2012-06-14 09:06:06 -04:00
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#pragma once
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2012-09-23 18:09:57 -04:00
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#include "BlockEntity.h"
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2012-09-23 13:19:34 -04:00
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#include "UI/WindowOwner.h"
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2012-06-14 09:06:06 -04:00
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namespace Json
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{
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class Value;
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};
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class cClientHandle;
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class cServer;
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class cItem;
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class cNBTData;
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2012-09-20 09:25:54 -04:00
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class cChestEntity : // tolua_export
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public cBlockEntity, // tolua_export
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public cBlockEntityWindowOwner // tolua_export
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{ // tolua_export
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2012-06-14 09:06:06 -04:00
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public:
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cChestEntity(int a_X, int a_Y, int a_Z, cWorld * a_World);
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virtual ~cChestEntity();
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virtual void Destroy();
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void HandleData( cNBTData* a_NBTData );
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2012-09-02 09:34:59 -04:00
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const cItem * GetSlot( int a_Slot ) const; //tolua_export
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2012-09-20 09:25:54 -04:00
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void SetSlot(int a_Slot, const cItem & a_Item ); //tolua_export
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2012-06-14 09:06:06 -04:00
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bool LoadFromJson( const Json::Value& a_Value );
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virtual void SaveToJson(Json::Value& a_Value ) override;
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2012-08-24 03:58:26 -04:00
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virtual void SendTo(cClientHandle & a_Client) override;
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2012-06-14 09:06:06 -04:00
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2012-09-02 09:54:33 -04:00
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virtual void UsedBy( cPlayer * a_Player ); //tolua_export
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2012-06-14 09:06:06 -04:00
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2012-09-02 09:34:59 -04:00
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cChestEntity * GetJoinedChest() { return m_JoinedChest; } // NOTE: Is this a safe function? Should it be exported to Lua?
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2012-06-14 09:06:06 -04:00
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void SetJoinedChest(cChestEntity *a_Chest) { m_JoinedChest = a_Chest; }
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void RemoveJoinedChest(cChestEntity *a_Chest) { if (m_JoinedChest && m_JoinedChest == a_Chest) { m_JoinedChest = NULL; m_TopChest = false; } }
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2012-09-02 09:34:59 -04:00
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int GetChestHeight() { return ((m_JoinedChest) ? c_ChestHeight * 2 : c_ChestHeight); } //tolua_export
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2012-06-14 09:06:06 -04:00
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cItem * GetContents(bool a_OnlyThis = false);
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static const int c_ChestWidth = 9;
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static const int c_ChestHeight = 3;
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private:
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cItem * m_Content;
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bool m_TopChest;
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cChestEntity * m_JoinedChest;
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2012-09-02 09:34:59 -04:00
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}; //tolua_export
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2012-06-14 09:06:06 -04:00
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