package net.minecraft.inventory;
import java.util.List;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
public class InventoryBasic implements IInventory
{
private String inventoryTitle;
private int slotsCount;
private ItemStack[] inventoryContents;
private List field_70480_d;
private boolean field_94051_e;
public InventoryBasic(String par1Str, boolean par2, int par3)
{
this.inventoryTitle = par1Str;
this.field_94051_e = par2;
this.slotsCount = par3;
this.inventoryContents = new ItemStack[par3];
}
/**
* Returns the stack in slot i
*/
public ItemStack getStackInSlot(int par1)
{
return this.inventoryContents[par1];
}
/**
* Removes from an inventory slot (first arg) up to a specified number (second arg) of items and returns them in a
* new stack.
*/
public ItemStack decrStackSize(int par1, int par2)
{
if (this.inventoryContents[par1] != null)
{
ItemStack itemstack;
if (this.inventoryContents[par1].stackSize <= par2)
{
itemstack = this.inventoryContents[par1];
this.inventoryContents[par1] = null;
this.onInventoryChanged();
return itemstack;
}
else
{
itemstack = this.inventoryContents[par1].splitStack(par2);
if (this.inventoryContents[par1].stackSize == 0)
{
this.inventoryContents[par1] = null;
}
this.onInventoryChanged();
return itemstack;
}
}
else
{
return null;
}
}
/**
* When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem -
* like when you close a workbench GUI.
*/
public ItemStack getStackInSlotOnClosing(int par1)
{
if (this.inventoryContents[par1] != null)
{
ItemStack itemstack = this.inventoryContents[par1];
this.inventoryContents[par1] = null;
return itemstack;
}
else
{
return null;
}
}
/**
* Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections).
*/
public void setInventorySlotContents(int par1, ItemStack par2ItemStack)
{
this.inventoryContents[par1] = par2ItemStack;
if (par2ItemStack != null && par2ItemStack.stackSize > this.getInventoryStackLimit())
{
par2ItemStack.stackSize = this.getInventoryStackLimit();
}
this.onInventoryChanged();
}
/**
* Returns the number of slots in the inventory.
*/
public int getSizeInventory()
{
return this.slotsCount;
}
/**
* Returns the name of the inventory.
*/
public String getInvName()
{
return this.inventoryTitle;
}
/**
* If this returns false, the inventory name will be used as an unlocalized name, and translated into the player's
* language. Otherwise it will be used directly.
*/
public boolean isInvNameLocalized()
{
return this.field_94051_e;
}
/**
* Returns the maximum stack size for a inventory slot. Seems to always be 64, possibly will be extended. *Isn't
* this more of a set than a get?*
*/
public int getInventoryStackLimit()
{
return 64;
}
/**
* Called when an the contents of an Inventory change, usually
*/
public void onInventoryChanged()
{
if (this.field_70480_d != null)
{
for (int i = 0; i < this.field_70480_d.size(); ++i)
{
((IInvBasic)this.field_70480_d.get(i)).onInventoryChanged(this);
}
}
}
/**
* Do not make give this method the name canInteractWith because it clashes with Container
*/
public boolean isUseableByPlayer(EntityPlayer par1EntityPlayer)
{
return true;
}
public void openChest() {}
public void closeChest() {}
/**
* Returns true if automation is allowed to insert the given stack (ignoring stack size) into the given slot.
*/
public boolean isStackValidForSlot(int par1, ItemStack par2ItemStack)
{
return true;
}
}