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#pragma once
#include "BlockEntity.h"
#include "UI/WindowOwner.h"
#include "ItemGrid.h"
namespace Json
{
class Value;
}
class cClientHandle;
class cServer;
class cDispenserEntity :
public cBlockEntity,
public cBlockEntityWindowOwner
{
public:
cDispenserEntity(int a_X, int a_Y, int a_Z, cWorld * a_World);
virtual ~cDispenserEntity();
virtual void Destroy(void);
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 bool Tick(float a_Dt) override;
virtual void UsedBy(cPlayer * a_Player) override;
const cItem & GetSlot(int a_SlotNum) const { return m_Contents.GetSlot(a_SlotNum); }
void SetSlot(int a_SlotNum, const cItem & a_Item) { m_Contents.SetSlot(a_SlotNum, a_Item); }
/// Sets the dispenser to dispense an item in the next tick
void Activate(void);
const cItemGrid & GetContents(void) const { return m_Contents; }
cItemGrid & GetContents(void) { return m_Contents; }
private:
cItemGrid m_Contents;
bool m_ShouldDispense; ///< If true, the dispenser will dispense an item in the next tick
void Dispense(void);
};
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