#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_ClickedPosition is the block that has been clicked to place this item. a_ClickedBlockFace is the face has been clicked to place this item. a_CursorPosition is the position of the player's cursor within a_ClickedBlockFace. 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_ClickedPosition, BLOCKTYPE a_ClickedBlockType, NIBBLETYPE a_ClickedBlockMeta, 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; };