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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".
*/
// class cWindow;
/**
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 void GetBlockPos(int & a_BlockX, int & a_BlockY, int & a_BlockZ) = 0;
private:
cWindow * m_Window;
} ;
/**
Window owner that is associated with a block entity (chest, furnace, ...)
*/
class cBlockEntityWindowOwner :
public cWindowOwner
{
public:
cBlockEntityWindowOwner(void) :
m_BlockEntity(NULL)
{
}
void SetBlockEntity(cBlockEntity * a_BlockEntity)
{
m_BlockEntity = a_BlockEntity;
}
virtual void GetBlockPos(int & a_BlockX, int & a_BlockY, int & a_BlockZ) /*override*/
{
a_BlockX = m_BlockEntity->GetPosX();
a_BlockY = m_BlockEntity->GetPosY();
a_BlockZ = m_BlockEntity->GetPosZ();
}
private:
cBlockEntity * m_BlockEntity;
} ;
/**
Window owner that is associated with an entity (chest minecart)
*/
class cEntityWindowOwner :
public cWindowOwner
{
public:
cEntityWindowOwner(void) :
m_Entity(NULL)
{
}
void SetEntity(cEntity * a_Entity)
{
m_Entity = a_Entity;
}
virtual void GetBlockPos(int & a_BlockX, int & a_BlockY, int & a_BlockZ) /*override*/
{
a_BlockX = (int)floor(m_Entity->GetPosX() + 0.5);
a_BlockY = (int)floor(m_Entity->GetPosY() + 0.5);
a_BlockZ = (int)floor(m_Entity->GetPosZ() + 0.5);
}
private:
cEntity * m_Entity;
} ;
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