diff options
Diffstat (limited to 'src/Items/ItemHandler.h')
-rw-r--r-- | src/Items/ItemHandler.h | 65 |
1 files changed, 29 insertions, 36 deletions
diff --git a/src/Items/ItemHandler.h b/src/Items/ItemHandler.h index 415f7f24f..da573df9a 100644 --- a/src/Items/ItemHandler.h +++ b/src/Items/ItemHandler.h @@ -22,6 +22,8 @@ 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 */ @@ -32,10 +34,10 @@ public: dlaBreakBlockInstant, }; - cItemHandler(int a_ItemType); + constexpr cItemHandler(int a_ItemType) : m_ItemType(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. @@ -44,7 +46,7 @@ public: 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); + 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). */ @@ -55,17 +57,17 @@ public: 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) + 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) + virtual void OnUpdate(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item) const { UNUSED(a_World); UNUSED(a_Player); @@ -77,28 +79,28 @@ public: 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); + 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); + 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); + virtual short GetDurabilityLossByAction(eDurabilityLostAction a_Action) const; /** Returns the maximum stack size for a given item */ - virtual char GetMaxStackSize(void); + virtual char GetMaxStackSize(void) const; struct FoodInfo { int FoodLevel; double Saturation; - FoodInfo(int a_FoodLevel, double a_Saturation) : + constexpr FoodInfo(int a_FoodLevel, double a_Saturation) : FoodLevel(a_FoodLevel), Saturation(a_Saturation) { @@ -106,53 +108,44 @@ public: } ; /** Returns the FoodInfo for this item. (FoodRecovery and Saturation) */ - virtual FoodInfo GetFoodInfo(const cItem * a_Item); + 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); - - /** Indicates if this item is a tool */ - virtual bool IsTool(void); + virtual bool EatItem(cPlayer * a_Player, cItem * a_Item) const; /** Indicates if this item is food */ - virtual bool IsFood(void); + virtual bool IsFood(void) const; /** Indicates if this item is drinkable */ - virtual bool IsDrinkable(short a_ItemDamage); + virtual bool IsDrinkable(short a_ItemDamage) const; /** Blocks simply get placed */ - virtual bool IsPlaceable(void); + virtual bool IsPlaceable(void) const; /** Can the anvil repair this item, when a_Item is the second input? */ - virtual bool CanRepairWithRawMaterial(short a_ItemType); + 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); + 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); + virtual float GetBlockBreakingStrength(BLOCKTYPE a_Block) const; - 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 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); - - static cItemHandler * m_ItemHandler[E_ITEM_LAST + 1]; - static bool m_HandlerInitialized; // used to detect if the itemhandlers are initialized + virtual bool CommitPlacement(cPlayer & a_Player, const cItem & a_HeldItem, Vector3i a_PlacePosition, eBlockFace a_ClickedBlockFace, Vector3i a_CursorPosition) const; }; -// Short function -inline cItemHandler *ItemHandler(int a_ItemType) { return cItemHandler::GetItemHandler(a_ItemType); } |