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authorLance5057 <Lance5057@gmail.com>2015-02-16 21:07:58 -0600
committerLance5057 <Lance5057@gmail.com>2015-02-16 21:08:30 -0600
commit6853c1789e7c211719463a58fa2f7ce7941648be (patch)
tree3f7246e265fd3f478036a4fb4fa212498fbd7b5a /src/main/java/gmail/Lance5057/containers
parent3cdcbf30e945dcc65a0d40436224f70cbff7cfd4 (diff)
Crest Mount Attempt 3 Part 2
Diffstat (limited to 'src/main/java/gmail/Lance5057/containers')
-rw-r--r--src/main/java/gmail/Lance5057/containers/Container_CrestMount.java152
1 files changed, 149 insertions, 3 deletions
diff --git a/src/main/java/gmail/Lance5057/containers/Container_CrestMount.java b/src/main/java/gmail/Lance5057/containers/Container_CrestMount.java
index 06ecb5e..46ece0b 100644
--- a/src/main/java/gmail/Lance5057/containers/Container_CrestMount.java
+++ b/src/main/java/gmail/Lance5057/containers/Container_CrestMount.java
@@ -2,17 +2,163 @@ package gmail.Lance5057.containers;
import gmail.Lance5057.tileentities.TileEntity_CrestMount;
import net.minecraft.entity.player.EntityPlayer;
+import net.minecraft.entity.player.InventoryPlayer;
import net.minecraft.inventory.Container;
+import net.minecraft.inventory.Slot;
+import net.minecraft.item.ItemStack;
public class Container_CrestMount extends Container
{
private static final int INV_START = TileEntity_CrestMount.invSize, INV_END = INV_START+26,
HOTBAR_START = INV_END+1, HOTBAR_END = HOTBAR_START+8;
+ public final TileEntity_CrestMount inventory;
+
+ public Container_CrestMount(EntityPlayer par1Player, InventoryPlayer inventoryPlayer, TileEntity_CrestMount TileEntity_CrestMount)
+ {
+ this.inventory = TileEntity_CrestMount;
+
+ int i;
+
+ // ITEM INVENTORY - you'll need to adjust the slot locations to match your texture file
+ // I have them set vertically in columns of 4 to the right of the player model
+ for (i = 0; i < TileEntity_CrestMount.invSize; ++i)
+ {
+ // You can make a custom Slot if you need different behavior,
+ // such as only certain item types can be put into this slot
+ // We made a custom slot to prevent our inventory-storing item
+ // from being stored within itself, but if you want to allow that and
+ // you followed my advice at the end of the above step, then you
+ // could get away with using the vanilla Slot class
+ this.addSlotToContainer(new Slot(this.inventory, i, 80 + (18 * (int)(i/4)), 8 + (18*(i%4))));
+ }
+
+ // If you want, you can add ARMOR SLOTS here as well, but you need to
+ // make a public version of SlotArmor. I won't be doing that in this tutorial.
+ /*
+ for (i = 0; i < 4; ++i)
+ {
+ // These are the standard positions for survival inventory layout
+ this.addSlotToContainer(new SlotArmor(this.player, inventoryPlayer, inventoryPlayer.getSizeInventory() - 1 - i, 8, 8 + i * 18, i));
+ }
+ */
+
+ // PLAYER INVENTORY - uses default locations for standard inventory texture file
+ for (i = 0; i < 3; ++i)
+ {
+ for (int j = 0; j < 9; ++j)
+ {
+ this.addSlotToContainer(new Slot(inventoryPlayer, j + i * 9 + 9, 8 + j * 18, 84 + i * 18));
+ }
+ }
+
+ // PLAYER ACTION BAR - uses default locations for standard action bar texture file
+ for (i = 0; i < 9; ++i)
+ {
+ this.addSlotToContainer(new Slot(inventoryPlayer, i, 8 + i * 18, 142));
+ }
+ }
+
@Override
- public boolean canInteractWith(EntityPlayer p_75145_1_) {
- // TODO Auto-generated method stub
- return false;
+ public boolean canInteractWith(EntityPlayer player) {
+ // be sure to return the inventory's isUseableByPlayer method
+ // if you defined special behavior there:
+ return inventory.isUseableByPlayer(player);
}
+ /**
+ * Called when a player shift-clicks on a slot. You must override this or you will crash when someone does that.
+ * Only real change we make to this is to set needsUpdate to true at the end
+ */
+ public ItemStack transferStackInSlot(EntityPlayer par1EntityPlayer, int par2)
+ {
+ ItemStack itemstack = null;
+ Slot slot = (Slot) this.inventorySlots.get(par2);
+
+ if (slot != null && slot.getHasStack())
+ {
+ ItemStack itemstack1 = slot.getStack();
+ itemstack = itemstack1.copy();
+
+ // If item is in our custom Inventory or armor slot
+ if (par2 < INV_START)
+ {
+ // try to place in player inventory / action bar
+ if (!this.mergeItemStack(itemstack1, INV_START, HOTBAR_END + 1, true))
+ {
+ return null;
+ }
+
+ slot.onSlotChange(itemstack1, itemstack);
+ }
+ // Item is in inventory / hotbar, try to place in custom inventory or armor slots
+ else
+ {
+ /* If your inventory only stores certain instances of Items,
+ * you can implement shift-clicking to your inventory like this:
+ // Check that the item is the right type
+ if (itemstack1.getItem() instanceof ItemCustom)
+ {
+ // Try to merge into your custom inventory slots
+ // We use 'InventoryItem.INV_SIZE' instead of INV_START just in case
+ // you also add armor or other custom slots
+ if (!this.mergeItemStack(itemstack1, 0, InventoryItem.INV_SIZE, false))
+ {
+ return null;
+ }
+ }
+ // If you added armor slots, check them here as well:
+ // Item being shift-clicked is armor - try to put in armor slot
+ if (itemstack1.getItem() instanceof ItemArmor)
+ {
+ int type = ((ItemArmor) itemstack1.getItem()).armorType;
+ if (!this.mergeItemStack(itemstack1, ARMOR_START + type, ARMOR_START + type + 1, false))
+ {
+ return null;
+ }
+ }
+ * Otherwise, you have basically 2 choices:
+ * 1. shift-clicking between action bar and inventory
+ * 2. shift-clicking between player inventory and custom inventory
+ * I've implemented number 1:
+ */
+ // item is in player's inventory, but not in action bar
+ if (par2 >= INV_START && par2 < HOTBAR_START)
+ {
+ // place in action bar
+ if (!this.mergeItemStack(itemstack1, HOTBAR_START, HOTBAR_END + 1, false))
+ {
+ return null;
+ }
+ }
+ // item in action bar - place in player inventory
+ else if (par2 >= HOTBAR_START && par2 < HOTBAR_END + 1)
+ {
+ if (!this.mergeItemStack(itemstack1, INV_START, INV_END + 1, false))
+ {
+ return null;
+ }
+ }
+ }
+
+ if (itemstack1.stackSize == 0)
+ {
+ slot.putStack((ItemStack) null);
+ }
+ else
+ {
+ slot.onSlotChanged();
+ }
+
+ if (itemstack1.stackSize == itemstack.stackSize)
+ {
+ return null;
+ }
+
+ slot.onPickupFromSlot(par1EntityPlayer, itemstack1);
+ }
+
+ return itemstack;
+ }
}
+