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198 lines
6.8 KiB
C++
198 lines
6.8 KiB
C++
#include "../../stdafx.h"
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#include "IUIScene_HorseInventoryMenu.h"
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#include "../../../../Minecraft.World/Headers/net.minecraft.world.entity.animal.h"
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IUIScene_AbstractContainerMenu::ESceneSection
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IUIScene_HorseInventoryMenu::GetSectionAndSlotInDirection(
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ESceneSection eSection, ETapState eTapDirection, int* piTargetX,
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int* piTargetY) {
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ESceneSection newSection = eSection;
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int xOffset = 0;
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int yOffset = 0;
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// Find the new section if there is one
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switch (eSection) {
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case eSectionHorseUsing:
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if (eTapDirection == eTapStateDown) {
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if (m_horse->isChestedHorse() && *piTargetX >= 4) {
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newSection = eSectionHorseChest;
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xOffset = 4;
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} else {
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newSection = eSectionHorseSaddle;
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}
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} else if (eTapDirection == eTapStateUp) {
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newSection = eSectionHorseInventory;
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}
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break;
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case eSectionHorseInventory:
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if (eTapDirection == eTapStateDown) {
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newSection = eSectionHorseUsing;
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} else if (eTapDirection == eTapStateUp) {
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if (m_horse->isChestedHorse() && *piTargetX >= 4) {
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xOffset = 4;
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newSection = eSectionHorseChest;
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} else if (m_horse->canWearArmor()) {
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newSection = eSectionHorseArmor;
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} else {
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newSection = eSectionHorseSaddle;
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}
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}
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break;
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case eSectionHorseChest:
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if (eTapDirection == eTapStateDown) {
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xOffset = -4;
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newSection = eSectionHorseInventory;
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} else if (eTapDirection == eTapStateUp) {
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xOffset = -4;
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newSection = eSectionHorseUsing;
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} else if (eTapDirection == eTapStateLeft) {
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if (*piTargetX < 0) {
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if (m_horse->canWearArmor() && *piTargetY == 1) {
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newSection = eSectionHorseArmor;
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} else if (*piTargetY == 0) {
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newSection = eSectionHorseSaddle;
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}
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}
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} else if (eTapDirection == eTapStateRight) {
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if (*piTargetX >= getSectionColumns(eSectionHorseChest)) {
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if (m_horse->canWearArmor() && *piTargetY == 1) {
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newSection = eSectionHorseArmor;
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} else if (*piTargetY == 0) {
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newSection = eSectionHorseSaddle;
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}
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}
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}
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break;
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case eSectionHorseArmor:
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if (eTapDirection == eTapStateDown) {
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if (m_horse->isChestedHorse()) {
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newSection = eSectionHorseChest;
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} else {
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newSection = eSectionHorseInventory;
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}
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} else if (eTapDirection == eTapStateUp) {
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newSection = eSectionHorseSaddle;
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} else if (eTapDirection == eTapStateRight) {
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if (m_horse->isChestedHorse()) {
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yOffset = -1;
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*piTargetX = 0;
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newSection = eSectionHorseChest;
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}
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} else if (eTapDirection == eTapStateLeft) {
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if (m_horse->isChestedHorse()) {
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yOffset = -1;
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*piTargetX = getSectionColumns(eSectionHorseChest);
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newSection = eSectionHorseChest;
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}
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}
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break;
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case eSectionHorseSaddle:
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if (eTapDirection == eTapStateDown) {
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if (m_horse->canWearArmor()) {
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newSection = eSectionHorseArmor;
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} else {
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newSection = eSectionHorseInventory;
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}
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} else if (eTapDirection == eTapStateUp) {
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newSection = eSectionHorseUsing;
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} else if (eTapDirection == eTapStateRight) {
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if (m_horse->isChestedHorse()) {
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*piTargetX = 0;
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newSection = eSectionHorseChest;
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}
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} else if (eTapDirection == eTapStateLeft) {
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if (m_horse->isChestedHorse()) {
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*piTargetX = getSectionColumns(eSectionHorseChest);
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newSection = eSectionHorseChest;
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}
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}
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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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updateSlotPosition(eSection, newSection, eTapDirection, piTargetX,
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piTargetY, xOffset, yOffset);
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return newSection;
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}
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// TODO: Offset will vary by type of horse, add in once horse menu and horse
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// entity are implemented
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int IUIScene_HorseInventoryMenu::getSectionStartOffset(ESceneSection eSection) {
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int offset = 0;
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switch (eSection) {
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case eSectionHorseSaddle:
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offset = EntityHorse::INV_SLOT_SADDLE;
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break;
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case eSectionHorseArmor:
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offset = EntityHorse::INV_SLOT_ARMOR;
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break;
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case eSectionHorseChest:
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offset = EntityHorse::INV_BASE_COUNT;
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break;
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case eSectionHorseInventory:
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offset = EntityHorse::INV_BASE_COUNT;
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if (m_horse->isChestedHorse()) {
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offset += EntityHorse::INV_DONKEY_CHEST_COUNT;
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}
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break;
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case eSectionHorseUsing:
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offset = EntityHorse::INV_BASE_COUNT + 27;
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if (m_horse->isChestedHorse()) {
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offset += EntityHorse::INV_DONKEY_CHEST_COUNT;
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}
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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 offset;
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}
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bool IUIScene_HorseInventoryMenu::IsSectionSlotList(ESceneSection eSection) {
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switch (eSection) {
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case eSectionHorseChest:
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if (!m_horse->isChestedHorse())
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return false;
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else
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return true;
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case eSectionHorseArmor:
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if (!m_horse->canWearArmor())
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return false;
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else
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return true;
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case eSectionHorseSaddle:
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case eSectionHorseInventory:
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case eSectionHorseUsing:
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return true;
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default:
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break;
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}
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return false;
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}
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bool IUIScene_HorseInventoryMenu::IsVisible(ESceneSection eSection) {
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switch (eSection) {
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case eSectionHorseChest:
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if (!m_horse->isChestedHorse())
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return false;
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else
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return true;
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case eSectionHorseArmor:
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if (!m_horse->canWearArmor())
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return false;
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else
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return true;
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case eSectionHorseSaddle:
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case eSectionHorseInventory:
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case eSectionHorseUsing:
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return true;
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default:
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break;
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}
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return false;
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}
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