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-rw-r--r--src/BlockEntities/EnderChestEntity.cpp130
1 files changed, 130 insertions, 0 deletions
diff --git a/src/BlockEntities/EnderChestEntity.cpp b/src/BlockEntities/EnderChestEntity.cpp
new file mode 100644
index 000000000..e53930798
--- /dev/null
+++ b/src/BlockEntities/EnderChestEntity.cpp
@@ -0,0 +1,130 @@
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "EnderChestEntity.h"
+#include "../Item.h"
+#include "../Entities/Player.h"
+#include "../UI/Window.h"
+#include "json/json.h"
+
+
+
+
+
+cEnderChestEntity::cEnderChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
+ super(E_BLOCK_ENDER_CHEST, a_BlockX, a_BlockY, a_BlockZ, ContentsWidth, ContentsHeight, a_World)
+{
+ cBlockEntityWindowOwner::SetBlockEntity(this);
+}
+
+
+
+
+
+cEnderChestEntity::~cEnderChestEntity()
+{
+ cWindow * Window = GetWindow();
+ if (Window != NULL)
+ {
+ Window->OwnerDestroyed();
+ }
+}
+
+
+
+
+
+bool cEnderChestEntity::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 cEnderChestEntity::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 cEnderChestEntity::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 cEnderChestEntity::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 cEnderChestEntity::OpenNewWindow(void)
+{
+ OpenWindow(new cEnderChestWindow(this));
+}
+
+
+
+