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https://github.com/ClassiCube/ClassiCube.git
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Inventory in classic+hax mode should be the same as classic mode
This also matches how it appears in original classic and WoM
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@ -76,19 +76,10 @@ static const cc_uint8 classicInventory[42] = {
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BLOCK_INDIGO, BLOCK_VIOLET, BLOCK_MAGENTA, BLOCK_PINK, BLOCK_BLACK, BLOCK_GRAY, BLOCK_WHITE, BLOCK_COAL_ORE, BLOCK_IRON_ORE,
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BLOCK_INDIGO, BLOCK_VIOLET, BLOCK_MAGENTA, BLOCK_PINK, BLOCK_BLACK, BLOCK_GRAY, BLOCK_WHITE, BLOCK_COAL_ORE, BLOCK_IRON_ORE,
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BLOCK_GOLD_ORE, BLOCK_IRON, BLOCK_GOLD, BLOCK_BOOKSHELF, BLOCK_TNT, BLOCK_OBSIDIAN,
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BLOCK_GOLD_ORE, BLOCK_IRON, BLOCK_GOLD, BLOCK_BOOKSHELF, BLOCK_TNT, BLOCK_OBSIDIAN,
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};
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};
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static const cc_uint8 classicHacksInventory[49] = {
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BLOCK_STONE, BLOCK_GRASS, BLOCK_COBBLE, BLOCK_BRICK, BLOCK_DIRT, BLOCK_WOOD, BLOCK_BEDROCK, BLOCK_WATER, BLOCK_STILL_WATER, BLOCK_LAVA,
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BLOCK_STILL_LAVA, BLOCK_LOG, BLOCK_LEAVES, BLOCK_GLASS, BLOCK_SLAB, BLOCK_MOSSY_ROCKS, BLOCK_SAPLING, BLOCK_DANDELION, BLOCK_ROSE, BLOCK_BROWN_SHROOM,
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BLOCK_RED_SHROOM, BLOCK_SAND, BLOCK_GRAVEL, BLOCK_SPONGE, BLOCK_RED, BLOCK_ORANGE, BLOCK_YELLOW, BLOCK_LIME, BLOCK_GREEN, BLOCK_TEAL,
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BLOCK_AQUA, BLOCK_CYAN, BLOCK_BLUE, BLOCK_INDIGO, BLOCK_VIOLET, BLOCK_MAGENTA, BLOCK_PINK, BLOCK_BLACK, BLOCK_GRAY, BLOCK_WHITE,
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BLOCK_COAL_ORE, BLOCK_IRON_ORE, BLOCK_GOLD_ORE, BLOCK_DOUBLE_SLAB, BLOCK_IRON, BLOCK_GOLD, BLOCK_BOOKSHELF, BLOCK_TNT, BLOCK_OBSIDIAN,
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};
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static BlockID Inventory_DefaultMapping(int slot) {
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static BlockID Inventory_DefaultMapping(int slot) {
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if (Game_PureClassic) {
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if (Game_ClassicMode) {
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if (slot < 9 * 4 + 6) return classicInventory[slot];
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if (slot < 9 * 4 + 6) return classicInventory[slot];
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} else if (Game_ClassicMode) {
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if (slot < 10 * 4 + 9) return classicHacksInventory[slot];
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}else if (slot < BLOCK_MAX_CPE) {
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}else if (slot < BLOCK_MAX_CPE) {
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return (BlockID)(slot + 1);
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return (BlockID)(slot + 1);
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}
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}
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@ -134,6 +125,7 @@ static void Inventory_Reset(void) {
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static void Inventory_Init(void) {
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static void Inventory_Init(void) {
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BlockID* inv = Inventory.Table;
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BlockID* inv = Inventory.Table;
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Inventory_Reset();
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Inventory_Reset();
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Inventory.BlocksPerRow = Game_ClassicMode ? 9 : 10;
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inv[0] = BLOCK_STONE; inv[1] = BLOCK_COBBLE; inv[2] = BLOCK_BRICK;
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inv[0] = BLOCK_STONE; inv[1] = BLOCK_COBBLE; inv[2] = BLOCK_BRICK;
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inv[3] = BLOCK_DIRT; inv[4] = BLOCK_WOOD; inv[5] = BLOCK_LOG;
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inv[3] = BLOCK_DIRT; inv[4] = BLOCK_WOOD; inv[5] = BLOCK_LOG;
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@ -25,6 +25,8 @@ CC_VAR extern struct _InventoryData {
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int Offset;
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int Offset;
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/* Whether the user is allowed to change selected/held block. */
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/* Whether the user is allowed to change selected/held block. */
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cc_bool CanChangeSelected;
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cc_bool CanChangeSelected;
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/* Number of blocks in each row in inventory menu. */
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cc_uint8 BlocksPerRow;
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} Inventory;
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} Inventory;
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/* Gets the block at the nth index in the current hotbar. */
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/* Gets the block at the nth index in the current hotbar. */
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@ -1070,7 +1070,7 @@ static void InventoryScreen_Init(void* screen) {
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TableWidget_Create(&s->table);
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TableWidget_Create(&s->table);
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s->table.font = &s->font;
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s->table.font = &s->font;
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s->table.blocksPerRow = Game_PureClassic ? 9 : 10;
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s->table.blocksPerRow = Inventory.BlocksPerRow;
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TableWidget_RecreateBlocks(&s->table);
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TableWidget_RecreateBlocks(&s->table);
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/* Can't immediately move to selected here, because cursor grabbed */
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/* Can't immediately move to selected here, because cursor grabbed */
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