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-rw-r--r--source/BlockEntities/ChestEntity.cpp172
1 files changed, 0 insertions, 172 deletions
diff --git a/source/BlockEntities/ChestEntity.cpp b/source/BlockEntities/ChestEntity.cpp
deleted file mode 100644
index ca2626bc9..000000000
--- a/source/BlockEntities/ChestEntity.cpp
+++ /dev/null
@@ -1,172 +0,0 @@
-
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "ChestEntity.h"
-#include "../Item.h"
-#include "../Entities/Player.h"
-#include "../UI/Window.h"
-#include <json/json.h>
-
-
-
-
-
-cChestEntity::cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
- super(E_BLOCK_CHEST, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World)
-{
- cBlockEntityWindowOwner::SetBlockEntity(this);
-}
-
-
-
-
-
-cChestEntity::~cChestEntity()
-{
- cWindow * Window = GetWindow();
- if (Window != NULL)
- {
- Window->OwnerDestroyed();
- }
-}
-
-
-
-
-
-bool cChestEntity::LoadFromJson(const Json::Value & a_Value)
-{
- m_PosX = a_Value.get("x", 0).asInt();
- m_PosY = a_Value.get("y", 0).asInt();
- m_PosZ = a_Value.get("z", 0).asInt();
-
- Json::Value AllSlots = a_Value.get("Slots", 0);
- int SlotIdx = 0;
- for (Json::Value::iterator itr = AllSlots.begin(); itr != AllSlots.end(); ++itr)
- {
- cItem Item;
- Item.FromJson(*itr);
- SetSlot(SlotIdx, Item);
- SlotIdx++;
- }
- return true;
-}
-
-
-
-
-
-void cChestEntity::SaveToJson(Json::Value & a_Value)
-{
- a_Value["x"] = m_PosX;
- a_Value["y"] = m_PosY;
- a_Value["z"] = m_PosZ;
-
- Json::Value AllSlots;
- for (int i = m_Contents.GetNumSlots() - 1; i >= 0; i--)
- {
- Json::Value Slot;
- m_Contents.GetSlot(i).GetJson(Slot);
- AllSlots.append(Slot);
- }
- a_Value["Slots"] = AllSlots;
-}
-
-
-
-
-
-void cChestEntity::SendTo(cClientHandle & a_Client)
-{
- // The chest entity doesn't need anything sent to the client when it's created / gets in the viewdistance
- // All the actual handling is in the cWindow UI code that gets called when the chest is rclked
-
- UNUSED(a_Client);
-}
-
-
-
-
-
-void cChestEntity::UsedBy(cPlayer * a_Player)
-{
- // If the window is not created, open it anew:
- cWindow * Window = GetWindow();
- if (Window == NULL)
- {
- OpenNewWindow();
- Window = GetWindow();
- }
-
- // Open the window for the player:
- if (Window != NULL)
- {
- if (a_Player->GetWindow() != Window)
- {
- a_Player->OpenWindow(Window);
- }
- }
-
- // This is rather a hack
- // Instead of marking the chunk as dirty upon chest contents change, we mark it dirty now
- // We cannot properly detect contents change, but such a change doesn't happen without a player opening the chest first.
- // The few false positives aren't much to worry about
- int ChunkX, ChunkZ;
- cChunkDef::BlockToChunk(m_PosX, m_PosZ, ChunkX, ChunkZ);
- m_World->MarkChunkDirty(ChunkX, ChunkZ);
-}
-
-
-
-
-
-void cChestEntity::OpenNewWindow(void)
-{
- // Callback for opening together with neighbor chest:
- class cOpenDouble :
- public cChestCallback
- {
- cChestEntity * m_ThisChest;
- public:
- cOpenDouble(cChestEntity * a_ThisChest) :
- m_ThisChest(a_ThisChest)
- {
- }
-
- virtual bool Item(cChestEntity * a_Chest) override
- {
- // The primary chest should eb the one with lesser X or Z coord:
- cChestEntity * Primary = a_Chest;
- cChestEntity * Secondary = m_ThisChest;
- if (
- (Primary->GetPosX() > Secondary->GetPosX()) ||
- (Primary->GetPosZ() > Secondary->GetPosZ())
- )
- {
- std::swap(Primary, Secondary);
- }
- m_ThisChest->OpenWindow(new cChestWindow(Primary, Secondary));
- return false;
- }
- } ;
-
- // Scan neighbors for adjacent chests:
- cOpenDouble OpenDbl(this);
- if (
- m_World->DoWithChestAt(m_PosX - 1, m_PosY, m_PosZ, OpenDbl) ||
- m_World->DoWithChestAt(m_PosX + 1, m_PosY, m_PosZ, OpenDbl) ||
- m_World->DoWithChestAt(m_PosX , m_PosY, m_PosZ - 1, OpenDbl) ||
- m_World->DoWithChestAt(m_PosX , m_PosY, m_PosZ + 1, OpenDbl)
- )
- {
- // The double-chest window has been opened in the callback
- return;
- }
-
- // There is no chest neighbor, open a single-chest window:
- OpenWindow(new cChestWindow(this));
-}
-
-
-
-