// 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); } }