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cuberite-2a/source/items/Item.cpp
2012-08-11 12:46:09 +00:00

386 lines
7.4 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 "ItemRedstoneRepeater.h"
#include "ItemSeeds.h"
#include "ItemDye.h"
#include "ItemSugarcane.h"
#include "ItemPickaxe.h"
#include "ItemShovel.h"
#include "ItemSword.h"
#include "ItemDoor.h"
#include "ItemFood.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)
{
default: return new cItemHandler(a_ItemID);
// Single item per handler:
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_DYE: return new cItemDyeHandler(a_ItemID);
case E_ITEM_SUGARCANE: return new cItemSugarcaneHandler(a_ItemID);
case E_ITEM_FLINT_AND_STEEL: return new cItemLighterHandler(a_ItemID);
case E_ITEM_REDSTONE_DUST: return new cItemRedstoneDustHandler(a_ItemID);
case E_ITEM_REDSTONE_REPEATER: return new cItemRedstoneRepeaterHandler(a_ItemID);
case E_ITEM_WOOL: return new cItemClothHandler(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_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_STONE_SLAB:
case E_ITEM_WOODEN_SLAB:
{
return new cItemSlabHandler(a_ItemID);
}
case E_ITEM_LOG:
case E_ITEM_PLANKS:
{
return new cItemWoodHandler(a_ItemID);
}
case E_ITEM_BUCKET:
case E_ITEM_WATER_BUCKET:
case E_ITEM_LAVA_BUCKET:
{
return new cItemBucketHandler(a_ItemID);
}
case E_ITEM_PUMPKIN_SEEDS:
case E_ITEM_MELON_SEEDS:
case E_ITEM_SEEDS:
{
return new cItemSeedsHandler(a_ItemID);
}
case E_ITEM_IRON_DOOR:
case E_ITEM_WOODEN_DOOR:
{
return new cItemDoorHandler(a_ItemID);
}
// Food:
case E_ITEM_BREAD:
case E_ITEM_COOKIE:
case E_ITEM_MELON_SLICE:
case E_ITEM_RAW_CHICKEN:
case E_ITEM_COOKED_CHICKEN:
case E_ITEM_RAW_BEEF:
case E_ITEM_RAW_MEAT:
case E_ITEM_STEAK:
case E_ITEM_COOKED_MEAT:
case E_ITEM_RAW_FISH:
case E_ITEM_COOKED_FISH:
case E_ITEM_RED_APPLE:
case E_ITEM_GOLDEN_APPLE:
case E_ITEM_ROTTEN_FLESH:
case E_ITEM_SPIDER_EYE:
{
return new cItemFoodHandler(a_ItemID);
}
}
}
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)
{
}
char cItemHandler::GetMaxStackSize(void)
{
if (m_ItemID < 256)
{
// All blocks can stack up to 64
return 64;
}
// By default items don't stack:
return 1;
}
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()
{
ASSERT(m_ItemID < 256); // Items with IDs above 255 should all be handled by specific handlers
#ifdef _DEBUG
if (m_ItemID > 256)
{
LOGERROR("Item %d has no valid block!", m_ItemID);
}
#endif // _DEBUG
return (BLOCKTYPE) m_ItemID;
}
NIBBLETYPE cItemHandler::GetBlockMeta(short a_ItemDamage)
{
return (NIBBLETYPE)a_ItemDamage & 0x0f; // 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)
{
cItem Item(a_Item->m_ItemID, 1);
a_Player->GetInventory().RemoveItem(Item);
}
}
bool cItemHandler::EatItem(cPlayer *a_Player, cItem *a_Item)
{
FoodInfo Info = GetFoodInfo();
if(Info.FoodLevel > 0 || Info.Saturation > 0.f)
{
bool Success = a_Player->Feed(Info.FoodLevel, Info.Saturation);
if(Success && Info.PoisionChance > 0)
{
MTRand r1;
if((r1.randInt(100) - Info.PoisionChance) <= 0)
{ //Unlucky guy :D
//TODO: Make player ill
}
}
return Success;
}
return false;
}
cItemHandler::FoodInfo cItemHandler::GetFoodInfo()
{
return FoodInfo(0, 0.f);
}