MinecraftConsoles/Minecraft.Client/LocalPlayer.h
Langtanium 760484e546 Squashed commit of the following:
commit b40530fa5e12bdd0e2d03686b111964f9c5b3359
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Wed Apr 15 19:59:46 2026 -0700

    Implemented skin offsets in UI

    Added code to render skin offsets in the skin select UI.

commit a8384d984089b989a162550705dee7a505412e22
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Wed Apr 15 19:38:08 2026 -0700

    Partially implemented offsets

    Added code that visually shifts the player's model parts, but only in game not in the skin select UI.

commit 875100cf9afe7df258dc653a4b33857d3cd285c1
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Wed Apr 15 16:48:03 2026 -0700

    Minor change

    Simplified redundant conditions in HumanoidModel.cpp

commit 96f683d1fb93d09a49987460ef698e0d125c2c93
Merge: db685a74 24c74aa2
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Tue Apr 14 16:37:30 2026 -0700

    Merge branch 'feat/64x64-skins' into feat/skin-offsets

commit db685a74f34d02cc83e33ab97c5a7ad9a62ef023
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Tue Apr 14 15:35:38 2026 -0700

    Fixed skin offset data

    Fixed skin offsets so they now return the actual data instead of the defaults, added a few minor tweaks, and added code in PlayerRenderer.cpp to access offsets (Can read the offsets but can not apply them).

commit aa769d54adb8f5bf96c75d10766422d23cc9129a
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Sat Apr 11 19:36:52 2026 -0700

    Fixed crashes

    Fixed code for offsets preventing crashes. The amount of offsets is correctly obtain, but lacks the actual data.

commit f18ac12cc072db74ed9b8da937e00c2e15f889a0
Merge: 8e76763a fd2fd659
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Fri Apr 10 16:06:57 2026 -0700

    Merge branch 'feat/64x64-skins' into feat/skin-offsets

commit 8e76763a3ddeaff943243fd0469d6c4a7b12b6c1
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Tue Apr 7 16:50:43 2026 -0700

    Made more changes

    Made more changes in files to support skin offsets. The game still crashes when trying to load skins.

commit 1a8f3532979033717044e74e6ceb766e23e35032
Merge: a1d9ae59 bb5fa506
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Tue Apr 7 13:12:39 2026 -0700

    Merge branch 'feat/64x64-skins' into feat/skin-offsets

commit a1d9ae591ac27117626aac708a4204a9e2451684
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Fri Apr 3 21:50:42 2026 -0700

    Added small additions

    Added more code referencing skin offsets. Still doesn't work correctly.

commit d28a751d9ca0527854e40be82e7841a650c2f189
Merge: 3888de7a 8bf03435
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Thu Apr 2 17:09:08 2026 -0700

    Merge branch 'smartcmd:main' into feat/skin-offsets

commit 3888de7ab401d9562b7b922eca8b898aa73ba024
Author: Langtanium <94726057+Langtanium@users.noreply.github.com>
Date:   Thu Apr 2 17:07:48 2026 -0700

    Added code for skin offsets

    Added code to the file which have the functionality to get skin boxes and duplicated the functionality for skin offsets. The code causes the game to crash when switching to third person. The error occurs with the skin offsets returning as an empty class object.
2026-04-15 20:00:28 -07:00

222 lines
6.8 KiB
C++

#pragma once
#include "..\Minecraft.World\SmoothFloat.h"
#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
#include "..\Minecraft.World\Pos.h"
class Level;
class User;
class CompoundTag;
class FurnaceTileEntity;
class DispenserTileEntity;
class SignTileEntity;
class Container;
class Input;
class Stat;
class Minecraft;
using namespace std;
// Time in seconds before the players presence is update to Idle
#define PLAYER_IDLE_TIME 300
class LocalPlayer : public Player
{
public:
static const int SPRINT_DURATION = 20 * 30;
eINSTANCEOF GetType() { return eTYPE_LOCALPLAYER; }
Input *input;
protected:
Minecraft *minecraft;
int sprintTriggerTime;
bool sprintTriggerRegisteredReturn; // 4J added
bool twoJumpsRegistered; // 4J added
unsigned int m_uiInactiveTicks; // To measure time for idle anims
unsigned long long m_awardedThisSession;
// 4J - Last time we checked for achievement uunlocks.
//long long m_lastAchievementUpdate;
public:
int sprintTime;
float yBob, xBob;
float yBobO, xBobO;
float portalTime;
float oPortalTime;
LocalPlayer(Minecraft *minecraft, Level *level, User *user, int dimension);
virtual ~LocalPlayer();
int m_iScreenSection; // assuming 4player splitscreen for now, or -1 for single player
uint64_t ullButtonsPressed; // Stores the button presses, since the inputmanager can be ticked faster than the minecraft
// player tick, and a button press and release combo can be missed in the minecraft::tick
uint64_t ullDpad_last;
uint64_t ullDpad_this;
uint64_t ullDpad_filtered;
// 4J-PB - moved these in from the minecraft structure, since they are per player things for splitscreen
//int ticks;
int missTime;
int lastClickTick[2];
bool isRaining ;
int m_iThirdPersonView;
bool m_bHasAwardedStayinFrosty;
private:
float flyX, flyY, flyZ;
int jumpRidingTicks;
float jumpRidingScale;
protected:
// 4J-PB - player's xbox pad
int m_iPad;
bool m_bIsIdle;
private:
// local player fly
// --------------------------------------------------------------------------
// smooth camera settings
SmoothFloat smoothFlyX;
SmoothFloat smoothFlyY;
SmoothFloat smoothFlyZ;
void calculateFlight(float xa, float ya, float za);
public:
virtual void serverAiStep();
protected:
bool isEffectiveAi();
public:
virtual void aiStep();
virtual void changeDimension(int i);
virtual float getFieldOfViewModifier();
virtual void addAdditonalSaveData(CompoundTag *entityTag);
virtual void readAdditionalSaveData(CompoundTag *entityTag);
virtual void closeContainer();
virtual void openTextEdit(shared_ptr<TileEntity> sign);
virtual bool openContainer(shared_ptr<Container> container); // 4J added bool return
virtual bool openHopper(shared_ptr<HopperTileEntity> container); // 4J added bool return
virtual bool openHopper(shared_ptr<MinecartHopper> container); // 4J added bool return
virtual bool openHorseInventory(shared_ptr<EntityHorse> horse, shared_ptr<Container> container); // 4J added bool return
virtual bool startCrafting(int x, int y, int z); // 4J added bool return
virtual bool openFireworks(int x, int y, int z); // 4J added
virtual bool startEnchanting(int x, int y, int z, const wstring &name); // 4J added bool return
virtual bool startRepairing(int x, int y, int z);
virtual bool openFurnace(shared_ptr<FurnaceTileEntity> furnace); // 4J added bool return
virtual bool openBrewingStand(shared_ptr<BrewingStandTileEntity> brewingStand); // 4J added bool return
virtual bool openBeacon(shared_ptr<BeaconTileEntity> beacon); // 4J added bool return
virtual bool openTrap(shared_ptr<DispenserTileEntity> trap); // 4J added bool return
virtual bool openTrading(shared_ptr<Merchant> traderTarget, const wstring &name);
virtual void crit(shared_ptr<Entity> e);
virtual void magicCrit(shared_ptr<Entity> e);
virtual void take(shared_ptr<Entity> e, int orgCount);
virtual void chat(const wstring& message);
virtual bool isSneaking();
//virtual bool isIdle();
virtual void hurtTo(float newHealth, ETelemetryChallenges damageSource);
virtual void respawn();
virtual void animateRespawn();
virtual void displayClientMessage(int messageId);
virtual void awardStat(Stat *stat, byteArray param);
virtual int ThirdPersonView() { return m_iThirdPersonView;}
// 4J - have changed 3rd person view to be 0 if not enabled, 1 for mode like original, 2 reversed mode
virtual void SetThirdPersonView(int val) {m_iThirdPersonView=val;}
void ResetInactiveTicks() { m_uiInactiveTicks=0;}
unsigned int GetInactiveTicks() { return m_uiInactiveTicks;}
void IncrementInactiveTicks() { if(m_uiInactiveTicks<255) m_uiInactiveTicks++;}
void mapPlayerChunk(unsigned int);
// 4J-PB - xbox pad for this player
void SetXboxPad(int iPad) {m_iPad=iPad;}
int GetXboxPad() {return m_iPad;}
void SetPlayerRespawned(bool bVal) {m_bPlayerRespawned=bVal;}
bool GetPlayerRespawned() {return m_bPlayerRespawned;}
// 4J-PB - Moved these in here from the minecraft structure since they are local player related
void handleMouseDown(int button, bool down);
bool handleMouseClick(int button);
// 4J - added for improved autorepeat
bool creativeModeHandleMouseClick(int button, bool buttonPressed);
float lastClickX;
float lastClickY;
float lastClickZ;
float lastClickdX;
float lastClickdY;
float lastClickdZ;
enum eLastClickState
{
lastClick_invalid,
lastClick_init,
lastClick_moving,
lastClick_stopped,
lastClick_oldRepeat,
lastClick_disabled
};
float lastClickTolerance;
int lastClickState;
// 4J Stu - Added to allow callback to tutorial to stay within Minecraft.Client
virtual void onCrafted(shared_ptr<ItemInstance> item);
virtual void setAndBroadcastCustomSkin(DWORD skinId);
virtual void setAndBroadcastCustomCape(DWORD capeId);
private:
bool isSolidBlock(int x, int y, int z);
bool m_bPlayerRespawned;
protected:
bool checkInTile(double x, double y, double z);
public:
void setSprinting(bool value);
void setExperienceValues(float experienceProgress, int totalExp, int experienceLevel);
// virtual void sendMessage(ChatMessageComponent *message); // 4J: removed
virtual Pos getCommandSenderWorldPosition();
virtual shared_ptr<ItemInstance> getCarriedItem();
virtual void playSound(int soundId, float volume, float pitch);
bool isRidingJumpable();
float getJumpRidingScale();
protected:
virtual void sendRidingJump();
public:
bool hasPermission(EGameCommand command);
void updateRichPresence();
// 4J Stu - Added for telemetry
float m_sessionTimeStart;
float m_dimensionTimeStart;
void SetSessionTimerStart(void);
float getSessionTimer(void);
float getAndResetChangeDimensionTimer();
virtual void handleCollectItem(shared_ptr<ItemInstance> item);
void SetPlayerAdditionalModelParts(vector<ModelPart *>pAdditionalModelParts);
void SetPlayerModelOffsets(vector<SKIN_OFFSET *>pModelOffsets);
private:
vector<ModelPart *> m_pAdditionalModelParts;
vector<SKIN_OFFSET *> m_pModelOffsets;
};