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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