#pragma once
#include "../Defines.h"
#include "../Item.h"
// fwd:
class cWorld;
class cPlayer;
class cItemHandler
{
public:
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_X, int a_Y, int a_Z);
/** Called after the player has eaten this item. */
virtual void OnFoodEaten(cWorld *a_World, cPlayer *a_Player, cItem *a_Item);
/** 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);
/** 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); }