#pragma once #include "BlockEntityWithItems.h" #include "../Simulator/RedstoneSimulator.h" class cClientHandle; // tolua_begin class cChestEntity : public cBlockEntityWithItems { // tolua_end using Super = cBlockEntityWithItems; // tolua_begin public: enum { ContentsHeight = 3, ContentsWidth = 9, } ; // tolua_end cChestEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World); /** Gets the number of players who currently have this chest open */ int GetNumberOfPlayers(void) const { return m_NumActivePlayers; } /** Returns the associated primary chest. */ cChestEntity & GetPrimaryChest(); /** Returns the associated secondary chest, if any. */ cChestEntity * GetSecondaryChest(); /** Search the given horizontally adjacent relative position for a neighbouring chest of the same type. If found, links them together with ourselves and returns true. */ bool ScanNeighbour(cChunk & a_Chunk, Vector3i a_Position); /** Sets the number of players who currently have this chest open */ void SetNumberOfPlayers(int a_NumActivePlayers) { m_NumActivePlayers = a_NumActivePlayers; } private: /** Number of players who currently have this chest open */ int m_NumActivePlayers; /** Neighbouring chest that links to form a double chest */ cChestEntity * m_Neighbour; /** Forces any players to close the owned window. */ void DestroyWindow(); /** Returns true if the chest should not be accessible by players. */ bool IsBlocked(); /** Opens a new chest window where this is the primary chest and any neighbour is the secondary. */ void OpenNewWindow(); // cBlockEntity overrides: virtual void CopyFrom(const cBlockEntity & a_Src) override; virtual void OnAddToWorld(cWorld & a_World, cChunk & a_Chunk) override; virtual void OnRemoveFromWorld() override; virtual void SendTo(cClientHandle & a_Client) override; virtual bool UsedBy(cPlayer * a_Player) override; /** cItemGrid::cListener overrides: */ virtual void OnSlotChanged(cItemGrid * a_Grid, int a_SlotNum) override; } ; // tolua_export