diff options
| author | daoge_cmd <3523206925@qq.com> | 2026-03-01 12:16:08 +0800 |
|---|---|---|
| committer | daoge_cmd <3523206925@qq.com> | 2026-03-01 12:16:08 +0800 |
| commit | b691c43c44ff180d10e7d4a9afc83b98551ff586 (patch) | |
| tree | 3e9849222cbc6ba49f2f1fc6e5fe7179632c7390 /Minecraft.World/EnchantmentCategory.cpp | |
| parent | def8cb415354ac390b7e89052a50605285f1aca9 (diff) | |
Initial commit
Diffstat (limited to 'Minecraft.World/EnchantmentCategory.cpp')
| -rw-r--r-- | Minecraft.World/EnchantmentCategory.cpp | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/Minecraft.World/EnchantmentCategory.cpp b/Minecraft.World/EnchantmentCategory.cpp new file mode 100644 index 00000000..7fb44481 --- /dev/null +++ b/Minecraft.World/EnchantmentCategory.cpp @@ -0,0 +1,42 @@ +#include "stdafx.h" +#include "net.minecraft.world.item.h" +#include "EnchantmentCategory.h" + +const EnchantmentCategory *EnchantmentCategory::all = new EnchantmentCategory(); +const EnchantmentCategory *EnchantmentCategory::armor = new EnchantmentCategory(); +const EnchantmentCategory *EnchantmentCategory::armor_feet = new EnchantmentCategory(); +const EnchantmentCategory *EnchantmentCategory::armor_legs = new EnchantmentCategory(); +const EnchantmentCategory *EnchantmentCategory::armor_torso = new EnchantmentCategory(); +const EnchantmentCategory *EnchantmentCategory::armor_head = new EnchantmentCategory(); +const EnchantmentCategory *EnchantmentCategory::weapon = new EnchantmentCategory(); +const EnchantmentCategory *EnchantmentCategory::digger = new EnchantmentCategory(); +const EnchantmentCategory *EnchantmentCategory::bow = new EnchantmentCategory(); + +bool EnchantmentCategory::canEnchant(Item *item) const +{ + if (this == all) return true; + + if (dynamic_cast<ArmorItem *>( item ) != NULL) + { + if (this == armor) return true; + ArmorItem *ai = (ArmorItem *) item; + if (ai->slot == ArmorItem::SLOT_HEAD) return this == armor_head; + if (ai->slot == ArmorItem::SLOT_LEGS) return this == armor_legs; + if (ai->slot == ArmorItem::SLOT_TORSO) return this == armor_torso; + if (ai->slot == ArmorItem::SLOT_FEET) return this == armor_feet; + return false; + } + else if (dynamic_cast<WeaponItem *>(item) != NULL) + { + return this == weapon; + } + else if (dynamic_cast<DiggerItem *>(item) != NULL) + { + return this == digger; + } + else if (dynamic_cast<BowItem *>(item) != NULL) + { + return this == bow; + } + return false; +}
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