#pragma once #include "../Defines.h" #include "../Item.h" // fwd: class cChunk; class cWorld; class cPlayer; class cBlockPluginInterface; class cItemHandler { public: /** Actions that may cause durability of an item may be lost, where the magnitude of the loss depends on the specific item used to perform the action */ enum eDurabilityLostAction { dlaAttackEntity, dlaBreakBlock, dlaBreakBlockInstant, }; cItemHandler(int a_ItemType); /** Force virtual destructor */ virtual ~cItemHandler() {} /** Called when the player tries to place the item (right mouse button, IsPlaceable() == true). a_ClickedBlockPos is the (neighbor) block that has been clicked to place this item. a_ClickedBlockFace is the face of the neighbor that has been clicked to place this item. a_CursorPos is the position of the player's cursor within a_ClickedBlockFace. The default handler uses GetBlocksToPlace() and places the returned blocks. Override if the item needs advanced processing, such as spawning a mob based on the blocks being placed. If the block placement is refused inside this call, it will automatically revert the client-side changes. */ void OnPlayerPlace(cPlayer & a_Player, const cItem & a_HeldItem, Vector3i a_ClickedBlockPosition, eBlockFace a_ClickedBlockFace, Vector3i a_CursorPosition); /** Called when the player tries to use the item (right mouse button). Descendants can return false to abort the usage (default behavior). */ virtual bool OnItemUse( cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_HeldItem, const Vector3i a_ClickedBlockPos, eBlockFace a_ClickedBlockFace ); /** Called when the client sends the SHOOT status in the lclk packet (releasing the bow). */ virtual void OnItemShoot(cPlayer *, const Vector3i a_BlockPos, eBlockFace a_BlockFace) { UNUSED(a_BlockPos); UNUSED(a_BlockFace); } /** Called every tick while the item is on the player's inventory (used by maps, for example) - For now, called only for equipped items */ virtual void OnUpdate(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item) { UNUSED(a_World); UNUSED(a_Player); UNUSED(a_Item); } /** Called while the player digs a block using this item */ virtual bool OnDiggingBlock( cWorld * a_World, cPlayer * a_Player, const cItem & a_HeldItem, const Vector3i a_ClickedBlockPos, eBlockFace a_ClickedBlockFace ); /** Called when a player attacks an entity with this item in hand. */ virtual void OnEntityAttack(cPlayer * a_Attacker, cEntity * a_AttackedEntity); /** Called after the player has eaten this item. */ virtual void OnFoodEaten(cWorld *a_World, cPlayer *a_Player, cItem *a_Item); /** Get the durability lost which the item will get, when a specified action was performed. This is only relevant for uses where the damage taken may depend on the item used. */ virtual short GetDurabilityLossByAction(eDurabilityLostAction a_Action); /** Returns the maximum stack size for a given item */ virtual char GetMaxStackSize(void); struct FoodInfo { int FoodLevel; double Saturation; FoodInfo(int a_FoodLevel, double a_Saturation) : FoodLevel(a_FoodLevel), Saturation(a_Saturation) { } } ; /** Returns the FoodInfo for this item. (FoodRecovery and Saturation) */ virtual FoodInfo GetFoodInfo(const cItem * a_Item); /** Lets the player eat a selected item. Returns true if the player ate the item */ virtual bool EatItem(cPlayer * a_Player, cItem * a_Item); /** Indicates if this item is a tool */ virtual bool IsTool(void); /** Indicates if this item is food */ virtual bool IsFood(void); /** Indicates if this item is drinkable */ virtual bool IsDrinkable(short a_ItemDamage); /** Blocks simply get placed */ virtual bool IsPlaceable(void); /** Can the anvil repair this item, when a_Item is the second input? */ virtual bool CanRepairWithRawMaterial(short a_ItemType); /** Returns whether this tool / item can harvest a specific block (e.g. iron pickaxe can harvest diamond ore, but wooden one can't). Defaults to false unless overridden. */ virtual bool CanHarvestBlock(BLOCKTYPE a_BlockType); /** Returns the strength to break a specific block. Defaults to 1 unless overriden. */ virtual float GetBlockBreakingStrength(BLOCKTYPE a_Block); static cItemHandler * GetItemHandler(int a_ItemType); static cItemHandler * GetItemHandler(const cItem & a_Item) { return GetItemHandler(a_Item.m_ItemType); } static void Deinit(); protected: int m_ItemType; static cItemHandler * CreateItemHandler(int m_ItemType); /** Performs the actual placement of this placeable item. The descendant handler should call a_Player.PlaceBlock(s) supplying correct values for the newly placed block. The default handler uses the stored block type and meta copied from the lowest 4 bits of the player's equipped item's damage value. Handlers return what a_Player.PlaceBlock(s) returns, indicating whether the placement was successful. */ virtual bool CommitPlacement(cPlayer & a_Player, const cItem & a_HeldItem, Vector3i a_PlacePosition, eBlockFace a_ClickedBlockFace, Vector3i a_CursorPosition); static cItemHandler * m_ItemHandler[E_ITEM_LAST + 1]; static bool m_HandlerInitialized; // used to detect if the itemhandlers are initialized }; // Short function inline cItemHandler *ItemHandler(int a_ItemType) { return cItemHandler::GetItemHandler(a_ItemType); }