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102
Minecraft.Client/MultiPlayerLevel.h
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102
Minecraft.Client/MultiPlayerLevel.h
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#pragma once
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using namespace std;
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#include "..\Minecraft.World\HashExtension.h"
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#include "..\Minecraft.World\net.minecraft.world.level.h"
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#include "..\Minecraft.World\net.minecraft.world.entity.h"
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#include "..\Minecraft.World\JavaIntHash.h"
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class ClientConnection;
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class MultiPlayerChunkCache;
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using namespace std;
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class MultiPlayerLevel : public Level
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{
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private:
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static const int TICKS_BEFORE_RESET = 20 * 4;
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class ResetInfo
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{
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public:
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int x, y, z, ticks, tile, data;
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ResetInfo(int x, int y, int z, int tile, int data);
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};
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vector<ResetInfo> updatesToReset; // 4J - was linked list but vector seems more appropriate
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bool m_bEnableResetChanges; // 4J Added
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public:
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void unshareChunkAt(int x, int z); // 4J - added
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void shareChunkAt(int x, int z); // 4J - added
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void enableResetChanges(bool enable) { m_bEnableResetChanges = enable; } // 4J Added
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private:
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int unshareCheckX; // 4J - added
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int unshareCheckZ; // 4J - added
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int compressCheckX; // 4J - added
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int compressCheckZ; // 4J - added
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vector<ClientConnection *> connections; // 4J Stu - Made this a vector as we can have more than one local connection
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MultiPlayerChunkCache *chunkCache;
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Minecraft *minecraft;
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public:
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MultiPlayerLevel(ClientConnection *connection, LevelSettings *levelSettings, int dimension, int difficulty);
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virtual ~MultiPlayerLevel();
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virtual void tick() ;
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void clearResetRegion(int x0, int y0, int z0, int x1, int y1, int z1);
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protected:
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ChunkSource *createChunkSource(); // 4J - was virtual, but was called from parent ctor
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public:
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virtual void validateSpawn();
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protected:
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virtual void tickTiles();
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public:
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void setChunkVisible(int x, int z, bool visible);
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private:
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unordered_map<int, shared_ptr<Entity>, IntKeyHash2, IntKeyEq> entitiesById; // 4J - was IntHashMap
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unordered_set<shared_ptr<Entity> > forced;
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unordered_set<shared_ptr<Entity> > reEntries;
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public:
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virtual bool addEntity(shared_ptr<Entity> e);
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virtual void removeEntity(shared_ptr<Entity> e);
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protected:
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virtual void entityAdded(shared_ptr<Entity> e);
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virtual void entityRemoved(shared_ptr<Entity> e);
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public:
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void putEntity(int id, shared_ptr<Entity> e);
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shared_ptr<Entity> getEntity(int id);
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shared_ptr<Entity> removeEntity(int id);
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virtual void removeEntities(vector<shared_ptr<Entity> > *list); // 4J Added override
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virtual bool setDataNoUpdate(int x, int y, int z, int data);
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virtual bool setTileAndDataNoUpdate(int x, int y, int z, int tile, int data);
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virtual bool setTileNoUpdate(int x, int y, int z, int tile);
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bool doSetTileAndData(int x, int y, int z, int tile, int data);
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virtual void disconnect(bool sendDisconnect = true);
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void animateTick(int xt, int yt, int zt);
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protected:
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virtual void tickWeather();
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static const int ANIMATE_TICK_MAX_PARTICLES = 500;
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public:
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void animateTickDoWork(); // 4J added
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unordered_set<int> chunksToAnimate; // 4J added
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public:
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void removeAllPendingEntityRemovals();
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virtual void playSound(shared_ptr<Entity> entity, int iSound, float volume, float pitch);
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virtual void playLocalSound(double x, double y, double z, int iSound, float volume, float pitch, float fClipSoundDist=16.0f);
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// 4J Stu - Added so we can have multiple local connections
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void addClientConnection(ClientConnection *c) { connections.push_back( c ); }
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void removeClientConnection(ClientConnection *c, bool sendDisconnect);
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void tickAllConnections();
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void dataReceivedForChunk(int x, int z); // 4J added
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void removeUnusedTileEntitiesInRegion(int x0, int y0, int z0, int x1, int y1, int z1); // 4J added
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};
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