mirror of
https://github.com/4jcraft/4jcraft.git
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240 lines
8.5 KiB
C++
240 lines
8.5 KiB
C++
#include "../../Minecraft.World/Platform/stdafx.h"
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#include "../../Minecraft.World/Headers/net.minecraft.world.inventory.h"
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#include "../../Minecraft.World/Headers/net.minecraft.stats.h"
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#include "../../Minecraft.World/Headers/net.minecraft.world.effect.h"
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#include "../../Minecraft.Client/Player/MultiPlayerLocalPlayer.h"
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#include "../Tutorial/Tutorial.h"
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#include "../Tutorial/TutorialMode.h"
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#include "../Tutorial/TutorialEnum.h"
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#include "../../Minecraft.Client/Minecraft.h"
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#include "XUI_Controls.h"
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#include "XUI_Scene_Inventory.h"
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//--------------------------------------------------------------------------------------
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// Name: CXuiSceneInventory::OnInit
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// Desc: Message handler for XM_INIT
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//--------------------------------------------------------------------------------------
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HRESULT CXuiSceneInventory::OnInit(XUIMessageInit* pInitData, BOOL& bHandled) {
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D3DXVECTOR3 vec;
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MapChildControls();
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Minecraft* pMinecraft = Minecraft::GetInstance();
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InventoryScreenInput* initData =
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(InventoryScreenInput*)pInitData->pvInitData;
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m_iPad = initData->iPad;
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m_bSplitscreen = initData->bSplitscreen;
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// if we are in splitscreen, then we need to figure out if we want to move
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// this scene
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if (m_bSplitscreen) {
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if (m_bSplitscreen) {
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app.AdjustSplitscreenScene(m_hObj, &m_OriginalPosition, m_iPad);
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}
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}
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#ifdef _XBOX
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if (pMinecraft->localgameModes[initData->iPad] != NULL) {
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TutorialMode* gameMode =
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(TutorialMode*)pMinecraft->localgameModes[initData->iPad];
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m_previousTutorialState = gameMode->getTutorial()->getCurrentState();
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gameMode->getTutorial()->changeTutorialState(
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e_Tutorial_State_Inventory_Menu, this);
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}
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#endif
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InventoryMenu* menu =
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dynamic_cast<InventoryMenu*>(initData->player->inventoryMenu);
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#if 0
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// TODO Inventory dimensions need defined as constants
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m_armorGroup->SetData( initData->iPad, menu, 4, 1, InventoryMenu::ARMOR_SLOT_START );
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#endif
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InitDataAssociations(initData->iPad, menu);
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initData->player->awardStat(GenericStats::openInventory(),
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GenericStats::param_noArgs());
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CXuiSceneAbstractContainer::Initialize(
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initData->iPad, menu, false, InventoryMenu::INV_SLOT_START,
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eSectionInventoryUsing, eSectionInventoryMax, initData->bNavigateBack);
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delete initData;
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float fWidth;
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m_effectsGroup.GetBounds(
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&fWidth,
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&m_effectAreaHeight); // Get total height available for effects display
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m_hEffectDisplayA[0]->GetBounds(
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&fWidth, &m_effectDisplayHeight); // Get height of one effect
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D3DXVECTOR3 firstEffectPos, secondEffectPos;
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m_hEffectDisplayA[0]->GetPosition(&firstEffectPos);
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m_hEffectDisplayA[1]->GetPosition(&secondEffectPos);
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m_effectDisplaySpacing =
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firstEffectPos.y - secondEffectPos.y; // Stack from the bottom
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updateEffectsDisplay();
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XuiSetTimer(m_hObj, INVENTORY_UPDATE_EFFECTS_TIMER_ID,
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INVENTORY_UPDATE_EFFECTS_TIMER_TIME);
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return S_OK;
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}
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HRESULT CXuiSceneInventory::OnDestroy() {
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Minecraft* pMinecraft = Minecraft::GetInstance();
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if (pMinecraft->localgameModes[m_iPad] != NULL) {
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TutorialMode* gameMode =
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(TutorialMode*)pMinecraft->localgameModes[m_iPad];
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if (gameMode != NULL)
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gameMode->getTutorial()->changeTutorialState(
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m_previousTutorialState);
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}
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// 4J Stu - Fix for #11302 - TCR 001: Network Connectivity: Host crashed
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// after being killed by the client while accessing a chest during burst
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// packet loss. We need to make sure that we call closeContainer() anytime
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// this menu is closed, even if it is forced to close by some other reason
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// (like the player dying)
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if (Minecraft::GetInstance()->localplayers[m_iPad] != NULL)
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Minecraft::GetInstance()->localplayers[m_iPad]->closeContainer();
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return S_OK;
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}
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HRESULT CXuiSceneInventory::handleCustomTimer(XUIMessageTimer* pTimer,
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BOOL& bHandled) {
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if (pTimer->nId == INVENTORY_UPDATE_EFFECTS_TIMER_ID) {
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updateEffectsDisplay();
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bHandled = TRUE;
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}
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return S_OK;
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}
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CXuiControl* CXuiSceneInventory::GetSectionControl(ESceneSection eSection) {
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switch (eSection) {
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case eSectionInventoryArmor:
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return (CXuiControl*)m_armorGroup;
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break;
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case eSectionInventoryInventory:
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return (CXuiControl*)m_inventoryControl;
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break;
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case eSectionInventoryUsing:
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return (CXuiControl*)m_useRowControl;
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break;
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default:
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assert(false);
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break;
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}
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return NULL;
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}
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CXuiCtrlSlotList* CXuiSceneInventory::GetSectionSlotList(
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ESceneSection eSection) {
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switch (eSection) {
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case eSectionInventoryArmor:
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return m_armorGroup;
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break;
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case eSectionInventoryInventory:
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return m_inventoryControl;
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break;
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case eSectionInventoryUsing:
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return m_useRowControl;
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break;
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default:
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assert(false);
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break;
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}
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return NULL;
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}
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// 4J Stu - Added to support auto-save. Need to re-associate on a navigate back
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void CXuiSceneInventory::InitDataAssociations(int iPad,
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AbstractContainerMenu* menu,
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int startIndex /*= 0*/) {
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// TODO Inventory dimensions need defined as constants
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m_armorGroup->SetData(iPad, menu, 4, 1, InventoryMenu::ARMOR_SLOT_START);
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CXuiSceneAbstractContainer::InitDataAssociations(
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iPad, menu, InventoryMenu::INV_SLOT_START);
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}
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void CXuiSceneInventory::updateEffectsDisplay() {
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// Update with the current effects
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Minecraft* pMinecraft = Minecraft::GetInstance();
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std::shared_ptr<LocalPlayer> player = pMinecraft->localplayers[m_iPad];
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if (player == NULL) return;
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std::vector<MobEffectInstance*>* activeEffects = player->getActiveEffects();
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// Work out how to arrange the effects
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int effectCount = (int)activeEffects->size();
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// Total size of all effects + spacing, minus spacing for the last effect
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float fHeight = (effectCount * m_effectDisplaySpacing) -
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(m_effectDisplaySpacing - m_effectDisplayHeight);
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float fNextEffectYOffset = m_effectDisplaySpacing;
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if (fHeight > m_effectAreaHeight) {
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fNextEffectYOffset = (m_effectAreaHeight + 1) / effectCount;
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fNextEffectYOffset = floor(fNextEffectYOffset);
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}
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// Fill out details for display
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D3DXVECTOR3 position;
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m_hEffectDisplayA[0]->GetPosition(&position);
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AUTO_VAR(it, activeEffects->begin());
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for (unsigned int i = 0; i < MAX_EFFECTS; ++i) {
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if (it != activeEffects->end()) {
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m_hEffectDisplayA[i]->SetShow(TRUE);
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if (i > 0)
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position.y -= fNextEffectYOffset; // Stack from the bottom
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m_hEffectDisplayA[i]->SetPosition(&position);
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MobEffectInstance* effect = *it;
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MobEffect* mobEffect = MobEffect::effects[effect->getId()];
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if (mobEffect->hasIcon()) {
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m_hEffectDisplayA[i]->setIcon(mobEffect->getIcon());
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}
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std::wstring effectString = app.GetString(
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effect
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->getDescriptionId()); // I18n.get(effect.getDescriptionId()).trim();
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if (effect->getAmplifier() > 0) {
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std::wstring potencyString = L"";
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switch (effect->getAmplifier()) {
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case 1:
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potencyString = L" ";
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potencyString += app.GetString(IDS_POTION_POTENCY_1);
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break;
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case 2:
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potencyString = L" ";
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potencyString += app.GetString(IDS_POTION_POTENCY_2);
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break;
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case 3:
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potencyString = L" ";
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potencyString += app.GetString(IDS_POTION_POTENCY_3);
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break;
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default:
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potencyString = app.GetString(IDS_POTION_POTENCY_0);
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break;
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}
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effectString += potencyString;
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}
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m_hEffectDisplayA[i]->setName(effectString);
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std::wstring durationString = MobEffect::formatDuration(effect);
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m_hEffectDisplayA[i]->setDuration(durationString);
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++it;
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} else {
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m_hEffectDisplayA[i]->SetShow(FALSE);
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}
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}
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delete activeEffects;
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} |