    001package net.minecraft.inventory;
    002
    003import net.minecraft.entity.IMerchant;
    004import net.minecraft.entity.player.EntityPlayer;
    005import net.minecraft.item.ItemStack;
    006import net.minecraft.village.MerchantRecipe;
    007import net.minecraft.village.MerchantRecipeList;
    008
    009public class InventoryMerchant implements IInventory
    010{
    011    private final IMerchant theMerchant;
    012    private ItemStack[] theInventory = new ItemStack[3];
    013    private final EntityPlayer thePlayer;
    014    private MerchantRecipe currentRecipe;
    015    private int currentRecipeIndex;
    016
    017    public InventoryMerchant(EntityPlayer par1EntityPlayer, IMerchant par2IMerchant)
    018    {
    019        this.thePlayer = par1EntityPlayer;
    020        this.theMerchant = par2IMerchant;
    021    }
    022
    023    /**
    024     * Returns the number of slots in the inventory.
    025     */
    026    public int getSizeInventory()
    027    {
    028        return this.theInventory.length;
    029    }
    030
    031    /**
    032     * Returns the stack in slot i
    033     */
    034    public ItemStack getStackInSlot(int par1)
    035    {
    036        return this.theInventory[par1];
    037    }
    038
    039    /**
    040     * Removes from an inventory slot (first arg) up to a specified number (second arg) of items and returns them in a
    041     * new stack.
    042     */
    043    public ItemStack decrStackSize(int par1, int par2)
    044    {
    045        if (this.theInventory[par1] != null)
    046        {
    047            ItemStack var3;
    048
    049            if (par1 == 2)
    050            {
    051                var3 = this.theInventory[par1];
    052                this.theInventory[par1] = null;
    053                return var3;
    054            }
    055            else if (this.theInventory[par1].stackSize <= par2)
    056            {
    057                var3 = this.theInventory[par1];
    058                this.theInventory[par1] = null;
    059
    060                if (this.inventoryResetNeededOnSlotChange(par1))
    061                {
    062                    this.resetRecipeAndSlots();
    063                }
    064
    065                return var3;
    066            }
    067            else
    068            {
    069                var3 = this.theInventory[par1].splitStack(par2);
    070
    071                if (this.theInventory[par1].stackSize == 0)
    072                {
    073                    this.theInventory[par1] = null;
    074                }
    075
    076                if (this.inventoryResetNeededOnSlotChange(par1))
    077                {
    078                    this.resetRecipeAndSlots();
    079                }
    080
    081                return var3;
    082            }
    083        }
    084        else
    085        {
    086            return null;
    087        }
    088    }
    089
    090    /**
    091     * if par1 slot has changed, does resetRecipeAndSlots need to be called?
    092     */
    093    private boolean inventoryResetNeededOnSlotChange(int par1)
    094    {
    095        return par1 == 0 || par1 == 1;
    096    }
    097
    098    /**
    099     * When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem -
    100     * like when you close a workbench GUI.
    101     */
    102    public ItemStack getStackInSlotOnClosing(int par1)
    103    {
    104        if (this.theInventory[par1] != null)
    105        {
    106            ItemStack var2 = this.theInventory[par1];
    107            this.theInventory[par1] = null;
    108            return var2;
    109        }
    110        else
    111        {
    112            return null;
    113        }
    114    }
    115
    116    /**
    117     * Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections).
    118     */
    119    public void setInventorySlotContents(int par1, ItemStack par2ItemStack)
    120    {
    121        this.theInventory[par1] = par2ItemStack;
    122
    123        if (par2ItemStack != null && par2ItemStack.stackSize > this.getInventoryStackLimit())
    124        {
    125            par2ItemStack.stackSize = this.getInventoryStackLimit();
    126        }
    127
    128        if (this.inventoryResetNeededOnSlotChange(par1))
    129        {
    130            this.resetRecipeAndSlots();
    131        }
    132    }
    133
    134    /**
    135     * Returns the name of the inventory.
    136     */
    137    public String getInvName()
    138    {
    139        return "mob.villager";
    140    }
    141
    142    /**
    143     * Returns the maximum stack size for a inventory slot. Seems to always be 64, possibly will be extended. *Isn't
    144     * this more of a set than a get?*
    145     */
    146    public int getInventoryStackLimit()
    147    {
    148        return 64;
    149    }
    150
    151    /**
    152     * Do not make give this method the name canInteractWith because it clashes with Container
    153     */
    154    public boolean isUseableByPlayer(EntityPlayer par1EntityPlayer)
    155    {
    156        return this.theMerchant.getCustomer() == par1EntityPlayer;
    157    }
    158
    159    public void openChest() {}
    160
    161    public void closeChest() {}
    162
    163    /**
    164     * Called when an the contents of an Inventory change, usually
    165     */
    166    public void onInventoryChanged()
    167    {
    168        this.resetRecipeAndSlots();
    169    }
    170
    171    public void resetRecipeAndSlots()
    172    {
    173        this.currentRecipe = null;
    174        ItemStack var1 = this.theInventory[0];
    175        ItemStack var2 = this.theInventory[1];
    176
    177        if (var1 == null)
    178        {
    179            var1 = var2;
    180            var2 = null;
    181        }
    182
    183        if (var1 == null)
    184        {
    185            this.setInventorySlotContents(2, (ItemStack)null);
    186        }
    187        else
    188        {
    189            MerchantRecipeList var3 = this.theMerchant.getRecipes(this.thePlayer);
    190
    191            if (var3 != null)
    192            {
    193                MerchantRecipe var4 = var3.canRecipeBeUsed(var1, var2, this.currentRecipeIndex);
    194
    195                if (var4 != null && !var4.func_82784_g())
    196                {
    197                    this.currentRecipe = var4;
    198                    this.setInventorySlotContents(2, var4.getItemToSell().copy());
    199                }
    200                else if (var2 != null)
    201                {
    202                    var4 = var3.canRecipeBeUsed(var2, var1, this.currentRecipeIndex);
    203
    204                    if (var4 != null && !var4.func_82784_g())
    205                    {
    206                        this.currentRecipe = var4;
    207                        this.setInventorySlotContents(2, var4.getItemToSell().copy());
    208                    }
    209                    else
    210                    {
    211                        this.setInventorySlotContents(2, (ItemStack)null);
    212                    }
    213                }
    214                else
    215                {
    216                    this.setInventorySlotContents(2, (ItemStack)null);
    217                }
    218            }
    219        }
    220    }
    221
    222    public MerchantRecipe getCurrentRecipe()
    223    {
    224        return this.currentRecipe;
    225    }
    226
    227    public void setCurrentRecipeIndex(int par1)
    228    {
    229        this.currentRecipeIndex = par1;
    230        this.resetRecipeAndSlots();
    231    }
    232}