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