172 lines
6.1 KiB
C++
172 lines
6.1 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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#include "../Entities/EntityEffect.h"
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#include "../Blocks/BlockPluginInterface.h"
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// fwd:
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class cWorld;
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class cPlayer;
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class cItemHandler
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{
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public:
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enum eDurabilityLostAction
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{
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dlaBreakBlock,
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dlaAttackEntity,
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};
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cItemHandler(int a_ItemType);
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/** Force virtual destructor */
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virtual ~cItemHandler() {}
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/** Called when the player tries to place the item (right mouse button, IsPlaceable() == true).
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The block coords are for the block that has been clicked.
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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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Returns true if the placement succeeded, false if the placement was aborted for any reason. */
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virtual bool OnPlayerPlace(
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cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ
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);
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/** Called from OnPlayerPlace() to determine the blocks that the current placement operation should set.
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The block coords are where the new (main) block should be placed.
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The default handler uses GetPlacementBlockTypeMeta() and provides that as the single block at the specified coords.
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Returns true if the placement succeeded, false if the placement was aborted for any reason.
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If aborted, the server then sends all original blocks in the coords provided in a_BlocksToSet to the client. */
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virtual bool GetBlocksToPlace(
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cWorld & a_World, cPlayer & a_Player, const cItem & a_EquippedItem,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
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sSetBlockVector & a_BlocksToSet
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);
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/** Called when the player right-clicks with this item and IsPlaceable() == true, and OnPlayerPlace() is not overridden.
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This function should provide the block type and meta for the placed block, or refuse the placement.
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Returns true to allow placement, false to refuse. */
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virtual bool GetPlacementBlockTypeMeta(
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cWorld * a_World, cPlayer * a_Player,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
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int a_CursorX, int a_CursorY, int a_CursorZ,
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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);
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/** Called when the player tries to use the item (right mouse button).
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Return false to abort the usage. DEFAULT: False */
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virtual bool OnItemUse(
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cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
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);
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/** Called when the client sends the SHOOT status in the lclk packet */
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virtual void OnItemShoot(cPlayer *, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace)
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{
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UNUSED(a_BlockX);
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UNUSED(a_BlockY);
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UNUSED(a_BlockZ);
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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)
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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 diggs a block using this item */
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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);
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/** Called when the player destroys a block using this item. This also calls the drop function for the destroyed block */
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virtual void OnBlockDestroyed(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Called when a player attacks a other entity. */
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virtual void OnEntityAttack(cPlayer * a_Attacker, cEntity * a_AttackedEntity);
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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);
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/** Get the durability lost which the item will get, when a specified action was performed. */
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virtual short GetDurabilityLossByAction(eDurabilityLostAction a_Action);
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/** Returns the maximum stack size for a given item */
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virtual char GetMaxStackSize(void);
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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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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();
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/** If this function returns true, it sets the arguments to a effect who will be activated when you eat the item. */
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virtual bool GetEatEffect(cEntityEffect::eType & a_EffectType, int & a_EffectDurationTicks, short & a_EffectIntensity, float & a_Chance);
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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);
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/** Indicates if this item is a tool */
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virtual bool IsTool(void);
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/** Indicates if this item is food */
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virtual bool IsFood(void);
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/** Indicates if this item is drinkable */
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virtual bool IsDrinkable(short a_ItemDamage);
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/** Blocks simply get placed */
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virtual bool IsPlaceable(void);
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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);
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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);
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static cItemHandler * GetItemHandler(int a_ItemType);
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static cItemHandler * GetItemHandler(const cItem & a_Item) { return GetItemHandler(a_Item.m_ItemType); }
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static void Deinit();
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protected:
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int m_ItemType;
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static cItemHandler * CreateItemHandler(int m_ItemType);
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static cItemHandler * m_ItemHandler[E_ITEM_LAST + 1];
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static bool m_HandlerInitialized; // used to detect if the itemhandlers are initialized
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};
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// Short function
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inline cItemHandler *ItemHandler(int a_ItemType) { return cItemHandler::GetItemHandler(a_ItemType); }
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