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#pragma once
#include "../Defines.h"
#include "../Item.h"
// fwd:
class cChunk;
class cWorld;
class cPlayer;
class cBlockPluginInterface;
class cItemHandler
{
public:
/** 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,
};
cItemHandler(int a_ItemType);
/** Force virtual destructor */
virtual ~cItemHandler() {}
/** Called when the player tries to place the item (right mouse button, IsPlaceable() == true).
a_ClickedBlockPos is the (neighbor) block that has been clicked to place this item.
a_ClickedBlockFace is the face of the neighbor that has been clicked to place this item.
a_CursorPos is the position of the player's cursor within a_ClickedBlockFace.
The default handler uses GetBlocksToPlace() and places the returned blocks.
Override if the item needs advanced processing, such as spawning a mob based on the blocks being placed.
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_ClickedBlockPosition, eBlockFace a_ClickedBlockFace, Vector3i a_CursorPosition);
/** 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
);
/** 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)
{
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)
{
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
);
/** Called when a player attacks an entity with this item in hand. */
virtual void OnEntityAttack(cPlayer * a_Attacker, cEntity * a_AttackedEntity);
/** Called after the player has eaten this item. */
virtual void OnFoodEaten(cWorld *a_World, cPlayer *a_Player, cItem *a_Item);
/** 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);
/** Returns the maximum stack size for a given item */
virtual char GetMaxStackSize(void);
struct FoodInfo
{
int FoodLevel;
double Saturation;
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);
/** Lets the player eat a selected item. Returns true if the player ate the item */
virtual bool EatItem(cPlayer * a_Player, cItem * a_Item);
/** Indicates if this item is a tool */
virtual bool IsTool(void);
/** Indicates if this item is food */
virtual bool IsFood(void);
/** Indicates if this item is drinkable */
virtual bool IsDrinkable(short a_ItemDamage);
/** Blocks simply get placed */
virtual bool IsPlaceable(void);
/** Can the anvil repair this item, when a_Item is the second input? */
virtual bool CanRepairWithRawMaterial(short a_ItemType);
/** 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);
/** Returns the strength to break a specific block.
Defaults to 1 unless overriden. */
virtual float GetBlockBreakingStrength(BLOCKTYPE a_Block);
static cItemHandler * GetItemHandler(int a_ItemType);
static cItemHandler * GetItemHandler(const cItem & a_Item) { return GetItemHandler(a_Item.m_ItemType); }
static void Deinit();
protected:
int m_ItemType;
static cItemHandler * CreateItemHandler(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);
static cItemHandler * m_ItemHandler[E_ITEM_LAST + 1];
static bool m_HandlerInitialized; // used to detect if the itemhandlers are initialized
};
// Short function
inline cItemHandler *ItemHandler(int a_ItemType) { return cItemHandler::GetItemHandler(a_ItemType); }
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