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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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9.3 kB · 334 lines
C++
at main
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#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"#include "..\..\..\Minecraft.World\net.minecraft.world.item.h"#include "..\..\..\Minecraft.World\net.minecraft.stats.h"#include "..\..\..\Minecraft.World\net.minecraft.world.effect.h"#include "..\..\MultiplayerLocalPlayer.h"#include "..\..\Minecraft.h"#include "..\..\Options.h"#include "..\..\EntityRenderDispatcher.h"#include "..\..\Lighting.h"#include "..\Tutorial\Tutorial.h"#include "..\Tutorial\TutorialMode.h"#include "..\Tutorial\TutorialEnum.h"
#define INVENTORY_UPDATE_EFFECTS_TIMER_ID (10)#define INVENTORY_UPDATE_EFFECTS_TIMER_TIME (1000) // 1 second
UIScene_InventoryMenu::UIScene_InventoryMenu(int iPad, void *_initData, UILayer *parentLayer) : UIScene_AbstractContainerMenu(iPad, parentLayer){ // Setup all the Iggy references we need for this scene initialiseMovie();
InventoryScreenInput *initData = (InventoryScreenInput *)_initData;
Minecraft *pMinecraft = Minecraft::GetInstance(); 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); } InventoryMenu *menu = (InventoryMenu *)initData->player->inventoryMenu;
initData->player->awardStat(GenericStats::openInventory(),GenericStats::param_openInventory());
Initialize( initData->iPad, menu, false, InventoryMenu::INV_SLOT_START, eSectionInventoryUsing, eSectionInventoryMax, initData->bNavigateBack );
m_slotListArmor.addSlots(InventoryMenu::ARMOR_SLOT_START, InventoryMenu::ARMOR_SLOT_END - InventoryMenu::ARMOR_SLOT_START);
if(initData) delete initData;
for(unsigned int i = 0; i < MobEffect::NUM_EFFECTS; ++i) { m_bEffectTime[i] = 0; }
updateEffectsDisplay(); addTimer(INVENTORY_UPDATE_EFFECTS_TIMER_ID,INVENTORY_UPDATE_EFFECTS_TIMER_TIME);}
wstring UIScene_InventoryMenu::getMoviePath(){ if(app.GetLocalPlayerCount() > 1) { return L"InventoryMenuSplit"; } else { return L"InventoryMenu"; }}
void UIScene_InventoryMenu::handleReload(){ Initialize( m_iPad, m_menu, false, InventoryMenu::INV_SLOT_START, eSectionInventoryUsing, eSectionInventoryMax, m_bNavigateBack );
m_slotListArmor.addSlots(InventoryMenu::ARMOR_SLOT_START, InventoryMenu::ARMOR_SLOT_END - InventoryMenu::ARMOR_SLOT_START);
for(unsigned int i = 0; i < MobEffect::NUM_EFFECTS; ++i) { m_bEffectTime[i] = 0; }}
int UIScene_InventoryMenu::getSectionColumns(ESceneSection eSection){ int cols = 0; switch( eSection ) { case eSectionInventoryArmor: cols = 1; break; case eSectionInventoryInventory: cols = 9; break; case eSectionInventoryUsing: cols = 9; break; default: assert( false ); break; } return cols;}
int UIScene_InventoryMenu::getSectionRows(ESceneSection eSection){ int rows = 0; switch( eSection ) { case eSectionInventoryArmor: rows = 4; break; case eSectionInventoryInventory: rows = 3; break; case eSectionInventoryUsing: rows = 1; break; default: assert( false ); break; } return rows;}
void UIScene_InventoryMenu::GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition ){ switch( eSection ) { case eSectionInventoryArmor: pPosition->x = m_slotListArmor.getXPos(); pPosition->y = m_slotListArmor.getYPos(); break; case eSectionInventoryInventory: pPosition->x = m_slotListInventory.getXPos(); pPosition->y = m_slotListInventory.getYPos(); break; case eSectionInventoryUsing: pPosition->x = m_slotListHotbar.getXPos(); pPosition->y = m_slotListHotbar.getYPos(); break; default: assert( false ); break; }}
void UIScene_InventoryMenu::GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize ){ UIVec2D sectionSize;
switch( eSection ) { case eSectionInventoryArmor: sectionSize.x = m_slotListArmor.getWidth(); sectionSize.y = m_slotListArmor.getHeight(); break; case eSectionInventoryInventory: sectionSize.x = m_slotListInventory.getWidth(); sectionSize.y = m_slotListInventory.getHeight(); break; case eSectionInventoryUsing: sectionSize.x = m_slotListHotbar.getWidth(); sectionSize.y = m_slotListHotbar.getHeight(); break; default: assert( false ); break; }
int rows = getSectionRows(eSection); int cols = getSectionColumns(eSection);
pSize->x = sectionSize.x/cols; pSize->y = sectionSize.y/rows;
int itemCol = iItemIndex % cols; int itemRow = iItemIndex/cols;
pPosition->x = itemCol * pSize->x; pPosition->y = itemRow * pSize->y;}
void UIScene_InventoryMenu::setSectionSelectedSlot(ESceneSection eSection, int x, int y){ int cols = getSectionColumns(eSection);
int index = (y * cols) + x;
UIControl_SlotList *slotList = NULL; switch( eSection ) { case eSectionInventoryArmor: slotList = &m_slotListArmor; break; case eSectionInventoryInventory: slotList = &m_slotListInventory; break; case eSectionInventoryUsing: slotList = &m_slotListHotbar; break; }
slotList->setHighlightSlot(index);}
UIControl *UIScene_InventoryMenu::getSection(ESceneSection eSection){ UIControl *control = NULL; switch( eSection ) { case eSectionInventoryArmor: control = &m_slotListArmor; break; case eSectionInventoryInventory: control = &m_slotListInventory; break; case eSectionInventoryUsing: control = &m_slotListHotbar; break; } return control;}
void UIScene_InventoryMenu::customDraw(IggyCustomDrawCallbackRegion *region){ Minecraft *pMinecraft = Minecraft::GetInstance(); if(pMinecraft->localplayers[m_iPad] == NULL || pMinecraft->localgameModes[m_iPad] == NULL) return;
if(wcscmp((wchar_t *)region->name,L"player")==0) { // Setup GDraw, normal game render states and matrices CustomDrawData *customDrawRegion = ui.setupCustomDraw(this,region); delete customDrawRegion;
m_playerPreview.render(region);
// Finish GDraw and anything else that needs to be finalised ui.endCustomDraw(region); } else { UIScene_AbstractContainerMenu::customDraw(region); }}
void UIScene_InventoryMenu::handleTimerComplete(int id){ if(id == INVENTORY_UPDATE_EFFECTS_TIMER_ID) { updateEffectsDisplay(); }}
void UIScene_InventoryMenu::updateEffectsDisplay(){ // Update with the current effects Minecraft *pMinecraft = Minecraft::GetInstance(); shared_ptr<MultiplayerLocalPlayer> player = pMinecraft->localplayers[m_iPad];
if(player == NULL) return;
vector<MobEffectInstance *> *activeEffects = player->getActiveEffects();
// 4J - TomK setup time update value array size to update the active effects int iValue = 0; IggyDataValue *UpdateValue = new IggyDataValue[activeEffects->size()*2];
for(AUTO_VAR(it, activeEffects->begin()); it != activeEffects->end(); ++it) { MobEffectInstance *effect = *it;
if(effect->getDuration() >= m_bEffectTime[effect->getId()]) { 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; } int icon = 0; MobEffect *mobEffect = MobEffect::effects[effect->getId()]; if (mobEffect->hasIcon()) { icon = mobEffect->getIcon(); } IggyDataValue result; IggyDataValue value[3]; value[0].type = IGGY_DATATYPE_number; value[0].number = icon;
IggyStringUTF16 stringVal; stringVal.string = (IggyUTF16*)effectString.c_str(); stringVal.length = effectString.length(); value[1].type = IGGY_DATATYPE_string_UTF16; value[1].string16 = stringVal;
int seconds = effect->getDuration() / SharedConstants::TICKS_PER_SECOND; value[2].type = IGGY_DATATYPE_number; value[2].number = seconds; IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ), m_funcAddEffect , 3 , value ); }
if(MobEffect::effects[effect->getId()]->hasIcon()) { // 4J - TomK set ids and remaining duration so we can update the timers accurately in one call! (this prevents performance related timer sync issues, especially on PSVita) UpdateValue[iValue].type = IGGY_DATATYPE_number; UpdateValue[iValue].number = MobEffect::effects[effect->getId()]->getIcon(); UpdateValue[iValue + 1].type = IGGY_DATATYPE_number; UpdateValue[iValue + 1].number = (int)(effect->getDuration() / SharedConstants::TICKS_PER_SECOND); iValue+=2; }
m_bEffectTime[effect->getId()] = effect->getDuration(); }
IggyDataValue result; IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ), m_funcUpdateEffects , activeEffects->size()*2 , UpdateValue );
delete activeEffects;}