blob: 4dc3cf080b80eaab2a5eb14ed32fed5bda0781aa (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
|
#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(nullptr)
{
}
virtual ~cWindowOwner()
{
}
void CloseWindow(void)
{
m_Window = nullptr;
}
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;
};
|