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#pragma once
#include "../Defines.h"
#include "../Item.h"
// fwd:
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.
Returns true if the placement succeeded, false if the placement was aborted for any reason. */
virtual bool OnPlayerPlace(
cWorld & a_World,
cPlayer & a_Player,
const cItem & a_EquippedItem,
const Vector3i a_ClickedBlockPos,
eBlockFace a_ClickedBlockFace,
const Vector3i a_CursorPos
);
/** Called from OnPlayerPlace() to determine the blocks that the current placement operation should set.
a_PlacedBlockPos points to the location where the new block should be set.
a_ClickedBlockFace is the block face of the neighbor that was clicked to place this block.
a_CursorPos is the position of the mouse cursor within the clicked (neighbor's) block face.
The blocks in a_BlocksToPlace will be sent through cPlayer::PlaceBlocks() after returning from this function.
The default handler uses GetPlacementBlockTypeMeta() and provides that as the single block at the specified coords.
Returns true if the placement succeeded, false if the placement was aborted for any reason.
If aborted, the server then sends all original blocks in the coords provided in a_BlocksToSet to the client. */
virtual bool GetBlocksToPlace(
cWorld & a_World,
cPlayer & a_Player,
const cItem & a_EquippedItem,
const Vector3i a_PlacedBlockPos,
eBlockFace a_ClickedBlockFace,
const Vector3i a_CursorPos,
sSetBlockVector & a_BlocksToPlace
);
/** Called when the player right-clicks with this item and IsPlaceable() == true, and OnPlayerPlace() is not overridden.
This function should provide the block type and meta for the placed block, or refuse the placement.
Returns true to allow placement, false to refuse. */
virtual bool GetPlacementBlockTypeMeta(
cWorld * a_World, cPlayer * a_Player,
const Vector3i a_PlacedBlockPos,
eBlockFace a_ClickedBlockFace,
const Vector3i a_CursorPos,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
);
/** 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);
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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