4jcraft/Minecraft.Client/Minecraft.h
2026-03-21 23:33:30 -05:00

409 lines
11 KiB
C++

#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<MultiplayerLocalPlayer> player;
MultiPlayerLevelArray levels;
std::shared_ptr<MultiplayerLocalPlayer> 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<MultiplayerLocalPlayer> 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<LivingEntity> cameraTargetPlayer;
std::shared_ptr<LivingEntity> 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<Player> 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<std::wstring> m_pendingTextureRequests;
std::vector<std::wstring>
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
};