// EnderChestWindow.h
// Representing the UI window for the enderchest block
#pragma once
#include "Window.h"
#include "../BlockEntities/EnderChestEntity.h"
class cEnderChestWindow :
public cWindow
{
typedef cWindow super;
public:
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", (double)m_BlockX, (double)m_BlockY, (double)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()
{
// 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", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
}
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
{
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);
}
}
protected:
cWorld * m_World;
int m_BlockX, m_BlockY, m_BlockZ; // Position of the enderchest, for the window-close packet
};