ebb2ccaa26
Plugins shouldn't construct block entities, rather, they will query them either from the cWorld (while playing), or from cChunkDesc (while generating).
60 lines
1.0 KiB
C++
60 lines
1.0 KiB
C++
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#pragma once
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#include "BlockEntityWithItems.h"
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#include "../UI/WindowOwner.h"
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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 cNBTData;
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class cChestEntity : // tolua_export
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public cBlockEntityWindowOwner,
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// tolua_begin
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public cBlockEntityWithItems
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{
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typedef cBlockEntityWithItems super;
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public:
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enum {
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ContentsHeight = 3,
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ContentsWidth = 9,
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} ;
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// tolua_end
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/// Constructor used for normal operation
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cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
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virtual ~cChestEntity();
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static const char * GetClassStatic(void) { return "cChestEntity"; }
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bool LoadFromJson(const Json::Value & a_Value);
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// cBlockEntity overrides:
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virtual void SaveToJson(Json::Value & a_Value) override;
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virtual void SendTo(cClientHandle & a_Client) override;
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virtual void UsedBy(cPlayer * a_Player) override;
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/// Opens a new chest window for this chest. Scans for neighbors to open a double chest window, if appropriate.
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void OpenNewWindow(void);
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} ; // tolua_export
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