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// DropSpenser.h
// Declares the cDropSpenser class representing a common ancestor to the cDispenserEntity and cDropperEntity
// The dropper and dispenser only needs to /*override*/ the DropSpenseFromSlot() function to provide the specific item behavior
#pragma once
#include "BlockEntityWithItems.h"
#include "RedstonePoweredEntity.h"
namespace Json
{
class Value;
}
class cClientHandle;
class cServer;
// tolua_begin
class cDropSpenserEntity :
public cBlockEntityWithItems
// tolua_end
, public cRedstonePoweredEntity
// tolua_begin
{
typedef cBlockEntityWithItems super;
public:
enum
{
ContentsHeight = 3,
ContentsWidth = 3,
} ;
// tolua_end
cDropSpenserEntity(BLOCKTYPE a_BlockType, int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
virtual ~cDropSpenserEntity();
static const char * GetClassStatic(void) { return "cDropSpenserEntity"; }
bool LoadFromJson(const Json::Value & a_Value);
// cBlockEntity /*override*/s:
virtual void SaveToJson(Json::Value & a_Value) /*override*/;
virtual bool Tick(float a_Dt, cChunk & a_Chunk) /*override*/;
virtual void SendTo(cClientHandle & a_Client) /*override*/;
virtual void UsedBy(cPlayer * a_Player) /*override*/;
// tolua_begin
/// Modifies the block coords to match the dropspenser direction given (where the dropspensed pickups should materialize)
void AddDropSpenserDir(int & a_BlockX, int & a_BlockY, int & a_BlockZ, NIBBLETYPE a_Direction);
/// Sets the dropspenser to dropspense an item in the next tick
void Activate(void);
// tolua_end
/// Sets the internal redstone power flag to "on" or "off", depending on the parameter. Calls Activate() if appropriate
virtual void SetRedstonePower(bool a_IsPowered) /*override*/;
protected:
bool m_ShouldDropSpense; ///< If true, the dropspenser will dropspense an item in the next tick
bool m_IsPowered; ///< Set to true when the dropspenser receives redstone power.
/// Does the actual work on dropspensing an item. Chooses the slot, calls DropSpenseFromSlot() and handles smoke / sound effects
void DropSpense(cChunk & a_Chunk);
/// Override this function to provide the specific behavior for item dropspensing (drop / shoot / pour / ...)
virtual void DropSpenseFromSlot(cChunk & a_Chunk, int a_SlotNum) = 0;
/// Helper function, drops one item from the specified slot (like a dropper)
void DropFromSlot(cChunk & a_Chunk, int a_SlotNum);
} ; // tolua_export
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