* Fixed boats falling and a TP glitch #266 * Replaced every C-style cast with C++ ones * Replaced every C-style cast with C++ ones * Fixed boats falling and a TP glitch #266 * Updated NULL to nullptr and fixing some type issues * Modernized and fixed a few bugs - Replaced most instances of `NULL` with `nullptr`. - Replaced most `shared_ptr(new ...)` with `make_shared`. - Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances. * Fixing more conflicts * Replace int loops with size_t and start work on overrides
144 lines
4.6 KiB
C++
144 lines
4.6 KiB
C++
#include "stdafx.h"
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#include "..\..\..\Minecraft.World\AbstractContainerMenu.h"
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#include "..\..\..\Minecraft.World\Slot.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.level.dimension.h"
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//#include "..\..\..\Minecraft.World\net.minecraft.stats.h"
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#include "..\..\MultiplayerLocalPlayer.h"
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#include "..\..\Common\Tutorial\Tutorial.h"
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#include "..\..\Common\Tutorial\TutorialMode.h"
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#include "..\..\Common\Tutorial\TutorialEnum.h"
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#include "..\..\Minecraft.h"
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#include "XUI_Ctrl_SlotList.h"
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#include "XUI_Scene_Enchant.h"
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#include "XUI_Scene_Inventory.h"
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#include "XUI_Ctrl_EnchantButton.h"
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//--------------------------------------------------------------------------------------
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// Name: CXuiSceneEnchant::OnInit
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// Desc: Message handler for XM_INIT
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//--------------------------------------------------------------------------------------
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HRESULT CXuiSceneEnchant::OnInit( XUIMessageInit *pInitData, BOOL &bHandled )
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{
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D3DXVECTOR3 vec;
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MapChildControls();
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XuiControlSetText(m_EnchantText,app.GetString(IDS_ENCHANT));
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Minecraft *pMinecraft = Minecraft::GetInstance();
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EnchantingScreenInput *initData = static_cast<EnchantingScreenInput *>(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 this scene
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if(m_bSplitscreen)
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{
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app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,m_iPad);
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}
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#ifdef _XBOX
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if( pMinecraft->localgameModes[m_iPad] != nullptr )
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{
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TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[m_iPad];
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m_previousTutorialState = gameMode->getTutorial()->getCurrentState();
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gameMode->getTutorial()->changeTutorialState(e_Tutorial_State_Enchanting_Menu, this);
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}
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#endif
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EnchantmentMenu *menu = new EnchantmentMenu(initData->inventory, initData->level, initData->x, initData->y, initData->z);
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InitDataAssociations(initData->iPad, menu);
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m_enchant1->SetEnable(FALSE);
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m_enchant2->SetEnable(FALSE);
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m_enchant3->SetEnable(FALSE);
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m_enchant1->SetData(m_iPad, 0);
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m_enchant2->SetData(m_iPad, 1);
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m_enchant3->SetData(m_iPad, 2);
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CXuiSceneAbstractContainer::Initialize( initData->iPad, menu, false, EnchantmentMenu::INV_SLOT_START, CXuiSceneAbstractContainer::eSectionEnchantUsing, CXuiSceneAbstractContainer::eSectionEnchantMax );
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delete initData;
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return S_OK;
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}
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HRESULT CXuiSceneEnchant::OnDestroy()
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{
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Minecraft *pMinecraft = Minecraft::GetInstance();
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#ifdef _XBOX
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if( pMinecraft->localgameModes[m_iPad] != nullptr )
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{
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TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[m_iPad];
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if(gameMode != nullptr) gameMode->getTutorial()->changeTutorialState(m_previousTutorialState);
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}
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#endif
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// 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.
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// 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)
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if(Minecraft::GetInstance()->localplayers[m_iPad] != nullptr) Minecraft::GetInstance()->localplayers[m_iPad]->closeContainer();
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return S_OK;
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}
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CXuiControl* CXuiSceneEnchant::GetSectionControl( ESceneSection eSection )
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{
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switch( eSection )
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{
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case CXuiSceneAbstractContainer::eSectionEnchantInventory:
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return (CXuiControl *)m_inventoryControl;
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break;
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case CXuiSceneAbstractContainer::eSectionEnchantUsing:
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return (CXuiControl *)m_useRowControl;
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break;
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case CXuiSceneAbstractContainer::eSectionEnchantSlot:
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return (CXuiControl *)m_ingredientControl;
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break;
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case eSectionEnchantButton1:
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return m_enchant1;
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break;
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case eSectionEnchantButton2:
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return m_enchant2;
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break;
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case eSectionEnchantButton3:
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return m_enchant3;
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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 nullptr;
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}
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CXuiCtrlSlotList* CXuiSceneEnchant::GetSectionSlotList( ESceneSection eSection )
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{
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switch( eSection )
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{
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case CXuiSceneAbstractContainer::eSectionEnchantInventory:
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return m_inventoryControl;
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break;
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case CXuiSceneAbstractContainer::eSectionEnchantUsing:
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return m_useRowControl;
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break;
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case CXuiSceneAbstractContainer::eSectionEnchantSlot:
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return m_ingredientControl;
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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 nullptr;
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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 CXuiSceneEnchant::InitDataAssociations(int iPad, AbstractContainerMenu *menu, int startIndex /*= 0*/)
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{
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m_ingredientControl->SetData( iPad, menu, 1, 1, EnchantmentMenu::INGREDIENT_SLOT );
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CXuiSceneAbstractContainer::InitDataAssociations(iPad, menu, EnchantmentMenu::INV_SLOT_START);
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} |