#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