347e80bdd8
Note that they just mirror chests now, so no per player inventory.
131 lines
2.5 KiB
C++
131 lines
2.5 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "EnderChestEntity.h"
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#include "../Item.h"
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#include "../Entities/Player.h"
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#include "../UI/Window.h"
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#include "json/json.h"
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cEnderChestEntity::cEnderChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
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super(E_BLOCK_ENDER_CHEST, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World)
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{
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cBlockEntityWindowOwner::SetBlockEntity(this);
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}
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cEnderChestEntity::~cEnderChestEntity()
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{
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cWindow * Window = GetWindow();
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if (Window != NULL)
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{
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Window->OwnerDestroyed();
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}
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}
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bool cEnderChestEntity::LoadFromJson(const Json::Value & a_Value)
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{
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m_PosX = a_Value.get("x", 0).asInt();
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m_PosY = a_Value.get("y", 0).asInt();
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m_PosZ = a_Value.get("z", 0).asInt();
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Json::Value AllSlots = a_Value.get("Slots", 0);
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int SlotIdx = 0;
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for (Json::Value::iterator itr = AllSlots.begin(); itr != AllSlots.end(); ++itr)
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{
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cItem Item;
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Item.FromJson(*itr);
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SetSlot(SlotIdx, Item);
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SlotIdx++;
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}
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return true;
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}
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void cEnderChestEntity::SaveToJson(Json::Value & a_Value)
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{
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a_Value["x"] = m_PosX;
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a_Value["y"] = m_PosY;
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a_Value["z"] = m_PosZ;
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Json::Value AllSlots;
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for (int i = m_Contents.GetNumSlots() - 1; i >= 0; i--)
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{
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Json::Value Slot;
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m_Contents.GetSlot(i).GetJson(Slot);
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AllSlots.append(Slot);
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}
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a_Value["Slots"] = AllSlots;
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}
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void cEnderChestEntity::SendTo(cClientHandle & a_Client)
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{
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// The chest entity doesn't need anything sent to the client when it's created / gets in the viewdistance
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// All the actual handling is in the cWindow UI code that gets called when the chest is rclked
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UNUSED(a_Client);
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}
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void cEnderChestEntity::UsedBy(cPlayer * a_Player)
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{
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// If the window is not created, open it anew:
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cWindow * Window = GetWindow();
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if (Window == NULL)
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{
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OpenNewWindow();
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Window = GetWindow();
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}
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// Open the window for the player:
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if (Window != NULL)
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{
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if (a_Player->GetWindow() != Window)
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{
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a_Player->OpenWindow(Window);
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}
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}
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// This is rather a hack
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// Instead of marking the chunk as dirty upon chest contents change, we mark it dirty now
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// We cannot properly detect contents change, but such a change doesn't happen without a player opening the chest first.
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// The few false positives aren't much to worry about
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int ChunkX, ChunkZ;
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cChunkDef::BlockToChunk(m_PosX, m_PosZ, ChunkX, ChunkZ);
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m_World->MarkChunkDirty(ChunkX, ChunkZ);
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}
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void cEnderChestEntity::OpenNewWindow(void)
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{
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OpenWindow(new cEnderChestWindow(this));
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}
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