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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>
155 lines
2.7 KiB
C++
155 lines
2.7 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 "NinecraftApp.hpp"
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#include "world/item/Item.hpp"
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#include "client/gui/screens/StartMenuScreen.hpp"
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#ifdef DEMO
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#include "world/level/storage/MemoryLevelStorageSource.hpp"
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#else
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#include "world/level/storage/ExternalFileLevelStorageSource.hpp"
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#endif
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bool NinecraftApp::_hasInitedStatics;
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bool NinecraftApp::handleBack(bool b)
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{
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if (m_bPreparingLevel)
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return true;
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if (!m_pLevel)
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{
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if (!m_pScreen)
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return false;
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return m_pScreen->handleBackEvent(b);
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}
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if (b)
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return 1;
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if (!m_pScreen) return false;
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if (m_pScreen->handleBackEvent(b))
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return true;
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setScreen(nullptr);
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return true;
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}
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void NinecraftApp::initGLStates()
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{
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GL_TEXTURE_2D;
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.1f);
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glCullFace(GL_BACK);
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glEnable(GL_TEXTURE_2D);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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glDisable(GL_LIGHTING);
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}
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int NinecraftApp::getFpsIntlCounter()
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{
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int ofps = m_fps;
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m_fps = 0;
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return ofps;
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}
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void NinecraftApp::init()
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{
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Mth::initMth();
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if (!_hasInitedStatics)
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{
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_hasInitedStatics = true;
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Material::initMaterials();
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Tile::initTiles();
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Item::initItems();
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Biome::initBiomes();
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}
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initGLStates();
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Tesselator::instance.init();
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platform()->initSoundSystem();
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Minecraft::init();
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#ifdef DEMO
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m_pLevelStorageSource = new MemoryLevelStorageSource;
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#else
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m_pLevelStorageSource = new ExternalFileLevelStorageSource(m_externalStorageDir);
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#endif
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field_D9C = 0;
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setScreen(new StartMenuScreen);
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}
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void NinecraftApp::onGraphicsReset()
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{
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initGLStates();
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Tesselator::instance.init();
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Minecraft::onGraphicsReset();
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}
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void NinecraftApp::teardown()
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{
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}
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void NinecraftApp::update()
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{
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++m_fps;
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Minecraft::update();
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#ifdef ORIGINAL_CODE
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eglSwapBuffers(field_8, m_rotY);
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#endif
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Mouse::reset2();
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updateStats();
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}
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void NinecraftApp::updateStats()
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{
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/*
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int timeMs = getTimeMs();
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if (timeMs > field_2B0 + 999)
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{
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if (m_pLocalPlayer)
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{
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Vec3 &pos = m_pLocalPlayer->m_pos;
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LOG_I("%d fps\t%3d chunk updates. (%.2f, %.2f, %.2f)", m_fps, Chunk::updates, pos.x, pos.y, pos.z);
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LOG_I("%s", m_pLevelRenderer->gatherStats1().c_str());
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Chunk::updates = 0;
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}
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else
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{
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LOG_I("%d fps", m_fps);
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}
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field_2B0 = timeMs;
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m_fps = 0;
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}
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*/
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}
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NinecraftApp::NinecraftApp()
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{
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field_DBC = 0;
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field_DC0 = 1;
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m_fps = 0;
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}
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NinecraftApp::~NinecraftApp()
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{
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teardown();
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}
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