// EnderChestWindow.cpp // Representing the UI window for the enderchest block #include "Globals.h" #include "../World.h" #include "EnderChestWindow.h" #include "SlotArea.h" cEnderChestWindow::cEnderChestWindow(cEnderChestEntity * a_EnderChest) : cWindow(wtChest, "Ender Chest"), m_World(a_EnderChest->GetWorld()), m_BlockX(a_EnderChest->GetPosX()), m_BlockY(a_EnderChest->GetPosY()), m_BlockZ(a_EnderChest->GetPosZ()) { m_SlotAreas.push_back(new cSlotAreaEnderChest(a_EnderChest, *this)); m_SlotAreas.push_back(new cSlotAreaInventory(*this)); m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); // Play the opening sound: m_World->BroadcastSoundEffect( "random.chestopen", static_cast(m_BlockX), static_cast(m_BlockY), static_cast(m_BlockZ), 1, 1); // Send out the chest-open packet: m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, E_BLOCK_ENDER_CHEST); } cEnderChestWindow::~cEnderChestWindow() { // Send out the chest-close packet: m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 0, E_BLOCK_ENDER_CHEST); // Play the closing sound m_World->BroadcastSoundEffect( "random.chestclosed", static_cast(m_BlockX), static_cast(m_BlockY), static_cast(m_BlockZ), 1, 1); } void cEnderChestWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) { cSlotAreas AreasInOrder; if (a_ClickedArea == m_SlotAreas[0]) { // Chest Area AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */ AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */ super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true); } else { // Hotbar or Inventory AreasInOrder.push_back(m_SlotAreas[0]); /* Chest */ super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false); } }