minecraft-pi-reborn/mods/src/game-mode/ui.cpp

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#ifndef MCPI_SERVER_MODE
#include <pthread.h>
#include <cstring>
#include <ctime>
#include <string>
#include <stdexcept>
#include <libreborn/libreborn.h>
#include <symbols/minecraft.h>
#include <media-layer/core.h>
#include "game-mode.h"
// Run Command
static char *run_command_proper(const char *command[], bool allow_empty) {
// Prepare Environment
RESET_ENVIRONMENTAL_VARIABLE("LD_LIBRARY_PATH");
RESET_ENVIRONMENTAL_VARIABLE("LD_PRELOAD");
// Run
int return_code;
char *output = run_command(command, &return_code);
// Handle Message
if (output != NULL) {
// Check Return Code
if (return_code == 0) {
// Remove Ending Newline
int length = strlen(output);
if (output[length - 1] == '\n') {
output[length - 1] = '\0';
}
length = strlen(output);
// Don't Allow Empty Strings
if (allow_empty || length > 0) {
// Return
return output;
}
}
// Free Output
free(output);
}
// Return
return return_code != 0 ? NULL : run_command_proper(command, allow_empty);
}
// Track Create World State
static pthread_mutex_t create_world_state_lock = PTHREAD_MUTEX_INITIALIZER;
typedef enum {
DIALOG_CLOSED,
DIALOG_OPEN,
DIALOG_SUCCESS
} create_world_state_dialog_t;
typedef struct {
volatile create_world_state_dialog_t dialog_state = DIALOG_CLOSED;
volatile char *name = NULL;
volatile int32_t game_mode = 0;
volatile int32_t seed = 0;
} create_world_state_t;
static create_world_state_t create_world_state;
// Destructor
__attribute__((destructor)) static void _free_create_world_state_name() {
free((void *) create_world_state.name);
}
// Reset State (Assume Lock)
static void reset_create_world_state() {
create_world_state.dialog_state = DIALOG_CLOSED;
if (create_world_state.name != NULL) {
free((void *) create_world_state.name);
}
create_world_state.name = NULL;
create_world_state.game_mode = 0;
create_world_state.seed = 0;
}
// Chat Thread
#define DEFAULT_WORLD_NAME "Unnamed world"
#define DIALOG_TITLE "Create World"
#define GAME_MODE_DIALOG_SIZE "200"
static void *create_world_thread(__attribute__((unused)) void *nop) {
// Run Dialogs
{
// World Name
char *world_name = NULL;
{
// Open
const char *command[] = {
"zenity",
"--title", DIALOG_TITLE,
"--class", GUI_TITLE,
"--entry",
"--text", "Enter World Name:",
"--entry-text", DEFAULT_WORLD_NAME,
NULL
};
char *output = run_command_proper(command, false);
// Handle Message
if (output != NULL) {
// Store
world_name = strdup(output);
ALLOC_CHECK(world_name);
// Free
free(output);
} else {
// Fail
goto fail;
}
}
// Game Mode
int game_mode = 0;
{
// Open
const char *command[] = {
"zenity",
"--title", DIALOG_TITLE,
"--class", GUI_TITLE,
"--list",
"--radiolist",
"--width", GAME_MODE_DIALOG_SIZE,
"--height", GAME_MODE_DIALOG_SIZE,
"--text", "Select Game Mode:",
"--column","Selected",
"--column", "Name",
"TRUE", "Creative",
"FALSE", "Survival",
NULL
};
char *output = run_command_proper(command, false);
// Handle Message
if (output != NULL) {
// Store
game_mode = strcmp(output, "Creative") == 0;
// Free
free(output);
} else {
// Fail
goto fail;
}
}
// Seed
int32_t seed = 0;
get_seed:
{
// Open
const char *command[] = {
"zenity",
"--title", DIALOG_TITLE,
"--class", GUI_TITLE,
"--entry",
"--only-numerical",
"--text", "Enter Seed (Leave Blank For Random):",
NULL
};
char *output = run_command_proper(command, true);
// Handle Message
if (output != NULL) {
// Store
bool valid = true;
try {
seed = strlen(output) == 0 ? time(NULL) : std::stoi(output);
} catch (std::invalid_argument &e) {
// Invalid Seed
WARN("Invalid Seed: %s", output);
valid = false;
} catch (std::out_of_range &e) {
// Out-Of-Range Seed
WARN("Seed Out-Of-Range: %s", output);
valid = false;
}
// Free
free(output);
// Retry If Invalid
if (!valid) {
goto get_seed;
}
} else {
// Fail
goto fail;
}
}
// Update State
pthread_mutex_lock(&create_world_state_lock);
reset_create_world_state();
create_world_state.dialog_state = DIALOG_SUCCESS;
create_world_state.name = world_name;
create_world_state.game_mode = game_mode;
create_world_state.seed = seed;
pthread_mutex_unlock(&create_world_state_lock);
// Return
return NULL;
}
fail:
// Update State
pthread_mutex_lock(&create_world_state_lock);
reset_create_world_state();
pthread_mutex_unlock(&create_world_state_lock);
// Return
return NULL;
}
// Create Chat Thead
static void open_create_world() {
// Update State (Assume Lock)
create_world_state.dialog_state = DIALOG_OPEN;
// Start Thread
pthread_t thread;
pthread_create(&thread, NULL, create_world_thread, NULL);
}
// Get Minecraft From Screen
static unsigned char *get_minecraft_from_screen(unsigned char *screen) {
return *(unsigned char **) (screen + Screen_minecraft_property_offset);
}
// Create World
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static void create_world(unsigned char *host_screen, std::string folder_name) {
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// Get Minecraft
unsigned char *minecraft = get_minecraft_from_screen(host_screen);
// Settings
LevelSettings settings;
settings.game_type = create_world_state.game_mode;
settings.seed = create_world_state.seed;
// Create World
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std::string world_name = (char *) create_world_state.name;
(*Minecraft_selectLevel)(minecraft, folder_name, world_name, settings);
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// Multiplayer
(*Minecraft_hostMultiplayer)(minecraft, 19132);
// Open ProgressScreen
unsigned char *screen = (unsigned char *) ::operator new(PROGRESS_SCREEN_SIZE);
ALLOC_CHECK(screen);
screen = (*ProgressScreen)(screen);
(*Minecraft_setScreen)(minecraft, screen);
// Reset
reset_create_world_state();
}
// Redirect Create World Button
#define create_SelectWorldScreen_tick_injection(prefix) \
static void prefix##SelectWorldScreen_tick_injection(unsigned char *screen) { \
/* Lock */ \
pthread_mutex_lock(&create_world_state_lock); \
\
bool *should_create_world = (bool *) (screen + prefix##SelectWorldScreen_should_create_world_property_offset); \
if (*should_create_world) { \
/* Check State */ \
if (create_world_state.dialog_state == DIALOG_CLOSED) { \
/* Open Dialog */ \
open_create_world(); \
} \
\
/* Finish */ \
*should_create_world = false; \
} else { \
/* Call Original Method */ \
(*prefix##SelectWorldScreen_tick)(screen); \
} \
\
/* Create World If Dialog Succeeded */ \
if (create_world_state.dialog_state == DIALOG_SUCCESS) { \
/* Create World Dialog Finished */ \
\
/* Get New World Name */ \
std::string name = (char *) create_world_state.name; \
std::string new_name = (*prefix##SelectWorldScreen_getUniqueLevelName)(screen, name); \
\
/* Create World */ \
create_world(screen, new_name); \
} \
\
/* Lock/Unlock UI */ \
if (create_world_state.dialog_state != DIALOG_OPEN) { \
/* Dialog Closed, Unlock UI */ \
media_set_interactable(1); \
} else { \
/* Dialog Open, Lock UI */ \
media_set_interactable(0); \
} \
\
/* Unlock */ \
pthread_mutex_unlock(&create_world_state_lock); \
}
create_SelectWorldScreen_tick_injection()
create_SelectWorldScreen_tick_injection(Touch_)
// Init
void _init_game_mode_ui() {
// Hijack Create World Button
patch_address(SelectWorldScreen_tick_vtable_addr, (void *) SelectWorldScreen_tick_injection);
patch_address(Touch_SelectWorldScreen_tick_vtable_addr, (void *) Touch_SelectWorldScreen_tick_injection);
}
#else
void _init_game_mode_ui() {
}
#endif