package net.minecraft.item; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.potion.PotionEffect; import net.minecraft.world.World; public class ItemFood extends Item { /** Number of ticks to run while 'EnumAction'ing until result. */ public final int itemUseDuration; /** The amount this food item heals the player. */ private final int healAmount; private final float saturationModifier; /** Whether wolves like this food (true for raw and cooked porkchop). */ private final boolean isWolfsFavoriteMeat; /** * If this field is true, the food can be consumed even if the player don't need to eat. */ private boolean alwaysEdible; /** * represents the potion effect that will occurr upon eating this food. Set by setPotionEffect */ private int potionId; /** set by setPotionEffect */ private int potionDuration; /** set by setPotionEffect */ private int potionAmplifier; /** probably of the set potion effect occurring */ private float potionEffectProbability; public ItemFood(int par1, int par2, float par3, boolean par4) { super(par1); this.itemUseDuration = 32; this.healAmount = par2; this.isWolfsFavoriteMeat = par4; this.saturationModifier = par3; this.setCreativeTab(CreativeTabs.tabFood); } public ItemFood(int par1, int par2, boolean par3) { this(par1, par2, 0.6F, par3); } public ItemStack onFoodEaten(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { --par1ItemStack.stackSize; par3EntityPlayer.getFoodStats().addStats(this); par2World.playSoundAtEntity(par3EntityPlayer, "random.burp", 0.5F, par2World.rand.nextFloat() * 0.1F + 0.9F); this.func_77849_c(par1ItemStack, par2World, par3EntityPlayer); return par1ItemStack; } protected void func_77849_c(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { if (!par2World.isRemote && this.potionId > 0 && par2World.rand.nextFloat() < this.potionEffectProbability) { par3EntityPlayer.addPotionEffect(new PotionEffect(this.potionId, this.potionDuration * 20, this.potionAmplifier)); } } /** * How long it takes to use or consume an item */ public int getMaxItemUseDuration(ItemStack par1ItemStack) { return 32; } /** * returns the action that specifies what animation to play when the items is being used */ public EnumAction getItemUseAction(ItemStack par1ItemStack) { return EnumAction.eat; } /** * Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer */ public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { if (par3EntityPlayer.canEat(this.alwaysEdible)) { par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack)); } return par1ItemStack; } public int getHealAmount() { return this.healAmount; } /** * gets the saturationModifier of the ItemFood */ public float getSaturationModifier() { return this.saturationModifier; } /** * Whether wolves like this food (true for raw and cooked porkchop). */ public boolean isWolfsFavoriteMeat() { return this.isWolfsFavoriteMeat; } /** * sets a potion effect on the item. Args: int potionId, int duration (will be multiplied by 20), int amplifier, * float probability of effect happening */ public ItemFood setPotionEffect(int par1, int par2, int par3, float par4) { this.potionId = par1; this.potionDuration = par2; this.potionAmplifier = par3; this.potionEffectProbability = par4; return this; } /** * Set the field 'alwaysEdible' to true, and make the food edible even if the player don't need to eat. */ public ItemFood setAlwaysEdible() { this.alwaysEdible = true; return this; } }