#pragma once class Timer; class MultiPlayerLevel; class LevelRenderer; class MultiplayerLocalPlayer; class Player; class Mob; class ParticleEngine; class User; class Canvas; class Textures; class Font; class Screen; class ProgressRenderer; class GameRenderer; class BackgroundDownloader; class HumanoidModel; class HitResult; class Options; class SoundEngine; class MinecraftApplet; class MouseHandler; class TexturePackRepository; class File; class LevelStorageSource; class StatsCounter; class Component; class Entity; class AchievementPopup; class WaterTexture; class LavaTexture; class Gui; class ClientConnection; class ConsoleSaveFile; class ItemInHandRenderer; class LevelSettings; class ColourTable; class MultiPlayerGameMode; class PsPlusUpsellWrapper; #include "../Minecraft.World/IO/Files/File.h" #include "../Minecraft.World/Network/Packets/DisconnectPacket.h" #include "../Minecraft.World/Util/C4JThread.h" #include "Textures/ResourceLocation.h" #ifdef linux #undef linux #endif class Minecraft { private: enum OS { linux, solaris, windows, macos, unknown, xbox }; static ResourceLocation DEFAULT_FONT_LOCATION; static ResourceLocation ALT_FONT_LOCATION; public: static const std::wstring VERSION_STRING; Minecraft(Component* mouseComponent, Canvas* parent, MinecraftApplet* minecraftApplet, int width, int height, bool fullscreen); void init(); // 4J - removed // void crash(CrashReport crash); // public abstract void onCrash(CrashReport crash); private: static Minecraft* m_instance; public: MultiPlayerGameMode* gameMode; private: bool fullscreen; bool hasCrashed; C4JThread::EventQueue* levelTickEventQueue; static void levelTickUpdateFunc(void* pParam); static void levelTickThreadInitFunc(); public: int width, height; int width_phys, height_phys; // 4J - added // private OpenGLCapabilities openGLCapabilities; private: Timer* timer; bool reloadTextures; public: Level* oldLevel; // 4J Stu added to keep a handle on an old level so we can // delete it // HANDLE m_hPlayerRespawned; // 4J Added so we can wait in menus until it // is done (for async in multiplayer) public: MultiPlayerLevel* level; LevelRenderer* levelRenderer; std::shared_ptr player; MultiPlayerLevelArray levels; std::shared_ptr localplayers[XUSER_MAX_COUNT]; MultiPlayerGameMode* localgameModes[XUSER_MAX_COUNT]; int localPlayerIdx; ItemInHandRenderer* localitemInHandRenderers[XUSER_MAX_COUNT]; // 4J-PB - so we can have debugoptions in the server unsigned int uiDebugOptionsA[XUSER_MAX_COUNT]; // 4J Stu - Added these so that we can show a Xui scene while connecting bool m_connectionFailed[XUSER_MAX_COUNT]; DisconnectPacket::eDisconnectReason m_connectionFailedReason[XUSER_MAX_COUNT]; ClientConnection* m_pendingLocalConnections[XUSER_MAX_COUNT]; bool addLocalPlayer( int idx); // Re-arrange the screen and start the connection void addPendingLocalConnection(int idx, ClientConnection* connection); void connectionDisconnected(int idx, DisconnectPacket::eDisconnectReason reason) { m_connectionFailed[idx] = true; m_connectionFailedReason[idx] = reason; } std::shared_ptr createExtraLocalPlayer( int idx, const std::wstring& name, int pad, int iDimension, ClientConnection* clientConnection = NULL, MultiPlayerLevel* levelpassedin = NULL); void createPrimaryLocalPlayer(int iPad); bool setLocalPlayerIdx(int idx); int getLocalPlayerIdx(); void removeLocalPlayerIdx(int idx); void storeExtraLocalPlayer(int idx); void updatePlayerViewportAssignments(); int unoccupiedQuadrant; // 4J - added std::shared_ptr cameraTargetPlayer; std::shared_ptr crosshairPickMob; ParticleEngine* particleEngine; User* user; std::wstring serverDomain; Canvas* parent; bool appletMode; // 4J - per player ? volatile bool pause; volatile bool exitingWorldRightNow; Textures* textures; Font *font, *altFont; Screen* screen; ProgressRenderer* progressRenderer; GameRenderer* gameRenderer; private: BackgroundDownloader* bgLoader; int ticks; // 4J-PB - moved to per player // int missTime; int orgWidth, orgHeight; public: AchievementPopup* achievementPopup; public: Gui* gui; // 4J - move to the per player structure? bool noRender; HumanoidModel* humanoidModel; HitResult* hitResult; Options* options; protected: MinecraftApplet* minecraftApplet; public: SoundEngine* soundEngine; MouseHandler* mouseHandler; public: TexturePackRepository* skins; File workingDirectory; private: LevelStorageSource* levelSource; public: static const int frameTimes_length = 512; static int64_t frameTimes[frameTimes_length]; static const int tickTimes_length = 512; static int64_t tickTimes[tickTimes_length]; static int frameTimePos; static int64_t warezTime; private: int rightClickDelay; public: // 4J- this should really be in localplayer StatsCounter* stats[4]; private: std::wstring connectToIp; int connectToPort; public: void clearConnectionFailed(); void connectTo(const std::wstring& server, int port); private: void renderLoadingScreen(); public: void blit(int x, int y, int sx, int sy, int w, int h); private: static File workDir; public: static File getWorkingDirectory(); static File getWorkingDirectory(const std::wstring& applicationName); public: LevelStorageSource* getLevelSource(); void setScreen(Screen* screen); private: void checkGlError(const std::wstring& string); #ifdef __ORBIS__ PsPlusUpsellWrapper* m_pPsPlusUpsell; #endif public: void destroy(); volatile bool running; std::wstring fpsString; void run(); // 4J-PB - split the run into 3 parts so we can run it from our xbox game // loop static Minecraft* GetInstance(); void run_middle(); void run_end(); void emergencySave(); // 4J - removed // bool wasDown ; private: // void checkScreenshot(); // 4J - removed // String grabHugeScreenshot(File workDir2, int width, int height, int // ssWidth, int ssHeight); // 4J - removed // 4J - per player thing? int64_t lastTimer; void renderFpsMeter(int64_t tickTime); public: void stop(); // 4J removed // bool mouseGrabbed; // void grabMouse(); // void releaseMouse(); // 4J-PB - moved these into localplayer // void handleMouseDown(int button, bool down); // void handleMouseClick(int button); void pauseGame(); // void toggleFullScreen(); // 4J - removed bool pollResize(); private: void resize(int width, int height); public: // 4J - Moved to per player // bool isRaining ; // 4J - Moved to per player //int64_t lastTickTime; private: // 4J- per player? int recheckPlayerIn; void verify(); public: // 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 tick(bool bFirst, bool bUpdateTextures); private: void reloadSound(); public: bool isClientSide(); void selectLevel(ConsoleSaveFile* saveFile, const std::wstring& levelId, const std::wstring& levelName, LevelSettings* levelSettings); // void toggleDimension(int targetDimension); bool saveSlot(int slot, const std::wstring& name); bool loadSlot(const std::wstring& userName, int slot); void releaseLevel(int message); // 4J Stu - Added the doForceStatsSave param // void setLevel(Level *level, bool doForceStatsSave = true); // void setLevel(Level *level, const std::wstring& message, bool // doForceStatsSave = true); void setLevel(MultiPlayerLevel* level, int message = -1, std::shared_ptr forceInsertPlayer = nullptr, bool doForceStatsSave = true, bool bPrimaryPlayerSignedOut = false); // 4J-PB - added to force in the 'other' level when the main player creates // the level at game load time void forceaddLevel(MultiPlayerLevel* level); void prepareLevel(int title); // 4J - changed to public void fileDownloaded(const std::wstring& name, File* file); // OpenGLCapabilities getOpenGLCapabilities(); // 4J - removed std::wstring gatherStats1(); std::wstring gatherStats2(); std::wstring gatherStats3(); std::wstring gatherStats4(); void respawnPlayer(int iPad, int dimension, int newEntityId); static void start(const std::wstring& name, const std::wstring& sid); static void startAndConnectTo(const std::wstring& name, const std::wstring& sid, const std::wstring& url); ClientConnection* getConnection(int iPad); // 4J Stu added iPad param static void main(); static bool renderNames(); static bool useFancyGraphics(); static bool useAmbientOcclusion(); static bool renderDebug(); bool handleClientSideCommand(const std::wstring& chatMessage); static int maxSupportedTextureSize(); void delayTextureReload(); static int64_t currentTimeMillis(); #ifdef _DURANGO static void inGameSignInCheckAllPrivilegesCallback(void* lpParam, bool hasPrivileges, int iPad); static int InGame_SignInReturned(void* pParam, bool bContinue, int iPad, int iController); #else static int InGame_SignInReturned(void* pParam, bool bContinue, int iPad); #endif // 4J-PB Screen* getScreen(); // 4J Stu void forceStatsSave(int idx); CRITICAL_SECTION m_setLevelCS; private: // A bit field that store whether a particular quadrant is in the full // tutorial or not uint8_t m_inFullTutorialBits; public: bool isTutorial(); void playerStartedTutorial(int iPad); void playerLeftTutorial(int iPad); // 4J Added MultiPlayerLevel* getLevel(int dimension); void tickAllConnections(); Level* animateTickLevel; // 4J added // 4J - When a client requests a texture, it should add it to here while we // are waiting for it std::vector m_pendingTextureRequests; std::vector m_pendingGeometryRequests; // additional skin box geometry // 4J Added bool addPendingClientTextureRequest(const std::wstring& textureName); void handleClientTextureReceived(const std::wstring& textureName); void clearPendingClientTextureRequests() { m_pendingTextureRequests.clear(); } bool addPendingClientGeometryRequest(const std::wstring& textureName); void handleClientGeometryReceived(const std::wstring& textureName); void clearPendingClientGeometryRequests() { m_pendingGeometryRequests.clear(); } unsigned int getCurrentTexturePackId(); ColourTable* getColourTable(); #if defined __ORBIS__ static int MustSignInReturnedPSN(void* pParam, int iPad, C4JStorage::EMessageResult result); #endif };