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MinecraftConsoles/Minecraft.Client/Common/XUI/XUI_Scene_Inventory.cpp
2026-03-02 17:37:16 +07:00

234 lines
7.2 KiB
C++

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