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#pragma once
#include "cBlockEntity.h"
#include "cWindowOwner.h"
namespace Json
{
class Value;
};
class cClientHandle;
class cServer;
class cItem;
class cNBTData;
class cChestEntity : //tolua_export
public cBlockEntity, //tolua_export
public cBlockEntityWindowOwner //tolua_export
{ //tolua_export
public:
cChestEntity(int a_X, int a_Y, int a_Z, cWorld * a_World);
virtual ~cChestEntity();
virtual void Destroy();
void HandleData( cNBTData* a_NBTData );
const cItem * GetSlot( int a_Slot ) const; //tolua_export
void SetSlot( int a_Slot, cItem & a_Item ); //tolua_export
bool LoadFromJson( const Json::Value& a_Value );
virtual void SaveToJson(Json::Value& a_Value ) override;
virtual void SendTo(cClientHandle & a_Client) override;
virtual void UsedBy( cPlayer * a_Player ) override; //tolua_export
cChestEntity * GetJoinedChest() { return m_JoinedChest; } // NOTE: Is this a safe function? Should it be exported to Lua?
void SetJoinedChest(cChestEntity *a_Chest) { m_JoinedChest = a_Chest; }
void RemoveJoinedChest(cChestEntity *a_Chest) { if (m_JoinedChest && m_JoinedChest == a_Chest) { m_JoinedChest = NULL; m_TopChest = false; } }
int GetChestHeight() { return ((m_JoinedChest) ? c_ChestHeight * 2 : c_ChestHeight); } //tolua_export
cItem * GetContents(bool a_OnlyThis = false);
static const int c_ChestWidth = 9;
static const int c_ChestHeight = 3;
private:
cItem * m_Content;
bool m_TopChest;
cChestEntity * m_JoinedChest;
}; //tolua_export
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