2012-09-20 09:25:54 -04:00
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2012-09-23 13:19:34 -04:00
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// Window.h
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2012-09-20 09:25:54 -04:00
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// Interfaces to the cWindow class representing a UI window for a specific block
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#pragma once
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2013-05-30 04:40:13 -04:00
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#include "../ItemGrid.h"
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class cPlayer;
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class cWindowOwner;
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class cClientHandle;
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class cChestEntity;
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class cDropSpenserEntity;
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class cFurnaceEntity;
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class cHopperEntity;
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class cSlotArea;
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class cWorld;
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typedef std::list<cPlayer *> cPlayerList;
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typedef std::vector<cSlotArea *> cSlotAreas;
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2013-05-30 04:40:13 -04:00
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// tolua_begin
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2012-09-20 09:25:54 -04:00
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/**
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Represents a UI window.
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Each window has a list of players that are currently using it
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When there's no player using a window, it is destroyed.
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A window consists of several areas of slots with similar functionality - for example the crafting grid area, or
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the inventory area. Each area knows what its slots are (GetSlot() function) and can handle mouse clicks.
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The window acts only as a top-level container for those areas, redirecting the click events to the correct areas.
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Inventory painting, introduced in 1.5, is handled by the window, too
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*/
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class cWindow
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{
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public:
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enum WindowType
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{
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Inventory = -1, // This value is never actually sent to a client
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Chest = 0,
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Workbench = 1,
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Furnace = 2,
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DropSpenser = 3, // Dropper or Dispenser
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Enchantment = 4,
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Brewery = 5,
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NPCTrade = 6,
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Beacon = 7,
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Anvil = 8,
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Hopper = 9,
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};
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// tolua_end
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static const int c_NumInventorySlots = 36;
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cWindow(WindowType a_WindowType, const AString & a_WindowTitle);
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virtual ~cWindow();
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char GetWindowID(void) const { return m_WindowID; } // tolua_export
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int GetWindowType(void) const { return m_WindowType; } // tolua_export
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cWindowOwner * GetOwner(void) { return m_Owner; }
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void SetOwner( cWindowOwner * a_Owner ) { m_Owner = a_Owner; }
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int GetNumSlots(void) const;
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// tolua_begin
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/// Returns the item at the specified slot for the specified player. Returns NULL if invalid SlotNum requested
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const cItem * GetSlot(cPlayer & a_Player, int a_SlotNum) const;
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/// Sets the item to the specified slot for the specified player
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void SetSlot(cPlayer & a_Player, int a_SlotNum, const cItem & a_Item);
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/// Returns true if the specified slot is in the Player Main Inventory slotarea
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bool IsSlotInPlayerMainInventory(int a_SlotNum) const;
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/// Returns true if the specified slot is in the Player Hotbar slotarea
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bool IsSlotInPlayerHotbar(int a_SlotNum) const;
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/// Returns true if the specified slot is in the Player Main Inventory or Hotbar slotareas. Note that returns false for Armor.
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bool IsSlotInPlayerInventory(int a_SlotNum) const;
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// tolua_end
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/// Fills a_Slots with the slots read from m_SlotAreas[], for the specified player
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void GetSlots(cPlayer & a_Player, cItems & a_Slots) const;
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/// Handles a click event from a player
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void Clicked(
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cPlayer & a_Player, int a_WindowID,
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short a_SlotNum, eClickAction a_ClickAction,
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const cItem & a_ClickedItem
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);
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void OpenedByPlayer(cPlayer & a_Player);
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/// Called when a player closes this window; notifies all slot areas. Returns true if close accepted
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virtual bool ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse);
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/// Sends the specified slot's contents to all clients of this window; the slot is specified as local in an area
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void BroadcastSlot(cSlotArea * a_Area, int a_LocalSlotNum);
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/// Sends the contents of the whole window to the specified client
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void SendWholeWindow(cClientHandle & a_Client);
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/// Sends the contents of the whole window to all clients of this window.
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void BroadcastWholeWindow(void);
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/// Sends the progressbar to all clients of this window
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void BroadcastInventoryProgress(short a_Progressbar, short a_Value);
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// tolua_begin
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const AString & GetWindowTitle() const { return m_WindowTitle; }
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void SetWindowTitle(const AString & a_WindowTitle ) { m_WindowTitle = a_WindowTitle; }
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// tolua_end
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void OwnerDestroyed(void);
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/// Calls the callback safely for each player that has this window open; returns true if all players have been enumerated
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bool ForEachPlayer(cItemCallback<cPlayer> & a_Callback);
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/// Calls the callback safely for each client that has this window open; returns true if all clients have been enumerated
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bool ForEachClient(cItemCallback<cClientHandle> & a_Callback);
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/** Called on shift-clicking to distribute the stack into other areas; Modifies a_ItemStack as it is distributed!
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if a_ShouldApply is true, the changes are written into the slots;
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if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes)
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*/
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void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply);
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/// Used by cSlotAreas to send individual slots to clients, a_RelativeSlotNum is the slot number relative to a_SlotArea
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void SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum);
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protected:
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cSlotAreas m_SlotAreas;
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char m_WindowID;
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int m_WindowType;
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AString m_WindowTitle;
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cCriticalSection m_CS;
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cPlayerList m_OpenedBy;
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bool m_IsDestroyed;
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bool m_ShouldDistributeToHotbarFirst; ///< If set (default), shift+click tries to distribute to hotbar first, then other areas. False for doublechests
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cWindowOwner * m_Owner;
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static char m_WindowIDCounter;
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/// Sets the internal flag as "destroyed"; notifies the owner that the window is destroying
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virtual void Destroy(void);
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/** Returns the correct slot area for the specified window-global SlotNum
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Also returns the area-local SlotNum corresponding to the GlobalSlotNum
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If the global SlotNum is out of range, returns NULL
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*/
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cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum);
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/** Returns the correct slot area for the specified window-global SlotNum
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Also returns the area-local SlotNum corresponding to the GlobalSlotNum
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If the global SlotNum is out of range, returns NULL.
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Const version.
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*/
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const cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum) const;
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/// Prepares the internal structures for inventory painting from the specified player
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void OnPaintBegin(cPlayer & a_Player);
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/// Adds the slot to the internal structures for inventory painting by the specified player
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void OnPaintProgress(cPlayer & a_Player, int a_SlotNum);
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/// Processes the entire action stored in the internal structures for inventory painting; distributes as many items as possible
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void OnLeftPaintEnd(cPlayer & a_Player);
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/// Processes the entire action stored in the internal structures for inventory painting; distributes one item into each slot
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void OnRightPaintEnd(cPlayer & a_Player);
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/// Distributes a_NumToEachSlot items into the slots specified in a_SlotNums; returns the total number of items distributed
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int DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums);
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} ; // tolua_export
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class cCraftingWindow :
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public cWindow
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{
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typedef cWindow super;
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public:
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cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ);
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} ;
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class cFurnaceWindow :
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public cWindow
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{
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typedef cWindow super;
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public:
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cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace);
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} ;
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class cDropSpenserWindow :
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public cWindow
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{
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typedef cWindow super;
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public:
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cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_Dispenser);
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} ;
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class cHopperWindow :
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public cWindow
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{
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typedef cWindow super;
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public:
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cHopperWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperEntity * a_Hopper);
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} ;
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class cChestWindow :
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public cWindow
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{
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public:
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cChestWindow(cChestEntity * a_Chest);
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cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_SecondaryChest);
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~cChestWindow();
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protected:
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cWorld * m_World;
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int m_BlockX, m_BlockY, m_BlockZ; // Position of the chest, for the window-close packet
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} ;
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class cInventoryWindow :
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public cWindow
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{
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public:
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cInventoryWindow(cPlayer & a_Player);
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protected:
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cPlayer & m_Player;
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} ;
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