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#pragma once
#include "../BlockEntities/BlockEntity.h"
#include "../Entities/Entity.h"
#include "Window.h"
/*
Being a descendant of cWindowOwner means that the class can own one window. That window can be
queried, opened by other players, closed by players and finally destroyed.
Also, a cWindowOwner can be queried for the block coords where the window is displayed. That will be used
for entities / players in motion to close their windows when they get too far away from the window "source".
*/
/**
Base class for the window owning
*/
class cWindowOwner
{
public:
cWindowOwner() :
m_Window(NULL)
{
}
virtual ~cWindowOwner()
{
}
void CloseWindow(void)
{
m_Window = NULL;
}
void OpenWindow(cWindow * a_Window)
{
m_Window = a_Window;
m_Window->SetOwner(this);
}
cWindow * GetWindow(void) const
{
return m_Window;
}
/// Returns the block position at which the element owning the window is
virtual Vector3i GetBlockPos(void) = 0;
private:
cWindow * m_Window;
};
/**
Window owner that is associated with a block entity (chest, furnace, ...)
*/
class cBlockEntityWindowOwner :
public cWindowOwner
{
public:
cBlockEntityWindowOwner(cBlockEntity * a_BlockEntity) :
m_BlockEntity(a_BlockEntity)
{
}
virtual Vector3i GetBlockPos(void) override
{
return Vector3i(m_BlockEntity->GetPosX(), m_BlockEntity->GetPosY(), m_BlockEntity->GetPosZ());
}
private:
cBlockEntity * m_BlockEntity;
};
/**
Window owner that is associated with an entity (chest minecart)
*/
class cEntityWindowOwner :
public cWindowOwner
{
public:
cEntityWindowOwner(cEntity * a_Entity) :
m_Entity(a_Entity)
{
}
virtual Vector3i GetBlockPos(void) override
{
return m_Entity->GetPosition().Floor();
}
private:
cEntity * m_Entity;
};
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