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