#pragma once #include "../Defines.h" #include "../Item.h" // fwd: class cWorld; class cPlayer; class cItemHandler { public: cItemHandler(int a_ItemType); /** Force virtual destructor */ virtual ~cItemHandler() {} /** Called when the player tries to use the item (right mouse button). Return false to make the item unusable. DEFAULT: False */ virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Dir); /** Called when the client sends the SHOOT status in the lclk packet */ virtual void OnItemShoot(cPlayer *, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace) { UNUSED(a_BlockX); UNUSED(a_BlockY); UNUSED(a_BlockZ); UNUSED(a_BlockFace); } /** Called every tick while the item is on the player's inventory (Used by maps) - 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 diggs a block using this item */ virtual bool OnDiggingBlock(cWorld * a_World, cPlayer * a_Player, const cItem & a_HeldItem, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace); /** Called when the player destroys a block using this item. This also calls the drop function for the destroyed block */ virtual void OnBlockDestroyed(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_X, int a_Y, int a_Z); /** Called after the player has eaten this item. */ virtual void OnFoodEaten(cWorld *a_World, cPlayer *a_Player, cItem *a_Item); /** Returns the maximum stack size for a given item */ virtual char GetMaxStackSize(void); struct FoodInfo { double Saturation; int FoodLevel; int PoisonChance; // 0 - 100, in percent. 0 = no chance of poisoning, 100 = sure poisoning FoodInfo(int a_FoodLevel, double a_Saturation, int a_PoisonChance = 0) : Saturation(a_Saturation), FoodLevel(a_FoodLevel), PoisonChance(a_PoisonChance) { } } ; /** Returns the FoodInfo for this item. (FoodRecovery, Saturation and PoisionChance) */ virtual FoodInfo GetFoodInfo(); /** 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); /** 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); /** Called before a block is placed into a world. The handler should return true to allow placement, false to refuse. Also, the handler should set a_BlockType and a_BlockMeta to correct values for the newly placed block. */ virtual bool GetPlacementBlockTypeMeta( cWorld * a_World, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta ); /** Returns whether this tool/item can harvest a specific block (e.g. wooden pickaxe can harvest stone, but wood can�t) DEFAULT: False */ virtual bool CanHarvestBlock(BLOCKTYPE a_BlockType); 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); 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); }