#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); };