// EnderChestWindow.cpp // Representing the UI window for the enderchest block #include "Globals.h" #include "../World.h" #include "EnderChestWindow.h" #include "SlotArea.h" cEnderChestWindow::cEnderChestWindow(cEnderChestEntity * a_EnderChest): cWindow(wtChest, "Ender Chest"), m_World(a_EnderChest->GetWorld()), m_BlockPos(a_EnderChest->GetPos()) { 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( "block.enderchest.open", m_BlockPos, 1, 1 ); // Send out the chest-open packet: m_World->BroadcastBlockAction(m_BlockPos, 1, 1, E_BLOCK_ENDER_CHEST); } cEnderChestWindow::~cEnderChestWindow() { // Send out the chest-close packet: m_World->BroadcastBlockAction(m_BlockPos, 1, 0, E_BLOCK_ENDER_CHEST); // Play the closing sound m_World->BroadcastSoundEffect( "block.enderchest.close", m_BlockPos, 1, 1 ); } void cEnderChestWindow::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); } }