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-rw-r--r--src/UI/ChestWindow.cpp141
1 files changed, 141 insertions, 0 deletions
diff --git a/src/UI/ChestWindow.cpp b/src/UI/ChestWindow.cpp
new file mode 100644
index 000000000..3766b132d
--- /dev/null
+++ b/src/UI/ChestWindow.cpp
@@ -0,0 +1,141 @@
+
+// ChestWindow.cpp
+
+// Representing the UI window for the chest block
+
+#include "Globals.h"
+#include "ChestWindow.h"
+#include "../BlockEntities/ChestEntity.h"
+#include "../Entities/Player.h"
+
+
+
+
+
+cChestWindow::cChestWindow(cChestEntity * a_Chest) :
+ cWindow(wtChest, (a_Chest->GetBlockType() == E_BLOCK_CHEST) ? "Chest" : "Trapped Chest"),
+ m_World(a_Chest->GetWorld()),
+ m_BlockX(a_Chest->GetPosX()),
+ m_BlockY(a_Chest->GetPosY()),
+ m_BlockZ(a_Chest->GetPosZ()),
+ 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("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, 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_BlockX(a_PrimaryChest->GetPosX()),
+ m_BlockY(a_PrimaryChest->GetPosY()),
+ m_BlockZ(a_PrimaryChest->GetPosZ()),
+ 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("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, a_PrimaryChest->GetBlockType());
+}
+
+
+
+
+
+cChestWindow::~cChestWindow()
+{
+ // Send out the chest-close packet:
+ m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 0, m_PrimaryChest->GetBlockType());
+
+ m_World->BroadcastSoundEffect("random.chestclosed", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
+}
+
+
+
+
+
+bool cChestWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
+{
+ int ChunkX, ChunkZ;
+
+ m_PrimaryChest->SetNumberOfPlayers(m_PrimaryChest->GetNumberOfPlayers() - 1);
+ cChunkDef::BlockToChunk(m_PrimaryChest->GetPosX(), m_PrimaryChest->GetPosZ(), ChunkX, ChunkZ);
+ m_PrimaryChest->GetWorld()->MarkRedstoneDirty(ChunkX, ChunkZ);
+
+ if (m_SecondaryChest != nullptr)
+ {
+ m_SecondaryChest->SetNumberOfPlayers(m_SecondaryChest->GetNumberOfPlayers() - 1);
+ cChunkDef::BlockToChunk(m_SecondaryChest->GetPosX(), m_SecondaryChest->GetPosZ(), ChunkX, ChunkZ);
+ m_SecondaryChest->GetWorld()->MarkRedstoneDirty(ChunkX, ChunkZ);
+ }
+
+ cWindow::ClosedByPlayer(a_Player, a_CanRefuse);
+ return true;
+}
+
+
+
+
+
+void cChestWindow::OpenedByPlayer(cPlayer & a_Player)
+{
+ int ChunkX, ChunkZ;
+
+ m_PrimaryChest->SetNumberOfPlayers(m_PrimaryChest->GetNumberOfPlayers() + 1);
+ cChunkDef::BlockToChunk(m_PrimaryChest->GetPosX(), m_PrimaryChest->GetPosZ(), ChunkX, ChunkZ);
+ m_PrimaryChest->GetWorld()->MarkRedstoneDirty(ChunkX, ChunkZ);
+
+ if (m_SecondaryChest != nullptr)
+ {
+ m_SecondaryChest->SetNumberOfPlayers(m_SecondaryChest->GetNumberOfPlayers() + 1);
+ cChunkDef::BlockToChunk(m_SecondaryChest->GetPosX(), m_SecondaryChest->GetPosZ(), ChunkX, ChunkZ);
+ m_SecondaryChest->GetWorld()->MarkRedstoneDirty(ChunkX, ChunkZ);
+ }
+
+ 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);
+ }
+}
+
+
+
+