This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
42 lines
1.6 KiB
C++
42 lines
1.6 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.item.h"
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#include "EnchantmentCategory.h"
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const EnchantmentCategory *EnchantmentCategory::all = new EnchantmentCategory();
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const EnchantmentCategory *EnchantmentCategory::armor = new EnchantmentCategory();
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const EnchantmentCategory *EnchantmentCategory::armor_feet = new EnchantmentCategory();
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const EnchantmentCategory *EnchantmentCategory::armor_legs = new EnchantmentCategory();
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const EnchantmentCategory *EnchantmentCategory::armor_torso = new EnchantmentCategory();
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const EnchantmentCategory *EnchantmentCategory::armor_head = new EnchantmentCategory();
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const EnchantmentCategory *EnchantmentCategory::weapon = new EnchantmentCategory();
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const EnchantmentCategory *EnchantmentCategory::digger = new EnchantmentCategory();
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const EnchantmentCategory *EnchantmentCategory::bow = new EnchantmentCategory();
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bool EnchantmentCategory::canEnchant(Item *item) const
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{
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if (this == all) return true;
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if (dynamic_cast<ArmorItem *>( item ) != NULL)
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{
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if (this == armor) return true;
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ArmorItem *ai = (ArmorItem *) item;
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if (ai->slot == ArmorItem::SLOT_HEAD) return this == armor_head;
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if (ai->slot == ArmorItem::SLOT_LEGS) return this == armor_legs;
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if (ai->slot == ArmorItem::SLOT_TORSO) return this == armor_torso;
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if (ai->slot == ArmorItem::SLOT_FEET) return this == armor_feet;
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return false;
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}
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else if (dynamic_cast<WeaponItem *>(item) != NULL)
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{
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return this == weapon;
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}
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else if (dynamic_cast<DiggerItem *>(item) != NULL)
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{
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return this == digger;
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}
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else if (dynamic_cast<BowItem *>(item) != NULL)
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{
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return this == bow;
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}
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return false;
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} |