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// 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);
}
}
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