Own classes for all windows.
This commit is contained in:
@@ -779,401 +779,3 @@ void cWindow::SetProperty(short a_Property, short a_Value, cPlayer & a_Player)
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////////////////////////////////////////////////////////////////////////////////
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// cInventoryWindow:
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cInventoryWindow::cInventoryWindow(cPlayer & a_Player) :
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cWindow(wtInventory, "Inventory"),
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m_Player(a_Player)
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{
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m_SlotAreas.push_back(new cSlotAreaCrafting(2, *this)); // The creative inventory doesn't display it, but it's still counted into slot numbers
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m_SlotAreas.push_back(new cSlotAreaArmor(*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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}
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////////////////////////////////////////////////////////////////////////////////
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// cCraftingWindow:
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cCraftingWindow::cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
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cWindow(wtWorkbench, "Crafting Table")
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{
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m_SlotAreas.push_back(new cSlotAreaCrafting(3, *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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}
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////////////////////////////////////////////////////////////////////////////////
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// cAnvilWindow:
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cAnvilWindow::cAnvilWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
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cWindow(wtAnvil, "Repair"),
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m_RepairedItemName(""),
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m_BlockX(a_BlockX),
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m_BlockY(a_BlockY),
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m_BlockZ(a_BlockZ)
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{
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m_AnvilSlotArea = new cSlotAreaAnvil(*this);
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m_SlotAreas.push_back(m_AnvilSlotArea);
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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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}
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void cAnvilWindow::SetRepairedItemName(const AString & a_Name, cPlayer * a_Player)
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{
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m_RepairedItemName = a_Name;
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if (a_Player != nullptr)
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{
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m_AnvilSlotArea->UpdateResult(*a_Player);
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}
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}
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void cAnvilWindow::GetBlockPos(int & a_PosX, int & a_PosY, int & a_PosZ)
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{
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a_PosX = m_BlockX;
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a_PosY = m_BlockY;
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a_PosZ = m_BlockZ;
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}
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////////////////////////////////////////////////////////////////////////////////
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// cBeaconWindow:
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cBeaconWindow::cBeaconWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cBeaconEntity * a_Beacon) :
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cWindow(wtBeacon, "Beacon"),
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m_Beacon(a_Beacon)
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{
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m_ShouldDistributeToHotbarFirst = true;
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m_SlotAreas.push_back(new cSlotAreaBeacon(m_Beacon, *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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}
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void cBeaconWindow::OpenedByPlayer(cPlayer & a_Player)
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{
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super::OpenedByPlayer(a_Player);
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a_Player.GetClientHandle()->SendWindowProperty(*this, 0, m_Beacon->GetBeaconLevel());
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a_Player.GetClientHandle()->SendWindowProperty(*this, 1, m_Beacon->GetPrimaryEffect());
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a_Player.GetClientHandle()->SendWindowProperty(*this, 2, m_Beacon->GetSecondaryEffect());
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}
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////////////////////////////////////////////////////////////////////////////////
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// cEnchantingWindow:
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cEnchantingWindow::cEnchantingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
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cWindow(wtEnchantment, "Enchant"),
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m_SlotArea(),
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m_BlockX(a_BlockX),
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m_BlockY(a_BlockY),
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m_BlockZ(a_BlockZ)
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{
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m_SlotAreas.push_back(new cSlotAreaEnchanting(*this, m_BlockX, m_BlockY, m_BlockZ));
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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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}
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void cEnchantingWindow::SetProperty(short a_Property, short a_Value)
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{
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if ((a_Property < 0) || ((size_t)a_Property >= ARRAYCOUNT(m_PropertyValue)))
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{
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ASSERT(!"a_Property is invalid");
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return;
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}
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m_PropertyValue[a_Property] = a_Value;
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super::SetProperty(a_Property, a_Value);
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}
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void cEnchantingWindow::SetProperty(short a_Property, short a_Value, cPlayer & a_Player)
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{
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if ((a_Property < 0) || ((size_t)a_Property >= ARRAYCOUNT(m_PropertyValue)))
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{
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ASSERT(!"a_Property is invalid");
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return;
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}
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m_PropertyValue[a_Property] = a_Value;
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super::SetProperty(a_Property, a_Value, a_Player);
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}
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short cEnchantingWindow::GetPropertyValue(short a_Property)
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{
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if ((a_Property < 0) || ((size_t)a_Property >= ARRAYCOUNT(m_PropertyValue)))
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{
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ASSERT(!"a_Property is invalid");
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return 0;
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}
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return m_PropertyValue[a_Property];
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}
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////////////////////////////////////////////////////////////////////////////////
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// cChestWindow:
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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_BlockX(a_Chest->GetPosX()),
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m_BlockY(a_Chest->GetPosY()),
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m_BlockZ(a_Chest->GetPosZ()),
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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("random.chestopen", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
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// Send out the chest-open packet:
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m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 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_BlockX(a_PrimaryChest->GetPosX()),
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m_BlockY(a_PrimaryChest->GetPosY()),
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m_BlockZ(a_PrimaryChest->GetPosZ()),
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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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m_ShouldDistributeToHotbarFirst = false;
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// Play the opening sound:
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m_World->BroadcastSoundEffect("random.chestopen", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
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// Send out the chest-open packet:
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m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, a_PrimaryChest->GetBlockType());
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}
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void cChestWindow::OpenedByPlayer(cPlayer & a_Player)
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{
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int ChunkX, ChunkZ;
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m_PrimaryChest->SetNumberOfPlayers(m_PrimaryChest->GetNumberOfPlayers() + 1);
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cChunkDef::BlockToChunk(m_PrimaryChest->GetPosX(), m_PrimaryChest->GetPosZ(), ChunkX, ChunkZ);
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m_PrimaryChest->GetWorld()->MarkRedstoneDirty(ChunkX, ChunkZ);
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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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cChunkDef::BlockToChunk(m_SecondaryChest->GetPosX(), m_SecondaryChest->GetPosZ(), ChunkX, ChunkZ);
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m_SecondaryChest->GetWorld()->MarkRedstoneDirty(ChunkX, ChunkZ);
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}
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cWindow::OpenedByPlayer(a_Player);
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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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int ChunkX, ChunkZ;
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m_PrimaryChest->SetNumberOfPlayers(m_PrimaryChest->GetNumberOfPlayers() - 1);
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cChunkDef::BlockToChunk(m_PrimaryChest->GetPosX(), m_PrimaryChest->GetPosZ(), ChunkX, ChunkZ);
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m_PrimaryChest->GetWorld()->MarkRedstoneDirty(ChunkX, ChunkZ);
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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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cChunkDef::BlockToChunk(m_SecondaryChest->GetPosX(), m_SecondaryChest->GetPosZ(), ChunkX, ChunkZ);
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m_SecondaryChest->GetWorld()->MarkRedstoneDirty(ChunkX, ChunkZ);
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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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cChestWindow::~cChestWindow()
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{
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// Send out the chest-close packet:
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m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 0, m_PrimaryChest->GetBlockType());
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m_World->BroadcastSoundEffect("random.chestclosed", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
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}
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////////////////////////////////////////////////////////////////////////////////
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// cMinecartWithChestWindow:
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cMinecartWithChestWindow::cMinecartWithChestWindow(cMinecartWithChest * a_ChestCart) :
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cWindow(wtChest, "Minecart with Chest"),
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m_ChestCart(a_ChestCart)
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{
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m_ShouldDistributeToHotbarFirst = false;
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m_SlotAreas.push_back(new cSlotAreaMinecartWithChest(a_ChestCart, *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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a_ChestCart->GetWorld()->BroadcastSoundEffect("random.chestopen", a_ChestCart->GetPosX(), a_ChestCart->GetPosY(), a_ChestCart->GetPosZ(), 1, 1);
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}
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cMinecartWithChestWindow::~cMinecartWithChestWindow()
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{
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m_ChestCart->GetWorld()->BroadcastSoundEffect("random.chestclosed", m_ChestCart->GetPosX(), m_ChestCart->GetPosY(), m_ChestCart->GetPosZ(), 1, 1);
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}
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////////////////////////////////////////////////////////////////////////////////
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// cDropSpenserWindow:
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cDropSpenserWindow::cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_DropSpenser) :
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cWindow(wtDropSpenser, (a_DropSpenser->GetBlockType() == E_BLOCK_DISPENSER) ? "Dispenser" : "Dropper")
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{
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m_ShouldDistributeToHotbarFirst = false;
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m_SlotAreas.push_back(new cSlotAreaItemGrid(a_DropSpenser->GetContents(), *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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}
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////////////////////////////////////////////////////////////////////////////////
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// cEnderChestWindow:
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cEnderChestWindow::cEnderChestWindow(cEnderChestEntity * a_EnderChest) :
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cWindow(wtChest, "Ender Chest"),
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m_World(a_EnderChest->GetWorld()),
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m_BlockX(a_EnderChest->GetPosX()),
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m_BlockY(a_EnderChest->GetPosY()),
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m_BlockZ(a_EnderChest->GetPosZ())
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{
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m_ShouldDistributeToHotbarFirst = false;
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m_SlotAreas.push_back(new cSlotAreaEnderChest(a_EnderChest, *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("random.chestopen", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
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// Send out the chest-open packet:
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m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, E_BLOCK_ENDER_CHEST);
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}
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cEnderChestWindow::~cEnderChestWindow()
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{
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// Send out the chest-close packet:
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m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 0, E_BLOCK_ENDER_CHEST);
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// Play the closing sound
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m_World->BroadcastSoundEffect("random.chestclosed", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
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}
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////////////////////////////////////////////////////////////////////////////////
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// cHopperWindow:
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cHopperWindow::cHopperWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperEntity * a_Hopper) :
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super(wtHopper, "Hopper")
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{
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m_ShouldDistributeToHotbarFirst = false;
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m_SlotAreas.push_back(new cSlotAreaItemGrid(a_Hopper->GetContents(), *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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}
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////////////////////////////////////////////////////////////////////////////////
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// cFurnaceWindow:
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cFurnaceWindow::cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace) :
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cWindow(wtFurnace, "Furnace")
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{
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m_ShouldDistributeToHotbarFirst = false;
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m_SlotAreas.push_back(new cSlotAreaFurnace(a_Furnace, *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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}
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Reference in New Issue
Block a user