#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "EnderChestEntity.h" #include "../Item.h" #include "../Entities/Player.h" #include "../UI/Window.h" #include "json/json.h" cEnderChestEntity::cEnderChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) : super(E_BLOCK_ENDER_CHEST, a_BlockX, a_BlockY, a_BlockZ, a_World) { } cEnderChestEntity::~cEnderChestEntity() { cWindow * Window = GetWindow(); if (Window != NULL) { Window->OwnerDestroyed(); } } void cEnderChestEntity::UsedBy(cPlayer * a_Player) { // If the window is not created, open it anew: cWindow * Window = GetWindow(); if (Window == NULL) { OpenNewWindow(); Window = GetWindow(); } // Open the window for the player: if (Window != NULL) { if (a_Player->GetWindow() != Window) { a_Player->OpenWindow(Window); } } } void cEnderChestEntity::OpenNewWindow() { OpenWindow(new cEnderChestWindow(this)); } void cEnderChestEntity::LoadFromJson(const Json::Value & a_Value, cItemGrid & a_Grid) { int SlotIdx = 0; for (Json::Value::iterator itr = a_Value.begin(); itr != a_Value.end(); ++itr) { cItem Item; Item.FromJson(*itr); a_Grid.SetSlot(SlotIdx, Item); SlotIdx++; } } void cEnderChestEntity::SaveToJson(Json::Value & a_Value, const cItemGrid & a_Grid) { for (int i = 0; i < a_Grid.GetNumSlots(); i++) { Json::Value Slot; a_Grid.GetSlot(i).GetJson(Slot); a_Value.append(Slot); } }