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cuberite-2a/source/items/Item.cpp
lapayo94@gmail.com 14dce23845 A new Block handling system :o
It was really a lot of work :D
Took me the complete weekend :D

Would really like to here your opinion on this =)
The aim of this is to put all the actions for one block in one place so it is not spread around the source. (ToPickup, Action in cWorld, Action in cChunk, Action here, action there :D)

git-svn-id: http://mc-server.googlecode.com/svn/trunk@671 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-07-15 20:36:34 +00:00

224 lines
5.5 KiB
C++

#include "Globals.h"
#include "Item.h"
#include "../cItem.h"
#include "../cWorld.h"
#include "../cPlayer.h"
//Handler
#include "ItemCloth.h"
#include "ItemHoe.h"
#include "ItemSlab.h"
#include "ItemWood.h"
#include "ItemShears.h"
#include "ItemLeaves.h"
#include "ItemSapling.h"
#include "ItemBucket.h"
#include "ItemLighter.h"
#include "ItemRedstoneDust.h"
#include "ItemSeeds.h"
#include "ItemDye.h"
#include "ItemSugarcane.h"
#include "ItemPickaxe.h"
#include "ItemShovel.h"
#include "ItemSword.h"
#include "ItemDoor.h"
#include "../blocks/Block.h"
bool cItemHandler::m_HandlerInitialized = false;
cItemHandler *cItemHandler::m_ItemHandler[2266];
cItemHandler *cItemHandler::GetItemHandler(int a_ItemID)
{
if(a_ItemID < 0) a_ItemID = 0;
if(!m_HandlerInitialized)
{ //We have to initialize
memset(m_ItemHandler, 0, sizeof(m_ItemHandler));
m_HandlerInitialized = true;
}
if(m_ItemHandler[a_ItemID])
return m_ItemHandler[a_ItemID];
m_ItemHandler[a_ItemID] = CreateItemHandler(a_ItemID);
return m_ItemHandler[a_ItemID];
}
cItemHandler *cItemHandler::CreateItemHandler(int a_ItemID)
{
switch(a_ItemID)
{
case E_ITEM_WOODEN_HOE:
case E_ITEM_STONE_HOE:
case E_ITEM_IRON_HOE:
case E_ITEM_GOLD_HOE:
case E_ITEM_DIAMOND_HOE:
return new cItemHoeHandler(a_ItemID);
case E_ITEM_WHITE_CLOTH:
return new cItemClothHandler(a_ItemID);
case E_ITEM_STONE_SLAB:
case E_ITEM_WOODEN_SLAB:
return new cItemSlabHandler(a_ItemID);
case E_ITEM_LOG:
case E_ITEM_WOOD:
return new cItemWoodHandler(a_ItemID);
case E_ITEM_SHEARS:
return new cItemShearsHandler(a_ItemID);
case E_ITEM_LEAVES:
return new cItemLeavesHandler(a_ItemID);
case E_ITEM_SAPLING:
return new cItemSaplingHandler(a_ItemID);
case E_ITEM_REDSTONE_DUST:
return new cItemRedstoneDustHandler(a_ItemID);
case E_ITEM_BUCKET:
case E_ITEM_WATER_BUCKET:
case E_ITEM_LAVA_BUCKET:
return new cItemBucketHandler(a_ItemID);
case E_ITEM_FLINT_AND_STEEL:
return new cItemLighterHandler(a_ItemID);
case E_ITEM_PUMPKIN_SEEDS:
case E_ITEM_MELON_SEEDS:
case E_ITEM_SEEDS:
return new cItemSeedsHandler(a_ItemID);
case E_ITEM_DYE:
return new cItemDyeHandler(a_ItemID);
case E_ITEM_SUGARCANE:
return new cItemSugarcaneHandler(a_ItemID);
case E_ITEM_WOODEN_PICKAXE:
case E_ITEM_STONE_PICKAXE:
case E_ITEM_IRON_PICKAXE:
case E_ITEM_GOLD_PICKAXE:
case E_ITEM_DIAMOND_PICKAXE:
return new cItemPickaxeHandler(a_ItemID);
case E_ITEM_WOODEN_SHOVEL:
case E_ITEM_STONE_SHOVEL:
case E_ITEM_IRON_SHOVEL:
case E_ITEM_GOLD_SHOVEL:
case E_ITEM_DIAMOND_SHOVEL:
return new cItemShovelHandler(a_ItemID);
case E_ITEM_WOODEN_SWORD:
case E_ITEM_STONE_SWORD:
case E_ITEM_IRON_SWORD:
case E_ITEM_GOLD_SWORD:
case E_ITEM_DIAMOND_SWORD:
return new cItemSwordHandler(a_ItemID);
case E_ITEM_IRON_DOOR:
case E_ITEM_WOODEN_DOOR:
return new cItemDoorHandler(a_ItemID);
default:
return new cItemHandler(a_ItemID);
break;
}
}
void cItemHandler::Deinit()
{
for(int i = 0; i < 2266; i++)
{
delete m_ItemHandler[i];
}
}
cItemHandler::cItemHandler(int a_ItemID)
{
m_ItemID = a_ItemID;
}
bool cItemHandler::OnItemUse(cWorld *a_World, cPlayer *a_Player, cItem *a_Item, int a_X, int a_Y, int a_Z, char a_Dir)
{
return false;
}
bool cItemHandler::OnDiggingBlock(cWorld *a_World, cPlayer *a_Player, cItem *a_Item, int a_X, int a_Y, int a_Z, char a_Dir)
{
return false;
}
void cItemHandler::OnBlockDestroyed(cWorld *a_World, cPlayer *a_Player, cItem *a_Item, int a_X, int a_Y, int a_Z)
{
char Block = a_World->GetBlock(a_X, a_Y, a_Z);
cBlockHandler *Handler = cBlockHandler::GetBlockHandler(Block);
if(a_Player->GetGameMode() == eGameMode_Survival)
{
if(!BlockRequiresSpecialTool(Block) || CanHarvestBlock(Block))
{
Handler->DropBlock(a_World, a_X, a_Y, a_Z);
}
}
a_Player->UseEquippedItem();
}
void cItemHandler::OnFoodEaten(cWorld *a_World, cPlayer *a_Player, cItem *a_Item)
{
}
int cItemHandler::GetMaxStackSize()
{
return 64;
}
int cItemHandler::GetMaxDamage()
{
return 0;
}
bool cItemHandler::IsTool()
{
return
(m_ItemID >= 256 && m_ItemID <= 259)
|| (m_ItemID == 261)
|| (m_ItemID >= 267 && m_ItemID <= 279)
|| (m_ItemID >= 283 && m_ItemID <= 286)
|| (m_ItemID >= 290 && m_ItemID <= 294)
|| (m_ItemID >= 256 && m_ItemID <= 259)
|| (m_ItemID == 325)
|| (m_ItemID == 346);
}
bool cItemHandler::IsFood()
{
return
(m_ItemID == 260)
|| (m_ItemID == 282)
|| (m_ItemID == 297)
|| (m_ItemID >= 319 && m_ItemID <= 320)
|| (m_ItemID == 335)
|| (m_ItemID >= 349 && m_ItemID <= 350)
|| (m_ItemID == 357)
|| (m_ItemID == 360)
|| (m_ItemID >= 363 && m_ItemID <= 366);
}
bool cItemHandler::IsPlaceable()
{
return m_ItemID >= 1 && m_ItemID <= 136;
}
bool cItemHandler::CanHarvestBlock(BLOCKTYPE a_BlockID)
{
return false;
}
BLOCKTYPE cItemHandler::GetBlockType()
{
return m_ItemID;
}
char cItemHandler::GetBlockMeta(char a_ItemMeta)
{
return a_ItemMeta; //This keeps most textures. The few other items have to override this
}
void cItemHandler::PlaceBlock(cWorld *a_World, cPlayer *a_Player, cItem *a_Item, int a_X, int a_Y, int a_Z, char a_Dir)
{
BLOCKTYPE Block = GetBlockType();
cBlockHandler *Handler = cBlockHandler::GetBlockHandler(Block);
Handler->PlaceBlock(a_World, a_Player, GetBlockMeta(a_Item->m_ItemHealth), a_X, a_Y, a_Z, a_Dir);
if(a_Player->GetGameMode() == eGameMode_Survival)
a_Player->GetInventory().RemoveItem(cItem(a_Item->m_ItemID, 1));
}