package net.minecraft.tileentity;
import java.util.Iterator;
import java.util.List;
import net.minecraft.block.Block;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.ContainerChest;
import net.minecraft.inventory.IInventory;
import net.minecraft.inventory.InventoryLargeChest;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
import net.minecraft.util.AxisAlignedBB;
public class TileEntityChest extends TileEntity implements IInventory
{
private ItemStack[] chestContents = new ItemStack[36];
/** Determines if the check for adjacent chests has taken place. */
public boolean adjacentChestChecked = false;
/** Contains the chest tile located adjacent to this one (if any) */
public TileEntityChest adjacentChestZNeg;
/** Contains the chest tile located adjacent to this one (if any) */
public TileEntityChest adjacentChestXPos;
/** Contains the chest tile located adjacent to this one (if any) */
public TileEntityChest adjacentChestXNeg;
/** Contains the chest tile located adjacent to this one (if any) */
public TileEntityChest adjacentChestZPosition;
/** The current angle of the lid (between 0 and 1) */
public float lidAngle;
/** The angle of the lid last tick */
public float prevLidAngle;
/** The number of players currently using this chest */
public int numUsingPlayers;
/** Server sync counter (once per 20 ticks) */
private int ticksSinceSync;
/**
* Returns the number of slots in the inventory.
*/
public int getSizeInventory()
{
return 27;
}
/**
* Returns the stack in slot i
*/
public ItemStack getStackInSlot(int par1)
{
return this.chestContents[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.chestContents[par1] != null)
{
ItemStack var3;
if (this.chestContents[par1].stackSize <= par2)
{
var3 = this.chestContents[par1];
this.chestContents[par1] = null;
this.onInventoryChanged();
return var3;
}
else
{
var3 = this.chestContents[par1].splitStack(par2);
if (this.chestContents[par1].stackSize == 0)
{
this.chestContents[par1] = null;
}
this.onInventoryChanged();
return var3;
}
}
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.chestContents[par1] != null)
{
ItemStack var2 = this.chestContents[par1];
this.chestContents[par1] = null;
return var2;
}
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.chestContents[par1] = par2ItemStack;
if (par2ItemStack != null && par2ItemStack.stackSize > this.getInventoryStackLimit())
{
par2ItemStack.stackSize = this.getInventoryStackLimit();
}
this.onInventoryChanged();
}
/**
* Returns the name of the inventory.
*/
public String getInvName()
{
return "container.chest";
}
/**
* Reads a tile entity from NBT.
*/
public void readFromNBT(NBTTagCompound par1NBTTagCompound)
{
super.readFromNBT(par1NBTTagCompound);
NBTTagList var2 = par1NBTTagCompound.getTagList("Items");
this.chestContents = new ItemStack[this.getSizeInventory()];
for (int var3 = 0; var3 < var2.tagCount(); ++var3)
{
NBTTagCompound var4 = (NBTTagCompound)var2.tagAt(var3);
int var5 = var4.getByte("Slot") & 255;
if (var5 >= 0 && var5 < this.chestContents.length)
{
this.chestContents[var5] = ItemStack.loadItemStackFromNBT(var4);
}
}
}
/**
* Writes a tile entity to NBT.
*/
public void writeToNBT(NBTTagCompound par1NBTTagCompound)
{
super.writeToNBT(par1NBTTagCompound);
NBTTagList var2 = new NBTTagList();
for (int var3 = 0; var3 < this.chestContents.length; ++var3)
{
if (this.chestContents[var3] != null)
{
NBTTagCompound var4 = new NBTTagCompound();
var4.setByte("Slot", (byte)var3);
this.chestContents[var3].writeToNBT(var4);
var2.appendTag(var4);
}
}
par1NBTTagCompound.setTag("Items", var2);
}
/**
* 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;
}
/**
* Do not make give this method the name canInteractWith because it clashes with Container
*/
public boolean isUseableByPlayer(EntityPlayer par1EntityPlayer)
{
return this.worldObj.getBlockTileEntity(this.xCoord, this.yCoord, this.zCoord) != this ? false : par1EntityPlayer.getDistanceSq((double)this.xCoord + 0.5D, (double)this.yCoord + 0.5D, (double)this.zCoord + 0.5D) <= 64.0D;
}
/**
* Causes the TileEntity to reset all it's cached values for it's container block, blockID, metaData and in the case
* of chests, the adjcacent chest check
*/
public void updateContainingBlockInfo()
{
super.updateContainingBlockInfo();
this.adjacentChestChecked = false;
}
private void func_90009_a(TileEntityChest par1TileEntityChest, int par2)
{
if (par1TileEntityChest.isInvalid())
{
this.adjacentChestChecked = false;
}
else if (this.adjacentChestChecked)
{
switch (par2)
{
case 0:
if (this.adjacentChestZPosition != par1TileEntityChest)
{
this.adjacentChestChecked = false;
}
break;
case 1:
if (this.adjacentChestXNeg != par1TileEntityChest)
{
this.adjacentChestChecked = false;
}
break;
case 2:
if (this.adjacentChestZNeg != par1TileEntityChest)
{
this.adjacentChestChecked = false;
}
break;
case 3:
if (this.adjacentChestXPos != par1TileEntityChest)
{
this.adjacentChestChecked = false;
}
}
}
}
/**
* Performs the check for adjacent chests to determine if this chest is double or not.
*/
public void checkForAdjacentChests()
{
if (!this.adjacentChestChecked)
{
this.adjacentChestChecked = true;
this.adjacentChestZNeg = null;
this.adjacentChestXPos = null;
this.adjacentChestXNeg = null;
this.adjacentChestZPosition = null;
if (this.worldObj.getBlockId(this.xCoord - 1, this.yCoord, this.zCoord) == Block.chest.blockID)
{
this.adjacentChestXNeg = (TileEntityChest)this.worldObj.getBlockTileEntity(this.xCoord - 1, this.yCoord, this.zCoord);
}
if (this.worldObj.getBlockId(this.xCoord + 1, this.yCoord, this.zCoord) == Block.chest.blockID)
{
this.adjacentChestXPos = (TileEntityChest)this.worldObj.getBlockTileEntity(this.xCoord + 1, this.yCoord, this.zCoord);
}
if (this.worldObj.getBlockId(this.xCoord, this.yCoord, this.zCoord - 1) == Block.chest.blockID)
{
this.adjacentChestZNeg = (TileEntityChest)this.worldObj.getBlockTileEntity(this.xCoord, this.yCoord, this.zCoord - 1);
}
if (this.worldObj.getBlockId(this.xCoord, this.yCoord, this.zCoord + 1) == Block.chest.blockID)
{
this.adjacentChestZPosition = (TileEntityChest)this.worldObj.getBlockTileEntity(this.xCoord, this.yCoord, this.zCoord + 1);
}
if (this.adjacentChestZNeg != null)
{
this.adjacentChestZNeg.func_90009_a(this, 0);
}
if (this.adjacentChestZPosition != null)
{
this.adjacentChestZPosition.func_90009_a(this, 2);
}
if (this.adjacentChestXPos != null)
{
this.adjacentChestXPos.func_90009_a(this, 1);
}
if (this.adjacentChestXNeg != null)
{
this.adjacentChestXNeg.func_90009_a(this, 3);
}
}
}
/**
* Allows the entity to update its state. Overridden in most subclasses, e.g. the mob spawner uses this to count
* ticks and creates a new spawn inside its implementation.
*/
public void updateEntity()
{
super.updateEntity();
this.checkForAdjacentChests();
++this.ticksSinceSync;
float var1;
if (!this.worldObj.isRemote && this.numUsingPlayers != 0 && (this.ticksSinceSync + this.xCoord + this.yCoord + this.zCoord) % 200 == 0)
{
this.numUsingPlayers = 0;
var1 = 5.0F;
List var2 = this.worldObj.getEntitiesWithinAABB(EntityPlayer.class, AxisAlignedBB.getAABBPool().addOrModifyAABBInPool((double)((float)this.xCoord - var1), (double)((float)this.yCoord - var1), (double)((float)this.zCoord - var1), (double)((float)(this.xCoord + 1) + var1), (double)((float)(this.yCoord + 1) + var1), (double)((float)(this.zCoord + 1) + var1)));
Iterator var3 = var2.iterator();
while (var3.hasNext())
{
EntityPlayer var4 = (EntityPlayer)var3.next();
if (var4.openContainer instanceof ContainerChest)
{
IInventory var5 = ((ContainerChest)var4.openContainer).getLowerChestInventory();
if (var5 == this || var5 instanceof InventoryLargeChest && ((InventoryLargeChest)var5).isPartOfLargeChest(this))
{
++this.numUsingPlayers;
}
}
}
}
this.prevLidAngle = this.lidAngle;
var1 = 0.1F;
double var11;
if (this.numUsingPlayers > 0 && this.lidAngle == 0.0F && this.adjacentChestZNeg == null && this.adjacentChestXNeg == null)
{
double var8 = (double)this.xCoord + 0.5D;
var11 = (double)this.zCoord + 0.5D;
if (this.adjacentChestZPosition != null)
{
var11 += 0.5D;
}
if (this.adjacentChestXPos != null)
{
var8 += 0.5D;
}
this.worldObj.playSoundEffect(var8, (double)this.yCoord + 0.5D, var11, "random.chestopen", 0.5F, this.worldObj.rand.nextFloat() * 0.1F + 0.9F);
}
if (this.numUsingPlayers == 0 && this.lidAngle > 0.0F || this.numUsingPlayers > 0 && this.lidAngle < 1.0F)
{
float var9 = this.lidAngle;
if (this.numUsingPlayers > 0)
{
this.lidAngle += var1;
}
else
{
this.lidAngle -= var1;
}
if (this.lidAngle > 1.0F)
{
this.lidAngle = 1.0F;
}
float var10 = 0.5F;
if (this.lidAngle < var10 && var9 >= var10 && this.adjacentChestZNeg == null && this.adjacentChestXNeg == null)
{
var11 = (double)this.xCoord + 0.5D;
double var6 = (double)this.zCoord + 0.5D;
if (this.adjacentChestZPosition != null)
{
var6 += 0.5D;
}
if (this.adjacentChestXPos != null)
{
var11 += 0.5D;
}
this.worldObj.playSoundEffect(var11, (double)this.yCoord + 0.5D, var6, "random.chestclosed", 0.5F, this.worldObj.rand.nextFloat() * 0.1F + 0.9F);
}
if (this.lidAngle < 0.0F)
{
this.lidAngle = 0.0F;
}
}
}
/**
* Called when a client event is received with the event number and argument, see World.sendClientEvent
*/
public void receiveClientEvent(int par1, int par2)
{
if (par1 == 1)
{
this.numUsingPlayers = par2;
}
}
public void openChest()
{
++this.numUsingPlayers;
this.worldObj.addBlockEvent(this.xCoord, this.yCoord, this.zCoord, Block.chest.blockID, 1, this.numUsingPlayers);
}
public void closeChest()
{
--this.numUsingPlayers;
this.worldObj.addBlockEvent(this.xCoord, this.yCoord, this.zCoord, Block.chest.blockID, 1, this.numUsingPlayers);
}
/**
* invalidates a tile entity
*/
public void invalidate()
{
super.invalidate();
this.updateContainingBlockInfo();
this.checkForAdjacentChests();
}
}