#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( 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(item) != NULL) { return this == weapon; } else if (dynamic_cast(item) != NULL) { return this == digger; } else if (dynamic_cast(item) != NULL) { return this == bow; } return false; }