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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); }