1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
|
#pragma once
#include "../Defines.h"
#include "../Item.h"
// fwd:
class cWorld;
class cPlayer;
class cItemHandler
{
public:
enum eDurabilityLostAction
{
dlaBreakBlock,
dlaAttackEntity,
};
cItemHandler(int a_ItemType);
/** Force virtual destructor */
virtual ~cItemHandler() {}
/** Called when the player tries to use the item (right mouse button). Return false to make the item unusable. DEFAULT: False */
virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Dir);
/** Called when the client sends the SHOOT status in the lclk packet */
virtual void OnItemShoot(cPlayer *, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace)
{
UNUSED(a_BlockX);
UNUSED(a_BlockY);
UNUSED(a_BlockZ);
UNUSED(a_BlockFace);
}
/** Called every tick while the item is on the player's inventory (Used by maps) - 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 diggs a block using this item */
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);
/** Called when the player destroys a block using this item. This also calls the drop function for the destroyed block */
virtual void OnBlockDestroyed(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ);
/** Called when a player attacks a other entity. */
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. */
virtual short GetDurabilityLostWithThatAction(eDurabilityLostAction a_Action);
/** Returns the maximum stack size for a given item */
virtual char GetMaxStackSize(void);
struct FoodInfo
{
double Saturation;
int FoodLevel;
int PoisonChance; // 0 - 100, in percent. 0 = no chance of poisoning, 100 = sure poisoning
FoodInfo(int a_FoodLevel, double a_Saturation, int a_PoisonChance = 0) :
Saturation(a_Saturation),
FoodLevel(a_FoodLevel),
PoisonChance(a_PoisonChance)
{
}
} ;
/** Returns the FoodInfo for this item. (FoodRecovery, Saturation and PoisionChance) */
virtual FoodInfo GetFoodInfo();
/** 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);
/** Called before a block is placed into a world.
The handler should return true to allow placement, false to refuse.
Also, the handler should set a_BlockType and a_BlockMeta to correct values for the newly placed block.
*/
virtual bool GetPlacementBlockTypeMeta(
cWorld * a_World, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,
int a_CursorX, int a_CursorY, int a_CursorZ,
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
);
/** Returns whether this tool/item can harvest a specific block (e.g. wooden pickaxe can harvest stone, but wood can't) DEFAULT: False */
virtual bool CanHarvestBlock(BLOCKTYPE a_BlockType);
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); }
|