

* Fix Escape key not opening pause menu during tutorial hints

The KBM pause check had a IsTutorialVisible guard that blocked
Escape entirely while any tutorial popup was on screen. The
controller path never had this restriction. Removed the check
so Escape behaves the same as Start on controller.

* Fix crash in WriteHeader when save buffer is too small for header table

When a player enters a new region, RegionFile's constructor calls
createFile which adds a FileEntry with length 0 to the file table.
This increases the header table size (appended at the end of the save
buffer) by sizeof(FileEntrySaveData) per entry, but since no actual
data is written to the file, MoveDataBeyond is never called and the
committed virtual memory pages are never grown to match.

On the next autosave tick, saveLevelData writes level.dat first
(before chunkSource->save which would have grown the buffer). If
level.dat doesn't need to grow, finalizeWrite calls WriteHeader which
tries to memcpy the now-larger header table past the end of committed
memory, causing an access violation.

This is especially likely in splitscreen where two players exploring
at the same time can create multiple new RegionFile entries within a
single tick, quickly exhausting the page-alignment slack in the buffer
(yes i am working at splitscreen in the meanwhile :) )

The fix was deduced by tracing the crash callstack through the save
system: FileHeader, ConsoleSaveFileOriginal, the stream chain, and
the RegionFile/RegionFileCache layer. The root cause turned out to be
a gap between createFile (which grows the header table) and
MoveDataBeyond (the only place that grows the buffer), with
finalizeWrite sitting right in between unprotected.

The buffer growth check added here mirrors the exact same VirtualAlloc
pattern already used in MoveDataBeyond (line 484-497) and in the
constructor's decompression path (line 176-190), so it integrates
naturally with the existing code. Same types, same page rounding,
same error handling. The fast path (no new entries, buffer already big
enough) is a single DWORD comparison that doesn't get taken, so there
is zero overhead in the common case.

This is the right place for the fix because finalizeWrite is the sole
caller of WriteHeader, meaning every code path that writes the header
(closeHandle, PrepareForWrite, deleteFile, Flush) is now protected by
a single check point.

* Fix TextInput bugs and refactor direct edit handling into UIScene base class

The fake cursor character (_) used for SWFs without m_mcCaret was leaking
into saved sign and anvil text. This happened because setLabel() with
instant=false only updates the C++-side cache, deferring the Flash write
to the next control tick. Any getLabel() call before that tick reads the
old Flash value still containing the underscore. Fixed by passing
instant=true in confirmDirectEdit, cancelDirectEdit, and the Enter key
path inside tickDirectEdit, so the cleaned text hits Flash immediately.

Mouse hover over TextInput controls (world name, anvil name, seed field)
was not showing the yellow highlight border. The hover code used
IggyPlayerSetFocusRS which sets Iggy's internal dispatch focus but does
not trigger Flash's ChangeState callback, so no visual feedback appeared.
Buttons worked fine because Iggy draws its own focus ring on them, but
TextInput relies entirely on ChangeState(0) for the yellow border.
Switched to SetFocusToElement which goes through the Flash-side SetFocus
path, then immediately call setCaretVisible(false) to suppress the
blinking caret that comes with focus. No visual flicker since rendering
happens after both tickInput and scene tick complete.

While direct editing, mouse hover was able to move focus away to other
TextInputs on the same scene (most noticeably on the sign editor, where
hovering a different line would steal focus from the line being typed).
Added an isDirectEditBlocking() check in the hover path to skip focus
changes when any input on the scene is actively being edited.

The Done button in SignEntryMenu was unresponsive to mouse clicks during
direct editing. The root cause is execution order: handleMouseClick runs
before handleInput in the frame. The base handleMouseClick found the Done
button and called handlePress, but handlePress bailed out because of the
isDirectEditing guard. The click was marked consumed, so handleInput
never saw it. Fixed by overriding handleMouseClick in SignEntryMenu to
detect the Done button hit while editing and confirm + close directly.

Added click-outside-to-deselect for anvil and world name text inputs.
Both scenes previously required Enter to confirm the edit, which felt
wrong. Now clicking anywhere outside the text field bounds confirms the
current text, matching standard UI behavior.

The anvil menu now updates the item name in real time while typing, like
Java edition. Previously the name was only applied on Enter, so the
repair cost display was stale until confirmation.

The biggest change is structural: every scene that used direct editing
(AnvilMenu, CreateWorldMenu, SignEntryMenu, LaunchMoreOptionsMenu,
DebugCreateSchematic, DebugSetCamera) had its own copy of the same
boilerplate -- tickDirectEdit loops in tick(), click-outside hit testing
in handleMouseClick(), cooldown guard checks in handleInput/handlePress,
and result dispatch with switch/if chains. This was around 200 lines of
near-identical code scattered across 6 files, each with its own slight
variations and its own bugs waiting to happen.

Pulled all of it into UIScene with two virtual methods: getDirectEditInputs()
where scenes register their text inputs, and onDirectEditFinished() where
they handle confirmed/cancelled results. The base class tick() drives
tickDirectEdit on all registered inputs, handleMouseClick() does the
click-outside-to-deselect hit test generically using panel offsets, and
isDirectEditBlocking() replaces all the inline cooldown checks. Scenes
now just override those two methods and get everything for free.

Also removed the m_activeDirectEditControl enum tracking from the debug
scenes (DebugCreateSchematic, DebugSetCamera) since the base class
handles lifecycle tracking through the controls themselves.

* Remap scroll wheel to LEFT/RIGHT for horizontal controls

The scroll wheel was always remapped to UP/DOWN, which is fine for
vertical lists but useless on horizontal controls like sliders and
the texture pack selector.

Track whether the mouse is hovering a horizontal control during the
hover hit-test (new bool m_bMouseHoverHorizontalList, set for
eTexturePackList and eSlider). When the flag is set, handleKeyPress
emits LEFT/RIGHT instead of UP/DOWN for wheel events.

TexturePackList is also now part of the mouse hover system with
proper hit-testing, relative-coord SetTouchFocus and GetRealHeight
for accurate bounds.

* Guard setCaretVisible and setCaretIndex against null movie

tickDirectEdit calls into Iggy every tick without checking if the
movie is still valid, which crashes inside iggy_w64.dll when the
Flash movie gets unloaded or isn't ready yet.

* Fix creative inventory scroll for both mouse wheel and controller

The mouse scroll wheel was not working in the creative inventory at
all. UIController remaps wheel input from OTHER_STICK to UP/DOWN for
KBM users, but the base container menu handler consumed UP/DOWN for
grid navigation before it could reach the creative menu's page
scrolling logic in handleAdditionalKeyPress. Fixed by detecting
scroll wheel input on UP/DOWN in the base handler and forwarding it
as OTHER_STICK to handleAdditionalKeyPress instead.

Also fixed the controller right stick scrolling way too fast: it was
jumping TabSpec::rows (5) rows per tick at 100ms repeat rate, which
blew through the entire item list almost instantly. Reduced to 1 row
per tick so scrolling feels controlled on both input methods.
2026-03-06 12:38:12 -06:00

5202 lines
151 KiB
C++

#include "stdafx.h"
#include "Minecraft.h"
#include "GameMode.h"
#include "Timer.h"
#include "ProgressRenderer.h"
#include "LevelRenderer.h"
#include "ParticleEngine.h"
#include "MultiPlayerLocalPlayer.h"
#include "User.h"
#include "Textures.h"
#include "GameRenderer.h"
#include "HumanoidModel.h"
#include "Options.h"
#include "TexturePackRepository.h"
#include "StatsCounter.h"
#include "EntityRenderDispatcher.h"
#include "TileEntityRenderDispatcher.h"
#include "SurvivalMode.h"
#include "Chunk.h"
#include "CreativeMode.h"
#include "DemoLevel.h"
#include "MultiPlayerLevel.h"
#include "MultiPlayerLocalPlayer.h"
#include "DemoUser.h"
#include "GuiParticles.h"
#include "Screen.h"
#include "DeathScreen.h"
#include "ErrorScreen.h"
#include "TitleScreen.h"
#include "InventoryScreen.h"
#include "InBedChatScreen.h"
#include "AchievementPopup.h"
#include "Input.h"
#include "FrustumCuller.h"
#include "Camera.h"
#include "..\Minecraft.World\MobEffect.h"
#include "..\Minecraft.World\Difficulty.h"
#include "..\Minecraft.World\net.minecraft.world.level.h"
#include "..\Minecraft.World\net.minecraft.world.entity.h"
#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
#include "..\Minecraft.World\net.minecraft.world.entity.item.h"
#include "..\Minecraft.World\net.minecraft.world.phys.h"
#include "..\Minecraft.World\File.h"
#include "..\Minecraft.World\net.minecraft.world.level.storage.h"
#include "..\Minecraft.World\net.minecraft.h"
#include "..\Minecraft.World\net.minecraft.stats.h"
#include "..\Minecraft.World\System.h"
#include "..\Minecraft.World\ByteBuffer.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\Minecraft.World\net.minecraft.world.level.chunk.h"
#include "..\Minecraft.World\net.minecraft.world.level.dimension.h"
#include "..\Minecraft.World\net.minecraft.world.item.h"
#include "..\Minecraft.World\Minecraft.World.h"
#include "Windows64\Windows64_Xuid.h"
#include "ClientConnection.h"
#include "..\Minecraft.World\HellRandomLevelSource.h"
#include "..\Minecraft.World\net.minecraft.world.entity.animal.h"
#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
#include "..\Minecraft.World\StrongholdFeature.h"
#include "..\Minecraft.World\IntCache.h"
#include "..\Minecraft.World\Villager.h"
#include "..\Minecraft.World\SparseLightStorage.h"
#include "..\Minecraft.World\SparseDataStorage.h"
#include "..\Minecraft.World\ChestTileEntity.h"
#include "TextureManager.h"
#ifdef _XBOX
#include "Xbox\Network\NetworkPlayerXbox.h"
#endif
#include "Common\UI\IUIScene_CreativeMenu.h"
#include "Common\UI\UIFontData.h"
#include "DLCTexturePack.h"
#ifdef __ORBIS__
#include "Orbis\Network\PsPlusUpsellWrapper_Orbis.h"
#endif
// #define DISABLE_SPU_CODE
// 4J Turning this on will change the graph at the bottom of the debug overlay to show the number of packets of each type added per fram
//#define DEBUG_RENDER_SHOWS_PACKETS 1
//#define SPLITSCREEN_TEST
// If not disabled, this creates an event queue on a seperate thread so that the Level::tick calls can be offloaded
// from the main thread, and have longer to run, since it's called at 20Hz instead of 60
#define DISABLE_LEVELTICK_THREAD
Minecraft *Minecraft::m_instance = NULL;
__int64 Minecraft::frameTimes[512];
__int64 Minecraft::tickTimes[512];
int Minecraft::frameTimePos = 0;
__int64 Minecraft::warezTime = 0;
File Minecraft::workDir = File(L"");
#ifdef __PSVITA__
TOUCHSCREENRECT QuickSelectRect[3]=
{
{ 560, 890, 1360, 980 },
{ 450, 840, 1449, 960 },
{ 320, 840, 1600, 970 },
};
int QuickSelectBoxWidth[3]=
{
89,
111,
142
};
// 4J - TomK ToDo: these really shouldn't be magic numbers, it should read the hud position from flash.
int iToolTipOffset = 85;
#endif
ResourceLocation Minecraft::DEFAULT_FONT_LOCATION = ResourceLocation(TN_DEFAULT_FONT);
ResourceLocation Minecraft::ALT_FONT_LOCATION = ResourceLocation(TN_ALT_FONT);
Minecraft::Minecraft(Component *mouseComponent, Canvas *parent, MinecraftApplet *minecraftApplet, int width, int height, bool fullscreen)
{
// 4J - added this block of initialisers
gameMode = NULL;
hasCrashed = false;
timer = new Timer(SharedConstants::TICKS_PER_SECOND);
oldLevel = NULL; //4J Stu added
level = NULL;
levels = MultiPlayerLevelArray(3); // 4J Added
levelRenderer = NULL;
player = nullptr;
cameraTargetPlayer = nullptr;
particleEngine = NULL;
user = NULL;
parent = NULL;
pause = false;
textures = NULL;
font = NULL;
screen = NULL;
localPlayerIdx = 0;
rightClickDelay = 0;
// 4J Stu Added
InitializeCriticalSection( &ProgressRenderer::s_progress );
InitializeCriticalSection(&m_setLevelCS);
//m_hPlayerRespawned = CreateEvent(NULL, FALSE, FALSE, NULL);
progressRenderer = NULL;
gameRenderer = NULL;
bgLoader = NULL;
ticks = 0;
// 4J-PB - moved into the local player
//missTime = 0;
//lastClickTick = 0;
//isRaining = false;
// 4J-PB - end
orgWidth = orgHeight = 0;
achievementPopup = new AchievementPopup(this);
gui = NULL;
noRender = false;
humanoidModel = new HumanoidModel(0);
hitResult = 0;
options = NULL;
soundEngine = new SoundEngine();
mouseHandler = NULL;
skins = NULL;
workingDirectory = File(L"");
levelSource = NULL;
stats[0] = NULL;
stats[1] = NULL;
stats[2] = NULL;
stats[3] = NULL;
connectToPort = 0;
workDir = File(L"");
// 4J removed
//wasDown = false;
lastTimer = -1;
// 4J removed
//lastTickTime = System::currentTimeMillis();
recheckPlayerIn = 0;
running = true;
unoccupiedQuadrant = -1;
Stats::init();
orgHeight = height;
this->fullscreen = fullscreen;
this->minecraftApplet = NULL;
this->parent = parent;
// 4J - Our actual physical frame buffer is always 1280x720 ie in a 16:9 ratio. If we want to do a 4:3 mode, we are telling the original minecraft code
// that the width is 3/4 what it actually is, to correctly present a 4:3 image. Have added width_phys and height_phys for any code we add that requires
// to know the real physical dimensions of the frame buffer.
if( RenderManager.IsWidescreen() )
{
this->width = width;
}
else
{
this->width = (width * 3 ) / 4;
}
this->height = height;
this->width_phys = width;
this->height_phys = height;
this->fullscreen = fullscreen;
appletMode = false;
Minecraft::m_instance = this;
TextureManager::createInstance();
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
m_pendingLocalConnections[i] = NULL;
m_connectionFailed[i] = false;
localgameModes[i]=NULL;
}
animateTickLevel = NULL; // 4J added
m_inFullTutorialBits = 0; // 4J Added
reloadTextures = false;
// initialise the audio before any textures are loaded - to avoid the problem in win64 of the Miles audio causing the codec for textures to be unloaded
// 4J-PB - Removed it from here on Orbis due to it causing a crash with the network init.
// We should work out why...
#ifndef __ORBIS__
this->soundEngine->init(NULL);
#endif
#ifndef DISABLE_LEVELTICK_THREAD
levelTickEventQueue = new C4JThread::EventQueue(levelTickUpdateFunc, levelTickThreadInitFunc, "LevelTick_EventQueuePoll");
levelTickEventQueue->setProcessor(3);
levelTickEventQueue->setPriority(THREAD_PRIORITY_NORMAL);
#endif // DISABLE_LEVELTICK_THREAD
}
void Minecraft::clearConnectionFailed()
{
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
m_connectionFailed[i] = false;
m_connectionFailedReason[i] = DisconnectPacket::eDisconnect_None;
}
app.SetDisconnectReason(DisconnectPacket::eDisconnect_None);
}
void Minecraft::connectTo(const wstring& server, int port)
{
connectToIp = server;
connectToPort = port;
}
void Minecraft::init()
{
#if 0 // 4J - removed
if (parent != null)
{
Graphics g = parent.getGraphics();
if (g != null) {
g.setColor(Color.BLACK);
g.fillRect(0, 0, width, height);
g.dispose();
}
Display.setParent(parent);
} else {
if (fullscreen) {
Display.setFullscreen(true);
width = Display.getDisplayMode().getWidth();
height = Display.getDisplayMode().getHeight();
if (width <= 0) width = 1;
if (height <= 0) height = 1;
} else {
Display.setDisplayMode(new DisplayMode(width, height));
}
}
Display.setTitle("Minecraft " + VERSION_STRING);
try {
Display.create();
/*
* System.out.println("LWJGL version: " + Sys.getVersion());
* System.out.println("GL RENDERER: " +
* GL11.glGetString(GL11.GL_RENDERER));
* System.out.println("GL VENDOR: " +
* GL11.glGetString(GL11.GL_VENDOR));
* System.out.println("GL VERSION: " +
* GL11.glGetString(GL11.GL_VERSION)); ContextCapabilities caps =
* GLContext.getCapabilities(); System.out.println("OpenGL 3.0: " +
* caps.OpenGL30); System.out.println("OpenGL 3.1: " +
* caps.OpenGL31); System.out.println("OpenGL 3.2: " +
* caps.OpenGL32); System.out.println("ARB_compatibility: " +
* caps.GL_ARB_compatibility); if (caps.OpenGL32) { IntBuffer buffer
* = ByteBuffer.allocateDirect(16 *
* 4).order(ByteOrder.nativeOrder()).asIntBuffer();
* GL11.glGetInteger(GL32.GL_CONTEXT_PROFILE_MASK, buffer); int
* profileMask = buffer.get(0); System.out.println("PROFILE MASK: "
* + Integer.toBinaryString(profileMask));
* System.out.println("CORE PROFILE: " + ((profileMask &
* GL32.GL_CONTEXT_CORE_PROFILE_BIT) != 0));
* System.out.println("COMPATIBILITY PROFILE: " + ((profileMask &
* GL32.GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0)); }
*/
} catch (LWJGLException e) {
// This COULD be because of a bug! A delay followed by a new attempt
// is supposed getWorkingDirectoryto fix it.
e.printStackTrace();
try {
Thread.sleep(1000);
} catch (InterruptedException e1) {
}
Display.create();
}
if (Minecraft.FLYBY_MODE) {
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
}
#endif
// glClearColor(0.2f, 0.2f, 0.2f, 1);
workingDirectory = File(L"");//getWorkingDirectory();
levelSource = new McRegionLevelStorageSource(File(workingDirectory, L"saves"));
// levelSource = new MemoryLevelStorageSource();
options = new Options(this, workingDirectory);
skins = new TexturePackRepository(workingDirectory, this);
skins->addDebugPacks();
textures = new Textures(skins, options);
//renderLoadingScreen();
font = new Font(options, L"font/Default.png", textures, false, &DEFAULT_FONT_LOCATION, 23, 20, 8, 8, SFontData::Codepoints);
altFont = new Font(options, L"font/alternate.png", textures, false, &ALT_FONT_LOCATION, 16, 16, 8, 8);
//if (options.languageCode != null) {
// Language.getInstance().loadLanguage(options.languageCode);
// // font.setEnforceUnicodeSheet("true".equalsIgnoreCase(I18n.get("language.enforceUnicode")));
// font.setEnforceUnicodeSheet(Language.getInstance().isSelectedLanguageIsUnicode());
// font.setBidirectional(Language.isBidirectional(options.languageCode));
//}
// 4J Stu - Not using these any more
//WaterColor::init(textures->loadTexturePixels(L"misc/watercolor.png"));
//GrassColor::init(textures->loadTexturePixels(L"misc/grasscolor.png"));
//FoliageColor::init(textures->loadTexturePixels(L"misc/foliagecolor.png"));
gameRenderer = new GameRenderer(this);
EntityRenderDispatcher::instance->itemInHandRenderer = new ItemInHandRenderer(this,false);
for( int i=0 ; i<4 ; ++i )
stats[i] = new StatsCounter();
/* 4J - TODO, 4J-JEV: Unnecessary.
Achievements::openInventory->setDescFormatter(NULL);
Achievements.openInventory.setDescFormatter(new DescFormatter(){
public String format(String i18nValue) {
return String.format(i18nValue, Keyboard.getKeyName(options.keyBuild.key));
}
});
*/
// 4J-PB - We'll do this in a xui intro
//renderLoadingScreen();
//Keyboard::create();
Mouse::create();
#if 0 // 4J - removed
mouseHandler = new MouseHandler(parent);
try {
Controllers.create();
} catch (Exception e) {
e.printStackTrace();
}
#endif
MemSect(31);
checkGlError(L"Pre startup");
MemSect(0);
// width = Display.getDisplayMode().getWidth();
// height = Display.getDisplayMode().getHeight();
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.1f);
glCullFace(GL_BACK);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
MemSect(31);
checkGlError(L"Startup");
MemSect(0);
// openGLCapabilities = new OpenGLCapabilities(); // 4J - removed
levelRenderer = new LevelRenderer(this, textures);
//textures->register(&TextureAtlas::LOCATION_BLOCKS, new TextureAtlas(Icon::TYPE_TERRAIN, TN_TERRAIN));
//textures->register(&TextureAtlas::LOCATION_ITEMS, new TextureAtlas(Icon::TYPE_ITEM, TN_GUI_ITEMS));
textures->stitch();
glViewport(0, 0, width, height);
particleEngine = new ParticleEngine(level, textures);
MemSect(31);
checkGlError(L"Post startup");
MemSect(0);
gui = new Gui(this);
if (connectToIp != L"") // 4J - was NULL comparison
{
// setScreen(new ConnectScreen(this, connectToIp, connectToPort)); // 4J TODO - put back in
}
else
{
setScreen(new TitleScreen());
}
progressRenderer = new ProgressRenderer(this);
RenderManager.CBuffLockStaticCreations();
}
void Minecraft::renderLoadingScreen()
{
// 4J Unused
// testing stuff on vita just now
#ifdef __PSVITA__
ScreenSizeCalculator ssc(options, width, height);
// xxx
RenderManager.StartFrame();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, (float)ssc.rawWidth, (float)ssc.rawHeight, 0, 1000, 3000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -2000);
glViewport(0, 0, width, height);
glClearColor(0, 0, 0, 0);
Tesselator *t = Tesselator::getInstance();
glDisable(GL_LIGHTING);
glEnable(GL_TEXTURE_2D);
glDisable(GL_FOG);
// xxx
glBindTexture(GL_TEXTURE_2D, textures->loadTexture(TN_MOB_PIG));
t->begin();
t->color(0xffffff);
t->vertexUV((float)(0), (float)( height), (float)( 0), (float)( 0), (float)( 0));
t->vertexUV((float)(width), (float)( height), (float)( 0), (float)( 0), (float)( 0));
t->vertexUV((float)(width), (float)( 0), (float)( 0), (float)( 0), (float)( 0));
t->vertexUV((float)(0), (float)( 0), (float)( 0), (float)( 0), (float)( 0));
t->end();
int lw = 256;
int lh = 256;
glColor4f(1, 1, 1, 1);
t->color(0xffffff);
blit((ssc.getWidth() - lw) / 2, (ssc.getHeight() - lh) / 2, 0, 0, lw, lh);
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.1f);
Display::swapBuffers();
// xxx
RenderManager.Present();
#endif
}
void Minecraft::blit(int x, int y, int sx, int sy, int w, int h)
{
float us = 1 / 256.0f;
float vs = 1 / 256.0f;
Tesselator *t = Tesselator::getInstance();
t->begin();
t->vertexUV((float)(x + 0), (float)( y + h), (float)( 0), (float)( (sx + 0) * us), (float)( (sy + h) * vs));
t->vertexUV((float)(x + w), (float)( y + h), (float)( 0), (float)( (sx + w) * us), (float)( (sy + h) * vs));
t->vertexUV((float)(x + w), (float)( y + 0), (float)( 0), (float)( (sx + w) * us), (float)( (sy + 0) * vs));
t->vertexUV((float)(x + 0), (float)( y + 0), (float)( 0), (float)( (sx + 0) * us), (float)( (sy + 0) * vs));
t->end();
}
LevelStorageSource *Minecraft::getLevelSource()
{
return levelSource;
}
void Minecraft::setScreen(Screen *screen)
{
if (this->screen != NULL)
{
this->screen->removed();
}
#ifdef _WINDOWS64
if (screen != NULL && g_KBMInput.IsMouseGrabbed())
{
g_KBMInput.SetMouseGrabbed(false);
}
#endif
//4J Gordon: Do not force a stats save here
/*if (dynamic_cast<TitleScreen *>(screen)!=NULL)
{
stats->forceSend();
}
stats->forceSave();*/
if (screen == NULL && level == NULL)
{
screen = new TitleScreen();
}
else if (player != NULL && !ui.GetMenuDisplayed(player->GetXboxPad()) && player->getHealth() <= 0)
{
//screen = new DeathScreen();
// 4J Stu - If we exit from the death screen then we are saved as being dead. In the Java
// game when you load the game you are still dead, but this is silly so only show the dead
// screen if we have died during gameplay
if(ticks==0)
{
player->respawn();
}
else
{
ui.NavigateToScene(player->GetXboxPad(),eUIScene_DeathMenu,NULL);
}
}
if (dynamic_cast<TitleScreen *>(screen)!=NULL)
{
options->renderDebug = false;
gui->clearMessages();
}
this->screen = screen;
if (screen != NULL)
{
// releaseMouse(); // 4J - removed
ScreenSizeCalculator ssc(options, width, height);
int screenWidth = ssc.getWidth();
int screenHeight = ssc.getHeight();
screen->init(this, screenWidth, screenHeight);
noRender = false;
}
else
{
// grabMouse(); // 4J - removed
}
// 4J-PB - if a screen has been set, go into menu mode
// it's possible that player doesn't exist here yet
/*if(screen!=NULL)
{
if(player && player->GetXboxPad()!=-1)
{
InputManager.SetMenuDisplayed(player->GetXboxPad(),true);
}
else
{
// set all
//InputManager.SetMenuDisplayed(XUSER_INDEX_ANY,true);
}
}
else
{
if(player && player->GetXboxPad()!=-1)
{
InputManager.SetMenuDisplayed(player->GetXboxPad(),false);
}
else
{
//InputManager.SetMenuDisplayed(XUSER_INDEX_ANY,false);
}
}*/
}
void Minecraft::checkGlError(const wstring& string)
{
// 4J - TODO
}
void Minecraft::destroy()
{
//4J Gordon: Do not force a stats save here
/*stats->forceSend();
stats->forceSave();*/
// try {
setLevel(NULL);
// } catch (Throwable e) {
// }
// try {
MemoryTracker::release();
// } catch (Throwable e) {
// }
soundEngine->destroy();
//} finally {
Display::destroy();
// if (!hasCrashed) System.exit(0); //4J - removed
//}
//System.gc(); // 4J - removed
}
// 4J-PB - splitting this function into 3 parts, so we can call the middle part from our xbox game loop
#if 0
void Minecraft::run()
{
running = true;
// try { // 4J - removed try/catch
init();
// } catch (Exception e) {
// e.printStackTrace();
// crash(new CrashReport("Failed to start game", e));
// return;
// }
// try { // 4J - removed try/catch
if (Minecraft::FLYBY_MODE)
{
generateFlyby();
return;
}
__int64 lastTime = System::currentTimeMillis();
int frames = 0;
while (running)
{
// try { // 4J - removed try/catch
// if (minecraftApplet != null && !minecraftApplet.isActive()) break; // 4J - removed
AABB::resetPool();
Vec3::resetPool();
// if (parent == NULL && Display.isCloseRequested()) { // 4J - removed
// stop();
// }
if (pause && level != NULL)
{
float lastA = timer->a;
timer->advanceTime();
timer->a = lastA;
}
else
{
timer->advanceTime();
}
__int64 beforeTickTime = System::nanoTime();
for (int i = 0; i < timer->ticks; i++)
{
ticks++;
// try { // 4J - try/catch removed
tick();
// } catch (LevelConflictException e) {
// this.level = null;
// setLevel(null);
// setScreen(new LevelConflictScreen());
// }
}
__int64 tickDuraction = System::nanoTime() - beforeTickTime;
checkGlError(L"Pre render");
TileRenderer::fancy = options->fancyGraphics;
// if (pause) timer.a = 1;
soundEngine->update(player, timer->a);
glEnable(GL_TEXTURE_2D);
if (level != NULL) level->updateLights();
// if (!Keyboard::isKeyDown(Keyboard.KEY_F7)) Display.update(); // 4J - removed
if (player != NULL && player->isInWall()) options->thirdPersonView = false;
if (!noRender)
{
if (gameMode != NULL) gameMode->render(timer->a);
gameRenderer->render(timer->a);
}
/* 4J - removed
if (!Display::isActive())
{
if (fullscreen)
{
this->toggleFullScreen();
}
Sleep(10);
}
*/
if (options->renderDebug)
{
renderFpsMeter(tickDuraction);
}
else
{
lastTimer = System::nanoTime();
}
achievementPopup->render();
Sleep(0); // 4J - was Thread.yield()
// if (Keyboard::isKeyDown(Keyboard::KEY_F7)) Display.update(); // 4J - removed condition
Display::update();
// checkScreenshot(); // 4J - removed
/* 4J - removed
if (parent != NULL && !fullscreen)
{
if (parent.getWidth() != width || parent.getHeight() != height)
{
width = parent.getWidth();
height = parent.getHeight();
if (width <= 0) width = 1;
if (height <= 0) height = 1;
resize(width, height);
}
}
*/
checkGlError(L"Post render");
frames++;
pause = !isClientSide() && screen != NULL && screen->isPauseScreen();
while (System::currentTimeMillis() >= lastTime + 1000)
{
fpsString = std::to_wstring(frames) + L" fps, " + std::to_wstring(Chunk::updates) + L" chunk updates";
Chunk::updates = 0;
lastTime += 1000;
frames = 0;
}
/*
} catch (LevelConflictException e) {
this.level = null;
setLevel(null);
setScreen(new LevelConflictScreen());
} catch (OutOfMemoryError e) {
emergencySave();
setScreen(new OutOfMemoryScreen());
System.gc();
}
*/
}
/*
} catch (StopGameException e) {
} catch (Throwable e) {
emergencySave();
e.printStackTrace();
crash(new CrashReport("Unexpected error", e));
} finally {
destroy();
}
*/
destroy();
}
#endif
void Minecraft::run()
{
running = true;
// try { // 4J - removed try/catch
init();
// } catch (Exception e) {
// e.printStackTrace();
// crash(new CrashReport("Failed to start game", e));
// return;
// }
// try { // 4J - removed try/catch
}
// 4J added - Selects which local player is currently active for processing by the existing minecraft code
bool Minecraft::setLocalPlayerIdx(int idx)
{
localPlayerIdx = idx;
// If the player is not null, but the game mode is then this is just a temp player
// whose only real purpose is to hold the viewport position
if( localplayers[idx] == NULL || localgameModes[idx] == NULL ) return false;
gameMode = localgameModes[idx];
player = localplayers[idx];
cameraTargetPlayer = localplayers[idx];
gameRenderer->itemInHandRenderer = localitemInHandRenderers[idx];
level = getLevel( localplayers[idx]->dimension );
particleEngine->setLevel( level );
return true;
}
int Minecraft::getLocalPlayerIdx()
{
return localPlayerIdx;
}
void Minecraft::updatePlayerViewportAssignments()
{
unoccupiedQuadrant = -1;
// Find out how many viewports we'll be needing
int viewportsRequired = 0;
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if( localplayers[i] != NULL ) viewportsRequired++;
}
if( viewportsRequired == 3 ) viewportsRequired = 4;
// Allocate away...
if( viewportsRequired == 1 )
{
// Single viewport
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if( localplayers[i] != NULL ) localplayers[i]->m_iScreenSection = C4JRender::VIEWPORT_TYPE_FULLSCREEN;
}
}
else if( viewportsRequired == 2 )
{
// Split screen - TODO - option for vertical/horizontal split
int found = 0;
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if( localplayers[i] != NULL )
{
// Primary player settings decide what the mode is
if(app.GetGameSettings(ProfileManager.GetPrimaryPad(),eGameSetting_SplitScreenVertical))
{
localplayers[i]->m_iScreenSection = C4JRender::VIEWPORT_TYPE_SPLIT_LEFT + found;
}
else
{
localplayers[i]->m_iScreenSection = C4JRender::VIEWPORT_TYPE_SPLIT_TOP + found;
}
found++;
}
}
}
else if( viewportsRequired >= 3 )
{
// Quadrants - this is slightly more complicated. We don't want to move viewports around if we are going from 3 to 4, or 4 to 3 players,
// so persist any allocations for quadrants that already exist.
bool quadrantsAllocated[4] = {false,false,false,false};
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if( localplayers[i] != NULL )
{
// 4J Stu - If the game hasn't started, ignore current allocations (as the players won't have seen them)
// This fixes an issue with the primary player being the 4th controller quadrant, but ending up in the 3rd viewport.
if(app.GetGameStarted())
{
if( ( localplayers[i]->m_iScreenSection >= C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT ) &&
( localplayers[i]->m_iScreenSection <= C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT ) )
{
quadrantsAllocated[localplayers[i]->m_iScreenSection - C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT] = true;
}
}
else
{
// Reset the viewport so that it can be assigned in the next loop
localplayers[i]->m_iScreenSection = C4JRender::VIEWPORT_TYPE_FULLSCREEN;
}
}
}
// Found which quadrants are currently in use, now allocate out any spares that are required
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if( localplayers[i] != NULL )
{
if( ( localplayers[i]->m_iScreenSection < C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT ) ||
( localplayers[i]->m_iScreenSection > C4JRender::VIEWPORT_TYPE_QUADRANT_BOTTOM_RIGHT ) )
{
for( int j = 0; j < 4; j++ )
{
if( !quadrantsAllocated[j] )
{
localplayers[i]->m_iScreenSection = C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT + j;
quadrantsAllocated[j] = true;
break;
}
}
}
}
}
// If there's an unoccupied quadrant, record which one so we can clear it to black when rendering
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if( quadrantsAllocated[i] == false )
{
unoccupiedQuadrant = i;
}
}
}
// 4J Stu - If the game is not running we do not want to do this yet, and should wait until the task
// that caused the app to not be running is finished
if(app.GetGameStarted())ui.UpdatePlayerBasePositions();
}
// Add a temporary player so that the viewports get re-arranged, and add the player to the game session
bool Minecraft::addLocalPlayer(int idx)
{
//int iLocalPlayerC=app.GetLocalPlayerCount();
if( m_pendingLocalConnections[idx] != NULL )
{
// 4J Stu - Should we ever be in a state where this happens?
assert(false);
m_pendingLocalConnections[idx]->close();
}
m_connectionFailed[idx] = false;
m_pendingLocalConnections[idx] = NULL;
bool success=g_NetworkManager.AddLocalPlayerByUserIndex(idx);
if(success)
{
app.DebugPrintf("Adding temp local player on pad %d\n", idx);
localplayers[idx] = shared_ptr<MultiplayerLocalPlayer>( new MultiplayerLocalPlayer(this, level, user, NULL ) );
localgameModes[idx] = NULL;
updatePlayerViewportAssignments();
#ifdef _XBOX
// tell the xui scenes a splitscreen player joined
XUIMessage xuiMsg;
CustomMessage_Splitscreenplayer_Struct myMsgData;
CustomMessage_Splitscreenplayer( &xuiMsg, &myMsgData, true);
// send the message
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
//if((i!=idx) && (localplayers[i]!=NULL))
{
XuiBroadcastMessage( CXuiSceneBase::GetPlayerBaseScene(i), &xuiMsg );
}
}
#endif
ConnectionProgressParams *param = new ConnectionProgressParams();
param->iPad = idx;
param->stringId = IDS_PROGRESS_CONNECTING;
param->showTooltips = true;
param->setFailTimer = true;
param->timerTime = CONNECTING_PROGRESS_CHECK_TIME;
// Joining as second player so always the small progress
ui.NavigateToScene(idx, eUIScene_ConnectingProgress, param);
}
else
{
app.DebugPrintf("g_NetworkManager.AddLocalPlayerByUserIndex failed\n");
#ifdef _DURANGO
ProfileManager.RemoveGamepadFromGame(idx);
#endif
}
return success;
}
void Minecraft::addPendingLocalConnection(int idx, ClientConnection *connection)
{
m_pendingLocalConnections[idx] = connection;
}
shared_ptr<MultiplayerLocalPlayer> Minecraft::createExtraLocalPlayer(int idx, const wstring& name, int iPad, int iDimension, ClientConnection *clientConnection /*= NULL*/,MultiPlayerLevel *levelpassedin)
{
if( clientConnection == NULL) return nullptr;
if( clientConnection == m_pendingLocalConnections[idx] )
{
int tempScreenSection = C4JRender::VIEWPORT_TYPE_FULLSCREEN;
if( localplayers[idx] != NULL && localgameModes[idx] == NULL )
{
// A temp player displaying a connecting screen
tempScreenSection = localplayers[idx]->m_iScreenSection;
}
wstring prevname = user->name;
user->name = name;
// Don't need this any more
m_pendingLocalConnections[idx] = NULL;
// Add the connection to the level which will now take responsibility for ticking it
// 4J-PB - can't use the dimension from localplayers[idx], since there may be no localplayers at this point
//MultiPlayerLevel *mpLevel = (MultiPlayerLevel *)getLevel( localplayers[idx]->dimension );
MultiPlayerLevel *mpLevel;
if(levelpassedin)
{
level=levelpassedin;
mpLevel=levelpassedin;
}
else
{
level=getLevel( iDimension );
mpLevel = getLevel( iDimension );
mpLevel->addClientConnection( clientConnection );
}
if( app.GetTutorialMode() )
{
localgameModes[idx] = new FullTutorialMode(idx, this, clientConnection);
}
// check if we're in the trial version
else if(ProfileManager.IsFullVersion()==false)
{
localgameModes[idx] = new TrialMode(idx, this, clientConnection);
}
else
{
localgameModes[idx] = new ConsoleGameMode(idx, this, clientConnection);
}
// 4J-PB - can't do this here because they use a render context, but this is running from a thread.
// Moved the creation of these into the main thread, before level launch
//localitemInHandRenderers[idx] = new ItemInHandRenderer(this);
localplayers[idx] = localgameModes[idx]->createPlayer(level);
PlayerUID playerXUIDOffline = INVALID_XUID;
PlayerUID playerXUIDOnline = INVALID_XUID;
ProfileManager.GetXUID(idx,&playerXUIDOffline,false);
ProfileManager.GetXUID(idx,&playerXUIDOnline,true);
#ifdef _WINDOWS64
// Compatibility rule for Win64 id migration
// host keeps legacy host XUID, non-host uses persistent uid.dat XUID.
INetworkPlayer *localNetworkPlayer = g_NetworkManager.GetLocalPlayerByUserIndex(idx);
if(localNetworkPlayer != NULL && localNetworkPlayer->IsHost())
{
playerXUIDOffline = Win64Xuid::GetLegacyEmbeddedHostXuid();
}
else
{
playerXUIDOffline = Win64Xuid::ResolvePersistentXuid();
}
#endif
localplayers[idx]->setXuid(playerXUIDOffline);
localplayers[idx]->setOnlineXuid(playerXUIDOnline);
localplayers[idx]->setIsGuest(ProfileManager.IsGuest(idx));
localplayers[idx]->m_displayName = ProfileManager.GetDisplayName(idx);
localplayers[idx]->m_iScreenSection = tempScreenSection;
if( levelpassedin == NULL) level->addEntity(localplayers[idx]); // Don't add if we're passing the level in, we only do this from the client connection & we'll be handling adding it ourselves
localplayers[idx]->SetXboxPad(iPad);
if( localplayers[idx]->input != NULL ) delete localplayers[idx]->input;
localplayers[idx]->input = new Input();
localplayers[idx]->resetPos();
levelRenderer->setLevel(idx, level);
localplayers[idx]->level = level;
user->name = prevname;
updatePlayerViewportAssignments();
// Fix for #105852 - TU12: Content: Gameplay: Local splitscreen Players are spawned at incorrect places after re-joining previously saved and loaded "Mass Effect World".
// Move this check to ClientConnection::handleMovePlayer
// // 4J-PB - can't call this when this function is called from the qnet thread (GetGameStarted will be false)
// if(app.GetGameStarted())
// {
// ui.CloseUIScenes(idx);
// }
}
return localplayers[idx];
}
// on a respawn of the local player, just store them
void Minecraft::storeExtraLocalPlayer(int idx)
{
localplayers[idx] = player;
if( localplayers[idx]->input != NULL ) delete localplayers[idx]->input;
localplayers[idx]->input = new Input();
if(ProfileManager.IsSignedIn(idx))
{
localplayers[idx]->name = convStringToWstring( ProfileManager.GetGamertag(idx) );
}
}
void Minecraft::removeLocalPlayerIdx(int idx)
{
bool updateXui = true;
if(localgameModes[idx] != NULL)
{
if( getLevel( localplayers[idx]->dimension )->isClientSide )
{
shared_ptr<MultiplayerLocalPlayer> mplp = localplayers[idx];
( (MultiPlayerLevel *)getLevel( localplayers[idx]->dimension ) )->removeClientConnection(mplp->connection, true);
delete mplp->connection;
mplp->connection = NULL;
g_NetworkManager.RemoveLocalPlayerByUserIndex(idx);
}
getLevel( localplayers[idx]->dimension )->removeEntity(localplayers[idx]);
#ifdef _XBOX
// 4J Stu - Fix for #12368 - Crash: Game crashes when saving then exiting and selecting to save
app.TutorialSceneNavigateBack(idx);
#endif
// 4J Stu - Fix for #13257 - CRASH: Gameplay: Title crashed after exiting the tutorial
// It doesn't matter if they were in the tutorial already
playerLeftTutorial( idx );
delete localgameModes[idx];
localgameModes[idx] = NULL;
}
else if( m_pendingLocalConnections[idx] != NULL )
{
m_pendingLocalConnections[idx]->sendAndDisconnect( shared_ptr<DisconnectPacket>( new DisconnectPacket(DisconnectPacket::eDisconnect_Quitting) ) );;
delete m_pendingLocalConnections[idx];
m_pendingLocalConnections[idx] = NULL;
g_NetworkManager.RemoveLocalPlayerByUserIndex(idx);
}
else
{
// Not sure how this works on qnet, but for other platforms, calling RemoveLocalPlayerByUserIndex won't do anything if there isn't a local user to remove
// Now just updating the UI directly in this case
#ifdef _XBOX
// 4J Stu - A signout early in the game creation before this player has connected to the game server
updateXui = false;
#endif
// 4J Stu - Adding this back in for exactly the reason my comment above suggests it was added in the first place
#if defined(_XBOX_ONE) || defined(__ORBIS__)
g_NetworkManager.RemoveLocalPlayerByUserIndex(idx);
#endif
}
localplayers[idx] = nullptr;
if( idx == ProfileManager.GetPrimaryPad() )
{
// We should never try to remove the Primary player in this way
assert(false);
/*
// If we are removing the primary player then there can't be a valid gamemode left anymore, this
// pointer will be referring to the one we've just deleted
gameMode = NULL;
// Remove references to player
player = NULL;
cameraTargetPlayer = NULL;
EntityRenderDispatcher::instance->cameraEntity = NULL;
TileEntityRenderDispatcher::instance->cameraEntity = NULL;
*/
}
else if( updateXui )
{
gameRenderer->DisableUpdateThread();
levelRenderer->setLevel(idx, NULL);
gameRenderer->EnableUpdateThread();
ui.CloseUIScenes(idx,true);
updatePlayerViewportAssignments();
}
// We only create these once ever so don't delete it here
//delete localitemInHandRenderers[idx];
}
void Minecraft::createPrimaryLocalPlayer(int iPad)
{
localgameModes[iPad] = gameMode;
localplayers[iPad] = player;
//gameRenderer->itemInHandRenderer = localitemInHandRenderers[iPad];
// Give them the gamertag if they're signed in
if(ProfileManager.IsSignedIn(ProfileManager.GetPrimaryPad()))
{
user->name = convStringToWstring( ProfileManager.GetGamertag(ProfileManager.GetPrimaryPad()) );
}
}
#ifdef _WINDOWS64
void Minecraft::applyFrameMouseLook()
{
// Per-frame mouse look: consume mouse deltas every frame instead of waiting
// for the 20Hz game tick. Apply the same delta to both xRot/yRot AND xRotO/yRotO
// so the render interpolation instantly reflects the change without waiting for a tick.
if (level == NULL) return;
for (int i = 0; i < XUSER_MAX_COUNT; i++)
{
if (localplayers[i] == NULL) continue;
int iPad = localplayers[i]->GetXboxPad();
if (iPad != 0) continue; // Mouse only applies to pad 0
if (!g_KBMInput.IsMouseGrabbed()) continue;
if (localgameModes[iPad] == NULL) continue;
float rawDx, rawDy;
g_KBMInput.ConsumeMouseDelta(rawDx, rawDy);
if (rawDx == 0.0f && rawDy == 0.0f) continue;
float mouseSensitivity = ((float)app.GetGameSettings(iPad, eGameSetting_Sensitivity_InGame)) / 100.0f;
float mdx = rawDx * mouseSensitivity;
float mdy = -rawDy * mouseSensitivity;
if (app.GetGameSettings(iPad, eGameSetting_ControlInvertLook))
mdy = -mdy;
// Apply 0.15f scaling (same as Entity::interpolateTurn / Entity::turn)
float dyaw = mdx * 0.15f;
float dpitch = -mdy * 0.15f;
// Apply to both current and old rotation so render interpolation
// reflects the change immediately (no 50ms tick delay)
localplayers[i]->yRot += dyaw;
localplayers[i]->yRotO += dyaw;
localplayers[i]->xRot += dpitch;
localplayers[i]->xRotO += dpitch;
// Clamp pitch
if (localplayers[i]->xRot < -90.0f) localplayers[i]->xRot = -90.0f;
if (localplayers[i]->xRot > 90.0f) localplayers[i]->xRot = 90.0f;
if (localplayers[i]->xRotO < -90.0f) localplayers[i]->xRotO = -90.0f;
if (localplayers[i]->xRotO > 90.0f) localplayers[i]->xRotO = 90.0f;
}
}
#endif
void Minecraft::run_middle()
{
static __int64 lastTime = 0;
static bool bFirstTimeIntoGame = true;
static bool bAutosaveTimerSet=false;
static unsigned int uiAutosaveTimer=0;
static int iFirstTimeCountdown=60;
if( lastTime == 0 ) lastTime = System::nanoTime();
static int frames = 0;
EnterCriticalSection(&m_setLevelCS);
if(running)
{
if (reloadTextures)
{
reloadTextures = false;
textures->reloadAll();
}
//while (running)
{
// try { // 4J - removed try/catch
// if (minecraftApplet != null && !minecraftApplet.isActive()) break; // 4J - removed
AABB::resetPool();
Vec3::resetPool();
// if (parent == NULL && Display.isCloseRequested()) { // 4J - removed
// stop();
// }
// 4J-PB - AUTOSAVE TIMER - only in the full game and if the player is the host
if(level!=NULL && ProfileManager.IsFullVersion() && g_NetworkManager.IsHost())
{
/*if(!bAutosaveTimerSet)
{
// set the timer
bAutosaveTimerSet=true;
app.SetAutosaveTimerTime();
}
else*/
{
// if the pause menu is up for the primary player, don't autosave
// If saving isn't disabled, and the main player has a app action running , or has any crafting or containers open, don't autosave
if(!StorageManager.GetSaveDisabled() && (app.GetXuiAction(ProfileManager.GetPrimaryPad())==eAppAction_Idle) )
{
if(!ui.IsPauseMenuDisplayed(ProfileManager.GetPrimaryPad()) && !ui.IsIgnoreAutosaveMenuDisplayed(ProfileManager.GetPrimaryPad()))
{
// check if the autotimer countdown has reached zero
unsigned char ucAutosaveVal=app.GetGameSettings(ProfileManager.GetPrimaryPad(),eGameSetting_Autosave);
bool bTrialTexturepack=false;
if(!Minecraft::GetInstance()->skins->isUsingDefaultSkin())
{
TexturePack *tPack = Minecraft::GetInstance()->skins->getSelected();
DLCTexturePack *pDLCTexPack=(DLCTexturePack *)tPack;
DLCPack *pDLCPack=pDLCTexPack->getDLCInfoParentPack();
if( pDLCPack )
{
if(!pDLCPack->hasPurchasedFile( DLCManager::e_DLCType_Texture, L"" ))
{
bTrialTexturepack=true;
}
}
}
// If the autosave value is not zero, and the player isn't using a trial texture pack, then check whether we need to save this tick
if((ucAutosaveVal!=0) && !bTrialTexturepack)
{
if(app.AutosaveDue())
{
// disable the autosave countdown
ui.ShowAutosaveCountdownTimer(false);
// Need to save now
app.DebugPrintf("+++++++++++\n");
app.DebugPrintf("+++Autosave\n");
app.DebugPrintf("+++++++++++\n");
app.SetAction(ProfileManager.GetPrimaryPad(),eAppAction_AutosaveSaveGame);
//app.SetAutosaveTimerTime();
#ifndef _CONTENT_PACKAGE
{
// print the time
SYSTEMTIME UTCSysTime;
GetSystemTime( &UTCSysTime );
//char szTime[15];
app.DebugPrintf("%02d:%02d:%02d\n",UTCSysTime.wHour,UTCSysTime.wMinute,UTCSysTime.wSecond);
}
#endif
}
else
{
unsigned int uiTimeToAutosave=app.SecondsToAutosave();
if(uiTimeToAutosave<6)
{
ui.ShowAutosaveCountdownTimer(true);
ui.UpdateAutosaveCountdownTimer(uiTimeToAutosave);
}
}
}
}
else
{
// disable the autosave countdown
ui.ShowAutosaveCountdownTimer(false);
}
}
}
}
// 4J-PB - Once we're in the level, check if the players have the level in their banned list and ask if they want to play it
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if( localplayers[i] && (app.GetBanListCheck(i)==false) && !Minecraft::GetInstance()->isTutorial() && ProfileManager.IsSignedInLive(i) && !ProfileManager.IsGuest(i) )
{
// If there is a sys ui displayed, we can't display the message box here, so ignore until we can
if(!ProfileManager.IsSystemUIDisplayed())
{
app.SetBanListCheck(i,true);
// 4J-PB - check if the level is in the banned level list
// get the unique save name and xuid from whoever is the host
#if defined _XBOX || defined _XBOX_ONE
INetworkPlayer *pHostPlayer = g_NetworkManager.GetHostPlayer();
#ifdef _XBOX
PlayerUID xuid=((NetworkPlayerXbox *)pHostPlayer)->GetUID();
#else
PlayerUID xuid=pHostPlayer->GetUID();
#endif
if(app.IsInBannedLevelList(i,xuid,app.GetUniqueMapName()))
{
// put up a message box asking if the player would like to unban this level
app.DebugPrintf("This level is banned\n");
// set the app action to bring up the message box to give them the option to remove from the ban list or exit the level
app.SetAction(i,eAppAction_LevelInBanLevelList,(void *)TRUE);
}
#endif
}
}
}
if(!ProfileManager.IsSystemUIDisplayed() && app.DLCInstallProcessCompleted() && !app.DLCInstallPending() && app.m_dlcManager.NeedsCorruptCheck() )
{
app.m_dlcManager.checkForCorruptDLCAndAlert();
}
// When we go into the first loaded level, check if the console has active joypads that are not in the game, and bring up the quadrant display to remind them to press start (if the session has space)
if(level!=NULL && bFirstTimeIntoGame && g_NetworkManager.SessionHasSpace())
{
// have a short delay before the display
if(iFirstTimeCountdown==0)
{
bFirstTimeIntoGame=false;
if(app.IsLocalMultiplayerAvailable())
{
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if((localplayers[i] == NULL) && InputManager.IsPadConnected(i))
{
if(!ui.PressStartPlaying(i))
{
ui.ShowPressStart(i);
}
}
}
}
}
else iFirstTimeCountdown--;
}
// 4J-PB - store any button toggles for the players, since the minecraft::tick may not be called if we're running fast, and a button press and release will be missed
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
#ifdef __ORBIS__
if ( m_pPsPlusUpsell != NULL && m_pPsPlusUpsell->hasResponse() && m_pPsPlusUpsell->m_userIndex == i )
{
delete m_pPsPlusUpsell;
m_pPsPlusUpsell = NULL;
if ( ProfileManager.HasPlayStationPlus(i) )
{
app.DebugPrintf("<Minecraft.cpp> Player_%i is now authorised for PsPlus.\n", i);
if (!ui.PressStartPlaying(i)) ui.ShowPressStart(i);
}
else
{
UINT uiIDA[1] = { IDS_OK };
ui.RequestErrorMessage( IDS_CANTJOIN_TITLE, IDS_NO_PLAYSTATIONPLUS, uiIDA, 1, i);
}
}
else
#endif
if(localplayers[i])
{
// 4J-PB - add these to check for coming out of idle
if(InputManager.ButtonPressed(i, MINECRAFT_ACTION_JUMP)) localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_JUMP;
if(InputManager.ButtonPressed(i, MINECRAFT_ACTION_USE)) localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_USE;
if(InputManager.ButtonPressed(i, MINECRAFT_ACTION_INVENTORY)) localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_INVENTORY;
if(InputManager.ButtonPressed(i, MINECRAFT_ACTION_ACTION)) localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_ACTION;
if(InputManager.ButtonPressed(i, MINECRAFT_ACTION_CRAFTING)) localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_CRAFTING;
if(InputManager.ButtonPressed(i, MINECRAFT_ACTION_PAUSEMENU))
{
localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_PAUSEMENU;
app.DebugPrintf("PAUSE PRESSED - ipad = %d, Storing press\n",i);
}
#ifdef _DURANGO
if(InputManager.ButtonPressed(i, ACTION_MENU_GTC_PAUSE)) localplayers[i]->ullButtonsPressed|=1LL<<ACTION_MENU_GTC_PAUSE;
#endif
if(InputManager.ButtonPressed(i, MINECRAFT_ACTION_DROP)) localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_DROP;
// 4J-PB - If we're flying, the sneak needs to be held on to go down
if(localplayers[i]->abilities.flying)
{
if(InputManager.ButtonDown(i, MINECRAFT_ACTION_SNEAK_TOGGLE)) localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_SNEAK_TOGGLE;
}
else
{
if(InputManager.ButtonPressed(i, MINECRAFT_ACTION_SNEAK_TOGGLE)) localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_SNEAK_TOGGLE;
}
if(InputManager.ButtonPressed(i, MINECRAFT_ACTION_RENDER_THIRD_PERSON)) localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_RENDER_THIRD_PERSON;
if(InputManager.ButtonPressed(i, MINECRAFT_ACTION_GAME_INFO)) localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_GAME_INFO;
#ifdef _WINDOWS64
// Keyboard/mouse button presses for player 0
if (i == 0)
{
if (g_KBMInput.IsKBMActive())
{
if(g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_LEFT))
localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_ACTION;
if(g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_RIGHT))
localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_USE;
if(g_KBMInput.IsKeyPressed(KeyboardMouseInput::KEY_INVENTORY))
localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_INVENTORY;
if(g_KBMInput.IsKeyPressed(KeyboardMouseInput::KEY_DROP))
localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_DROP;
if(g_KBMInput.IsKeyPressed(KeyboardMouseInput::KEY_CRAFTING) || g_KBMInput.IsKeyPressed(KeyboardMouseInput::KEY_CRAFTING_ALT))
localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_CRAFTING;
for (int slot = 0; slot < 9; slot++)
{
if (g_KBMInput.IsKeyPressed('1' + slot))
{
if (localplayers[i]->inventory)
localplayers[i]->inventory->selected = slot;
}
}
}
// Utility keys always work regardless of KBM active state
if(g_KBMInput.IsKeyPressed(KeyboardMouseInput::KEY_PAUSE) && !ui.GetMenuDisplayed(i))
{
localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_PAUSEMENU;
app.DebugPrintf("PAUSE PRESSED (keyboard) - ipad = %d\n",i);
}
if(g_KBMInput.IsKeyPressed(KeyboardMouseInput::KEY_THIRD_PERSON))
localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_RENDER_THIRD_PERSON;
if(g_KBMInput.IsKeyPressed(KeyboardMouseInput::KEY_DEBUG_MENU))
{
localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_RENDER_DEBUG;
}
// In flying mode, Shift held = sneak/descend
if(g_KBMInput.IsKBMActive() && g_KBMInput.IsKeyDown(KeyboardMouseInput::KEY_SNEAK))
{
if (localplayers[i]->abilities.flying && !ui.GetMenuDisplayed(i))
localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_SNEAK_TOGGLE;
}
}
#endif
#ifndef _FINAL_BUILD
if( app.DebugSettingsOn() && app.GetUseDPadForDebug() )
{
localplayers[i]->ullDpad_last = 0;
localplayers[i]->ullDpad_this = 0;
localplayers[i]->ullDpad_filtered = 0;
if(InputManager.ButtonPressed(i, MINECRAFT_ACTION_DPAD_RIGHT)) localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_CHANGE_SKIN;
if(InputManager.ButtonPressed(i, MINECRAFT_ACTION_DPAD_UP)) localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_FLY_TOGGLE;
if(InputManager.ButtonPressed(i, MINECRAFT_ACTION_DPAD_DOWN)) localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_RENDER_DEBUG;
if(InputManager.ButtonPressed(i, MINECRAFT_ACTION_DPAD_LEFT)) localplayers[i]->ullButtonsPressed|=1LL<<MINECRAFT_ACTION_SPAWN_CREEPER;
}
else
#endif
{
// Movement on DPAD is stored ulimately into ullDpad_filtered - this ignores any diagonals pressed, instead reporting the last single direction - otherwise
// we get loads of accidental diagonal movements
localplayers[i]->ullDpad_this = 0;
int dirCount = 0;
#ifndef __PSVITA__
if(InputManager.ButtonDown(i, MINECRAFT_ACTION_DPAD_LEFT)) { localplayers[i]->ullDpad_this|=1LL<<MINECRAFT_ACTION_DPAD_LEFT; dirCount++; }
if(InputManager.ButtonDown(i, MINECRAFT_ACTION_DPAD_RIGHT)) { localplayers[i]->ullDpad_this|=1LL<<MINECRAFT_ACTION_DPAD_RIGHT; dirCount++; }
if(InputManager.ButtonDown(i, MINECRAFT_ACTION_DPAD_UP)) { localplayers[i]->ullDpad_this|=1LL<<MINECRAFT_ACTION_DPAD_UP; dirCount++; }
if(InputManager.ButtonDown(i, MINECRAFT_ACTION_DPAD_DOWN)) { localplayers[i]->ullDpad_this|=1LL<<MINECRAFT_ACTION_DPAD_DOWN; dirCount++; }
#endif
if( dirCount <= 1 )
{
localplayers[i]->ullDpad_last = localplayers[i]->ullDpad_this;
localplayers[i]->ullDpad_filtered = localplayers[i]->ullDpad_this;
}
else
{
localplayers[i]->ullDpad_filtered = localplayers[i]->ullDpad_last;
}
}
// for the opacity timer
if(InputManager.ButtonPressed(i, MINECRAFT_ACTION_LEFT_SCROLL) || InputManager.ButtonPressed(i, MINECRAFT_ACTION_RIGHT_SCROLL))
//InputManager.ButtonPressed(i, MINECRAFT_ACTION_USE) || InputManager.ButtonPressed(i, MINECRAFT_ACTION_ACTION))
{
app.SetOpacityTimer(i);
}
}
else
{
// 4J Stu - This doesn't make any sense with the way we handle XboxOne users
#ifndef _DURANGO
// did we just get input from a player who doesn't exist? They'll be wanting to join the game then
#ifdef _WINDOWS64
// The 4J toggle system is unreliable here: UIController::handleInput() calls
// ButtonPressed for every ACTION_MENU_* mapped button (which covers all physical
// buttons) before run_middle() runs. Bypass it with raw XInput and own edge detection.
// A latch counter keeps startJustPressed active for ~120 frames after the rising edge
// so the detection window is large enough to be caught reliably.
static WORD s_prevXButtons[XUSER_MAX_COUNT] = {};
static int s_startPressLatch[XUSER_MAX_COUNT] = {};
XINPUT_STATE xstate_join;
memset(&xstate_join, 0, sizeof(xstate_join));
WORD xCurButtons = 0;
if (XInputGetState(i, &xstate_join) == ERROR_SUCCESS)
{
xCurButtons = xstate_join.Gamepad.wButtons;
if ((xCurButtons & XINPUT_GAMEPAD_START) != 0 && (s_prevXButtons[i] & XINPUT_GAMEPAD_START) == 0)
s_startPressLatch[i] = 120; // rising edge: latch for ~120 frames (~2s at 60fps)
else if (s_startPressLatch[i] > 0)
s_startPressLatch[i]--;
s_prevXButtons[i] = xCurButtons;
}
bool startJustPressed = s_startPressLatch[i] > 0;
bool tryJoin = !pause && !ui.IsIgnorePlayerJoinMenuDisplayed(ProfileManager.GetPrimaryPad()) && g_NetworkManager.SessionHasSpace() && xCurButtons != 0;
#else
bool tryJoin = !pause && !ui.IsIgnorePlayerJoinMenuDisplayed(ProfileManager.GetPrimaryPad()) && g_NetworkManager.SessionHasSpace() && RenderManager.IsHiDef() && InputManager.ButtonPressed(i);
#endif
#ifdef __ORBIS__
// Check for remote play
tryJoin = tryJoin && InputManager.IsLocalMultiplayerAvailable();
// 4J Stu - Check that content restriction information has been received
if( !g_NetworkManager.IsLocalGame() )
{
tryJoin = tryJoin && ProfileManager.GetChatAndContentRestrictions(i,true,NULL,NULL,NULL);
}
#endif
if(tryJoin)
{
if(!ui.PressStartPlaying(i))
{
#ifdef __ORBIS__
// Don't let player start joining until their PS Plus check has finished
if (g_NetworkManager.IsLocalGame() || !ProfileManager.RequestingPlaystationPlus(i))
#endif
{
ui.ShowPressStart(i);
}
}
else
{
// did we just get input from a player who doesn't exist? They'll be wanting to join the game then
#ifdef __ORBIS__
if(InputManager.ButtonPressed(i, ACTION_MENU_A))
#elif defined _WINDOWS64
if(startJustPressed)
#else
if(InputManager.ButtonPressed(i, MINECRAFT_ACTION_PAUSEMENU))
#endif
{
// Let them join
// are they signed in?
#ifdef _WINDOWS64
if(ProfileManager.IsSignedIn(i) || (g_NetworkManager.IsLocalGame() && InputManager.IsPadConnected(i)))
#else
if(ProfileManager.IsSignedIn(i))
#endif
{
// if this is a local game, then the player just needs to be signed in
if( g_NetworkManager.IsLocalGame() || (ProfileManager.IsSignedInLive(i) && ProfileManager.AllowedToPlayMultiplayer(i) ) )
{
#ifdef __ORBIS__
bool contentRestricted = false;
ProfileManager.GetChatAndContentRestrictions(i,false,NULL,&contentRestricted,NULL); // TODO!
if (!g_NetworkManager.IsLocalGame() && contentRestricted)
{
ui.RequestContentRestrictedMessageBox(IDS_NO_MULTIPLAYER_PRIVILEGE_TITLE, IDS_CONTENT_RESTRICTION, i);
}
else if(!g_NetworkManager.IsLocalGame() && !ProfileManager.HasPlayStationPlus(i))
{
m_pPsPlusUpsell = new PsPlusUpsellWrapper(i);
m_pPsPlusUpsell->displayUpsell();
}
else
#endif
if( level->isClientSide )
{
bool success=addLocalPlayer(i);
if(!success)
{
app.DebugPrintf("Bringing up the sign in ui\n");
ProfileManager.RequestSignInUI(false, g_NetworkManager.IsLocalGame(), true, false,true,&Minecraft::InGame_SignInReturned, this,i);
}
else
{
#ifdef __ORBIS__
if(g_NetworkManager.IsLocalGame() == false)
{
bool chatRestricted = false;
ProfileManager.GetChatAndContentRestrictions(i,false,&chatRestricted,NULL,NULL);
if(chatRestricted)
{
ProfileManager.DisplaySystemMessage( SCE_MSG_DIALOG_SYSMSG_TYPE_TRC_PSN_CHAT_RESTRICTION, i );
}
}
#endif
}
}
else
{
// create the localplayer
shared_ptr<Player> player = localplayers[i];
if( player == NULL)
{
player = createExtraLocalPlayer(i, (convStringToWstring( ProfileManager.GetGamertag(i) )).c_str(), i, level->dimension->id);
}
}
}
else
{
if( ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && !ProfileManager.AllowedToPlayMultiplayer(i) )
{
ProfileManager.RequestConvertOfflineToGuestUI( &Minecraft::InGame_SignInReturned, this,i);
// 4J Stu - Don't allow converting to guests as we don't allow any guest sign-in while in the game
// Fix for #66516 - TCR #124: MPS Guest Support ; #001: BAS Game Stability: TU8: The game crashes when second Guest signs-in on console which takes part in Xbox LIVE multiplayer session.
//ProfileManager.RequestConvertOfflineToGuestUI( &Minecraft::InGame_SignInReturned, this,i);
#ifndef _XBOX
ui.HidePressStart();
#endif
#ifdef __ORBIS__
int npAvailability = ProfileManager.getNPAvailability(i);
// Check if PSN is unavailable because of age restriction
if (npAvailability == SCE_NP_ERROR_AGE_RESTRICTION)
{
UINT uiIDA[1];
uiIDA[0] = IDS_OK;
ui.RequestErrorMessage(IDS_ONLINE_SERVICE_TITLE, IDS_CONTENT_RESTRICTION, uiIDA, 1, i);
}
else if (ProfileManager.IsSignedIn(i) && !ProfileManager.IsSignedInLive(i))
{
// You're not signed in to PSN!
UINT uiIDA[2];
uiIDA[0] = IDS_PRO_NOTONLINE_ACCEPT;
uiIDA[1] = IDS_CANCEL;
ui.RequestAlertMessage(IDS_PRO_NOTONLINE_TITLE, IDS_PRO_NOTONLINE_TEXT, uiIDA, 2, i,&Minecraft::MustSignInReturnedPSN, this);
}
else
#endif
{
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
ui.RequestErrorMessage(IDS_NO_MULTIPLAYER_PRIVILEGE_TITLE, IDS_NO_MULTIPLAYER_PRIVILEGE_JOIN_TEXT, uiIDA, 1, i);
}
}
//else
{
// player not signed in to live
// bring up the sign in dialog
app.DebugPrintf("Bringing up the sign in ui\n");
ProfileManager.RequestSignInUI(false, g_NetworkManager.IsLocalGame(), true, false,true,&Minecraft::InGame_SignInReturned, this,i);
}
}
}
else
{
// bring up the sign in dialog
app.DebugPrintf("Bringing up the sign in ui\n");
ProfileManager.RequestSignInUI(false, g_NetworkManager.IsLocalGame(), true, false,true,&Minecraft::InGame_SignInReturned, this,i);
}
}
}
}
#endif // _DURANGO
}
}
#ifdef _DURANGO
// did we just get input from a player who doesn't exist? They'll be wanting to join the game then
if(!pause && !ui.IsIgnorePlayerJoinMenuDisplayed(ProfileManager.GetPrimaryPad()) && g_NetworkManager.SessionHasSpace() && RenderManager.IsHiDef() )
{
int firstEmptyUser = 0;
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if(localplayers[i] == NULL)
{
firstEmptyUser = i;
break;
}
}
// For durango, check for unmapped controllers
for(unsigned int iPad = XUSER_MAX_COUNT; iPad < (XUSER_MAX_COUNT + InputManager.MAX_GAMEPADS); ++iPad)
{
bool isPadLocked = InputManager.IsPadLocked(iPad), isPadConnected = InputManager.IsPadConnected(iPad), buttonPressed = InputManager.ButtonPressed(iPad);
if (isPadLocked || !isPadConnected || !buttonPressed) continue;
if(!ui.PressStartPlaying(firstEmptyUser))
{
ui.ShowPressStart(firstEmptyUser);
}
else
{
// did we just get input from a player who doesn't exist? They'll be wanting to join the game then
if(InputManager.ButtonPressed(iPad, MINECRAFT_ACTION_PAUSEMENU))
{
// bring up the sign in dialog
app.DebugPrintf("Bringing up the sign in ui\n");
ProfileManager.RequestSignInUI(false, g_NetworkManager.IsLocalGame(), true, false,true,&Minecraft::InGame_SignInReturned, this,iPad);
// 4J Stu - If we are joining a pad here, then we don't want to try and join any others
break;
}
}
}
}
#endif
if (pause && level != NULL)
{
float lastA = timer->a;
timer->advanceTime();
timer->a = lastA;
}
else
{
timer->advanceTime();
}
//__int64 beforeTickTime = System::nanoTime();
for (int i = 0; i < timer->ticks; i++)
{
bool bLastTimerTick = ( i == ( timer->ticks - 1 ) );
// 4J-PB - the tick here can run more than once, and this is a problem for our input, which would see the a key press twice with the same time - let's tick the inputmanager again
if(i!=0)
{
InputManager.Tick();
app.HandleButtonPresses();
}
ticks++;
// try { // 4J - try/catch removed
bool bFirst = true;
for( int idx = 0; idx < XUSER_MAX_COUNT; idx++ )
{
// 4J - If we are waiting for this connection to do something, then tick it here.
// This replaces many of the original Java scenes which would tick the connection while showing that scene
if( m_pendingLocalConnections[idx] != NULL )
{
m_pendingLocalConnections[idx]->tick();
}
// reset the player inactive tick
if(localplayers[idx]!=NULL)
{
// any input received?
if((localplayers[idx]->ullButtonsPressed!=0) || InputManager.GetJoypadStick_LX(idx,false)!=0.0f ||
InputManager.GetJoypadStick_LY(idx,false)!=0.0f || InputManager.GetJoypadStick_RX(idx,false)!=0.0f ||
InputManager.GetJoypadStick_RY(idx,false)!=0.0f )
{
localplayers[idx]->ResetInactiveTicks();
}
else
{
localplayers[idx]->IncrementInactiveTicks();
}
if(localplayers[idx]->GetInactiveTicks()>200)
{
if(!localplayers[idx]->isIdle() && localplayers[idx]->onGround)
{
localplayers[idx]->setIsIdle(true);
}
}
else
{
if(localplayers[idx]->isIdle())
{
localplayers[idx]->setIsIdle(false);
}
}
}
if( setLocalPlayerIdx(idx) )
{
tick(bFirst, bLastTimerTick);
bFirst = false;
// clear the stored button downs since the tick for this player will now have actioned them
player->ullButtonsPressed=0LL;
}
}
ui.HandleGameTick();
setLocalPlayerIdx(ProfileManager.GetPrimaryPad());
// 4J - added - now do the equivalent of level::animateTick, but taking into account the positions of all our players
for( int l = 0; l < levels.length; l++ )
{
if( levels[l] )
{
levels[l]->animateTickDoWork();
}
}
// } catch (LevelConflictException e) {
// this.level = null;
// setLevel(null);
// setScreen(new LevelConflictScreen());
// }
// SparseLightStorage::tick(); // 4J added
// CompressedTileStorage::tick(); // 4J added
// SparseDataStorage::tick(); // 4J added
}
//__int64 tickDuraction = System::nanoTime() - beforeTickTime;
MemSect(31);
checkGlError(L"Pre render");
MemSect(0);
TileRenderer::fancy = options->fancyGraphics;
// if (pause) timer.a = 1;
PIXBeginNamedEvent(0,"Sound engine update");
soundEngine->tick((shared_ptr<Mob> *)localplayers, timer->a);
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"Light update");
glEnable(GL_TEXTURE_2D);
PIXEndNamedEvent();
// if (!Keyboard::isKeyDown(Keyboard.KEY_F7)) Display.update(); // 4J - removed
// 4J-PB - changing this to be per player
//if (player != NULL && player->isInWall()) options->thirdPersonView = false;
if (player != NULL && player->isInWall()) player->SetThirdPersonView(0);
if (!noRender)
{
bool bFirst = true;
int iPrimaryPad=ProfileManager.GetPrimaryPad();
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if( setLocalPlayerIdx(i) )
{
PIXBeginNamedEvent(0,"Game render player idx %d",i);
RenderManager.StateSetViewport((C4JRender::eViewportType)player->m_iScreenSection);
gameRenderer->render(timer->a, bFirst);
bFirst = false;
PIXEndNamedEvent();
if(i==iPrimaryPad)
{
#ifdef __ORBIS__
// PS4 does much of the screen-capturing for every frame, to simplify the synchronisation when we actually want a capture. This call tells it the point in the frame to do it.
RenderManager.InternalScreenCapture();
#endif
// check to see if we need to capture a screenshot for the save game thumbnail
switch(app.GetXuiAction(i))
{
case eAppAction_ExitWorldCapturedThumbnail:
case eAppAction_SaveGameCapturedThumbnail:
case eAppAction_AutosaveSaveGameCapturedThumbnail:
// capture the save thumbnail
app.CaptureSaveThumbnail();
break;
}
}
}
}
// If there's an unoccupied quadrant, then clear that to black
if( unoccupiedQuadrant > -1 )
{
// render a logo
RenderManager.StateSetViewport((C4JRender::eViewportType)(C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT + unoccupiedQuadrant));
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
ui.SetEmptyQuadrantLogo(C4JRender::VIEWPORT_TYPE_QUADRANT_TOP_LEFT + unoccupiedQuadrant);
}
setLocalPlayerIdx(iPrimaryPad);
RenderManager.StateSetViewport(C4JRender::VIEWPORT_TYPE_FULLSCREEN);
#ifdef _XBOX
// Do we need to capture a screenshot for a social post?
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if(app.GetXuiAction(i)==eAppAction_SocialPostScreenshot)
{
app.CaptureScreenshot(i);
}
}
#endif
}
glFlush();
/* 4J - removed
if (!Display::isActive())
{
if (fullscreen)
{
this->toggleFullScreen();
}
Sleep(10);
}
*/
#if PACKET_ENABLE_STAT_TRACKING
Packet::updatePacketStatsPIX();
#endif
if (options->renderDebug)
{
//renderFpsMeter(tickDuraction);
#if DEBUG_RENDER_SHOWS_PACKETS
// To show data for only one packet type
//Packet::renderPacketStats(31);
// To show data for all packet types selected as being renderable in the Packet:static_ctor call to Packet::map
Packet::renderAllPacketStats();
#else
// To show the size of the QNet queue in bytes and messages
g_NetworkManager.renderQueueMeter();
#endif
}
else
{
lastTimer = System::nanoTime();
}
achievementPopup->render();
PIXBeginNamedEvent(0,"Sleeping");
Sleep(0); // 4J - was Thread.yield()
PIXEndNamedEvent();
// if (Keyboard::isKeyDown(Keyboard::KEY_F7)) Display.update(); // 4J - removed condition
PIXBeginNamedEvent(0,"Display update");
Display::update();
PIXEndNamedEvent();
// checkScreenshot(); // 4J - removed
/* 4J - removed
if (parent != NULL && !fullscreen)
{
if (parent.getWidth() != width || parent.getHeight() != height)
{
width = parent.getWidth();
height = parent.getHeight();
if (width <= 0) width = 1;
if (height <= 0) height = 1;
resize(width, height);
}
}
*/
MemSect(31);
checkGlError(L"Post render");
MemSect(0);
frames++;
//pause = !isClientSide() && screen != NULL && screen->isPauseScreen();
//pause = g_NetworkManager.IsLocalGame() && g_NetworkManager.GetPlayerCount() == 1 && app.IsPauseMenuDisplayed(ProfileManager.GetPrimaryPad());
pause = app.IsAppPaused();
#ifndef _CONTENT_PACKAGE
while (System::nanoTime() >= lastTime + 1000000000)
{
MemSect(31);
fpsString = std::to_wstring(frames) + L" fps, " + std::to_wstring(Chunk::updates) + L" chunk updates";
MemSect(0);
Chunk::updates = 0;
lastTime += 1000000000;
frames = 0;
}
#endif
/*
} catch (LevelConflictException e) {
this.level = null;
setLevel(null);
setScreen(new LevelConflictScreen());
} catch (OutOfMemoryError e) {
emergencySave();
setScreen(new OutOfMemoryScreen());
System.gc();
}
*/
}
/*
} catch (StopGameException e) {
} catch (Throwable e) {
emergencySave();
e.printStackTrace();
crash(new CrashReport("Unexpected error", e));
} finally {
destroy();
}
*/
}
LeaveCriticalSection(&m_setLevelCS);
}
void Minecraft::run_end()
{
destroy();
}
void Minecraft::emergencySave()
{
// 4J - lots of try/catches removed here, and garbage collector things
levelRenderer->clear();
AABB::clearPool();
Vec3::clearPool();
setLevel(NULL);
}
void Minecraft::renderFpsMeter(__int64 tickTime)
{
int nsPer60Fps = 1000000000l / 60;
if (lastTimer == -1)
{
lastTimer = System::nanoTime();
}
__int64 now = System::nanoTime();
Minecraft::tickTimes[(Minecraft::frameTimePos) & (Minecraft::frameTimes_length - 1)] = tickTime;
Minecraft::frameTimes[(Minecraft::frameTimePos++) & (Minecraft::frameTimes_length - 1)] = now - lastTimer;
lastTimer = now;
glClear(GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glEnable(GL_COLOR_MATERIAL);
glLoadIdentity();
glOrtho(0, (float)width, (float)height, 0, 1000, 3000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -2000);
glLineWidth(1);
glDisable(GL_TEXTURE_2D);
Tesselator *t = Tesselator::getInstance();
t->begin(GL_QUADS);
int hh1 = (int) (nsPer60Fps / 200000);
t->color(0x20000000);
t->vertex((float)(0), (float)( height - hh1), (float)( 0));
t->vertex((float)(0), (float)( height), (float)( 0));
t->vertex((float)(Minecraft::frameTimes_length), (float)( height), (float)( 0));
t->vertex((float)(Minecraft::frameTimes_length), (float)( height - hh1), (float)( 0));
t->color(0x20200000);
t->vertex((float)(0), (float)( height - hh1 * 2), (float)( 0));
t->vertex((float)(0), (float)( height - hh1), (float)( 0));
t->vertex((float)(Minecraft::frameTimes_length), (float)( height - hh1), (float)( 0));
t->vertex((float)(Minecraft::frameTimes_length), (float)( height - hh1 * 2), (float)( 0));
t->end();
__int64 totalTime = 0;
for (int i = 0; i < Minecraft::frameTimes_length; i++)
{
totalTime += Minecraft::frameTimes[i];
}
int hh = (int) (totalTime / 200000 / Minecraft::frameTimes_length);
t->begin(GL_QUADS);
t->color(0x20400000);
t->vertex((float)(0), (float)( height - hh), (float)( 0));
t->vertex((float)(0), (float)( height), (float)( 0));
t->vertex((float)(Minecraft::frameTimes_length), (float)( height), (float)( 0));
t->vertex((float)(Minecraft::frameTimes_length), (float)( height - hh), (float)( 0));
t->end();
t->begin(GL_LINES);
for (int i = 0; i < Minecraft::frameTimes_length; i++)
{
int col = ((i - Minecraft::frameTimePos) & (Minecraft::frameTimes_length - 1)) * 255 / Minecraft::frameTimes_length;
int cc = col * col / 255;
cc = cc * cc / 255;
int cc2 = cc * cc / 255;
cc2 = cc2 * cc2 / 255;
if (Minecraft::frameTimes[i] > nsPer60Fps)
{
t->color(0xff000000 + cc * 65536);
}
else
{
t->color(0xff000000 + cc * 256);
}
__int64 time = Minecraft::frameTimes[i] / 200000;
__int64 time2 = Minecraft::tickTimes[i] / 200000;
t->vertex((float)(i + 0.5f), (float)( height - time + 0.5f), (float)( 0));
t->vertex((float)(i + 0.5f), (float)( height + 0.5f), (float)( 0));
// if (Minecraft.frameTimes[i]>nsPer60Fps) {
t->color(0xff000000 + cc * 65536 + cc * 256 + cc * 1);
// } else {
// t.color(0xff808080 + cc/2 * 256);
// }
t->vertex((float)(i + 0.5f), (float)( height - time + 0.5f), (float)( 0));
t->vertex((float)(i + 0.5f), (float)( height - (time - time2) + 0.5f), (float)( 0));
}
t->end();
glEnable(GL_TEXTURE_2D);
}
void Minecraft::stop()
{
running = false;
// keepPolling = false;
}
void Minecraft::pauseGame()
{
if (screen != NULL) return;
// setScreen(new PauseScreen()); // 4J - TODO put back in
}
void Minecraft::resize(int width, int height)
{
if (width <= 0) width = 1;
if (height <= 0) height = 1;
this->width = width;
this->height = height;
if (screen != NULL)
{
ScreenSizeCalculator ssc(options, width, height);
int screenWidth = ssc.getWidth();
int screenHeight = ssc.getHeight();
// screen->init(this, screenWidth, screenHeight); // 4J - TODO - put back in
}
}
void Minecraft::verify()
{
/* 4J - TODO
new Thread() {
public void run() {
try {
HttpURLConnection huc = (HttpURLConnection) new URL("https://login.minecraft.net/session?name=" + user.name + "&session=" + user.sessionId).openConnection();
huc.connect();
if (huc.getResponseCode() == 400) {
warezTime = System.currentTimeMillis();
}
huc.disconnect();
} catch (Exception e) {
e.printStackTrace();
}
}
}.start();
*/
}
void Minecraft::levelTickUpdateFunc(void* pParam)
{
Level* pLevel = (Level*)pParam;
pLevel->tick();
}
void Minecraft::levelTickThreadInitFunc()
{
AABB::CreateNewThreadStorage();
Vec3::CreateNewThreadStorage();
IntCache::CreateNewThreadStorage();
Compression::UseDefaultThreadStorage();
}
// 4J - added bFirst parameter, which is true for the first active viewport in splitscreen
// 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
void Minecraft::tick(bool bFirst, bool bUpdateTextures)
{
int iPad=player->GetXboxPad();
//OutputDebugString("Minecraft::tick\n");
//4J-PB - only tick this player's stats
stats[iPad]->tick(iPad);
// Tick the opacity timer (to display the interface at default opacity for a certain time if the user has been navigating it)
app.TickOpacityTimer(iPad);
// 4J added
if( bFirst ) levelRenderer->destroyedTileManager->tick();
gui->tick();
gameRenderer->pick(1);
#if 0
// 4J - removed - we don't use ChunkCache anymore
if (player != NULL)
{
ChunkSource *cs = level->getChunkSource();
if (dynamic_cast<ChunkCache *>(cs) != NULL)
{
ChunkCache *spcc = (ChunkCache *)cs;
// 4J - there was also Mth::floors on these ints but that seems superfluous
int xt = ((int) player->x) >> 4;
int zt = ((int) player->z) >> 4;
spcc->centerOn(xt, zt);
}
}
#endif
// soundEngine.playMusicTick();
if (!pause && level != NULL) gameMode->tick();
MemSect(31);
glBindTexture(GL_TEXTURE_2D, textures->loadTexture(TN_TERRAIN)); //L"/terrain.png"));
MemSect(0);
if( bFirst )
{
PIXBeginNamedEvent(0,"Texture tick");
if (!pause) textures->tick(bUpdateTextures);
PIXEndNamedEvent();
}
/*
* if (serverConnection != null && !(screen instanceof ErrorScreen)) {
* if (!serverConnection.isConnected()) {
* progressRenderer.progressStart("Connecting..");
* progressRenderer.progressStagePercentage(0); } else {
* serverConnection.tick(); serverConnection.sendPosition(player); } }
*/
if (screen == NULL && player != NULL )
{
if (player->getHealth() <= 0 && !ui.GetMenuDisplayed(iPad) )
{
setScreen(NULL);
}
else if (player->isSleeping() && level != NULL && level->isClientSide)
{
// setScreen(new InBedChatScreen()); // 4J - TODO put back in
}
}
else if (screen != NULL && (dynamic_cast<InBedChatScreen *>(screen)!=NULL) && !player->isSleeping())
{
setScreen(NULL);
}
if (screen != NULL)
{
player->missTime = 10000;
player->lastClickTick[0] = ticks + 10000;
player->lastClickTick[1] = ticks + 10000;
}
if (screen != NULL)
{
screen->updateEvents();
if (screen != NULL)
{
screen->particles->tick();
screen->tick();
}
}
#ifdef _WINDOWS64
if ((screen != NULL || ui.GetMenuDisplayed(iPad)) && g_KBMInput.IsMouseGrabbed())
{
g_KBMInput.SetMouseGrabbed(false);
}
#endif
if (screen == NULL && !ui.GetMenuDisplayed(iPad) )
{
#ifdef _WINDOWS64
if (!g_KBMInput.IsMouseGrabbed() && g_KBMInput.IsWindowFocused())
{
g_KBMInput.SetMouseGrabbed(true);
}
#endif
// 4J-PB - add some tooltips if required
int iA=-1, iB=-1, iX, iY=IDS_CONTROLS_INVENTORY, iLT=-1, iRT=-1, iLB=-1, iRB=-1, iLS=-1, iRS=-1;
if(player->abilities.instabuild)
{
iX=IDS_TOOLTIPS_CREATIVE;
}
else
{
iX=IDS_CONTROLS_CRAFTING;
}
// control scheme remapping can move the Action button, so we need to check this
int *piAction;
int *piJump;
int *piUse;
int *piAlt;
unsigned int uiAction = InputManager.GetGameJoypadMaps(InputManager.GetJoypadMapVal( iPad ) ,MINECRAFT_ACTION_ACTION );
unsigned int uiJump = InputManager.GetGameJoypadMaps(InputManager.GetJoypadMapVal( iPad ) ,MINECRAFT_ACTION_JUMP );
unsigned int uiUse = InputManager.GetGameJoypadMaps(InputManager.GetJoypadMapVal( iPad ) ,MINECRAFT_ACTION_USE );
unsigned int uiAlt = InputManager.GetGameJoypadMaps(InputManager.GetJoypadMapVal( iPad ) ,MINECRAFT_ACTION_SNEAK_TOGGLE );
// Also need to handle PS3 having swapped triggers/bumpers
switch(uiAction)
{
case _360_JOY_BUTTON_RT:
piAction=&iRT;
break;
case _360_JOY_BUTTON_LT:
piAction=&iLT;
break;
case _360_JOY_BUTTON_LB:
piAction=&iLB;
break;
case _360_JOY_BUTTON_RB:
piAction=&iRB;
break;
case _360_JOY_BUTTON_A:
default:
piAction=&iA;
break;
}
switch(uiJump)
{
case _360_JOY_BUTTON_LT:
piJump=&iLT;
break;
case _360_JOY_BUTTON_RT:
piJump=&iRT;
break;
case _360_JOY_BUTTON_LB:
piJump=&iLB;
break;
case _360_JOY_BUTTON_RB:
piJump=&iRB;
break;
case _360_JOY_BUTTON_A:
default:
piJump=&iA;
break;
}
switch(uiUse)
{
case _360_JOY_BUTTON_LB:
piUse=&iLB;
break;
case _360_JOY_BUTTON_RB:
piUse=&iRB;
break;
case _360_JOY_BUTTON_LT:
piUse=&iLT;
break;
case _360_JOY_BUTTON_RT:
default:
piUse=&iRT;
break;
}
switch(uiAlt)
{
default:
case _360_JOY_BUTTON_LSTICK_RIGHT:
piAlt=&iRS;
break;
//TODO
}
if (player->isUnderLiquid(Material::water))
{
*piJump=IDS_TOOLTIPS_SWIMUP;
}
else
{
*piJump=-1;
}
*piUse=-1;
*piAction=-1;
*piAlt=-1;
// 4J-PB another special case for when the player is sleeping in a bed
if (player->isSleeping() && (level != NULL) && level->isClientSide)
{
*piUse=IDS_TOOLTIPS_WAKEUP;
}
else
{
if (player->isRiding())
{
shared_ptr<Entity> mount = player->riding;
if ( mount->instanceof(eTYPE_MINECART) || mount->instanceof(eTYPE_BOAT) )
{
*piAlt = IDS_TOOLTIPS_EXIT;
}
else
{
*piAlt = IDS_TOOLTIPS_DISMOUNT;
}
}
// no hit result, but we may have something in our hand that we can do something with
shared_ptr<ItemInstance> itemInstance = player->inventory->getSelected();
// 4J-JEV: Moved all this here to avoid having it in 3 different places.
if (itemInstance)
{
// 4J-PB - very special case for boat and empty bucket and glass bottle and more
bool bUseItem = gameMode->useItem(player, level, itemInstance, true);
switch (itemInstance->getItem()->id)
{
// food
case Item::potatoBaked_Id:
case Item::potato_Id:
case Item::pumpkinPie_Id:
case Item::potatoPoisonous_Id:
case Item::carrotGolden_Id:
case Item::carrots_Id:
case Item::mushroomStew_Id:
case Item::apple_Id:
case Item::bread_Id:
case Item::porkChop_raw_Id:
case Item::porkChop_cooked_Id:
case Item::apple_gold_Id:
case Item::fish_raw_Id:
case Item::fish_cooked_Id:
case Item::cookie_Id:
case Item::beef_cooked_Id:
case Item::beef_raw_Id:
case Item::chicken_cooked_Id:
case Item::chicken_raw_Id:
case Item::melon_Id:
case Item::rotten_flesh_Id:
case Item::spiderEye_Id:
// Check that we are actually hungry so will eat this item
{
FoodItem *food = (FoodItem *)itemInstance->getItem();
if (food != NULL && food->canEat(player))
{
*piUse=IDS_TOOLTIPS_EAT;
}
}
break;
case Item::bucket_milk_Id:
*piUse=IDS_TOOLTIPS_DRINK;
break;
case Item::fishingRod_Id: // use
case Item::emptyMap_Id:
*piUse=IDS_TOOLTIPS_USE;
break;
case Item::egg_Id: // throw
case Item::snowBall_Id:
*piUse=IDS_TOOLTIPS_THROW;
break;
case Item::bow_Id: // draw or release
if ( player->abilities.instabuild || player->inventory->hasResource(Item::arrow_Id) )
{
if (player->isUsingItem()) *piUse=IDS_TOOLTIPS_RELEASE_BOW;
else *piUse=IDS_TOOLTIPS_DRAW_BOW;
}
break;
case Item::sword_wood_Id:
case Item::sword_stone_Id:
case Item::sword_iron_Id:
case Item::sword_diamond_Id:
case Item::sword_gold_Id:
*piUse=IDS_TOOLTIPS_BLOCK;
break;
case Item::bucket_empty_Id:
case Item::glassBottle_Id:
if (bUseItem) *piUse=IDS_TOOLTIPS_COLLECT;
break;
case Item::bucket_lava_Id:
case Item::bucket_water_Id:
*piUse=IDS_TOOLTIPS_EMPTY;
break;
case Item::boat_Id:
case Tile::waterLily_Id:
if (bUseItem) *piUse=IDS_TOOLTIPS_PLACE;
break;
case Item::potion_Id:
if (bUseItem)
{
if (MACRO_POTION_IS_SPLASH(itemInstance->getAuxValue())) *piUse=IDS_TOOLTIPS_THROW;
else *piUse=IDS_TOOLTIPS_DRINK;
}
break;
case Item::enderPearl_Id:
if (bUseItem) *piUse=IDS_TOOLTIPS_THROW;
break;
case Item::eyeOfEnder_Id:
// This will only work if there is a stronghold in this dimension
if ( bUseItem && (level->dimension->id==0) && level->getLevelData()->getHasStronghold() )
{
*piUse=IDS_TOOLTIPS_THROW;
}
break;
case Item::expBottle_Id:
if (bUseItem) *piUse=IDS_TOOLTIPS_THROW;
break;
}
}
if (hitResult!=NULL)
{
switch(hitResult->type)
{
case HitResult::TILE:
{
int x,y,z;
x=hitResult->x;
y=hitResult->y;
z=hitResult->z;
int face = hitResult->f;
int iTileID=level->getTile(x,y ,z );
int iData = level->getData(x, y, z);
if( gameMode != NULL && gameMode->getTutorial() != NULL )
{
// 4J Stu - For the tutorial we want to be able to record what items we look at so that we can give hints
gameMode->getTutorial()->onLookAt(iTileID,iData);
}
// 4J-PB - Call the useItemOn with the TestOnly flag set
bool bUseItemOn=gameMode->useItemOn(player, level, itemInstance, x, y, z, face, hitResult->pos, true);
/* 4J-Jev:
* Moved this here so we have item tooltips to fallback on
* for noteblocks, enderportals and flowerpots in case of non-standard items.
* (ie. ignite behaviour)
*/
if (bUseItemOn && itemInstance!=NULL)
{
switch (itemInstance->getItem()->id)
{
case Tile::mushroom_brown_Id:
case Tile::mushroom_red_Id:
case Tile::tallgrass_Id:
case Tile::cactus_Id:
case Tile::sapling_Id:
case Tile::reeds_Id:
case Tile::flower_Id:
case Tile::rose_Id:
*piUse=IDS_TOOLTIPS_PLANT;
break;
// Things to USE
case Item::hoe_wood_Id:
case Item::hoe_stone_Id:
case Item::hoe_iron_Id:
case Item::hoe_diamond_Id:
case Item::hoe_gold_Id:
*piUse=IDS_TOOLTIPS_TILL;
break;
case Item::seeds_wheat_Id:
case Item::netherwart_seeds_Id:
*piUse=IDS_TOOLTIPS_PLANT;
break;
case Item::dye_powder_Id:
// bonemeal grows various plants
if (itemInstance->getAuxValue() == DyePowderItem::WHITE)
{
switch(iTileID)
{
case Tile::sapling_Id:
case Tile::wheat_Id:
case Tile::grass_Id:
case Tile::mushroom_brown_Id:
case Tile::mushroom_red_Id:
case Tile::melonStem_Id:
case Tile::pumpkinStem_Id:
case Tile::carrots_Id:
case Tile::potatoes_Id:
*piUse=IDS_TOOLTIPS_GROW;
break;
}
}
break;
case Item::painting_Id:
*piUse=IDS_TOOLTIPS_HANG;
break;
case Item::flintAndSteel_Id:
case Item::fireball_Id:
*piUse=IDS_TOOLTIPS_IGNITE;
break;
case Item::fireworks_Id:
*piUse=IDS_TOOLTIPS_FIREWORK_LAUNCH;
break;
case Item::lead_Id:
*piUse=IDS_TOOLTIPS_ATTACH;
break;
default:
*piUse=IDS_TOOLTIPS_PLACE;
break;
}
}
switch(iTileID)
{
case Tile::anvil_Id:
case Tile::enchantTable_Id:
case Tile::brewingStand_Id:
case Tile::workBench_Id:
case Tile::furnace_Id:
case Tile::furnace_lit_Id:
case Tile::door_wood_Id:
case Tile::dispenser_Id:
case Tile::lever_Id:
case Tile::button_stone_Id:
case Tile::button_wood_Id:
case Tile::trapdoor_Id:
case Tile::fenceGate_Id:
case Tile::beacon_Id:
*piAction=IDS_TOOLTIPS_MINE;
*piUse=IDS_TOOLTIPS_USE;
break;
case Tile::chest_Id:
*piAction = IDS_TOOLTIPS_MINE;
*piUse = (Tile::chest->getContainer(level,x,y,z) != NULL) ? IDS_TOOLTIPS_OPEN : -1;
break;
case Tile::enderChest_Id:
case Tile::chest_trap_Id:
case Tile::dropper_Id:
case Tile::hopper_Id:
*piUse=IDS_TOOLTIPS_OPEN;
*piAction=IDS_TOOLTIPS_MINE;
break;
case Tile::activatorRail_Id:
case Tile::goldenRail_Id:
case Tile::detectorRail_Id:
case Tile::rail_Id:
if (bUseItemOn) *piUse=IDS_TOOLTIPS_PLACE;
*piAction=IDS_TOOLTIPS_MINE;
break;
case Tile::bed_Id:
if (bUseItemOn) *piUse=IDS_TOOLTIPS_SLEEP;
*piAction=IDS_TOOLTIPS_MINE;
break;
case Tile::noteblock_Id:
// if in creative mode, we will mine
if (player->abilities.instabuild) *piAction=IDS_TOOLTIPS_MINE;
else *piAction=IDS_TOOLTIPS_PLAY;
*piUse=IDS_TOOLTIPS_CHANGEPITCH;
break;
case Tile::sign_Id:
*piAction=IDS_TOOLTIPS_MINE;
break;
case Tile::cauldron_Id:
// special case for a cauldron of water and an empty bottle
if (itemInstance)
{
int iID=itemInstance->getItem()->id;
int currentData = level->getData(x, y, z);
if ((iID==Item::glassBottle_Id) && (currentData > 0))
{
*piUse=IDS_TOOLTIPS_COLLECT;
}
}
*piAction=IDS_TOOLTIPS_MINE;
break;
case Tile::cake_Id:
if (player->abilities.instabuild) // if in creative mode, we will mine
{
*piAction=IDS_TOOLTIPS_MINE;
}
else
{
if (player->getFoodData()->needsFood() ) // 4J-JEV: Changed from healthto hunger.
{
*piAction=IDS_TOOLTIPS_EAT;
*piUse=IDS_TOOLTIPS_EAT;
}
else
{
*piAction=IDS_TOOLTIPS_MINE;
}
}
break;
case Tile::jukebox_Id:
if (!bUseItemOn && itemInstance!=NULL)
{
int iID=itemInstance->getItem()->id;
if ( (iID>=Item::record_01_Id) && (iID<=Item::record_12_Id) )
{
*piUse=IDS_TOOLTIPS_PLAY;
}
*piAction=IDS_TOOLTIPS_MINE;
}
else
{
if (Tile::jukebox->TestUse(level, x, y, z, player)) // means we can eject
{
*piUse=IDS_TOOLTIPS_EJECT;
}
*piAction=IDS_TOOLTIPS_MINE;
}
break;
case Tile::flowerPot_Id:
if ( !bUseItemOn && (itemInstance != NULL) && (iData == 0) )
{
int iID = itemInstance->getItem()->id;
if (iID<256) // is it a tile?
{
switch(iID)
{
case Tile::flower_Id:
case Tile::rose_Id:
case Tile::sapling_Id:
case Tile::mushroom_brown_Id:
case Tile::mushroom_red_Id:
case Tile::cactus_Id:
case Tile::deadBush_Id:
*piUse=IDS_TOOLTIPS_PLANT;
break;
case Tile::tallgrass_Id:
if (itemInstance->getAuxValue() != TallGrass::TALL_GRASS) *piUse=IDS_TOOLTIPS_PLANT;
break;
}
}
}
*piAction=IDS_TOOLTIPS_MINE;
break;
case Tile::comparator_off_Id:
case Tile::comparator_on_Id:
*piUse=IDS_TOOLTIPS_USE;
*piAction=IDS_TOOLTIPS_MINE;
break;
case Tile::diode_off_Id:
case Tile::diode_on_Id:
*piUse=IDS_TOOLTIPS_USE;
*piAction=IDS_TOOLTIPS_MINE;
break;
case Tile::redStoneOre_Id:
if (bUseItemOn) *piUse=IDS_TOOLTIPS_USE;
*piAction=IDS_TOOLTIPS_MINE;
break;
case Tile::door_iron_Id:
if(*piUse==IDS_TOOLTIPS_PLACE)
{
*piUse = -1;
}
*piAction=IDS_TOOLTIPS_MINE;
break;
default:
*piAction=IDS_TOOLTIPS_MINE;
break;
}
}
break;
case HitResult::ENTITY:
eINSTANCEOF entityType = hitResult->entity->GetType();
if ( (gameMode != NULL) && (gameMode->getTutorial() != NULL) )
{
// 4J Stu - For the tutorial we want to be able to record what items we look at so that we can give hints
gameMode->getTutorial()->onLookAtEntity(hitResult->entity);
}
shared_ptr<ItemInstance> heldItem = nullptr;
if (player->inventory->IsHeldItem())
{
heldItem = player->inventory->getSelected();
}
int heldItemId = heldItem != NULL ? heldItem->getItem()->id : -1;
switch(entityType)
{
case eTYPE_CHICKEN:
{
if(player->isAllowedToAttackAnimals()) *piAction=IDS_TOOLTIPS_HIT;
shared_ptr<Animal> animal = dynamic_pointer_cast<Animal>(hitResult->entity);
if (animal->isLeashed() && animal->getLeashHolder() == player)
{
*piUse=IDS_TOOLTIPS_UNLEASH;
break;
}
switch(heldItemId)
{
case Item::nameTag_Id:
*piUse=IDS_TOOLTIPS_NAME;
break;
case Item::lead_Id:
if (!animal->isLeashed()) *piUse=IDS_TOOLTIPS_LEASH;
break;
default:
{
if(!animal->isBaby() && !animal->isInLove() && (animal->getAge() == 0) && animal->isFood(heldItem))
{
*piUse=IDS_TOOLTIPS_LOVEMODE;
}
}
break;
case -1: break; // 4J-JEV: Empty hand.
}
}
break;
case eTYPE_COW:
{
if(player->isAllowedToAttackAnimals()) *piAction=IDS_TOOLTIPS_HIT;
shared_ptr<Animal> animal = dynamic_pointer_cast<Animal>(hitResult->entity);
if (animal->isLeashed() && animal->getLeashHolder() == player)
{
*piUse=IDS_TOOLTIPS_UNLEASH;
break;
}
switch (heldItemId)
{
// Things to USE
case Item::nameTag_Id:
*piUse=IDS_TOOLTIPS_NAME;
break;
case Item::lead_Id:
if (!animal->isLeashed()) *piUse=IDS_TOOLTIPS_LEASH;
break;
case Item::bucket_empty_Id:
*piUse=IDS_TOOLTIPS_MILK;
break;
default:
{
if(!animal->isBaby() && !animal->isInLove() && (animal->getAge() == 0) && animal->isFood(heldItem))
{
*piUse=IDS_TOOLTIPS_LOVEMODE;
}
}
break;
case -1: break; // 4J-JEV: Empty hand.
}
}
break;
case eTYPE_MUSHROOMCOW:
{
// 4J-PB - Fix for #13081 - No tooltip is displayed for hitting a cow when you have nothing in your hand
if(player->isAllowedToAttackAnimals()) *piAction=IDS_TOOLTIPS_HIT;
shared_ptr<Animal> animal = dynamic_pointer_cast<Animal>(hitResult->entity);
if (animal->isLeashed() && animal->getLeashHolder() == player)
{
*piUse=IDS_TOOLTIPS_UNLEASH;
break;
}
// It's an item
switch(heldItemId)
{
// Things to USE
case Item::nameTag_Id:
*piUse=IDS_TOOLTIPS_NAME;
break;
case Item::lead_Id:
if (!animal->isLeashed()) *piUse=IDS_TOOLTIPS_LEASH;
break;
case Item::bowl_Id:
case Item::bucket_empty_Id: // You can milk a mooshroom with either a bowl (mushroom soup) or a bucket (milk)!
*piUse=IDS_TOOLTIPS_MILK;
break;
case Item::shears_Id:
{
if(player->isAllowedToAttackAnimals()) *piAction=IDS_TOOLTIPS_HIT;
if(!animal->isBaby()) *piUse=IDS_TOOLTIPS_SHEAR;
}
break;
default:
{
if(!animal->isBaby() && !animal->isInLove() && (animal->getAge() == 0) && animal->isFood(heldItem))
{
*piUse=IDS_TOOLTIPS_LOVEMODE;
}
}
break;
case -1: break; // 4J-JEV: Empty hand.
}
}
break;
case eTYPE_BOAT:
*piAction=IDS_TOOLTIPS_MINE;
*piUse=IDS_TOOLTIPS_SAIL;
break;
case eTYPE_MINECART_RIDEABLE:
*piAction = IDS_TOOLTIPS_MINE;
*piUse = IDS_TOOLTIPS_RIDE; // are we in the minecart already? - 4J-JEV: Doesn't matter anymore.
break;
case eTYPE_MINECART_FURNACE:
*piAction = IDS_TOOLTIPS_MINE;
// if you have coal, it'll go. Is there an object in hand?
if (heldItemId == Item::coal_Id) *piUse=IDS_TOOLTIPS_USE;
break;
case eTYPE_MINECART_CHEST:
case eTYPE_MINECART_HOPPER:
*piAction = IDS_TOOLTIPS_MINE;
*piUse = IDS_TOOLTIPS_OPEN;
break;
case eTYPE_MINECART_SPAWNER:
case eTYPE_MINECART_TNT:
*piUse = IDS_TOOLTIPS_MINE;
break;
case eTYPE_SHEEP:
{
// can dye a sheep
if(player->isAllowedToAttackAnimals()) *piAction=IDS_TOOLTIPS_HIT;
shared_ptr<Sheep> sheep = dynamic_pointer_cast<Sheep>(hitResult->entity);
if (sheep->isLeashed() && sheep->getLeashHolder() == player)
{
*piUse=IDS_TOOLTIPS_UNLEASH;
break;
}
switch(heldItemId)
{
case Item::nameTag_Id:
*piUse=IDS_TOOLTIPS_NAME;
break;
case Item::lead_Id:
if (!sheep->isLeashed()) *piUse=IDS_TOOLTIPS_LEASH;
break;
case Item::dye_powder_Id:
{
// convert to tile-based color value (0 is white instead of black)
int newColor = ColoredTile::getTileDataForItemAuxValue(heldItem->getAuxValue());
// can only use a dye on sheep that haven't been sheared
if(!(sheep->isSheared() && sheep->getColor() != newColor))
{
*piUse=IDS_TOOLTIPS_DYE;
}
}
break;
case Item::shears_Id:
{
// can only shear a sheep that hasn't been sheared
if ( !sheep->isBaby() && !sheep->isSheared() )
{
*piUse=IDS_TOOLTIPS_SHEAR;
}
}
break;
default:
{
if(!sheep->isBaby() && !sheep->isInLove() && (sheep->getAge() == 0) && sheep->isFood(heldItem))
{
*piUse=IDS_TOOLTIPS_LOVEMODE;
}
}
break;
case -1: break; // 4J-JEV: Empty hand.
}
}
break;
case eTYPE_PIG:
{
// can ride a pig
if(player->isAllowedToAttackAnimals()) *piAction=IDS_TOOLTIPS_HIT;
shared_ptr<Pig> pig = dynamic_pointer_cast<Pig>(hitResult->entity);
if (pig->isLeashed() && pig->getLeashHolder() == player)
{
*piUse=IDS_TOOLTIPS_UNLEASH;
}
else if (heldItemId == Item::lead_Id)
{
if (!pig->isLeashed()) *piUse=IDS_TOOLTIPS_LEASH;
}
else if (heldItemId == Item::nameTag_Id)
{
*piUse = IDS_TOOLTIPS_NAME;
}
else if (pig->hasSaddle()) // does the pig have a saddle?
{
*piUse=IDS_TOOLTIPS_MOUNT;
}
else if (!pig->isBaby())
{
if(player->inventory->IsHeldItem())
{
switch(heldItemId)
{
case Item::saddle_Id:
*piUse=IDS_TOOLTIPS_SADDLE;
break;
default:
{
if (!pig->isInLove() && (pig->getAge() == 0) && pig->isFood(heldItem))
{
*piUse=IDS_TOOLTIPS_LOVEMODE;
}
}
break;
}
}
}
}
break;
case eTYPE_WOLF:
// can be tamed, fed, and made to sit/stand, or enter love mode
{
shared_ptr<Wolf> wolf = dynamic_pointer_cast<Wolf>(hitResult->entity);
if(player->isAllowedToAttackAnimals()) *piAction=IDS_TOOLTIPS_HIT;
if (wolf->isLeashed() && wolf->getLeashHolder() == player)
{
*piUse=IDS_TOOLTIPS_UNLEASH;
break;
}
switch(heldItemId)
{
case Item::nameTag_Id:
*piUse=IDS_TOOLTIPS_NAME;
break;
case Item::lead_Id:
if (!wolf->isLeashed()) *piUse=IDS_TOOLTIPS_LEASH;
break;
case Item::bone_Id:
if (!wolf->isAngry() && !wolf->isTame())
{
*piUse=IDS_TOOLTIPS_TAME;
}
else if (equalsIgnoreCase(player->getUUID(), wolf->getOwnerUUID()))
{
if(wolf->isSitting())
{
*piUse=IDS_TOOLTIPS_FOLLOWME;
}
else
{
*piUse=IDS_TOOLTIPS_SIT;
}
}
break;
case Item::enderPearl_Id:
// Use is throw, so don't change the tips for the wolf
break;
case Item::dye_powder_Id:
if (wolf->isTame())
{
if (ColoredTile::getTileDataForItemAuxValue(heldItem->getAuxValue()) != wolf->getCollarColor())
{
*piUse=IDS_TOOLTIPS_DYECOLLAR;
}
else if (wolf->isSitting())
{
*piUse=IDS_TOOLTIPS_FOLLOWME;
}
else
{
*piUse=IDS_TOOLTIPS_SIT;
}
}
break;
default:
if(wolf->isTame())
{
if(wolf->isFood(heldItem))
{
if(wolf->GetSynchedHealth() < wolf->getMaxHealth())
{
*piUse=IDS_TOOLTIPS_HEAL;
}
else
{
if(!wolf->isBaby() && !wolf->isInLove() && (wolf->getAge() == 0))
{
*piUse=IDS_TOOLTIPS_LOVEMODE;
}
}
// break out here
break;
}
if (equalsIgnoreCase(player->getUUID(), wolf->getOwnerUUID()))
{
if(wolf->isSitting())
{
*piUse=IDS_TOOLTIPS_FOLLOWME;
}
else
{
*piUse=IDS_TOOLTIPS_SIT;
}
}
}
break;
}
}
break;
case eTYPE_OCELOT:
{
shared_ptr<Ocelot> ocelot = dynamic_pointer_cast<Ocelot>(hitResult->entity);
if(player->isAllowedToAttackAnimals()) *piAction=IDS_TOOLTIPS_HIT;
if (ocelot->isLeashed() && ocelot->getLeashHolder() == player)
{
*piUse = IDS_TOOLTIPS_UNLEASH;
}
else if (heldItemId == Item::lead_Id)
{
if (!ocelot->isLeashed()) *piUse = IDS_TOOLTIPS_LEASH;
}
else if (heldItemId == Item::nameTag_Id)
{
*piUse = IDS_TOOLTIPS_NAME;
}
else if(ocelot->isTame())
{
// 4J-PB - if you have a raw fish in your hand, you will feed the ocelot rather than have it sit/follow
if(ocelot->isFood(heldItem))
{
if(!ocelot->isBaby())
{
if(!ocelot->isInLove())
{
if(ocelot->getAge() == 0)
{
*piUse=IDS_TOOLTIPS_LOVEMODE;
}
}
else
{
*piUse=IDS_TOOLTIPS_FEED;
}
}
}
else if (equalsIgnoreCase(player->getUUID(), ocelot->getOwnerUUID()) && !ocelot->isSittingOnTile() )
{
if(ocelot->isSitting())
{
*piUse=IDS_TOOLTIPS_FOLLOWME;
}
else
{
*piUse=IDS_TOOLTIPS_SIT;
}
}
}
else if(heldItemId >= 0)
{
if (ocelot->isFood(heldItem)) *piUse=IDS_TOOLTIPS_TAME;
}
}
break;
case eTYPE_PLAYER:
{
// Fix for #58576 - TU6: Content: Gameplay: Hit button prompt is available when attacking a host who has "Invisible" option turned on
shared_ptr<Player> TargetPlayer = dynamic_pointer_cast<Player>(hitResult->entity);
if(!TargetPlayer->hasInvisiblePrivilege()) // This means they are invisible, not just that they have the privilege
{
if( app.GetGameHostOption(eGameHostOption_PvP) && player->isAllowedToAttackPlayers())
{
*piAction=IDS_TOOLTIPS_HIT;
}
}
}
break;
case eTYPE_ITEM_FRAME:
{
shared_ptr<ItemFrame> itemFrame = dynamic_pointer_cast<ItemFrame>(hitResult->entity);
// is the frame occupied?
if(itemFrame->getItem()!=NULL)
{
// rotate the item
*piUse=IDS_TOOLTIPS_ROTATE;
}
else
{
// is there an object in hand?
if(heldItemId >= 0) *piUse=IDS_TOOLTIPS_PLACE;
}
*piAction=IDS_TOOLTIPS_HIT;
}
break;
case eTYPE_VILLAGER:
{
// 4J-JEV: Cannot leash villagers.
shared_ptr<Villager> villager = dynamic_pointer_cast<Villager>(hitResult->entity);
if (!villager->isBaby())
{
*piUse=IDS_TOOLTIPS_TRADE;
}
*piAction=IDS_TOOLTIPS_HIT;
}
break;
case eTYPE_ZOMBIE:
{
shared_ptr<Zombie> zomb = dynamic_pointer_cast<Zombie>(hitResult->entity);
static GoldenAppleItem *goldapple = (GoldenAppleItem *) Item::apple_gold;
//zomb->hasEffect(MobEffect::weakness) - not present on client.
if ( zomb->isVillager() && zomb->isWeakened() && (heldItemId == Item::apple_gold_Id) && !goldapple->isFoil(heldItem) )
{
*piUse=IDS_TOOLTIPS_CURE;
}
*piAction=IDS_TOOLTIPS_HIT;
}
break;
case eTYPE_HORSE:
{
shared_ptr<EntityHorse> horse = dynamic_pointer_cast<EntityHorse>(hitResult->entity);
bool heldItemIsFood = false, heldItemIsLove = false, heldItemIsArmour = false;
switch( heldItemId )
{
case Item::wheat_Id:
case Item::sugar_Id:
case Item::bread_Id:
case Tile::hayBlock_Id:
case Item::apple_Id:
heldItemIsFood = true;
break;
case Item::carrotGolden_Id:
case Item::apple_gold_Id:
heldItemIsLove = true;
heldItemIsFood = true;
break;
case Item::horseArmorDiamond_Id:
case Item::horseArmorGold_Id:
case Item::horseArmorMetal_Id:
heldItemIsArmour = true;
break;
}
if (horse->isLeashed() && horse->getLeashHolder() == player)
{
*piUse=IDS_TOOLTIPS_UNLEASH;
}
else if ( heldItemId == Item::lead_Id)
{
if (!horse->isLeashed()) *piUse=IDS_TOOLTIPS_LEASH;
}
else if (heldItemId == Item::nameTag_Id)
{
*piUse = IDS_TOOLTIPS_NAME;
}
else if (horse->isBaby()) // 4J-JEV: Can't ride baby horses due to morals.
{
if (heldItemIsFood)
{
// 4j - Can feed foles to speed growth.
*piUse = IDS_TOOLTIPS_FEED;
}
}
else if ( !horse->isTamed() )
{
if (heldItemId == -1)
{
// 4j - Player not holding anything, ride and attempt to break untamed horse.
*piUse = IDS_TOOLTIPS_TAME;
}
else if (heldItemIsFood)
{
// 4j - Attempt to make it like you more by feeding it.
*piUse = IDS_TOOLTIPS_FEED;
}
}
else if ( player->isSneaking()
|| (heldItemId == Item::saddle_Id)
|| (horse->canWearArmor() && heldItemIsArmour)
)
{
// 4j - Access horses inventory
if (*piUse == -1) *piUse = IDS_TOOLTIPS_OPEN;
}
else if ( horse->canWearBags()
&& !horse->isChestedHorse()
&& (heldItemId == Tile::chest_Id) )
{
// 4j - Attach saddle-bags (chest) to donkey or mule.
*piUse = IDS_TOOLTIPS_ATTACH;
}
else if ( horse->isReadyForParenting()
&& heldItemIsLove )
{
// 4j - Different food to mate horses.
*piUse = IDS_TOOLTIPS_LOVEMODE;
}
else if ( heldItemIsFood && (horse->getHealth() < horse->getMaxHealth()) )
{
// 4j - Horse is damaged and can eat held item to heal
*piUse = IDS_TOOLTIPS_HEAL;
}
else
{
// 4j - Ride tamed horse.
*piUse = IDS_TOOLTIPS_MOUNT;
}
if (player->isAllowedToAttackAnimals()) *piAction=IDS_TOOLTIPS_HIT;
}
break;
case eTYPE_ENDERDRAGON:
// 4J-JEV: Enderdragon cannot be named.
*piAction = IDS_TOOLTIPS_HIT;
break;
case eTYPE_LEASHFENCEKNOT:
*piAction = IDS_TOOLTIPS_UNLEASH;
if (heldItemId == Item::lead_Id && LeashItem::bindPlayerMobsTest(player, level, player->x, player->y, player->z))
{
*piUse = IDS_TOOLTIPS_ATTACH;
}
else
{
*piUse = IDS_TOOLTIPS_UNLEASH;
}
break;
default:
if ( hitResult->entity->instanceof(eTYPE_MOB) )
{
shared_ptr<Mob> mob = dynamic_pointer_cast<Mob>(hitResult->entity);
if (mob->isLeashed() && mob->getLeashHolder() == player)
{
*piUse=IDS_TOOLTIPS_UNLEASH;
}
else if (heldItemId == Item::lead_Id)
{
if (!mob->isLeashed()) *piUse=IDS_TOOLTIPS_LEASH;
}
else if (heldItemId == Item::nameTag_Id)
{
*piUse=IDS_TOOLTIPS_NAME;
}
}
*piAction=IDS_TOOLTIPS_HIT;
break;
}
break;
}
}
}
// 4J-JEV: Don't set tooltips when we're reloading the skin, it'll crash.
if (!ui.IsReloadingSkin()) ui.SetTooltips( iPad, iA, iB, iX, iY, iLT, iRT, iLB, iRB, iLS, iRS);
int wheel = 0;
if (InputManager.GetValue(iPad, MINECRAFT_ACTION_LEFT_SCROLL, true) > 0 && gameMode->isInputAllowed(MINECRAFT_ACTION_LEFT_SCROLL) )
{
wheel = 1;
}
else if (InputManager.GetValue(iPad, MINECRAFT_ACTION_RIGHT_SCROLL,true) > 0 && gameMode->isInputAllowed(MINECRAFT_ACTION_RIGHT_SCROLL) )
{
wheel = -1;
}
#ifdef _WINDOWS64
if (iPad == 0 && wheel == 0 && g_KBMInput.IsKBMActive())
{
wheel = g_KBMInput.GetMouseWheel();
}
#endif
if (wheel != 0)
{
player->inventory->swapPaint(wheel);
if( gameMode != NULL && gameMode->getTutorial() != NULL )
{
// 4J Stu - For the tutorial we want to be able to record what items we are using so that we can give hints
gameMode->getTutorial()->onSelectedItemChanged(player->inventory->getSelected());
}
// Update presence
player->updateRichPresence();
if (options->isFlying)
{
if (wheel > 0) wheel = 1;
if (wheel < 0) wheel = -1;
options->flySpeed += wheel * .25f;
}
}
if( gameMode->isInputAllowed(MINECRAFT_ACTION_ACTION) )
{
if((player->ullButtonsPressed&(1LL<<MINECRAFT_ACTION_ACTION)))
//if(InputManager.ButtonPressed(iPad, MINECRAFT_ACTION_ACTION) )
{
//printf("MINECRAFT_ACTION_ACTION ButtonPressed");
player->handleMouseClick(0);
player->lastClickTick[0] = ticks;
}
#ifdef _WINDOWS64
bool actionPressed = InputManager.ButtonPressed(iPad, MINECRAFT_ACTION_ACTION) || (iPad == 0 && g_KBMInput.IsKBMActive() && g_KBMInput.IsMouseButtonPressed(KeyboardMouseInput::MOUSE_LEFT));
bool actionHeld = InputManager.ButtonDown(iPad, MINECRAFT_ACTION_ACTION) || (iPad == 0 && g_KBMInput.IsKBMActive() && g_KBMInput.IsMouseButtonDown(KeyboardMouseInput::MOUSE_LEFT));
#else
bool actionPressed = InputManager.ButtonPressed(iPad, MINECRAFT_ACTION_ACTION);
bool actionHeld = InputManager.ButtonDown(iPad, MINECRAFT_ACTION_ACTION);
#endif
if (actionPressed)
{
//printf("MINECRAFT_ACTION_ACTION ButtonDown");
player->handleMouseClick(0);
player->lastClickTick[0] = ticks;
}
if(actionHeld)
{
player->handleMouseDown(0, true );
}
else
{
player->handleMouseDown(0, false );
}
}
// 4J Stu - This is how we used to handle the USE action. It has now been replaced with the block below which is more like the way the Java game does it,
// however we may find that the way we had it previously is more fun to play.
/*
if ((InputManager.GetValue(iPad, MINECRAFT_ACTION_USE,true)>0) && gameMode->isInputAllowed(MINECRAFT_ACTION_USE) )
{
handleMouseClick(1);
lastClickTick = ticks;
}
*/
#ifdef _WINDOWS64
bool useHeld = InputManager.ButtonDown(iPad, MINECRAFT_ACTION_USE) || (iPad == 0 && g_KBMInput.IsKBMActive() && g_KBMInput.IsMouseButtonDown(KeyboardMouseInput::MOUSE_RIGHT));
#else
bool useHeld = InputManager.ButtonDown(iPad, MINECRAFT_ACTION_USE);
#endif
if( player->isUsingItem() )
{
if(!useHeld) gameMode->releaseUsingItem(player);
}
else if( gameMode->isInputAllowed(MINECRAFT_ACTION_USE) )
{
if( player->abilities.instabuild )
{
// 4J - attempt to handle click in special creative mode fashion if possible (used for placing blocks at regular intervals)
bool didClick = player->creativeModeHandleMouseClick(1, useHeld );
// If this handler has put us in lastClick_oldRepeat mode then it is because we aren't placing blocks - behave largely as the code used to
if( player->lastClickState == LocalPlayer::lastClick_oldRepeat )
{
// If we've already handled the click in creativeModeHandleMouseClick then just record the time of this click
if( didClick )
{
player->lastClickTick[1] = ticks;
}
else
{
// Otherwise just the original game code for handling autorepeat
if (useHeld && ticks - player->lastClickTick[1] >= timer->ticksPerSecond / 4)
{
player->handleMouseClick(1);
player->lastClickTick[1] = ticks;
}
}
}
}
else
{
// Consider as a click if we've had a period of not pressing the button, or we've reached auto-repeat time since the last time
// Auto-repeat is only considered if we aren't riding or sprinting, to avoid photo sensitivity issues when placing fire whilst doing fast things
// Also disable repeat when the player is sleeping to stop the waking up right after using the bed
bool firstClick = ( player->lastClickTick[1] == 0 );
bool autoRepeat = ticks - player->lastClickTick[1] >= timer->ticksPerSecond / 4;
if ( player->isRiding() || player->isSprinting() || player->isSleeping() ) autoRepeat = false;
if (useHeld )
{
// If the player has just exited a bed, then delay the time before a repeat key is allowed without releasing
if(player->isSleeping() ) player->lastClickTick[1] = ticks + (timer->ticksPerSecond * 2);
if( firstClick || autoRepeat )
{
bool wasSleeping = player->isSleeping();
player->handleMouseClick(1);
// If the player has just exited a bed, then delay the time before a repeat key is allowed without releasing
if(wasSleeping) player->lastClickTick[1] = ticks + (timer->ticksPerSecond * 2);
else player->lastClickTick[1] = ticks;
}
}
else
{
player->lastClickTick[1] = 0;
}
}
}
if(app.DebugSettingsOn())
{
if (player->ullButtonsPressed & ( 1LL << MINECRAFT_ACTION_CHANGE_SKIN) )
{
player->ChangePlayerSkin();
}
}
if (player->missTime > 0) player->missTime--;
#ifdef _DEBUG_MENUS_ENABLED
if(app.DebugSettingsOn())
{
#ifndef __PSVITA__
// 4J-PB - debugoverlay for primary player only
if(iPad==ProfileManager.GetPrimaryPad())
{
if((player->ullButtonsPressed&(1LL<<MINECRAFT_ACTION_RENDER_DEBUG)) )
{
#ifndef _CONTENT_PACKAGE
#ifdef _XBOX
app.EnableDebugOverlay(options->renderDebug,iPad);
#else
// 4J Stu - The xbox uses a completely different way of navigating to this scene
ui.NavigateToScene(0, eUIScene_DebugOverlay, NULL, eUILayer_Debug);
#endif
#endif
}
if((player->ullButtonsPressed&(1LL<<MINECRAFT_ACTION_SPAWN_CREEPER)))
{
#ifndef _CONTENT_PACKAGE
options->renderDebug = !options->renderDebug;
#endif
}
}
if( (player->ullButtonsPressed&(1LL<<MINECRAFT_ACTION_FLY_TOGGLE)) )
{
player->abilities.debugflying = !player->abilities.debugflying;
player->abilities.flying = !player->abilities.flying;
}
#endif // PSVITA
}
#endif
if((player->ullButtonsPressed&(1LL<<MINECRAFT_ACTION_RENDER_THIRD_PERSON)) && gameMode->isInputAllowed(MINECRAFT_ACTION_RENDER_THIRD_PERSON))
{
// 4J-PB - changing this to be per player
player->SetThirdPersonView((player->ThirdPersonView()+1)%3);
//options->thirdPersonView = !options->thirdPersonView;
}
if((player->ullButtonsPressed&(1LL<<MINECRAFT_ACTION_GAME_INFO)) && gameMode->isInputAllowed(MINECRAFT_ACTION_GAME_INFO))
{
ui.NavigateToScene(iPad,eUIScene_InGameInfoMenu);
ui.PlayUISFX(eSFX_Press);
}
if((player->ullButtonsPressed&(1LL<<MINECRAFT_ACTION_INVENTORY)) && gameMode->isInputAllowed(MINECRAFT_ACTION_INVENTORY))
{
shared_ptr<MultiplayerLocalPlayer> player = Minecraft::GetInstance()->player;
ui.PlayUISFX(eSFX_Press);
if(gameMode->isServerControlledInventory())
{
player->sendOpenInventory();
}
else
{
app.LoadInventoryMenu(iPad,player);
}
}
if((player->ullButtonsPressed&(1LL<<MINECRAFT_ACTION_CRAFTING)) && gameMode->isInputAllowed(MINECRAFT_ACTION_CRAFTING))
{
shared_ptr<MultiplayerLocalPlayer> player = Minecraft::GetInstance()->player;
// 4J-PB - reordered the if statement so creative mode doesn't bring up the crafting table
// Fix for #39014 - TU5: Creative Mode: Pressing X to access the creative menu while looking at a crafting table causes the crafting menu to display
if(gameMode->hasInfiniteItems())
{
// Creative mode
ui.PlayUISFX(eSFX_Press);
app.LoadCreativeMenu(iPad,player);
}
// 4J-PB - Microsoft request that we use the 3x3 crafting if someone presses X while at the workbench
else if ((hitResult!=NULL) && (hitResult->type == HitResult::TILE) && (level->getTile(hitResult->x, hitResult->y, hitResult->z) == Tile::workBench_Id))
{
//ui.PlayUISFX(eSFX_Press);
//app.LoadXuiCrafting3x3Menu(iPad,player,hitResult->x, hitResult->y, hitResult->z);
bool usedItem = false;
gameMode->useItemOn(player, level, nullptr, hitResult->x, hitResult->y, hitResult->z, 0, hitResult->pos, false, &usedItem);
}
else
{
ui.PlayUISFX(eSFX_Press);
app.LoadCrafting2x2Menu(iPad,player);
}
}
if ( (player->ullButtonsPressed&(1LL<<MINECRAFT_ACTION_PAUSEMENU))
#ifdef _DURANGO
|| (player->ullButtonsPressed&(1LL<<ACTION_MENU_GTC_PAUSE))
#endif
)
{
app.DebugPrintf("PAUSE PRESS PROCESSING - ipad = %d, NavigateToScene\n",player->GetXboxPad());
ui.PlayUISFX(eSFX_Press);
ui.NavigateToScene(iPad, eUIScene_PauseMenu, NULL, eUILayer_Scene);
}
if((player->ullButtonsPressed&(1LL<<MINECRAFT_ACTION_DROP)) && gameMode->isInputAllowed(MINECRAFT_ACTION_DROP))
{
player->drop();
}
__uint64 ullButtonsPressed=player->ullButtonsPressed;
bool selected = false;
#ifdef __PSVITA__
// 4J-PB - use the touchscreen for quickselect
SceTouchData* pTouchData = InputManager.GetTouchPadData(iPad,false);
if(pTouchData->reportNum==1)
{
int iHudSize=app.GetGameSettings(iPad,eGameSetting_UISize);
int iYOffset = (app.GetGameSettings(ProfileManager.GetPrimaryPad(),eGameSetting_Tooltips) == 0) ? iToolTipOffset : 0;
if((pTouchData->report[0].x>QuickSelectRect[iHudSize].left)&&(pTouchData->report[0].x<QuickSelectRect[iHudSize].right) &&
(pTouchData->report[0].y>QuickSelectRect[iHudSize].top+iYOffset)&&(pTouchData->report[0].y<QuickSelectRect[iHudSize].bottom+iYOffset))
{
player->inventory->selected=(pTouchData->report[0].x-QuickSelectRect[iHudSize].left)/QuickSelectBoxWidth[iHudSize];
selected = true;
app.DebugPrintf("Touch %d\n",player->inventory->selected);
}
}
#endif
if( selected || wheel != 0 || (player->ullButtonsPressed&(1LL<<MINECRAFT_ACTION_DROP)) )
{
wstring itemName = L"";
shared_ptr<ItemInstance> selectedItem = player->getSelectedItem();
// Dropping items happens over network, so if we only have one then assume that we dropped it and should hide the item
int iCount=0;
if(selectedItem != NULL) iCount=selectedItem->GetCount();
if(selectedItem != NULL && !( (player->ullButtonsPressed&(1LL<<MINECRAFT_ACTION_DROP)) && selectedItem->GetCount() == 1))
{
itemName = selectedItem->getHoverName();
}
if( !(player->ullButtonsPressed&(1LL<<MINECRAFT_ACTION_DROP)) || (selectedItem != NULL && selectedItem->GetCount() <= 1) ) ui.SetSelectedItem( iPad, itemName );
}
}
else
{
// 4J-PB
if (InputManager.GetValue(iPad, ACTION_MENU_CANCEL) > 0 && gameMode->isInputAllowed(ACTION_MENU_CANCEL))
{
setScreen(NULL);
}
}
// monitor for keyboard input
// #ifndef _CONTENT_PACKAGE
// if(!(ui.GetMenuDisplayed(iPad)))
// {
// WCHAR wchInput;
// if(InputManager.InputDetected(iPad,&wchInput))
// {
// printf("Input Detected!\n");
//
// // see if we can react to this
// if(app.GetXuiAction(iPad)==eAppAction_Idle)
// {
// app.SetAction(iPad,eAppAction_DebugText,(LPVOID)wchInput);
// }
// }
// }
// #endif
#if 0
// 4J - TODO - some replacement for input handling...
if (screen == NULL || screen.passEvents)
{
while (Mouse.next())
{
long passedTime = System.currentTimeMillis() - lastTickTime;
if (passedTime > 200) continue;
int wheel = Mouse.getEventDWheel();
if (wheel != 0) {
player->inventory.swapPaint(wheel);
if (options.isFlying) {
if (wheel > 0) wheel = 1;
if (wheel < 0) wheel = -1;
options.flySpeed += wheel * .25f;
}
}
if (screen == null) {
if (!mouseGrabbed && Mouse.getEventButtonState()) {
grabMouse();
} else {
if (Mouse.getEventButton() == 0 && Mouse.getEventButtonState()) {
handleMouseClick(0);
lastClickTick = ticks;
}
if (Mouse.getEventButton() == 1 && Mouse.getEventButtonState()) {
handleMouseClick(1);
lastClickTick = ticks;
}
if (Mouse.getEventButton() == 2 && Mouse.getEventButtonState()) {
handleGrabTexture();
}
}
} else if (screen != null) {
screen.mouseEvent();
}
}
if (missTime > 0) missTime--;
while (Keyboard.next()) {
player->setKey(Keyboard.getEventKey(), Keyboard.getEventKeyState());
if (Keyboard.getEventKeyState()) {
if (Keyboard.getEventKey() == Keyboard.KEY_F11) {
toggleFullScreen();
continue;
}
/*
* if (Keyboard.getEventKey() == Keyboard.KEY_F4) { new
* PortalForcer().createPortal(level, player); continue; }
*/
/*
* if (Keyboard.getEventKey() == Keyboard.KEY_RETURN) {
* level.pathFind(); continue; }
*/
if (screen != null) {
screen.keyboardEvent();
} else {
if (Keyboard.getEventKey() == Keyboard.KEY_ESCAPE) {
pauseGame();
}
if (Keyboard.getEventKey() == Keyboard.KEY_S && Keyboard.isKeyDown(Keyboard.KEY_F3)) {
reloadSound();
}
// if (Keyboard.getEventKey() == Keyboard.KEY_P) {
// gameMode = new DemoMode(this);
// selectLevel(CreateWorldScreen.findAvailableFolderName(getLevelSource(), "Demo"), "Demo World", 0L);
// setScreen(null);
//
// }
if (Keyboard.getEventKey() == Keyboard.KEY_F1) {
options.hideGui = !options.hideGui;
}
if (Keyboard.getEventKey() == Keyboard.KEY_F3) {
options.renderDebug = !options.renderDebug;
}
if (Keyboard.getEventKey() == Keyboard.KEY_F5) {
options.thirdPersonView = !options.thirdPersonView;
}
if (Keyboard.getEventKey() == Keyboard.KEY_F8) {
options.smoothCamera = !options.smoothCamera;
}
if (DEADMAU5_CAMERA_CHEATS) {
if (Keyboard.getEventKey() == Keyboard.KEY_F6) {
options.isFlying = !options.isFlying;
}
if (Keyboard.getEventKey() == Keyboard.KEY_F9) {
options.fixedCamera = !options.fixedCamera;
}
if (Keyboard.getEventKey() == Keyboard.KEY_ADD) {
options.cameraSpeed += .1f;
}
if (Keyboard.getEventKey() == Keyboard.KEY_SUBTRACT) {
options.cameraSpeed -= .1f;
if (options.cameraSpeed < 0) {
options.cameraSpeed = 0;
}
}
}
if (Keyboard.getEventKey() == options.keyBuild.key) {
setScreen(new InventoryScreen(player));
}
if (Keyboard.getEventKey() == options.keyDrop.key) {
player->drop();
}
if (isClientSide() && Keyboard.getEventKey() == options.keyChat.key) {
setScreen(new ChatScreen());
}
}
for (int i = 0; i < 9; i++) {
if (Keyboard.getEventKey() == Keyboard.KEY_1 + i) player->inventory.selected = i;
}
if (Keyboard.getEventKey() == options.keyFog.key) {
options.toggle(Options.Option.RENDER_DISTANCE, Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) || Keyboard.isKeyDown(Keyboard.KEY_RSHIFT) ? -1 : 1);
}
}
}
if (screen == null) {
if (Mouse.isButtonDown(0) && ticks - lastClickTick >= timer.ticksPerSecond / 4 && mouseGrabbed) {
handleMouseClick(0);
lastClickTick = ticks;
}
if (Mouse.isButtonDown(1) && ticks - lastClickTick >= timer.ticksPerSecond / 4 && mouseGrabbed) {
handleMouseClick(1);
lastClickTick = ticks;
}
}
handleMouseDown(0, screen == null && Mouse.isButtonDown(0) && mouseGrabbed);
}
#endif
if (level != NULL)
{
if (player != NULL)
{
recheckPlayerIn++;
if (recheckPlayerIn == 30)
{
recheckPlayerIn = 0;
level->ensureAdded(player);
}
}
// 4J Changed - We are setting the difficulty the same as the server so that leaderboard updates work correctly
//level->difficulty = options->difficulty;
//if (level->isClientSide) level->difficulty = Difficulty::HARD;
if( !level->isClientSide )
{
//app.DebugPrintf("Minecraft::tick - Difficulty = %d",options->difficulty);
level->difficulty = options->difficulty;
}
PIXBeginNamedEvent(0,"Game renderer tick");
if (!pause) gameRenderer->tick( bFirst);
PIXEndNamedEvent();
// 4J - we want to tick each level once only per frame, and do it when a player that is actually in that level happens to be active.
// This is important as things that get called in the level tick (eg the levellistener) eventually end up working out what the current
// level is by determing it from the current player. Use flags here to make sure each level is only ticked the once.
static unsigned int levelsTickedFlags;
if( bFirst )
{
levelsTickedFlags = 0;
#ifndef DISABLE_LEVELTICK_THREAD
PIXBeginNamedEvent(0,"levelTickEventQueue waitForFinish");
levelTickEventQueue->waitForFinish();
PIXEndNamedEvent();
#endif // DISABLE_LEVELTICK_THREAD
SparseLightStorage::tick(); // 4J added
CompressedTileStorage::tick(); // 4J added
SparseDataStorage::tick(); // 4J added
}
for(unsigned int i = 0; i < levels.length; ++i)
{
if( player->level != levels[i] ) continue; // Don't tick if the current player isn't in this level
// 4J - this doesn't fully tick the animateTick here, but does register this player's position. The actual
// work is now done in Level::animateTickDoWork() so we can take into account multiple players in the one level.
if (!pause && levels[i] != NULL) levels[i]->animateTick(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z));
if( levelsTickedFlags & ( 1 << i ) ) continue; // Don't tick further if we've already ticked this level this frame
levelsTickedFlags |= (1 << i);
PIXBeginNamedEvent(0,"Level renderer tick");
if (!pause) levelRenderer->tick();
PIXEndNamedEvent();
// if (!pause && player!=null) {
// if (player != null && !level.entities.contains(player)) {
// level.addEntity(player);
// }
// }
if( levels[i] != NULL )
{
if (!pause)
{
if (levels[i]->skyFlashTime > 0) levels[i]->skyFlashTime--;
PIXBeginNamedEvent(0,"Level entity tick");
levels[i]->tickEntities();
PIXEndNamedEvent();
}
// optimisation to set the culling off early, in parallel with other stuff
#if defined __PS3__ && !defined DISABLE_SPU_CODE
// kick off the culling for all valid players in this level
int currPlayerIdx = getLocalPlayerIdx();
for( int idx = 0; idx < XUSER_MAX_COUNT; idx++ )
{
if(localplayers[idx]!=NULL)
{
if( localplayers[idx]->level == levels[i] )
{
setLocalPlayerIdx(idx);
gameRenderer->setupCamera(timer->a, i);
Camera::prepare(localplayers[idx], localplayers[idx]->ThirdPersonView() == 2);
shared_ptr<LivingEntity> cameraEntity = cameraTargetPlayer;
double xOff = cameraEntity->xOld + (cameraEntity->x - cameraEntity->xOld) * timer->a;
double yOff = cameraEntity->yOld + (cameraEntity->y - cameraEntity->yOld) * timer->a;
double zOff = cameraEntity->zOld + (cameraEntity->z - cameraEntity->zOld) * timer->a;
FrustumCuller frustObj;
Culler *frustum = &frustObj;
MemSect(0);
frustum->prepare(xOff, yOff, zOff);
levelRenderer->cull_SPU(idx, frustum, 0);
}
}
}
setLocalPlayerIdx(currPlayerIdx);
#endif // __PS3__
// 4J Stu - We are always online, but still could be paused
if (!pause) // || isClientSide())
{
//app.DebugPrintf("Minecraft::tick spawn settings - Difficulty = %d",options->difficulty);
levels[i]->setSpawnSettings(level->difficulty > 0, true);
PIXBeginNamedEvent(0,"Level tick");
#ifdef DISABLE_LEVELTICK_THREAD
levels[i]->tick();
#else
levelTickEventQueue->sendEvent(levels[i]);
#endif // DISABLE_LEVELTICK_THREAD
PIXEndNamedEvent();
}
}
}
if( bFirst )
{
PIXBeginNamedEvent(0,"Particle tick");
if (!pause) particleEngine->tick();
PIXEndNamedEvent();
}
// 4J Stu - Keep ticking the connections if paused so that they don't time out
if( pause ) tickAllConnections();
// player->tick();
}
#ifdef __PS3__
// while(!g_tickLevelQueue.empty())
// {
// Level* pLevel = g_tickLevelQueue.front();
// g_tickLevelQueue.pop();
// pLevel->tick();
// };
#endif
// if (Keyboard.isKeyDown(Keyboard.KEY_NUMPAD7) ||
// Keyboard.isKeyDown(Keyboard.KEY_Q)) rota++;
// if (Keyboard.isKeyDown(Keyboard.KEY_NUMPAD9) ||
// Keyboard.isKeyDown(Keyboard.KEY_E)) rota--;
// 4J removed
//lastTickTime = System::currentTimeMillis();
}
void Minecraft::reloadSound()
{
// System.out.println("FORCING RELOAD!"); // 4J - removed
soundEngine = new SoundEngine();
soundEngine->init(options);
bgLoader->forceReload();
}
bool Minecraft::isClientSide()
{
return level != NULL && level->isClientSide;
}
void Minecraft::selectLevel(ConsoleSaveFile *saveFile, const wstring& levelId, const wstring& levelName, LevelSettings *levelSettings)
{
}
bool Minecraft::saveSlot(int slot, const wstring& name)
{
return false;
}
bool Minecraft::loadSlot(const wstring& userName, int slot)
{
return false;
}
void Minecraft::releaseLevel(int message)
{
//this->level = NULL;
setLevel(NULL, message);
}
// 4J Stu - This code was within setLevel, but I moved it out so that I can call it at a better
// time when exiting from an online game
void Minecraft::forceStatsSave(int idx)
{
//4J Gordon: Force a stats save
stats[idx]->save(idx, true);
//4J Gordon: If the player is signed in, save the leaderboards
if( ProfileManager.IsSignedInLive(idx) )
{
int tempLockedProfile = ProfileManager.GetLockedProfile();
ProfileManager.SetLockedProfile(idx);
stats[idx]->saveLeaderboards();
ProfileManager.SetLockedProfile(tempLockedProfile);
}
}
// 4J Added
MultiPlayerLevel *Minecraft::getLevel(int dimension)
{
if (dimension == -1) return levels[1];
else if(dimension == 1) return levels[2];
else return levels[0];
}
// 4J Stu - Removed as redundant with default values in params.
//void Minecraft::setLevel(Level *level, bool doForceStatsSave /*= true*/)
//{
// setLevel(level, -1, NULL, doForceStatsSave);
//}
// Also causing ambiguous call for some reason
// as it is matching shared_ptr<Player> from the func below with bool from this one
//void Minecraft::setLevel(Level *level, const wstring& message, bool doForceStatsSave /*= true*/)
//{
// setLevel(level, message, NULL, doForceStatsSave);
//}
void Minecraft::forceaddLevel(MultiPlayerLevel *level)
{
int dimId = level->dimension->id;
if (dimId == -1) levels[1] = level;
else if(dimId == 1) levels[2] = level;
else levels[0] = level;
}
void Minecraft::setLevel(MultiPlayerLevel *level, int message /*=-1*/, shared_ptr<Player> forceInsertPlayer /*=NULL*/, bool doForceStatsSave /*=true*/, bool bPrimaryPlayerSignedOut /*=false*/)
{
EnterCriticalSection(&m_setLevelCS);
bool playerAdded = false;
this->cameraTargetPlayer = nullptr;
if(progressRenderer != NULL)
{
this->progressRenderer->progressStart(message);
this->progressRenderer->progressStage(-1);
}
// 4J-PB - since we now play music in the menu, just let it keep playing
//soundEngine->playStreaming(L"", 0, 0, 0, 0, 0);
// 4J - stop update thread from processing this level, which blocks until it is safe to move on - will be re-enabled if we set the level to be non-NULL
gameRenderer->DisableUpdateThread();
for(unsigned int i = 0; i < levels.length; ++i)
{
// 4J We only need to save out in multiplayer is we are setting the level to NULL
// If we ever go back to making single player only then this will not work properly!
if (levels[i] != NULL && level == NULL)
{
// 4J Stu - This is really only relevant for single player (ie not what we do at the moment)
if((doForceStatsSave==true) && player!=NULL)
forceStatsSave(player->GetXboxPad() );
// 4J Stu - Added these for the case when we exit a level so we are setting the level to NULL
// The level renderer needs to have it's stored level set to NULL so that it doesn't break next time we set one
if (levelRenderer != NULL)
{
for(DWORD p = 0; p < XUSER_MAX_COUNT; ++p)
{
levelRenderer->setLevel(p, NULL);
}
}
if (particleEngine != NULL) particleEngine->setLevel(NULL);
}
}
// 4J If we are setting the level to NULL then we are exiting, so delete the levels
if( level == NULL )
{
if(levels[0]!=NULL)
{
delete levels[0];
levels[0] = NULL;
// Both level share the same savedDataStorage
if(levels[1]!=NULL) levels[1]->savedDataStorage = NULL;
}
if(levels[1]!=NULL)
{
delete levels[1];
levels[1] = NULL;
}
if(levels[2]!=NULL)
{
delete levels[2];
levels[2] = NULL;
}
// Delete all the player objects
for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
shared_ptr<MultiplayerLocalPlayer> mplp = localplayers[idx];
if(mplp != NULL && mplp->connection != NULL )
{
delete mplp->connection;
mplp->connection = NULL;
}
if( localgameModes[idx] != NULL )
{
delete localgameModes[idx];
localgameModes[idx] = NULL;
}
if( m_pendingLocalConnections[idx] != NULL )
{
delete m_pendingLocalConnections[idx];
m_pendingLocalConnections[idx] = NULL;
}
localplayers[idx] = nullptr;
}
// If we are removing the primary player then there can't be a valid gamemode left anymore, this
// pointer will be referring to the one we've just deleted
gameMode = NULL;
// Remove references to player
player = nullptr;
cameraTargetPlayer = nullptr;
EntityRenderDispatcher::instance->cameraEntity = nullptr;
TileEntityRenderDispatcher::instance->cameraEntity = nullptr;
}
this->level = level;
if (level != NULL)
{
int dimId = level->dimension->id;
if (dimId == -1) levels[1] = level;
else if(dimId == 1) levels[2] = level;
else levels[0] = level;
// If no player has been set, then this is the first level to be set this game, so set up
// a primary player & initialise some other things
if (player == NULL)
{
int iPrimaryPlayer = ProfileManager.GetPrimaryPad();
player = gameMode->createPlayer(level);
PlayerUID playerXUIDOffline = INVALID_XUID;
PlayerUID playerXUIDOnline = INVALID_XUID;
ProfileManager.GetXUID(iPrimaryPlayer,&playerXUIDOffline,false);
ProfileManager.GetXUID(iPrimaryPlayer,&playerXUIDOnline,true);
#ifdef __PSVITA__
if(CGameNetworkManager::usingAdhocMode() && playerXUIDOnline.getOnlineID()[0] == 0)
{
// player doesn't have an online UID, set it from the player name
playerXUIDOnline.setForAdhoc();
}
#endif
#ifdef _WINDOWS64
// On Windows, the implementation has been changed to use a per-client pseudo XUID based on `uid.dat`.
// To maintain player data compatibility with existing worlds, the world host (the first player) will use the previous embedded pseudo XUID.
INetworkPlayer *localNetworkPlayer = g_NetworkManager.GetLocalPlayerByUserIndex(iPrimaryPlayer);
if(localNetworkPlayer != NULL && localNetworkPlayer->IsHost())
{
playerXUIDOffline = Win64Xuid::GetLegacyEmbeddedHostXuid();
}
else
{
playerXUIDOffline = Win64Xuid::ResolvePersistentXuid();
}
#endif
player->setXuid(playerXUIDOffline);
player->setOnlineXuid(playerXUIDOnline);
player->m_displayName = ProfileManager.GetDisplayName(iPrimaryPlayer);
player->resetPos();
gameMode->initPlayer(player);
player->SetXboxPad(iPrimaryPlayer);
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
m_pendingLocalConnections[i] = NULL;
if( i != iPrimaryPlayer ) localgameModes[i] = NULL;
}
}
if (player != NULL)
{
player->resetPos();
// gameMode.initPlayer(player);
if (level != NULL)
{
level->addEntity(player);
playerAdded = true;
}
}
if(player->input != NULL) delete player->input;
player->input = new Input();
if (levelRenderer != NULL) levelRenderer->setLevel(player->GetXboxPad(), level);
if (particleEngine != NULL) particleEngine->setLevel(level);
#if 0
// 4J - removed - we don't use ChunkCache anymore
ChunkSource *cs = level->getChunkSource();
if (dynamic_cast<ChunkCache *>(cs) != NULL)
{
ChunkCache *spcc = (ChunkCache *)cs;
// 4J - these had a Mth::floor which seems unrequired
int xt = ((int) player->x) >> 4;
int zt = ((int) player->z) >> 4;
spcc->centerOn(xt, zt);
}
#endif
gameMode->adjustPlayer(player);
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
m_pendingLocalConnections[i] = NULL;
}
updatePlayerViewportAssignments();
this->cameraTargetPlayer = player;
// 4J - allow update thread to start processing the level now both it & the player should be ok
gameRenderer->EnableUpdateThread();
}
else
{
levelSource->clearAll();
player = nullptr;
// Clear all players if the new level is NULL
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
if( m_pendingLocalConnections[i] != NULL ) m_pendingLocalConnections[i]->close();
m_pendingLocalConnections[i] = NULL;
localplayers[i] = nullptr;
localgameModes[i] = NULL;
}
}
// System.gc(); // 4J - removed
// 4J removed
//this->lastTickTime = 0;
LeaveCriticalSection(&m_setLevelCS);
}
void Minecraft::prepareLevel(int title)
{
if(progressRenderer != NULL)
{
this->progressRenderer->progressStart(title);
this->progressRenderer->progressStage(IDS_PROGRESS_BUILDING_TERRAIN);
}
int r = 128;
if (gameMode->isCutScene()) r = 64;
int pp = 0;
int max = r * 2 / 16 + 1;
max = max * max;
ChunkSource *cs = level->getChunkSource();
Pos *spawnPos = level->getSharedSpawnPos();
if (player != NULL)
{
spawnPos->x = (int) player->x;
spawnPos->z = (int) player->z;
}
#if 0
// 4J - removed - we don't use ChunkCache anymore
if (dynamic_cast<ChunkCache *>(cs)!=NULL)
{
ChunkCache *spcc = (ChunkCache *) cs;
spcc->centerOn(spawnPos->x >> 4, spawnPos->z >> 4);
}
#endif
for (int x = -r; x <= r; x += 16)
{
for (int z = -r; z <= r; z += 16)
{
if(progressRenderer != NULL) this->progressRenderer->progressStagePercentage((pp++) * 100 / max);
level->getTile(spawnPos->x + x, 64, spawnPos->z + z);
if (!gameMode->isCutScene()) {
}
}
}
delete spawnPos;
if (!gameMode->isCutScene())
{
if(progressRenderer != NULL) this->progressRenderer->progressStage(IDS_PROGRESS_SIMULATING_WORLD);
max = 2000;
}
}
wstring Minecraft::gatherStats1()
{
//return levelRenderer->gatherStats1();
return L"Time to autosave: " + std::to_wstring( app.SecondsToAutosave() ) + L"s";
}
wstring Minecraft::gatherStats2()
{
return g_NetworkManager.GatherStats();
//return levelRenderer->gatherStats2();
}
wstring Minecraft::gatherStats3()
{
return g_NetworkManager.GatherRTTStats();
//return L"P: " + particleEngine->countParticles() + L". T: " + level->gatherStats();
}
wstring Minecraft::gatherStats4()
{
return level->gatherChunkSourceStats();
}
void Minecraft::respawnPlayer(int iPad, int dimension, int newEntityId)
{
gameRenderer->DisableUpdateThread(); // 4J - don't do updating whilst we are adjusting the player & localplayer array
shared_ptr<MultiplayerLocalPlayer> localPlayer = localplayers[iPad];
level->validateSpawn();
level->removeAllPendingEntityRemovals();
if (localPlayer != NULL)
{
level->removeEntity(localPlayer);
}
shared_ptr<Player> oldPlayer = localPlayer;
cameraTargetPlayer = nullptr;
// 4J-PB - copy and set the players xbox pad
int iTempPad=localPlayer->GetXboxPad();
int iTempScreenSection = localPlayer->m_iScreenSection;
EDefaultSkins skin = localPlayer->getPlayerDefaultSkin();
player = localgameModes[iPad]->createPlayer(level);
PlayerUID playerXUIDOffline = INVALID_XUID;
PlayerUID playerXUIDOnline = INVALID_XUID;
ProfileManager.GetXUID(iTempPad,&playerXUIDOffline,false);
ProfileManager.GetXUID(iTempPad,&playerXUIDOnline,true);
#ifdef _WINDOWS64
// Same compatibility rule as create/init paths.
INetworkPlayer *localNetworkPlayer = g_NetworkManager.GetLocalPlayerByUserIndex(iTempPad);
if(localNetworkPlayer != NULL && localNetworkPlayer->IsHost())
{
playerXUIDOffline = Win64Xuid::GetLegacyEmbeddedHostXuid();
}
else
{
playerXUIDOffline = Win64Xuid::ResolvePersistentXuid();
}
#endif
player->setXuid(playerXUIDOffline);
player->setOnlineXuid(playerXUIDOnline);
player->setIsGuest( ProfileManager.IsGuest(iTempPad) );
player->m_displayName = ProfileManager.GetDisplayName(iPad);
player->SetXboxPad(iTempPad);
player->m_iScreenSection = iTempScreenSection;
player->setPlayerIndex( localPlayer->getPlayerIndex() );
player->setCustomSkin(localPlayer->getCustomSkin());
player->setPlayerDefaultSkin( skin );
player->setCustomCape(localPlayer->getCustomCape());
player->m_sessionTimeStart = localPlayer->m_sessionTimeStart;
player->m_dimensionTimeStart = localPlayer->m_dimensionTimeStart;
player->setPlayerGamePrivilege(Player::ePlayerGamePrivilege_All, localPlayer->getAllPlayerGamePrivileges());
player->SetThirdPersonView(oldPlayer->ThirdPersonView());
// Fix for #63021 - TU7: Content: UI: Travelling from/to the Nether results in switching currently held item to another.
// Fix for #81759 - TU9: Content: Gameplay: Entering The End Exit Portal replaces the Player's currently held item with the first one from the Quickbar
if( localPlayer->getHealth() > 0 && localPlayer->y > -64)
{
player->inventory->selected = localPlayer->inventory->selected;
}
// Set the animation override if the skin has one
DWORD dwSkinID=app.getSkinIdFromPath(player->customTextureUrl);
if(GET_IS_DLC_SKIN_FROM_BITMASK(dwSkinID))
{
player->setAnimOverrideBitmask(player->getSkinAnimOverrideBitmask(dwSkinID));
}
player->dimension = dimension;
cameraTargetPlayer = player;
// 4J-PB - are we the primary player or a local player?
if(iPad==ProfileManager.GetPrimaryPad())
{
createPrimaryLocalPlayer(iPad);
// update the debugoptions
app.SetGameSettingsDebugMask(ProfileManager.GetPrimaryPad(),app.GetGameSettingsDebugMask(-1,true));
}
else
{
storeExtraLocalPlayer(iPad);
}
player->setShowOnMaps(app.GetGameHostOption(eGameHostOption_Gamertags)!=0?true:false);
player->resetPos();
level->addEntity(player);
gameMode->initPlayer(player);
if(player->input != NULL) delete player->input;
player->input = new Input();
player->entityId = newEntityId;
player->animateRespawn();
gameMode->adjustPlayer(player);
// 4J - added isClientSide check here
if (!level->isClientSide)
{
prepareLevel(IDS_PROGRESS_RESPAWNING);
}
// 4J Added for multiplayer. At this point we know everything is ready to run again
//SetEvent(m_hPlayerRespawned);
player->SetPlayerRespawned(true);
if (dynamic_cast<DeathScreen *>(screen) != NULL) setScreen(NULL);
gameRenderer->EnableUpdateThread();
}
void Minecraft::start(const wstring& name, const wstring& sid)
{
startAndConnectTo(name, sid, L"");
}
void Minecraft::startAndConnectTo(const wstring& name, const wstring& sid, const wstring& url)
{
bool fullScreen = false;
wstring userName = name;
/* 4J - removed window handling things here
final Frame frame = new Frame("Minecraft");
Canvas canvas = new Canvas();
frame.setLayout(new BorderLayout());
frame.add(canvas, BorderLayout.CENTER);
// OverlayLayout oll = new OverlayLayout(frame);
// oll.addLayoutComponent(canvas, BorderLayout.CENTER);
// oll.addLayoutComponent(new JLabel("TEST"), BorderLayout.EAST);
canvas.setPreferredSize(new Dimension(854, 480));
frame.pack();
frame.setLocationRelativeTo(null);
*/
Minecraft *minecraft;
// 4J - was new Minecraft(frame, canvas, NULL, 854, 480, fullScreen);
minecraft = new Minecraft(NULL, NULL, NULL, 1280, 720, fullScreen);
/* - 4J - removed
{
@Override
public void onCrash(CrashReport crashReport) {
frame.removeAll();
frame.add(new CrashInfoPanel(crashReport), BorderLayout.CENTER);
frame.validate();
}
}; */
/* 4J - removed
final Thread thread = new Thread(minecraft, "Minecraft main thread");
thread.setPriority(Thread.MAX_PRIORITY);
*/
minecraft->serverDomain = L"www.minecraft.net";
// 4J Stu - We never want the player to be DemoUser, we always want them to have their gamertag displayed
//if (ProfileManager.IsFullVersion())
{
if (userName != L"" && sid != L"") // 4J - username & side were compared with NULL rather than empty strings
{
minecraft->user = new User(userName, sid);
}
else
{
minecraft->user = new User(L"Player" + std::to_wstring(System::currentTimeMillis() % 1000), L"");
}
}
//else
//{
// minecraft->user = new DemoUser();
//}
/* 4J - TODO
if (url != NULL)
{
String[] tokens = url.split(":");
minecraft.connectTo(tokens[0], Integer.parseInt(tokens[1]));
}
*/
/* 4J - removed
frame.setVisible(true);
frame.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent arg0) {
minecraft.stop();
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
System.exit(0);
}
});
*/
// 4J - TODO - consider whether we need to actually create a thread here
minecraft->run();
}
ClientConnection *Minecraft::getConnection(int iPad)
{
return localplayers[iPad]->connection;
}
// 4J-PB - so we can access this from within our xbox game loop
Minecraft *Minecraft::GetInstance()
{
return m_instance;
}
bool useLomp = false;
int g_iMainThreadId;
void Minecraft::main()
{
wstring name;
wstring sessionId;
//g_iMainThreadId = GetCurrentThreadId();
useLomp = true;
MinecraftWorld_RunStaticCtors();
EntityRenderDispatcher::staticCtor();
TileEntityRenderDispatcher::staticCtor();
User::staticCtor();
Tutorial::staticCtor();
ColourTable::staticCtor();
app.loadDefaultGameRules();
#ifdef _LARGE_WORLDS
LevelRenderer::staticCtor();
#endif
// 4J Stu - This block generates XML for the game rules schema
#if 0
for(unsigned int i = 0; i < Item::items.length; ++i)
{
if(Item::items[i] != NULL)
{
app.DebugPrintf("<xs:enumeration value=\"%d\"><xs:annotation><xs:documentation>%ls</xs:documentation></xs:annotation></xs:enumeration>\n", i, app.GetString( Item::items[i]->getDescriptionId() ));
}
}
app.DebugPrintf("\n\n\n\n\n");
for(unsigned int i = 0; i < 256; ++i)
{
if(Tile::tiles[i] != NULL)
{
app.DebugPrintf("<xs:enumeration value=\"%d\"><xs:annotation><xs:documentation>%ls</xs:documentation></xs:annotation></xs:enumeration>\n", i, app.GetString( Tile::tiles[i]->getDescriptionId() ));
}
}
__debugbreak();
#endif
// 4J-PB - Can't call this for the first 5 seconds of a game - MS rule
//if (ProfileManager.IsFullVersion())
{
name = L"Player" + std::to_wstring(System::currentTimeMillis() % 1000);
sessionId = L"-";
/* 4J - TODO - get a session ID from somewhere?
if (args.length > 0) name = args[0];
sessionId = "-";
if (args.length > 1) sessionId = args[1];
*/
}
// Common for all platforms
IUIScene_CreativeMenu::staticCtor();
// On PS4, we call Minecraft::Start from another thread, as this has been timed taking ~2.5 seconds and we need to do some basic
// rendering stuff so that we don't break the TRCs on SubmitDone calls
#ifndef __ORBIS__
Minecraft::start(name, sessionId);
#endif
}
bool Minecraft::renderNames()
{
if (m_instance == NULL || !m_instance->options->hideGui)
{
return true;
}
return false;
}
bool Minecraft::useFancyGraphics()
{
return (m_instance != NULL && m_instance->options->fancyGraphics);
}
bool Minecraft::useAmbientOcclusion()
{
return (m_instance != NULL && m_instance->options->ambientOcclusion != Options::AO_OFF);
}
bool Minecraft::renderDebug()
{
return (m_instance != NULL && m_instance->options->renderDebug);
}
bool Minecraft::handleClientSideCommand(const wstring& chatMessage)
{
return false;
}
int Minecraft::maxSupportedTextureSize()
{
// 4J Force value
return 1024;
//for (int texSize = 16384; texSize > 0; texSize >>= 1) {
// GL11.glTexImage2D(GL11.GL_PROXY_TEXTURE_2D, 0, GL11.GL_RGBA, texSize, texSize, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);
// final int width = GL11.glGetTexLevelParameteri(GL11.GL_PROXY_TEXTURE_2D, 0, GL11.GL_TEXTURE_WIDTH);
// if (width != 0) {
// return texSize;
// }
//}
//return -1;
}
void Minecraft::delayTextureReload()
{
reloadTextures = true;
}
__int64 Minecraft::currentTimeMillis()
{
return System::currentTimeMillis();//(Sys.getTime() * 1000) / Sys.getTimerResolution();
}
/*void Minecraft::handleMouseDown(int button, bool down)
{
if (gameMode->instaBuild) return;
if (!down) missTime = 0;
if (button == 0 && missTime > 0) return;
if (down && hitResult != NULL && hitResult->type == HitResult::TILE && button == 0)
{
int x = hitResult->x;
int y = hitResult->y;
int z = hitResult->z;
gameMode->continueDestroyBlock(x, y, z, hitResult->f);
particleEngine->crack(x, y, z, hitResult->f);
}
else
{
gameMode->stopDestroyBlock();
}
}
void Minecraft::handleMouseClick(int button)
{
if (button == 0 && missTime > 0) return;
if (button == 0)
{
app.DebugPrintf("handleMouseClick - Player %d is swinging\n",player->GetXboxPad());
player->swing();
}
bool mayUse = true;
// * if (button == 1) { ItemInstance item =
// * player.inventory.getSelected(); if (item != null) { if
// * (gameMode.useItem(player, item)) {
// * gameRenderer.itemInHandRenderer.itemUsed(); return; } } }
// 4J-PB - Adding a special case in here for sleeping in a bed in a multiplayer game - we need to wake up, and we don't have the inbedchatscreen with a button
if(button==1 && (player->isSleeping() && level != NULL && level->isClientSide))
{
shared_ptr<MultiplayerLocalPlayer> mplp = dynamic_pointer_cast<MultiplayerLocalPlayer>( player );
if(mplp) mplp->StopSleeping();
// 4J - TODO
//if (minecraft.player instanceof MultiplayerLocalPlayer)
//{
// ClientConnection connection = ((MultiplayerLocalPlayer) minecraft.player).connection;
// connection.send(new PlayerCommandPacket(minecraft.player, PlayerCommandPacket.STOP_SLEEPING));
//}
}
if (hitResult == NULL)
{
if (button == 0 && !(dynamic_cast<CreativeMode *>(gameMode) != NULL)) missTime = 10;
}
else if (hitResult->type == HitResult::ENTITY)
{
if (button == 0)
{
gameMode->attack(player, hitResult->entity);
}
if (button == 1)
{
gameMode->interact(player, hitResult->entity);
}
}
else if (hitResult->type == HitResult::TILE)
{
int x = hitResult->x;
int y = hitResult->y;
int z = hitResult->z;
int face = hitResult->f;
// * if (button != 0) { if (hitResult.f == 0) y--; if (hitResult.f ==
// * 1) y++; if (hitResult.f == 2) z--; if (hitResult.f == 3) z++; if
// * (hitResult.f == 4) x--; if (hitResult.f == 5) x++; }
// if (isClientSide())
// {
// return;
// }
if (button == 0)
{
gameMode->startDestroyBlock(x, y, z, hitResult->f);
}
else
{
shared_ptr<ItemInstance> item = player->inventory->getSelected();
int oldCount = item != NULL ? item->count : 0;
if (gameMode->useItemOn(player, level, item, x, y, z, face))
{
mayUse = false;
app.DebugPrintf("Player %d is swinging\n",player->GetXboxPad());
player->swing();
}
if (item == NULL)
{
return;
}
if (item->count == 0)
{
player->inventory->items[player->inventory->selected] = NULL;
}
else if (item->count != oldCount)
{
gameRenderer->itemInHandRenderer->itemPlaced();
}
}
}
if (mayUse && button == 1)
{
shared_ptr<ItemInstance> item = player->inventory->getSelected();
if (item != NULL)
{
if (gameMode->useItem(player, level, item))
{
gameRenderer->itemInHandRenderer->itemUsed();
}
}
}
}
*/
// 4J-PB
Screen * Minecraft::getScreen()
{
return screen;
}
bool Minecraft::isTutorial()
{
return m_inFullTutorialBits > 0;
/*if( gameMode != NULL && gameMode->isTutorial() )
{
return true;
}
else
{
return false;
}*/
}
void Minecraft::playerStartedTutorial(int iPad)
{
// If the app doesn't think we are in a tutorial mode then just ignore this add
if( app.GetTutorialMode() ) m_inFullTutorialBits = m_inFullTutorialBits | ( 1 << iPad );
}
void Minecraft::playerLeftTutorial(int iPad)
{
// 4J Stu - Fix for bug that was flooding Sentient with LevelStart events
// If the tutorial bits are already 0 then don't need to update anything
if(m_inFullTutorialBits == 0)
{
app.SetTutorialMode( false );
return;
}
m_inFullTutorialBits = m_inFullTutorialBits & ~( 1 << iPad );
if(m_inFullTutorialBits == 0)
{
app.SetTutorialMode( false );
// 4J Stu -This telemetry event means something different on XboxOne, so we don't call it for simple state changes like this
#ifndef _XBOX_ONE
for(DWORD idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if(localplayers[idx] != NULL)
{
TelemetryManager->RecordLevelStart(idx, eSen_FriendOrMatch_Playing_With_Invited_Friends, eSen_CompeteOrCoop_Coop_and_Competitive, level->difficulty, app.GetLocalPlayerCount(), g_NetworkManager.GetOnlinePlayerCount());
}
}
#endif
}
}
#ifdef _DURANGO
void Minecraft::inGameSignInCheckAllPrivilegesCallback(LPVOID lpParam, bool hasPrivileges, int iPad)
{
Minecraft* pClass = (Minecraft*)lpParam;
if(!hasPrivileges)
{
ProfileManager.RemoveGamepadFromGame(iPad);
}
else
{
if( !g_NetworkManager.SessionHasSpace() )
{
UINT uiIDA[1];
uiIDA[0]=IDS_OK;
ui.RequestErrorMessage(IDS_MULTIPLAYER_FULL_TITLE, IDS_MULTIPLAYER_FULL_TEXT, uiIDA, 1);
ProfileManager.RemoveGamepadFromGame(iPad);
}
else if( ProfileManager.IsSignedInLive(iPad) && ProfileManager.AllowedToPlayMultiplayer(iPad) )
{
// create the local player for the iPad
shared_ptr<Player> player = pClass->localplayers[iPad];
if( player == NULL)
{
if( pClass->level->isClientSide )
{
pClass->addLocalPlayer(iPad);
}
else
{
// create the local player for the iPad
shared_ptr<Player> player = pClass->localplayers[iPad];
if( player == NULL)
{
player = pClass->createExtraLocalPlayer(iPad, (convStringToWstring( ProfileManager.GetGamertag(iPad) )).c_str(), iPad, pClass->level->dimension->id);
}
}
}
}
}
}
#endif
#ifdef _XBOX_ONE
int Minecraft::InGame_SignInReturned(void *pParam,bool bContinue, int iPad, int iController)
#else
int Minecraft::InGame_SignInReturned(void *pParam,bool bContinue, int iPad)
#endif
{
Minecraft* pMinecraftClass = (Minecraft*)pParam;
if(g_NetworkManager.IsInSession())
{
// 4J Stu - There seems to be a bug in the signin ui call that enables guest sign in. We never allow this within game, so make sure that it's disabled
// Fix for #66516 - TCR #124: MPS Guest Support ; #001: BAS Game Stability: TU8: The game crashes when second Guest signs-in on console which takes part in Xbox LIVE multiplayer session.
app.DebugPrintf("Disabling Guest Signin\n");
XEnableGuestSignin(FALSE);
}
// If sign in succeded, we're in game and this player isn't already playing, continue
if(bContinue==true && g_NetworkManager.IsInSession() && pMinecraftClass->localplayers[iPad] == NULL)
{
// It's possible that the player has not signed in - they can back out or choose no for the converttoguest
if(ProfileManager.IsSignedIn(iPad))
{
#ifdef _DURANGO
if(!g_NetworkManager.IsLocalGame() && ProfileManager.IsSignedInLive(iPad) && ProfileManager.AllowedToPlayMultiplayer(iPad))
{
ProfileManager.CheckMultiplayerPrivileges(iPad, true, &inGameSignInCheckAllPrivilegesCallback, pMinecraftClass);
}
else
#endif
if( !g_NetworkManager.SessionHasSpace() )
{
UINT uiIDA[1];
uiIDA[0]=IDS_OK;
ui.RequestErrorMessage(IDS_MULTIPLAYER_FULL_TITLE, IDS_MULTIPLAYER_FULL_TEXT, uiIDA, 1);
#ifdef _DURANGO
ProfileManager.RemoveGamepadFromGame(iPad);
#endif
}
// if this is a local game then profiles just need to be signed in
else if( g_NetworkManager.IsLocalGame() || (ProfileManager.IsSignedInLive(iPad) && ProfileManager.AllowedToPlayMultiplayer(iPad)) )
{
#ifdef __ORBIS__
bool contentRestricted = false;
ProfileManager.GetChatAndContentRestrictions(iPad,false,NULL,&contentRestricted,NULL); // TODO!
if (!g_NetworkManager.IsLocalGame() && contentRestricted)
{
ui.RequestContentRestrictedMessageBox(IDS_NO_MULTIPLAYER_PRIVILEGE_TITLE, IDS_CONTENT_RESTRICTION, iPad);
}
else if(!g_NetworkManager.IsLocalGame() && !ProfileManager.HasPlayStationPlus(iPad))
{
pMinecraftClass->m_pPsPlusUpsell = new PsPlusUpsellWrapper(iPad);
pMinecraftClass->m_pPsPlusUpsell->displayUpsell();
}
else
#endif
if( pMinecraftClass->level->isClientSide )
{
pMinecraftClass->addLocalPlayer(iPad);
}
else
{
// create the local player for the iPad
shared_ptr<Player> player = pMinecraftClass->localplayers[iPad];
if( player == NULL)
{
player = pMinecraftClass->createExtraLocalPlayer(iPad, (convStringToWstring( ProfileManager.GetGamertag(iPad) )).c_str(), iPad, pMinecraftClass->level->dimension->id);
}
}
}
else if( ProfileManager.IsSignedInLive(ProfileManager.GetPrimaryPad()) && !ProfileManager.AllowedToPlayMultiplayer(iPad) )
{
// 4J Stu - Don't allow converting to guests as we don't allow any guest sign-in while in the game
// Fix for #66516 - TCR #124: MPS Guest Support ; #001: BAS Game Stability: TU8: The game crashes when second Guest signs-in on console which takes part in Xbox LIVE multiplayer session.
//ProfileManager.RequestConvertOfflineToGuestUI( &Minecraft::InGame_SignInReturned, pMinecraftClass,iPad);
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
ui.RequestErrorMessage( IDS_NO_MULTIPLAYER_PRIVILEGE_TITLE, IDS_NO_MULTIPLAYER_PRIVILEGE_JOIN_TEXT, uiIDA,1,iPad);
#ifdef _DURANGO
ProfileManager.RemoveGamepadFromGame(iPad);
#endif
}
}
}
return 0;
}
void Minecraft::tickAllConnections()
{
int oldIdx = getLocalPlayerIdx();
for(unsigned int i = 0; i < XUSER_MAX_COUNT; i++ )
{
shared_ptr<MultiplayerLocalPlayer> mplp = localplayers[i];
if( mplp && mplp->connection)
{
setLocalPlayerIdx(i);
mplp->connection->tick();
}
}
setLocalPlayerIdx(oldIdx);
}
bool Minecraft::addPendingClientTextureRequest(const wstring &textureName)
{
auto it = find(m_pendingTextureRequests.begin(), m_pendingTextureRequests.end(), textureName);
if( it == m_pendingTextureRequests.end() )
{
m_pendingTextureRequests.push_back(textureName);
return true;
}
return false;
}
void Minecraft::handleClientTextureReceived(const wstring &textureName)
{
auto it = find(m_pendingTextureRequests.begin(), m_pendingTextureRequests.end(), textureName);
if( it != m_pendingTextureRequests.end() )
{
m_pendingTextureRequests.erase(it);
}
}
unsigned int Minecraft::getCurrentTexturePackId()
{
return skins->getSelected()->getId();
}
ColourTable *Minecraft::getColourTable()
{
TexturePack *selected = skins->getSelected();
ColourTable *colours = selected->getColourTable();
if(colours == NULL)
{
colours = skins->getDefault()->getColourTable();
}
return colours;
}
#if defined __ORBIS__
int Minecraft::MustSignInReturnedPSN(void *pParam, int iPad, C4JStorage::EMessageResult result)
{
Minecraft* pMinecraft = (Minecraft *)pParam;
if(result == C4JStorage::EMessage_ResultAccept)
{
SQRNetworkManager_Orbis::AttemptPSNSignIn(&Minecraft::InGame_SignInReturned, pMinecraft, false, iPad);
}
return 0;
}
#endif