Files
mcpe/source/world/gamemode/GameMode.cpp
Brent f12a3c1c61 Visual Studio Project Overhaul + Cleanup (#80)
* Visual Studio Project Overhaul + Cleanup
* SDL2 project for Windows
* Re-added game client icon to SDL2 code
* Renamed "AppPlatform_windows" to "AppPlatform_win32" (this is the name of the Windows API and is not representative of the architecture type)
* Renamed "LoggerWindows" to "LoggerWin32"
* Renamed "SoundSystemWindows to "SoundSystemDS" (DirectSound). This may be used for the 360, so it wouldn't really be Windows-specific then.
* Moved "ClientSideNetworkHandler" from "network" to "client/network". We don't need it being compiled for the server if the client's the only thing that needs it.
* I wonder if this still works on macOS...

* Bugfixes & Fixed for macOS

* Options::savePropertiesToFile Logging Bugfix

* Silence Winsock Deprecation Warnings in RakNet

* VS Project Improvements
- Replaced 50 billion relative paths with $(MC_ROOT)
- Added $(RAKNET_PATH) variable to override RakNet location
- Re-added gitignore for .vcxproj.user files
- Added debugging config to Directory.Builds.props
- Slimmed down project configurations for SDL2

* VS Project Config Bugfixes
- Fixed RakNet header path for additional includes

* RakNet Target for XCode

* XCode Project Config Fixes

* Packet logging

* Network VS Project Filter Fix

* Fix RakNet Packet ID Length
We previously didn't have consistency between old and new C++ regarding PacketType enum length. Now we do. This is required or else it completely breaks networking between the versions.

* Additional RakNet Error Handling

* Disable packet logging

* * Fix CMakeLists.txt

This reflects the relocation of ClientSideNetworkHandler.cpp.

* * Also add renderer/GL/GL.cpp to the CMakeLists.txt

* * Replace libpng with stb_image

* * Fix buggy water behavior.

* * Put the CMakeLists of the SDL project in debug mode

* Visual Studio 2010 Support

* * Change the SdlIoCallbacks from an array to a single member.

This fixes compilation of the sdl2 target on VS.

* * Fix missing _error label.

* Revert "* Fix missing _error label."

This reverts commit 99a057fc84049a16c864bd840fb439a008af5c74.

* Revert "* Replace libpng with stb_image"

* info_updateGame Tiles

---------

Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com>
Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
2023-10-22 10:08:59 +03:00

143 lines
2.6 KiB
C++

/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#include "GameMode.hpp"
#include "client/app/Minecraft.hpp"
GameMode::GameMode(Minecraft* pMinecraft) :
m_pMinecraft(pMinecraft),
field_8(0)
{
}
GameMode::~GameMode()
{
}
void GameMode::initLevel(Level* pLevel)
{
}
void GameMode::startDestroyBlock(int x, int y, int z, int i)
{
destroyBlock(x, y, z, i);
}
bool GameMode::destroyBlock(int x, int y, int z, int i)
{
Level* pLevel = m_pMinecraft->m_pLevel;
Tile* pTile = Tile::tiles[pLevel->getTile(x, y, z)];
int tileData = pLevel->getData(x, y, z);
bool bChanged = pLevel->setTile(x, y, z, 0);
if (pTile && bChanged)
{
m_pMinecraft->m_pSoundEngine->play("step." + pTile->m_pSound->m_name,
float(x) + 0.5f, float(y) + 0.5f, float(z) + 0.5f,
0.5f * (1.0f + pTile->m_pSound->field_18), 0.8f * pTile->m_pSound->field_1C);
pTile->destroy(pLevel, x, y, z, tileData);
return true;
}
return false;
}
void GameMode::continueDestroyBlock(int x, int y, int z, int t)
{
}
void GameMode::stopDestroyBlock()
{
}
void GameMode::tick()
{
}
void GameMode::render(float f)
{
}
float GameMode::getPickRange()
{
return 7.5f;
}
LocalPlayer* GameMode::createPlayer(Level* pLevel)
{
return new LocalPlayer(m_pMinecraft, pLevel, m_pMinecraft->m_pUser, pLevel->m_pDimension->field_50);
}
void GameMode::initPlayer(Player* pPlayer)
{
}
void GameMode::adjustPlayer(Player* pPlayer)
{
}
bool GameMode::canHurtPlayer()
{
return false;
}
void GameMode::interact(Player* player, Entity* entity)
{
player->interact(entity);
}
void GameMode::attack(Player* player, Entity* entity)
{
player->attack(entity);
}
int GameMode::handleInventoryMouseClick(int a, int b, int c, Player* player)
{
return 0;
}
void GameMode::handleCloseInventory(int a, Player* player)
{
}
bool GameMode::isCreativeType()
{
return true;
}
bool GameMode::isSurvivalType()
{
return false;
}
bool GameMode::useItem(Player* player, Level* level, ItemInstance* instance)
{
int oldAmount = instance->m_amount;
if (instance == instance->use(level, player))
return instance->m_amount != oldAmount;
return true;
}
bool GameMode::useItemOn(Player* player, Level* level, ItemInstance* instance, int x, int y, int z, int d)
{
TileID tile = level->getTile(x, y, z);
if (tile > 0 && Tile::tiles[tile]->use(level, x, y, z, player))
return true;
if (instance)
return instance->useOn(player, level, x, y, z, d);
return false;
}