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