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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "EnderChestEntity.h"
#include "json/json.h"
#include "../BlockInfo.h"
#include "../Item.h"
#include "../Entities/Player.h"
#include "../UI/EnderChestWindow.h"
#include "../ClientHandle.h"
#include "../Mobs/Ocelot.h"
cEnderChestEntity::cEnderChestEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World):
Super(a_BlockType, a_BlockMeta, a_Pos, a_World),
cBlockEntityWindowOwner(this)
{
ASSERT(a_BlockType == E_BLOCK_ENDER_CHEST);
}
void cEnderChestEntity::SendTo(cClientHandle & a_Client)
{
// Send a dummy "number of players with chest open" packet to make the chest visible:
a_Client.SendBlockAction(m_Pos.x, m_Pos.y, m_Pos.z, 1, 0, m_BlockType);
}
void cEnderChestEntity::OnRemoveFromWorld()
{
const auto Window = GetWindow();
if (Window != nullptr)
{
Window->OwnerDestroyed();
}
}
bool cEnderChestEntity::UsedBy(cPlayer * a_Player)
{
if (
(GetPosY() < cChunkDef::Height - 1) &&
(
!cBlockInfo::IsTransparent(GetWorld()->GetBlock(GetPos().addedY(1))) ||
!cOcelot::IsCatSittingOnBlock(GetWorld(), Vector3d(GetPos()))
)
)
{
// Obstruction, don't open
return false;
}
a_Player->GetStatManager().AddValue(Statistic::OpenEnderchest);
// If the window is not created, open it anew:
cWindow * Window = GetWindow();
if (Window == nullptr)
{
OpenNewWindow();
Window = GetWindow();
}
// Open the window for the player:
if (Window != nullptr)
{
if (a_Player->GetWindow() != Window)
{
a_Player->OpenWindow(*Window);
}
}
return true;
}
void cEnderChestEntity::OpenNewWindow()
{
OpenWindow(new cEnderChestWindow(this));
}
void cEnderChestEntity::LoadFromJson(const Json::Value & a_Value, cItemGrid & a_Grid)
{
int SlotIdx = 0;
for (auto & Node : a_Value)
{
cItem Item;
Item.FromJson(Node);
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);
}
}
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