// ChestWindow.cpp
// Representing the UI window for the chest block
#include "Globals.h"
#include "ChestWindow.h"
#include "../BlockEntities/ChestEntity.h"
#include "../Entities/Player.h"
#include "SlotArea.h"
cChestWindow::cChestWindow(cChestEntity * a_Chest):
cWindow(wtChest, (a_Chest->GetBlockType() == E_BLOCK_CHEST) ? "Chest" : "Trapped Chest"),
m_World(a_Chest->GetWorld()),
m_BlockPos(a_Chest->GetPos()),
m_PrimaryChest(a_Chest),
m_SecondaryChest(nullptr)
{
m_SlotAreas.push_back(new cSlotAreaChest(a_Chest, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
// Play the opening sound:
m_World->BroadcastSoundEffect("block.chest.open", m_BlockPos, 1, 1);
// Send out the chest-open packet:
m_World->BroadcastBlockAction(m_BlockPos, 1, 1, a_Chest->GetBlockType());
}
cChestWindow::cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_SecondaryChest) :
cWindow(wtChest, (a_PrimaryChest->GetBlockType() == E_BLOCK_CHEST) ? "Double Chest" : "Double Trapped Chest"),
m_World(a_PrimaryChest->GetWorld()),
m_BlockPos(a_PrimaryChest->GetPos()),
m_PrimaryChest(a_PrimaryChest),
m_SecondaryChest(a_SecondaryChest)
{
m_SlotAreas.push_back(new cSlotAreaDoubleChest(a_PrimaryChest, a_SecondaryChest, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
// Play the opening sound:
m_World->BroadcastSoundEffect("block.chest.open", m_BlockPos, 1, 1);
// Send out the chest-open packet:
m_World->BroadcastBlockAction(m_BlockPos, 1, 1, a_PrimaryChest->GetBlockType());
}
cChestWindow::~cChestWindow()
{
// Send out the chest-close packet:
m_World->BroadcastBlockAction(m_BlockPos, 1, 0, m_PrimaryChest->GetBlockType());
m_World->BroadcastSoundEffect("block.chest.close", m_BlockPos, 1, 1);
}
bool cChestWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
{
m_PrimaryChest->SetNumberOfPlayers(m_PrimaryChest->GetNumberOfPlayers() - 1);
m_PrimaryChest->GetWorld()->WakeUpSimulators(m_PrimaryChest->GetPos());
if (m_SecondaryChest != nullptr)
{
m_SecondaryChest->SetNumberOfPlayers(m_SecondaryChest->GetNumberOfPlayers() - 1);
m_SecondaryChest->GetWorld()->WakeUpSimulators(m_SecondaryChest->GetPos());
}
cWindow::ClosedByPlayer(a_Player, a_CanRefuse);
return true;
}
void cChestWindow::OpenedByPlayer(cPlayer & a_Player)
{
m_PrimaryChest->SetNumberOfPlayers(m_PrimaryChest->GetNumberOfPlayers() + 1);
m_PrimaryChest->GetWorld()->WakeUpSimulators(m_PrimaryChest->GetPos());
if (m_SecondaryChest != nullptr)
{
m_SecondaryChest->SetNumberOfPlayers(m_SecondaryChest->GetNumberOfPlayers() + 1);
m_SecondaryChest->GetWorld()->WakeUpSimulators(m_SecondaryChest->GetPos());
}
cWindow::OpenedByPlayer(a_Player);
}
void cChestWindow::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);
}
}