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#pragma once
#include "BlockEntity.h"
#include "UI/WindowOwner.h"
namespace Json
{
class Value;
};
class cClientHandle;
class cServer;
class cItem;
class cLootProbab;
class cNBTData;
// tolua_begin
class cChestEntity :
public cBlockEntity,
public cBlockEntityWindowOwner
{
typedef cBlockEntity super;
public:
cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ); // Used while generating
// tolua_end
cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
virtual ~cChestEntity();
virtual void Destroy();
static const char * GetClassStatic() { return "cChestEntity"; }
const cItem * GetSlot(int a_Slot) const; // tolua_export
void SetSlot(int a_Slot, const cItem & a_Item ); // tolua_export
/** Generates random loot from the specified loot probability table, with a chance of enchanted books added.
A total of a_NumSlots are taken by the loot
*/
void GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, int a_CountLootProbabs, int a_NumSlots, int a_Seed);
bool LoadFromJson( const Json::Value& a_Value );
// cBlockEntity overrides:
virtual void SaveToJson(Json::Value& a_Value ) override;
virtual void SendTo(cClientHandle & a_Client) override;
virtual void UsedBy(cPlayer * a_Player); // tolua_export
/// Opens a new chest window for this chests. Scans for neighbors to open a double chest window, if appropriate.
void OpenNewWindow(void);
cItem * GetContents(void) { return m_Content; }
static const int c_ChestWidth = 9;
static const int c_ChestHeight = 3;
private:
cItem m_Content[c_ChestWidth * c_ChestHeight]; // TODO: replace this by a generic ItemGridHolder
} ; // tolua_export
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