Files
MinecraftConsoles/Minecraft.Client/Common/Tutorial/ControllerTask.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

131 lines
3.0 KiB
C++

#include "stdafx.h"
#include <string>
#include <unordered_map>
#include "..\..\Minecraft.h"
#include "..\..\MultiplayerLocalPlayer.h"
#include "Tutorial.h"
#include "TutorialConstraints.h"
#include "ControllerTask.h"
ControllerTask::ControllerTask(Tutorial *tutorial, int descriptionId, bool enablePreCompletion, bool showMinimumTime,
int mappings[], unsigned int mappingsLength, int iCompletionMaskA[], int iCompletionMaskACount, int iSouthpawMappings[], unsigned int uiSouthpawMappingsCount)
: TutorialTask( tutorial, descriptionId, enablePreCompletion, NULL, showMinimumTime )
{
for(unsigned int i = 0; i < mappingsLength; ++i)
{
constraints.push_back( new InputConstraint( mappings[i] ) );
completedMappings[mappings[i]] = false;
}
if(uiSouthpawMappingsCount > 0 ) m_bHasSouthpaw = true;
for(unsigned int i = 0; i < uiSouthpawMappingsCount; ++i)
{
southpawCompletedMappings[iSouthpawMappings[i]] = false;
}
m_iCompletionMaskA= new int [iCompletionMaskACount];
for(int i=0;i<iCompletionMaskACount;i++)
{
m_iCompletionMaskA[i]=iCompletionMaskA[i];
}
m_iCompletionMaskACount=iCompletionMaskACount;
m_uiCompletionMask=0;
// If we don't want to be able to complete it early..then assume we want the constraints active
//if( !enablePreCompletion )
// enableConstraints( true );
}
ControllerTask::~ControllerTask()
{
delete[] m_iCompletionMaskA;
}
bool ControllerTask::isCompleted()
{
if( bIsCompleted )
return true;
bool bAllComplete = true;
Minecraft *pMinecraft = Minecraft::GetInstance();
int iCurrent=0;
if(m_bHasSouthpaw && app.GetGameSettings(pMinecraft->player->GetXboxPad(),eGameSetting_ControlSouthPaw))
{
for (auto& it : southpawCompletedMappings )
{
bool current = it.second;
if(!current)
{
// TODO Use a different pad
if( InputManager.GetValue(pMinecraft->player->GetXboxPad(), it.first) > 0 )
{
it.second = true;
m_uiCompletionMask|=1<<iCurrent;
}
else
{
#ifdef _WINDOWS64
bAllComplete = true;
#else
bAllComplete = false;
#endif
}
}
iCurrent++;
}
}
else
{
for (auto& it : completedMappings )
{
bool current = it.second;
if(!current)
{
// TODO Use a different pad
if( InputManager.GetValue(pMinecraft->player->GetXboxPad(), it.first) > 0 )
{
it.second = true;
m_uiCompletionMask|=1<<iCurrent;
}
else
{
#ifdef _WINDOWS64
bAllComplete = true;
#else
bAllComplete = false;
#endif
}
}
iCurrent++;
}
}
// If this has a list of completion masks then check if there is a matching one to mark the task as complete
if(m_iCompletionMaskA && CompletionMaskIsValid())
{
bIsCompleted = true;
}
else
{
bIsCompleted = bAllComplete;
}
return bIsCompleted;
}
bool ControllerTask::CompletionMaskIsValid()
{
for(int i=0;i<m_iCompletionMaskACount;i++)
{
if(m_uiCompletionMask==m_iCompletionMaskA[i]) return true;
}
return false;
}
void ControllerTask::setAsCurrentTask(bool active /*= true*/)
{
TutorialTask::setAsCurrentTask(active);
enableConstraints(!active);
}