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