#pragma once #include "BlockEntity.h" #include "UI/WindowOwner.h" #include "Item.h" namespace Json { class Value; } class cClientHandle; class cServer; class cDispenserEntity : public cBlockEntity, public cBlockEntityWindowOwner { public: cDispenserEntity(int a_X, int a_Y, int a_Z, cWorld * a_World); virtual ~cDispenserEntity(); virtual void Destroy(); bool LoadFromFile(cFile & a_File); // deprecated format bool LoadFromJson(const Json::Value& a_Value ); virtual void SaveToJson(Json::Value& a_Value ) override; virtual void SendTo(cClientHandle & a_Client) override; // Returns true if there's any change, forcing the chunk to go dirty. bool Tick( float a_Dt ); virtual void UsedBy( cPlayer * a_Player ) override; const cItem * GetSlot(int i) const { return &(m_Items[i]); } void SetSlot(int a_Slot, const cItem & a_Item); void Activate(); private: cItem * m_Items; bool m_CanDispense; void Dispense(); };