#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 "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 "TextureManager.h" #include "Common\UI\IUIScene_CreativeMenu.h" #include "Common\UI\UIFontData.h" #include "DLCTexturePack.h" // 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""); 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;isoundEngine->init(NULL); #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;iaddDebugPacks(); textures = new Textures(skins, options); //renderLoadingScreen(); font = new Font(options, L"font/Default.png", textures, false, TN_DEFAULT_FONT, 23, 20, 8, 8, SFontData::Codepoints); altFont = new Font(options, L"font/alternate.png", textures, false, TN_ALT_FONT, 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->stitch(); glViewport(0, 0, width, height); particleEngine = new ParticleEngine(level, textures); // try { // 4J - removed try/catch bgLoader = new BackgroundDownloader(workingDirectory, this); bgLoader->start(); // } catch (Exception e) { // } 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 } 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(); } File Minecraft::getWorkingDirectory() { if (workDir.getPath().empty()) workDir = getWorkingDirectory(L"minecraft"); return workDir; } File Minecraft::getWorkingDirectory(const wstring& applicationName) { #if 0 // 4J - original version final String userHome = System.getProperty("user.home", "."); final File workingDirectory; switch (getPlatform()) { case linux: case solaris: workingDirectory = new File(userHome, '.' + applicationName + '/'); break; case windows: final String applicationData = System.getenv("APPDATA"); if (applicationData != null) workingDirectory = new File(applicationData, "." + applicationName + '/'); else workingDirectory = new File(userHome, '.' + applicationName + '/'); break; case macos: workingDirectory = new File(userHome, "Library/Application Support/" + applicationName); break; default: workingDirectory = new File(userHome, applicationName + '/'); } if (!workingDirectory.exists()) if (!workingDirectory.mkdirs()) throw new RuntimeException("The working directory could not be created: " + workingDirectory); return workingDirectory; #else wstring userHome = L"home"; // 4J - TODO File workingDirectory(userHome, applicationName); // 4J Removed //if (!workingDirectory.exists()) //{ // workingDirectory.mkdirs(); //} return workingDirectory; #endif } Minecraft::OS Minecraft::getPlatform() { return xbox; } LevelStorageSource *Minecraft::getLevelSource() { return levelSource; } void Minecraft::setScreen(Screen *screen) { if( dynamic_cast(this->screen) != NULL ) return; if (this->screen != NULL) { this->screen->removed(); } //4J Gordon: Do not force a stats save here /*if (dynamic_cast(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(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();*/ // 4J - all try/catch/finally things in here removed // try { if (this->bgLoader != NULL) { bgLoader->halt(); } // } catch (Exception e) { // } // try { setLevel(NULL); // } catch (Throwable e) { // } // try { MemoryTracker::release(); // } catch (Throwable e) { // } soundEngine->destroy(); Mouse::destroy(); Keyboard::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 = _toString(frames) + L" fps, " + _toString(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( new MultiplayerLocalPlayer(this, level, user, NULL ) ); localgameModes[idx] = NULL; updatePlayerViewportAssignments(); 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"); } return success; } void Minecraft::addPendingLocalConnection(int idx, ClientConnection *connection) { m_pendingLocalConnections[idx] = connection; } shared_ptr 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); localplayers[idx]->setXuid(playerXUIDOffline); localplayers[idx]->setOnlineXuid(playerXUIDOnline); localplayers[idx]->setIsGuest(ProfileManager.IsGuest(idx)); localplayers[idx]->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 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]); // 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( 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 // 4J Stu - Adding this back in for exactly the reason my comment above suggests it was added in the first place } 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()) ); } } 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(!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++ ) { 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<ullButtonsPressed|=1LL<ullButtonsPressed|=1LL<ullButtonsPressed|=1LL<ullButtonsPressed|=1LL<ullButtonsPressed|=1LL<ullButtonsPressed|=1LL<abilities.flying) { if(InputManager.ButtonDown(i, MINECRAFT_ACTION_SNEAK_TOGGLE)) localplayers[i]->ullButtonsPressed|=1LL<ullButtonsPressed|=1LL<ullButtonsPressed|=1LL<ullButtonsPressed|=1LL<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<ullButtonsPressed|=1LL<ullButtonsPressed|=1LL<ullButtonsPressed|=1LL<ullDpad_this = 0; int dirCount = 0; if(InputManager.ButtonDown(i, MINECRAFT_ACTION_DPAD_LEFT)) { localplayers[i]->ullDpad_this|=1LL<ullDpad_this|=1LL<ullDpad_this|=1LL<ullDpad_this|=1LL<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 // did we just get input from a player who doesn't exist? They'll be wanting to join the game then bool tryJoin = !pause && !ui.IsIgnorePlayerJoinMenuDisplayed(ProfileManager.GetPrimaryPad()) && g_NetworkManager.SessionHasSpace() && RenderManager.IsHiDef() && InputManager.ButtonPressed(i); if(tryJoin) { if(!ui.PressStartPlaying(i)) { { 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 if(InputManager.ButtonPressed(i, MINECRAFT_ACTION_PAUSEMENU)) { // Let them join // are they signed in? if(ProfileManager.IsSignedIn(i)) { // 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) ) ) { 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 { } } else { // create the localplayer shared_ptr 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); ui.HidePressStart(); { UINT uiIDA[1]; uiIDA[0]=IDS_CONFIRM_OK; ui.RequestMessageBox(IDS_NO_MULTIPLAYER_PRIVILEGE_TITLE, IDS_NO_MULTIPLAYER_PRIVILEGE_JOIN_TEXT, uiIDA, 1, i, NULL, NULL, app.GetStringTable()); } } //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); } } } } } } 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 *)localplayers, timer->a); PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Light update"); if (level != NULL) level->updateLights(); 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) { // 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); } glFlush(); /* 4J - removed if (!Display::isActive()) { if (fullscreen) { this->toggleFullScreen(); } Sleep(10); } */ 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 = _toString(frames) + L" fps, " + _toString(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(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(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(); } } if (screen == NULL && !ui.GetMenuDisplayed(iPad) ) { // 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; 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; 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 ); // 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; } if (player->isUnderLiquid(Material::water)) { *piJump=IDS_TOOLTIPS_SWIMUP; } else { *piJump=-1; } *piUse=-1; *piAction=-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 { // no hit result, but we may have something in our hand that we can do something with shared_ptr 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::milk_Id: *piUse=IDS_TOOLTIPS_DRINK; break; case Item::fishingRod_Id: // use *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::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::mushroom1_Id: case Tile::mushroom2_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::netherStalkSeeds_Id: *piUse=IDS_TOOLTIPS_PLANT; break; case Item::bucket_empty_Id: switch(iTileID) { // can collect lava or water in the empty bucket case Tile::water_Id: case Tile::calmWater_Id: case Tile::lava_Id: case Tile::calmLava_Id: *piUse=IDS_TOOLTIPS_COLLECT; break; } break; case Item::bucket_lava_Id: case Item::bucket_water_Id: *piUse=IDS_TOOLTIPS_EMPTY; break; case Item::dye_powder_Id: // bonemeal grows various plants if (itemInstance->getAuxValue() == DyePowderItem::WHITE) { switch(iTileID) { case Tile::sapling_Id: case Tile::crops_Id: case Tile::grass_Id: case Tile::mushroom1_Id: case Tile::mushroom2_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; 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: *piAction=IDS_TOOLTIPS_MINE; *piUse=IDS_TOOLTIPS_USE; break; 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::chest_Id: case Tile::enderChest_Id: *piUse=IDS_TOOLTIPS_OPEN; *piAction=IDS_TOOLTIPS_MINE; break; case Tile::bed_Id: if (bUseItemOn) *piUse=IDS_TOOLTIPS_SLEEP; *piAction=IDS_TOOLTIPS_MINE; break; case Tile::musicBlock_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::recordPlayer_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::recordPlayer->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::mushroom1_Id: case Tile::mushroom2_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; 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(entityType); } switch(entityType) { case eTYPE_CHICKEN: if(player->isAllowedToAttackAnimals()) *piAction=IDS_TOOLTIPS_HIT; // is there an object in hand? if(player->inventory->IsHeldItem()) { shared_ptr heldItem=player->inventory->getSelected(); int iID=heldItem->getItem()->id; switch(iID) { default: { shared_ptr animal = dynamic_pointer_cast(hitResult->entity); if(!animal->isBaby() && !animal->isInLove() && (animal->getAge() == 0) && animal->isFood(heldItem)) { *piUse=IDS_TOOLTIPS_LOVEMODE; } } break; } } break; case eTYPE_COW: if(player->isAllowedToAttackAnimals()) *piAction=IDS_TOOLTIPS_HIT; // is there an object in hand? if(player->inventory->IsHeldItem()) { shared_ptr heldItem=player->inventory->getSelected(); int iID=heldItem->getItem()->id; // It's an item switch(iID) { // Things to USE case Item::bucket_empty_Id: *piUse=IDS_TOOLTIPS_MILK; break; default: { shared_ptr animal = dynamic_pointer_cast(hitResult->entity); if(!animal->isBaby() && !animal->isInLove() && (animal->getAge() == 0) && animal->isFood(heldItem)) { *piUse=IDS_TOOLTIPS_LOVEMODE; } } break; } } break; case eTYPE_MUSHROOMCOW: // is there an object in hand? if(player->inventory->IsHeldItem()) { if(player->isAllowedToAttackAnimals()) *piAction=IDS_TOOLTIPS_HIT; shared_ptr heldItem=player->inventory->getSelected(); int iID=heldItem->getItem()->id; // It's an item switch(iID) { // Things to USE 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; shared_ptr animal = dynamic_pointer_cast(hitResult->entity); if(!animal->isBaby()) *piUse=IDS_TOOLTIPS_SHEAR; } break; default: { shared_ptr animal = dynamic_pointer_cast(hitResult->entity); if(!animal->isBaby() && !animal->isInLove() && (animal->getAge() == 0) && animal->isFood(heldItem)) { *piUse=IDS_TOOLTIPS_LOVEMODE; } } break; } } else { // 4J-PB - Fix for #13081 - No tooltip is displayed for hitting a cow when you have nothing in your hand // nothing in your hand if(player->isAllowedToAttackAnimals()) *piAction=IDS_TOOLTIPS_HIT; } break; case eTYPE_BOAT: *piAction=IDS_TOOLTIPS_MINE; // are we in the boat already? if (dynamic_pointer_cast( player->riding ) != NULL) { *piUse=IDS_TOOLTIPS_EXIT; } else { *piUse=IDS_TOOLTIPS_SAIL; } break; case eTYPE_MINECART: *piAction=IDS_TOOLTIPS_MINE; // are we in the minecart already? if (dynamic_pointer_cast( player->riding ) != NULL) { *piUse=IDS_TOOLTIPS_EXIT; } else { switch(dynamic_pointer_cast(hitResult->entity)->type) { case Minecart::RIDEABLE: *piUse=IDS_TOOLTIPS_RIDE; break; case Minecart::CHEST: *piUse=IDS_TOOLTIPS_OPEN; break; case Minecart::FURNACE: // if you have coal, it'll go // is there an object in hand? if(player->inventory->IsHeldItem()) { shared_ptr heldItem=player->inventory->getSelected(); int iID=heldItem->getItem()->id; if(iID==Item::coal->id) { *piUse=IDS_TOOLTIPS_USE; } else { *piUse=IDS_TOOLTIPS_HIT; } } break; } } break; case eTYPE_SHEEP: // can dye a sheep if(player->isAllowedToAttackAnimals()) *piAction=IDS_TOOLTIPS_HIT; if(player->inventory->IsHeldItem()) { shared_ptr heldItem=player->inventory->getSelected(); int iID=heldItem->getItem()->id; switch(iID) { case Item::dye_powder_Id: { shared_ptr sheep = dynamic_pointer_cast(hitResult->entity); // convert to tile-based color value (0 is white instead of black) int newColor = ClothTile::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: { shared_ptr sheep = dynamic_pointer_cast(hitResult->entity); // can only shear a sheep that hasn't been sheared if(!sheep->isSheared() ) { *piUse=IDS_TOOLTIPS_SHEAR; } } break; default: { shared_ptr animal = dynamic_pointer_cast(hitResult->entity); if(!animal->isBaby() && !animal->isInLove() && (animal->getAge() == 0) && animal->isFood(heldItem)) { *piUse=IDS_TOOLTIPS_LOVEMODE; } } break; } } break; case eTYPE_PIG: // can ride a pig if(player->isAllowedToAttackAnimals()) *piAction=IDS_TOOLTIPS_HIT; if (dynamic_pointer_cast( player->riding ) != NULL) { *piUse=IDS_TOOLTIPS_EXIT; } else { // does the pig have a saddle? if(dynamic_pointer_cast(hitResult->entity)->hasSaddle()) { *piUse=IDS_TOOLTIPS_RIDE; } else if (!dynamic_pointer_cast(hitResult->entity)->isBaby()) { if(player->inventory->IsHeldItem()) { shared_ptr heldItem=player->inventory->getSelected(); int iID=heldItem->getItem()->id; switch(iID) { case Item::saddle_Id: *piUse=IDS_TOOLTIPS_SADDLE; break; default: { shared_ptr animal = dynamic_pointer_cast(hitResult->entity); if(!animal->isBaby() && !animal->isInLove() && (animal->getAge() == 0) && animal->isFood(heldItem)) { *piUse=IDS_TOOLTIPS_LOVEMODE; } } break; } } } } break; case eTYPE_WOLF: // can be tamed, fed, and made to sit/stand, or enter love mode { int iID=-1; shared_ptr heldItem=nullptr; shared_ptr wolf = dynamic_pointer_cast(hitResult->entity); if(player->inventory->IsHeldItem()) { heldItem=player->inventory->getSelected(); iID=heldItem->getItem()->id; } if(player->isAllowedToAttackAnimals()) *piAction=IDS_TOOLTIPS_HIT; switch(iID) { 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 (ClothTile::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_OZELOT: { int iID=-1; shared_ptr heldItem=nullptr; shared_ptr ocelot = dynamic_pointer_cast(hitResult->entity); if(player->inventory->IsHeldItem()) { heldItem=player->inventory->getSelected(); iID=heldItem->getItem()->id; } if(player->isAllowedToAttackAnimals()) *piAction=IDS_TOOLTIPS_HIT; 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())) { if(ocelot->isSitting()) { *piUse=IDS_TOOLTIPS_FOLLOWME; } else { *piUse=IDS_TOOLTIPS_SIT; } } } else if(iID!=-1) { switch(iID) { default: { if(ocelot->isFood(heldItem)) *piUse=IDS_TOOLTIPS_TAME; } break; } } } 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 TargetPlayer = dynamic_pointer_cast(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 = dynamic_pointer_cast(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(player->inventory->IsHeldItem()) { *piUse=IDS_TOOLTIPS_PLACE; } } *piAction=IDS_TOOLTIPS_HIT; } break; case eTYPE_VILLAGER: { shared_ptr villager = dynamic_pointer_cast(hitResult->entity); if (!villager->isBaby()) { *piUse=IDS_TOOLTIPS_TRADE; } *piAction=IDS_TOOLTIPS_HIT; } break; case eTYPE_ZOMBIE: { shared_ptr zomb = dynamic_pointer_cast(hitResult->entity); shared_ptr heldItem=nullptr; if(player->inventory->IsHeldItem()) { heldItem=player->inventory->getSelected(); } if ( zomb->isVillager() && zomb->isWeakened() //zomb->hasEffect(MobEffect::weakness) - not present on client. && heldItem != NULL && heldItem->getItem()->id == Item::apple_gold_Id ) { *piUse=IDS_TOOLTIPS_CURE; } *piAction=IDS_TOOLTIPS_HIT; } break; default: *piAction=IDS_TOOLTIPS_HIT; break; } break; } } } ui.SetTooltips( iPad, iA,iB,iX,iY,iLT,iRT,iLB,iRB); 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; } 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<handleMouseClick(0); player->lastClickTick[0] = ticks; } if (InputManager.ButtonDown(iPad, MINECRAFT_ACTION_ACTION) && ticks - player->lastClickTick[0] >= timer->ticksPerSecond / 4) { //printf("MINECRAFT_ACTION_ACTION ButtonDown"); player->handleMouseClick(0); player->lastClickTick[0] = ticks; } if(InputManager.ButtonDown(iPad, MINECRAFT_ACTION_ACTION) ) { 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; } */ if( player->isUsingItem() ) { if(!InputManager.ButtonDown(iPad, MINECRAFT_ACTION_USE)) 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, InputManager.ButtonDown(iPad, MINECRAFT_ACTION_USE) ); // 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 (InputManager.ButtonDown(iPad, MINECRAFT_ACTION_USE) && 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 (InputManager.ButtonDown(iPad, MINECRAFT_ACTION_USE) ) { // 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()) { // 4J-PB - debugoverlay for primary player only if(iPad==ProfileManager.GetPrimaryPad()) { if((player->ullButtonsPressed&(1LL<renderDebug = !options->renderDebug; // 4J Stu - The xbox uses a completely different way of navigating to this scene ui.NavigateToScene(0, eUIScene_DebugOverlay, NULL, eUILayer_Debug); #endif } if((player->ullButtonsPressed&(1LL< mob = dynamic_pointer_cast(Creeper::_class->newInstance( level )); //shared_ptr mob = dynamic_pointer_cast(Wolf::_class->newInstance( level )); shared_ptr mob = dynamic_pointer_cast(shared_ptr(new Spider( level ))); mob->moveTo(player->x+1, player->y, player->z+1, level->random->nextFloat() * 360, 0); level->addEntity(mob); } } if( (player->ullButtonsPressed&(1LL<abilities.debugflying = !player->abilities.debugflying; player->abilities.flying = !player->abilities.flying; } } #endif if((player->ullButtonsPressed&(1LL<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<isInputAllowed(MINECRAFT_ACTION_GAME_INFO)) { ui.NavigateToScene(iPad,eUIScene_InGameInfoMenu); ui.PlayUISFX(eSFX_Press); } if((player->ullButtonsPressed&(1LL<isInputAllowed(MINECRAFT_ACTION_INVENTORY)) { shared_ptr player = dynamic_pointer_cast( Minecraft::GetInstance()->player ); ui.PlayUISFX(eSFX_Press); app.LoadInventoryMenu(iPad,player); } if((player->ullButtonsPressed&(1LL<isInputAllowed(MINECRAFT_ACTION_CRAFTING)) { shared_ptr player = dynamic_pointer_cast( 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<GetXboxPad()); ui.PlayUISFX(eSFX_Press); ui.NavigateToScene(iPad, eUIScene_PauseMenu, NULL, eUILayer_Scene); } if((player->ullButtonsPressed&(1LL<isInputAllowed(MINECRAFT_ACTION_DROP)) { player->drop(); } __uint64 ullButtonsPressed=player->ullButtonsPressed; bool selected = false; if( selected || wheel != 0 || (player->ullButtonsPressed&(1LL< 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<GetCount() == 1)) { itemName = selectedItem->getHoverName(); } if( !(player->ullButtonsPressed&(1LL<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]->lightningBoltTime > 0) levels[i]->lightningBoltTime--; 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 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 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 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 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); player->setXuid(playerXUIDOffline); player->setOnlineXuid(playerXUIDOnline); player->displayName = ProfileManager.GetDisplayName(iPrimaryPlayer); player->resetPos(); gameMode->initPlayer(player); player->SetXboxPad(iPrimaryPlayer); for(int i=0;iresetPos(); // 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(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;icameraTargetPlayer = 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;iclose(); 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(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()) { while (level->updateLights()) ; } } } delete spawnPos; if (!gameMode->isCutScene()) { if(progressRenderer != NULL) this->progressRenderer->progressStage(IDS_PROGRESS_SIMULATING_WORLD); max = 2000; } } void Minecraft::fileDownloaded(const wstring& name, File *file) { int p = (int)name.find(L"/"); wstring category = name.substr(0, p); wstring name2 = name.substr(p + 1); toLower(category); if (category==L"sound") { soundEngine->add(name, file); } else if (category==L"newsound") { soundEngine->add(name, file); } else if (category==L"streaming") { soundEngine->addStreaming(name, file); } else if (category==L"music") { soundEngine->addMusic(name, file); } else if (category==L"newmusic") { soundEngine->addMusic(name, file); } } wstring Minecraft::gatherStats1() { //return levelRenderer->gatherStats1(); return L"Time to autosave: " + _toString( 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 localPlayer = localplayers[iPad]; level->validateSpawn(); level->removeAllPendingEntityRemovals(); if (localPlayer != NULL) { level->removeEntity(localPlayer); } shared_ptr 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); player->setXuid(playerXUIDOffline); player->setOnlineXuid(playerXUIDOnline); player->setIsGuest( ProfileManager.IsGuest(iTempPad) ); player->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(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" + _toString(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 //for(unsigned int i = 0; i < Item::items.length; ++i) //{ // if(Item::items[i] != NULL) // { // wprintf(L"%ls\n", i, app.GetString( Item::items[i]->getDescriptionId() )); // } //} //wprintf(L"\n\n\n\n\n"); // //for(unsigned int i = 0; i < 256; ++i) //{ // if(Tile::tiles[i] != NULL) // { // wprintf(L"%ls\n", i, app.GetString( Tile::tiles[i]->getDescriptionId() )); // } //} //__debugbreak(); // 4J-PB - Can't call this for the first 5 seconds of a game - MS rule //if (ProfileManager.IsFullVersion()) { name = L"Player" + _toString<__int64>(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 Minecraft::start(name, sessionId); } 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); } bool Minecraft::renderDebug() { return (m_instance != NULL && m_instance->options->renderDebug); } bool Minecraft::handleClientSideCommand(const wstring& chatMessage) { /* 4J - TODO if (chatMessage.startsWith("/")) { if (DEADMAU5_CAMERA_CHEATS) { if (chatMessage.startsWith("/follow")) { String[] tokens = chatMessage.split(" "); if (tokens.length >= 2) { String playerName = tokens[1]; boolean found = false; for (Player player : level.players) { if (playerName.equalsIgnoreCase(player.name)) { cameraTargetPlayer = player; found = true; break; } } if (!found) { try { int entityId = Integer.parseInt(playerName); for (Entity e : level.entities) { if (e.entityId == entityId && e instanceof Mob) { cameraTargetPlayer = (Mob) e; found = true; break; } } } catch (NumberFormatException e) { } } } return true; } } } */ 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 mplp = dynamic_pointer_cast( 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(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 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 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 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()); } } } } int Minecraft::InGame_SignInReturned(void *pParam,bool bContinue, int iPad) { 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)) { if( !g_NetworkManager.SessionHasSpace() ) { UINT uiIDA[1]; uiIDA[0]=IDS_OK; ui.RequestMessageBox(IDS_MULTIPLAYER_FULL_TITLE, IDS_MULTIPLAYER_FULL_TEXT, uiIDA, 1); } // 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)) ) { if( pMinecraftClass->level->isClientSide ) { pMinecraftClass->addLocalPlayer(iPad); } else { // create the local player for the iPad shared_ptr 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.RequestMessageBox( IDS_NO_MULTIPLAYER_PRIVILEGE_TITLE, IDS_NO_MULTIPLAYER_PRIVILEGE_JOIN_TEXT, uiIDA,1,iPad,NULL,NULL, app.GetStringTable()); } } } return 0; } void Minecraft::tickAllConnections() { int oldIdx = getLocalPlayerIdx(); for(unsigned int i = 0; i < XUSER_MAX_COUNT; i++ ) { shared_ptr mplp = localplayers[i]; if( mplp && mplp->connection) { setLocalPlayerIdx(i); mplp->connection->tick(); } } setLocalPlayerIdx(oldIdx); } bool Minecraft::addPendingClientTextureRequest(const wstring &textureName) { AUTO_VAR(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_VAR(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; }