30c8470a52
* Made BroadcastSoundEffect take vector parameters. * Added docs for new vectored methods * Removed old code * Fixed lua warnings * Made old BroadcastSoundEffect not an override. * m_Block to m_BlockPos, used Vector3d constructor where prettier. * a_Block to a_BlockPos * Changed thunderbolt a_Block to a_BlockPos
131 lines
3.4 KiB
C++
131 lines
3.4 KiB
C++
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// ChestWindow.cpp
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// Representing the UI window for the chest block
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#include "Globals.h"
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#include "ChestWindow.h"
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#include "../BlockEntities/ChestEntity.h"
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#include "../Entities/Player.h"
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#include "SlotArea.h"
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cChestWindow::cChestWindow(cChestEntity * a_Chest) :
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cWindow(wtChest, (a_Chest->GetBlockType() == E_BLOCK_CHEST) ? "Chest" : "Trapped Chest"),
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m_World(a_Chest->GetWorld()),
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m_BlockPos(a_Chest->GetPos()),
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m_PrimaryChest(a_Chest),
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m_SecondaryChest(nullptr)
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{
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m_SlotAreas.push_back(new cSlotAreaChest(a_Chest, *this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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// Play the opening sound:
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m_World->BroadcastSoundEffect("block.chest.open", m_BlockPos, 1, 1);
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// Send out the chest-open packet:
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m_World->BroadcastBlockAction(m_BlockPos, 1, 1, a_Chest->GetBlockType());
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}
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cChestWindow::cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_SecondaryChest) :
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cWindow(wtChest, (a_PrimaryChest->GetBlockType() == E_BLOCK_CHEST) ? "Double Chest" : "Double Trapped Chest"),
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m_World(a_PrimaryChest->GetWorld()),
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m_BlockPos(a_PrimaryChest->GetPos()),
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m_PrimaryChest(a_PrimaryChest),
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m_SecondaryChest(a_SecondaryChest)
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{
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m_SlotAreas.push_back(new cSlotAreaDoubleChest(a_PrimaryChest, a_SecondaryChest, *this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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// Play the opening sound:
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m_World->BroadcastSoundEffect("block.chest.open", m_BlockPos, 1, 1);
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// Send out the chest-open packet:
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m_World->BroadcastBlockAction(m_BlockPos, 1, 1, a_PrimaryChest->GetBlockType());
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}
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cChestWindow::~cChestWindow()
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{
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// Send out the chest-close packet:
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m_World->BroadcastBlockAction(m_BlockPos, 1, 0, m_PrimaryChest->GetBlockType());
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m_World->BroadcastSoundEffect("block.chest.close", m_BlockPos, 1, 1);
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}
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bool cChestWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
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{
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m_PrimaryChest->SetNumberOfPlayers(m_PrimaryChest->GetNumberOfPlayers() - 1);
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m_PrimaryChest->GetWorld()->WakeUpSimulators(m_PrimaryChest->GetPos());
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if (m_SecondaryChest != nullptr)
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{
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m_SecondaryChest->SetNumberOfPlayers(m_SecondaryChest->GetNumberOfPlayers() - 1);
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m_SecondaryChest->GetWorld()->WakeUpSimulators(m_SecondaryChest->GetPos());
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}
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cWindow::ClosedByPlayer(a_Player, a_CanRefuse);
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return true;
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}
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void cChestWindow::OpenedByPlayer(cPlayer & a_Player)
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{
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m_PrimaryChest->SetNumberOfPlayers(m_PrimaryChest->GetNumberOfPlayers() + 1);
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m_PrimaryChest->GetWorld()->WakeUpSimulators(m_PrimaryChest->GetPos());
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if (m_SecondaryChest != nullptr)
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{
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m_SecondaryChest->SetNumberOfPlayers(m_SecondaryChest->GetNumberOfPlayers() + 1);
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m_SecondaryChest->GetWorld()->WakeUpSimulators(m_SecondaryChest->GetPos());
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}
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cWindow::OpenedByPlayer(a_Player);
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}
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void cChestWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
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{
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cSlotAreas AreasInOrder;
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if (a_ClickedArea == m_SlotAreas[0])
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{
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// Chest Area
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
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}
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else
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{
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// Hotbar or Inventory
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AreasInOrder.push_back(m_SlotAreas[0]); /* Chest */
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super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
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}
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}
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