234 lines
7.2 KiB
C++
234 lines
7.2 KiB
C++
#include "stdafx.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
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#include "..\..\..\Minecraft.World\net.minecraft.stats.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.effect.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_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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{
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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 = (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 this scene
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if(m_bSplitscreen)
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{
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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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}
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#ifdef _XBOX
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if( pMinecraft->localgameModes[initData->iPad] != NULL )
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{
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TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[initData->iPad];
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m_previousTutorialState = gameMode->getTutorial()->getCurrentState();
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gameMode->getTutorial()->changeTutorialState(e_Tutorial_State_Inventory_Menu, this);
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}
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#endif
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InventoryMenu *menu = 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(), GenericStats::param_noArgs());
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CXuiSceneAbstractContainer::Initialize( initData->iPad, menu, false, InventoryMenu::INV_SLOT_START, eSectionInventoryUsing, eSectionInventoryMax, initData->bNavigateBack );
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delete initData;
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float fWidth;
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m_effectsGroup.GetBounds(&fWidth, &m_effectAreaHeight); // Get total height available for effects display
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m_hEffectDisplayA[0]->GetBounds(&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 = 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,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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{
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Minecraft *pMinecraft = Minecraft::GetInstance();
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if( pMinecraft->localgameModes[m_iPad] != NULL )
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{
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TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[m_iPad];
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if(gameMode != NULL) gameMode->getTutorial()->changeTutorialState(m_previousTutorialState);
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}
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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] != NULL) 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, BOOL& bHandled )
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{
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if(pTimer->nId == INVENTORY_UPDATE_EFFECTS_TIMER_ID)
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{
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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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{
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switch( eSection )
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{
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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( ESceneSection eSection )
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{
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switch( eSection )
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{
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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, AbstractContainerMenu *menu, int startIndex /*= 0*/)
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{
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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(iPad, menu, InventoryMenu::INV_SLOT_START);
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}
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void CXuiSceneInventory::updateEffectsDisplay()
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{
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// Update with the current effects
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Minecraft *pMinecraft = Minecraft::GetInstance();
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shared_ptr<LocalPlayer> player = pMinecraft->localplayers[m_iPad];
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if(player == NULL) return;
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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) - (m_effectDisplaySpacing - m_effectDisplayHeight);
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float fNextEffectYOffset = m_effectDisplaySpacing;
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if(fHeight > m_effectAreaHeight)
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{
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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 it = activeEffects->begin();
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for(unsigned int i = 0; i < MAX_EFFECTS; ++i)
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{
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if(it != activeEffects->end())
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{
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m_hEffectDisplayA[i]->SetShow(TRUE);
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if(i > 0) 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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{
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m_hEffectDisplayA[i]->setIcon(mobEffect->getIcon());
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}
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wstring effectString = app.GetString( effect->getDescriptionId() );//I18n.get(effect.getDescriptionId()).trim();
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if (effect->getAmplifier() > 0)
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{
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wstring potencyString = L"";
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switch(effect->getAmplifier())
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{
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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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wstring durationString = MobEffect::formatDuration(effect);
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m_hEffectDisplayA[i]->setDuration(durationString);
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++it;
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}
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else
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{
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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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} |