summaryrefslogtreecommitdiffstats
path: root/src/Items/ItemHandler.h
blob: da573df9ad72df74262a8de9c5d810d6d8cdc8b9 (plain) (blame)
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
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151

#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_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) 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;
};