#pragma once #include "BlockEntity.h" #include "UI/WindowOwner.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, const 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 ); //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