#pragma once class Timer; class MultiPlayerLevel; class LevelRenderer; class MultiplayerLocalPlayer; class Player; class Mob; class ParticleEngine; class User; class Canvas; class Textures; class Font; class Screen; class ProgressRenderer; class GameRenderer; class BackgroundDownloader; class HumanoidModel; class HitResult; class Options; class SoundEngine; class MinecraftApplet; class MouseHandler; class TexturePackRepository; class File; class LevelStorageSource; class StatsCounter; class Component; class Entity; class AchievementPopup; class WaterTexture; class LavaTexture; class Gui; class ClientConnection; class ConsoleSaveFile; class ItemInHandRenderer; class LevelSettings; class ColourTable; class MultiPlayerGameMode; class PsPlusUpsellWrapper; #include "..\Minecraft.World\File.h" #include "..\Minecraft.World\DisconnectPacket.h" #include "..\Minecraft.World\C4JThread.h" using namespace std; class Minecraft { private: enum OS{ linux, solaris, windows, macos, unknown, xbox }; public: static const wstring VERSION_STRING; Minecraft(Component *mouseComponent, Canvas *parent, MinecraftApplet *minecraftApplet, int width, int height, bool fullscreen); void init(); // 4J - removed // void crash(CrashReport crash); // public abstract void onCrash(CrashReport crash); private: static Minecraft *m_instance; public: MultiPlayerGameMode *gameMode; private: bool fullscreen; bool hasCrashed; C4JThread::EventQueue* levelTickEventQueue; static void levelTickUpdateFunc(void* pParam); static void levelTickThreadInitFunc(); public: int width, height; int width_phys, height_phys; // 4J - added // private OpenGLCapabilities openGLCapabilities; private: Timer *timer; bool reloadTextures; public: Level *oldLevel; // 4J Stu added to keep a handle on an old level so we can delete it //HANDLE m_hPlayerRespawned; // 4J Added so we can wait in menus until it is done (for async in multiplayer) public: MultiPlayerLevel *level; LevelRenderer *levelRenderer; shared_ptr player; MultiPlayerLevelArray levels; shared_ptr localplayers[XUSER_MAX_COUNT]; MultiPlayerGameMode *localgameModes[XUSER_MAX_COUNT]; int localPlayerIdx; ItemInHandRenderer *localitemInHandRenderers[XUSER_MAX_COUNT]; // 4J-PB - so we can have debugoptions in the server unsigned int uiDebugOptionsA[XUSER_MAX_COUNT]; // 4J Stu - Added these so that we can show a Xui scene while connecting bool m_connectionFailed[XUSER_MAX_COUNT]; DisconnectPacket::eDisconnectReason m_connectionFailedReason[XUSER_MAX_COUNT]; ClientConnection *m_pendingLocalConnections[XUSER_MAX_COUNT]; bool addLocalPlayer(int idx); // Re-arrange the screen and start the connection void addPendingLocalConnection(int idx, ClientConnection *connection); void connectionDisconnected(int idx, DisconnectPacket::eDisconnectReason reason) { m_connectionFailed[idx] = true; m_connectionFailedReason[idx] = reason; } shared_ptr createExtraLocalPlayer(int idx, const wstring& name, int pad, int iDimension, ClientConnection *clientConnection = NULL,MultiPlayerLevel *levelpassedin=NULL); void createPrimaryLocalPlayer(int iPad); bool setLocalPlayerIdx(int idx); int getLocalPlayerIdx(); void removeLocalPlayerIdx(int idx); void storeExtraLocalPlayer(int idx); void updatePlayerViewportAssignments(); int unoccupiedQuadrant; // 4J - added shared_ptr cameraTargetPlayer; ParticleEngine *particleEngine; User *user; wstring serverDomain; Canvas *parent; bool appletMode; // 4J - per player ? volatile bool pause; Textures *textures; Font *font, *altFont; Screen *screen; ProgressRenderer *progressRenderer; GameRenderer *gameRenderer; private: BackgroundDownloader *bgLoader; int ticks; // 4J-PB - moved to per player //int missTime; int orgWidth, orgHeight; public: AchievementPopup *achievementPopup; public: Gui *gui; // 4J - move to the per player structure? bool noRender; HumanoidModel *humanoidModel; HitResult *hitResult; Options *options; protected: MinecraftApplet *minecraftApplet; public: SoundEngine *soundEngine; MouseHandler *mouseHandler; public: TexturePackRepository *skins; File workingDirectory; private: LevelStorageSource *levelSource; public: static const int frameTimes_length = 512; static __int64 frameTimes[frameTimes_length]; static const int tickTimes_length = 512; static __int64 tickTimes[tickTimes_length]; static int frameTimePos; static __int64 warezTime; private: int rightClickDelay; public: // 4J- this should really be in localplayer StatsCounter* stats[4]; private: wstring connectToIp; int connectToPort; public: void clearConnectionFailed(); void connectTo(const wstring& server, int port); private: void renderLoadingScreen(); public: void blit(int x, int y, int sx, int sy, int w, int h); private: static File workDir; public: static File getWorkingDirectory(); static File getWorkingDirectory(const wstring& applicationName); private: static OS getPlatform(); public: LevelStorageSource *getLevelSource(); void setScreen(Screen *screen); private: void checkGlError(const wstring& string); public: void destroy(); volatile bool running; wstring fpsString; void run(); // 4J-PB - split the run into 3 parts so we can run it from our xbox game loop static Minecraft *GetInstance(); void run_middle(); void run_end(); void emergencySave(); // 4J - removed //bool wasDown ; private: // void checkScreenshot(); // 4J - removed // String grabHugeScreenshot(File workDir2, int width, int height, int ssWidth, int ssHeight); // 4J - removed // 4J - per player thing? __int64 lastTimer; void renderFpsMeter(__int64 tickTime); public: void stop(); // 4J removed // bool mouseGrabbed; // void grabMouse(); // void releaseMouse(); // 4J-PB - moved these into localplayer //void handleMouseDown(int button, bool down); //void handleMouseClick(int button); void pauseGame(); // void toggleFullScreen(); // 4J - removed private: void resize(int width, int height); public: // 4J - Moved to per player //bool isRaining ; // 4J - Moved to per player //__int64 lastTickTime; private: // 4J- per player? int recheckPlayerIn; void verify(); public: // 4J - added bFirst parameter, which is true for the first active viewport in splitscreen // 4J - added bUpdateTextures, which is true if the actual renderer textures are to be updated - this will be true for the last time this tick runs with bFirst true void tick(bool bFirst, bool bUpdateTextures); private: void reloadSound(); public: bool isClientSide(); void selectLevel(ConsoleSaveFile *saveFile, const wstring& levelId, const wstring& levelName, LevelSettings *levelSettings); //void toggleDimension(int targetDimension); bool saveSlot(int slot, const wstring& name); bool loadSlot(const wstring& userName, int slot); void releaseLevel(int message); // 4J Stu - Added the doForceStatsSave param //void setLevel(Level *level, bool doForceStatsSave = true); //void setLevel(Level *level, const wstring& message, bool doForceStatsSave = true); void setLevel(MultiPlayerLevel *level, int message = -1, shared_ptr forceInsertPlayer = nullptr, bool doForceStatsSave = true,bool bPrimaryPlayerSignedOut=false); // 4J-PB - added to force in the 'other' level when the main player creates the level at game load time void forceaddLevel(MultiPlayerLevel *level); void prepareLevel(int title); // 4J - changed to public void fileDownloaded(const wstring& name, File *file); // OpenGLCapabilities getOpenGLCapabilities(); // 4J - removed wstring gatherStats1(); wstring gatherStats2(); wstring gatherStats3(); wstring gatherStats4(); void respawnPlayer(int iPad,int dimension,int newEntityId); static void start(const wstring& name, const wstring& sid); static void startAndConnectTo(const wstring& name, const wstring& sid, const wstring& url); ClientConnection *getConnection(int iPad); // 4J Stu added iPad param static void main(); static bool renderNames(); static bool useFancyGraphics(); static bool useAmbientOcclusion(); static bool renderDebug(); bool handleClientSideCommand(const wstring& chatMessage); static int maxSupportedTextureSize(); void delayTextureReload(); static __int64 currentTimeMillis(); static int InGame_SignInReturned(void *pParam,bool bContinue, int iPad); // 4J-PB Screen * getScreen(); // 4J Stu void forceStatsSave(int idx); CRITICAL_SECTION m_setLevelCS; private: // A bit field that store whether a particular quadrant is in the full tutorial or not BYTE m_inFullTutorialBits; public: bool isTutorial(); void playerStartedTutorial(int iPad); void playerLeftTutorial(int iPad); // 4J Added MultiPlayerLevel *getLevel(int dimension); void tickAllConnections(); Level *animateTickLevel; // 4J added // 4J - When a client requests a texture, it should add it to here while we are waiting for it vector m_pendingTextureRequests; vector m_pendingGeometryRequests; // additional skin box geometry // 4J Added bool addPendingClientTextureRequest(const wstring &textureName); void handleClientTextureReceived(const wstring &textureName); void clearPendingClientTextureRequests() { m_pendingTextureRequests.clear(); } bool addPendingClientGeometryRequest(const wstring &textureName); void handleClientGeometryReceived(const wstring &textureName); void clearPendingClientGeometryRequests() { m_pendingGeometryRequests.clear(); } unsigned int getCurrentTexturePackId(); ColourTable *getColourTable(); };