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-rw-r--r--src/UI/Window.cpp107
1 files changed, 106 insertions, 1 deletions
diff --git a/src/UI/Window.cpp b/src/UI/Window.cpp
index aae7b99a3..46885390b 100644
--- a/src/UI/Window.cpp
+++ b/src/UI/Window.cpp
@@ -591,7 +591,7 @@ void cWindow::OnLeftPaintEnd(cPlayer & a_Player)
const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots();
cItem ToDistribute(a_Player.GetDraggingItem());
- int ToEachSlot = (int)ToDistribute.m_ItemCount / SlotNums.size();
+ int ToEachSlot = (int)ToDistribute.m_ItemCount / (int)SlotNums.size();
int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, ToEachSlot, SlotNums);
@@ -805,6 +805,111 @@ cCraftingWindow::cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cAnvilWindow:
+
+cAnvilWindow::cAnvilWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
+ cWindow(wtAnvil, "Repair"),
+ m_RepairedItemName(""),
+ m_BlockX(a_BlockX),
+ m_BlockY(a_BlockY),
+ m_BlockZ(a_BlockZ)
+{
+ m_AnvilSlotArea = new cSlotAreaAnvil(*this);
+ m_SlotAreas.push_back(m_AnvilSlotArea);
+ m_SlotAreas.push_back(new cSlotAreaInventory(*this));
+ m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
+}
+
+
+
+
+
+void cAnvilWindow::SetRepairedItemName(const AString & a_Name, cPlayer * a_Player)
+{
+ m_RepairedItemName = a_Name;
+
+ if (a_Player != NULL)
+ {
+ m_AnvilSlotArea->UpdateResult(*a_Player);
+ }
+}
+
+
+
+
+
+void cAnvilWindow::GetBlockPos(int & a_PosX, int & a_PosY, int & a_PosZ)
+{
+ a_PosX = m_BlockX;
+ a_PosY = m_BlockY;
+ a_PosZ = m_BlockZ;
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cEnchantingWindow:
+
+cEnchantingWindow::cEnchantingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
+ cWindow(wtEnchantment, "Enchant"),
+ m_BlockX(a_BlockX),
+ m_BlockY(a_BlockY),
+ m_BlockZ(a_BlockZ)
+{
+ m_SlotAreas.push_back(new cSlotAreaEnchanting(*this));
+ m_SlotAreas.push_back(new cSlotAreaInventory(*this));
+ m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
+}
+
+
+
+
+
+void cEnchantingWindow::SetProperty(int a_Property, int a_Value)
+{
+ m_PropertyValue[a_Property] = a_Value;
+
+ super::SetProperty(a_Property, a_Value);
+}
+
+
+
+
+
+void cEnchantingWindow::SetProperty(int a_Property, int a_Value, cPlayer & a_Player)
+{
+ m_PropertyValue[a_Property] = a_Value;
+
+ super::SetProperty(a_Property, a_Value, a_Player);
+}
+
+
+
+
+
+int cEnchantingWindow::GetPropertyValue(int a_Property)
+{
+ return m_PropertyValue[a_Property];
+}
+
+
+
+
+
+void cEnchantingWindow::GetBlockPos(int & a_PosX, int & a_PosY, int & a_PosZ)
+{
+ a_PosX = m_BlockX;
+ a_PosY = m_BlockY;
+ a_PosZ = m_BlockZ;
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cChestWindow:
cChestWindow::cChestWindow(cChestEntity * a_Chest) :