feat: TU19 (Dec 2014) Features & Content (#155)
* try to resolve merge conflict * feat: TU19 (Dec 2014) Features & Content (#32) * December 2014 files * Working release build * Fix compilation issues * Add sound to Windows64Media * Add DLC content and force Tutorial DLC * Revert "Add DLC content and force Tutorial DLC" This reverts commit 97a43994725008e35fceb984d5549df9c8cea470. * Disable broken light packing * Disable breakpoint during DLC texture map load Allows DLC loading but the DLC textures are still broken * Fix post build not working * ... * fix vs2022 build * fix cmake build --------- Co-authored-by: Loki <lokirautio@gmail.com>
This commit is contained in:
@@ -0,0 +1,251 @@
|
||||
#include "stdafx.h"
|
||||
#include "IUIScene_HorseInventoryMenu.h"
|
||||
#include "..\..\..\Minecraft.World\net.minecraft.world.entity.animal.h"
|
||||
|
||||
IUIScene_AbstractContainerMenu::ESceneSection IUIScene_HorseInventoryMenu::GetSectionAndSlotInDirection( ESceneSection eSection, ETapState eTapDirection, int *piTargetX, int *piTargetY )
|
||||
{
|
||||
ESceneSection newSection = eSection;
|
||||
|
||||
int xOffset = 0;
|
||||
int yOffset = 0;
|
||||
|
||||
// Find the new section if there is one
|
||||
switch( eSection )
|
||||
{
|
||||
case eSectionHorseUsing:
|
||||
if(eTapDirection == eTapStateDown)
|
||||
{
|
||||
if(m_horse->isChestedHorse() && *piTargetX >= 4)
|
||||
{
|
||||
newSection = eSectionHorseChest;
|
||||
xOffset = 4;
|
||||
}
|
||||
else
|
||||
{
|
||||
newSection = eSectionHorseSaddle;
|
||||
}
|
||||
}
|
||||
else if(eTapDirection == eTapStateUp)
|
||||
{
|
||||
newSection = eSectionHorseInventory;
|
||||
}
|
||||
break;
|
||||
case eSectionHorseInventory:
|
||||
if(eTapDirection == eTapStateDown)
|
||||
{
|
||||
newSection = eSectionHorseUsing;
|
||||
}
|
||||
else if(eTapDirection == eTapStateUp)
|
||||
{
|
||||
if(m_horse->isChestedHorse() && *piTargetX >= 4)
|
||||
{
|
||||
xOffset = 4;
|
||||
newSection = eSectionHorseChest;
|
||||
}
|
||||
else if(m_horse->canWearArmor())
|
||||
{
|
||||
newSection = eSectionHorseArmor;
|
||||
}
|
||||
else
|
||||
{
|
||||
newSection = eSectionHorseSaddle;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case eSectionHorseChest:
|
||||
if(eTapDirection == eTapStateDown)
|
||||
{
|
||||
xOffset = -4;
|
||||
newSection = eSectionHorseInventory;
|
||||
}
|
||||
else if(eTapDirection == eTapStateUp)
|
||||
{
|
||||
xOffset = -4;
|
||||
newSection = eSectionHorseUsing;
|
||||
}
|
||||
else if(eTapDirection == eTapStateLeft)
|
||||
{
|
||||
if(*piTargetX < 0)
|
||||
{
|
||||
if(m_horse->canWearArmor() && *piTargetY == 1)
|
||||
{
|
||||
newSection = eSectionHorseArmor;
|
||||
}
|
||||
else if( *piTargetY == 0)
|
||||
{
|
||||
newSection = eSectionHorseSaddle;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if(eTapDirection == eTapStateRight)
|
||||
{
|
||||
if(*piTargetX >= getSectionColumns(eSectionHorseChest))
|
||||
{
|
||||
if(m_horse->canWearArmor() && *piTargetY == 1)
|
||||
{
|
||||
newSection = eSectionHorseArmor;
|
||||
}
|
||||
else if( *piTargetY == 0)
|
||||
{
|
||||
newSection = eSectionHorseSaddle;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case eSectionHorseArmor:
|
||||
if(eTapDirection == eTapStateDown)
|
||||
{
|
||||
if(m_horse->isChestedHorse())
|
||||
{
|
||||
newSection = eSectionHorseChest;
|
||||
}
|
||||
else
|
||||
{
|
||||
newSection = eSectionHorseInventory;
|
||||
}
|
||||
}
|
||||
else if(eTapDirection == eTapStateUp)
|
||||
{
|
||||
newSection = eSectionHorseSaddle;
|
||||
}
|
||||
else if(eTapDirection == eTapStateRight)
|
||||
{
|
||||
if(m_horse->isChestedHorse())
|
||||
{
|
||||
yOffset = -1;
|
||||
*piTargetX = 0;
|
||||
newSection = eSectionHorseChest;
|
||||
}
|
||||
}
|
||||
else if(eTapDirection == eTapStateLeft)
|
||||
{
|
||||
if(m_horse->isChestedHorse())
|
||||
{
|
||||
yOffset = -1;
|
||||
*piTargetX = getSectionColumns(eSectionHorseChest);
|
||||
newSection = eSectionHorseChest;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case eSectionHorseSaddle:
|
||||
if(eTapDirection == eTapStateDown)
|
||||
{
|
||||
if(m_horse->canWearArmor())
|
||||
{
|
||||
newSection = eSectionHorseArmor;
|
||||
}
|
||||
else
|
||||
{
|
||||
newSection = eSectionHorseInventory;
|
||||
}
|
||||
}
|
||||
else if(eTapDirection == eTapStateUp)
|
||||
{
|
||||
newSection = eSectionHorseUsing;
|
||||
}
|
||||
else if(eTapDirection == eTapStateRight)
|
||||
{
|
||||
if(m_horse->isChestedHorse())
|
||||
{
|
||||
*piTargetX = 0;
|
||||
newSection = eSectionHorseChest;
|
||||
}
|
||||
}
|
||||
else if(eTapDirection == eTapStateLeft)
|
||||
{
|
||||
if(m_horse->isChestedHorse())
|
||||
{
|
||||
*piTargetX = getSectionColumns(eSectionHorseChest);
|
||||
newSection = eSectionHorseChest;
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
assert(false);
|
||||
break;
|
||||
}
|
||||
|
||||
updateSlotPosition(eSection, newSection, eTapDirection, piTargetX, piTargetY, xOffset, yOffset);
|
||||
|
||||
return newSection;
|
||||
}
|
||||
|
||||
// TODO: Offset will vary by type of horse, add in once horse menu and horse entity are implemented
|
||||
int IUIScene_HorseInventoryMenu::getSectionStartOffset(ESceneSection eSection)
|
||||
{
|
||||
int offset = 0;
|
||||
switch( eSection )
|
||||
{
|
||||
case eSectionHorseSaddle:
|
||||
offset = EntityHorse::INV_SLOT_SADDLE;
|
||||
break;
|
||||
case eSectionHorseArmor:
|
||||
offset = EntityHorse::INV_SLOT_ARMOR;
|
||||
break;
|
||||
case eSectionHorseChest:
|
||||
offset = EntityHorse::INV_BASE_COUNT;
|
||||
break;
|
||||
case eSectionHorseInventory:
|
||||
offset = EntityHorse::INV_BASE_COUNT;
|
||||
if(m_horse->isChestedHorse())
|
||||
{
|
||||
offset += EntityHorse::INV_DONKEY_CHEST_COUNT;
|
||||
}
|
||||
break;
|
||||
case eSectionHorseUsing:
|
||||
offset = EntityHorse::INV_BASE_COUNT + 27;
|
||||
if(m_horse->isChestedHorse())
|
||||
{
|
||||
offset += EntityHorse::INV_DONKEY_CHEST_COUNT;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
assert( false );
|
||||
break;
|
||||
}
|
||||
return offset;
|
||||
}
|
||||
|
||||
bool IUIScene_HorseInventoryMenu::IsSectionSlotList( ESceneSection eSection )
|
||||
{
|
||||
switch( eSection )
|
||||
{
|
||||
case eSectionHorseChest:
|
||||
if(!m_horse->isChestedHorse())
|
||||
return false;
|
||||
else
|
||||
return true;
|
||||
case eSectionHorseArmor:
|
||||
if(!m_horse->canWearArmor())
|
||||
return false;
|
||||
else
|
||||
return true;
|
||||
case eSectionHorseSaddle:
|
||||
case eSectionHorseInventory:
|
||||
case eSectionHorseUsing:
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IUIScene_HorseInventoryMenu::IsVisible( ESceneSection eSection )
|
||||
{
|
||||
switch( eSection )
|
||||
{
|
||||
case eSectionHorseChest:
|
||||
if(!m_horse->isChestedHorse())
|
||||
return false;
|
||||
else
|
||||
return true;
|
||||
case eSectionHorseArmor:
|
||||
if(!m_horse->canWearArmor())
|
||||
return false;
|
||||
else
|
||||
return true;
|
||||
case eSectionHorseSaddle:
|
||||
case eSectionHorseInventory:
|
||||
case eSectionHorseUsing:
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
Reference in New Issue
Block a user