Files
MinecraftConsoles/Minecraft.World/EnchantmentCategory.cpp
ModMaker101 a9be52c41a Project modernization (#630)
* Fixed boats falling and a TP glitch #266

* Replaced every C-style cast with C++ ones

* Replaced every C-style cast with C++ ones

* Fixed boats falling and a TP glitch #266

* Updated NULL to nullptr and fixing some type issues

* Modernized and fixed a few bugs

- Replaced most instances of `NULL` with `nullptr`.
- Replaced most `shared_ptr(new ...)` with `make_shared`.
- Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances.

* Fixing more conflicts

* Replace int loops with size_t and start work on overrides
2026-03-08 09:56:03 +07:00

42 lines
1.6 KiB
C++

#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 ) != nullptr)
{
if (this == armor) return true;
ArmorItem *ai = static_cast<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) != nullptr)
{
return this == weapon;
}
else if (dynamic_cast<DiggerItem *>(item) != nullptr)
{
return this == digger;
}
else if (dynamic_cast<BowItem *>(item) != nullptr)
{
return this == bow;
}
return false;
}