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- /*
- Minetest
- Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
- Copyright (C) 2013 Kahrl <kahrl@gmx.net>
- This program is free software; you can redistribute it and/or modify
- it under the terms of the GNU Lesser General Public License as published by
- the Free Software Foundation; either version 2.1 of the License, or
- (at your option) any later version.
- This program is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU Lesser General Public License for more details.
- You should have received a copy of the GNU Lesser General Public License along
- with this program; if not, write to the Free Software Foundation, Inc.,
- 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
- */
- #pragma once
- #include "irrlichttypes_extrabloated.h"
- #include <string>
- #include <iostream>
- #include <set>
- #include "itemgroup.h"
- #include "sound.h"
- class IGameDef;
- class Client;
- struct ToolCapabilities;
- #ifndef SERVER
- #include "client/tile.h"
- struct ItemMesh;
- struct ItemStack;
- #endif
- /*
- Base item definition
- */
- enum ItemType
- {
- ITEM_NONE,
- ITEM_NODE,
- ITEM_CRAFT,
- ITEM_TOOL,
- };
- struct ItemDefinition
- {
- /*
- Basic item properties
- */
- ItemType type;
- std::string name; // "" = hand
- std::string description; // Shown in tooltip.
- /*
- Visual properties
- */
- std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems
- std::string inventory_overlay; // Overlay of inventory_image.
- std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used
- std::string wield_overlay; // Overlay of wield_image.
- std::string palette_image; // If specified, the item will be colorized based on this
- video::SColor color; // The fallback color of the node.
- v3f wield_scale;
- /*
- Item stack and interaction properties
- */
- u16 stack_max;
- bool usable;
- bool liquids_pointable;
- // May be NULL. If non-NULL, deleted by destructor
- ToolCapabilities *tool_capabilities;
- ItemGroupList groups;
- SimpleSoundSpec sound_place;
- SimpleSoundSpec sound_place_failed;
- f32 range;
- // Client shall immediately place this node when player places the item.
- // Server will update the precise end result a moment later.
- // "" = no prediction
- std::string node_placement_prediction;
- /*
- Some helpful methods
- */
- ItemDefinition();
- ItemDefinition(const ItemDefinition &def);
- ItemDefinition& operator=(const ItemDefinition &def);
- ~ItemDefinition();
- void reset();
- void serialize(std::ostream &os, u16 protocol_version) const;
- void deSerialize(std::istream &is);
- private:
- void resetInitial();
- };
- class IItemDefManager
- {
- public:
- IItemDefManager() = default;
- virtual ~IItemDefManager() = default;
- // Get item definition
- virtual const ItemDefinition& get(const std::string &name) const=0;
- // Get alias definition
- virtual const std::string &getAlias(const std::string &name) const=0;
- // Get set of all defined item names and aliases
- virtual void getAll(std::set<std::string> &result) const=0;
- // Check if item is known
- virtual bool isKnown(const std::string &name) const=0;
- #ifndef SERVER
- // Get item inventory texture
- virtual video::ITexture* getInventoryTexture(const std::string &name,
- Client *client) const=0;
- // Get item wield mesh
- virtual ItemMesh* getWieldMesh(const std::string &name,
- Client *client) const=0;
- // Get item palette
- virtual Palette* getPalette(const std::string &name,
- Client *client) const = 0;
- // Returns the base color of an item stack: the color of all
- // tiles that do not define their own color.
- virtual video::SColor getItemstackColor(const ItemStack &stack,
- Client *client) const = 0;
- #endif
- virtual void serialize(std::ostream &os, u16 protocol_version)=0;
- };
- class IWritableItemDefManager : public IItemDefManager
- {
- public:
- IWritableItemDefManager() = default;
- virtual ~IWritableItemDefManager() = default;
- // Get item definition
- virtual const ItemDefinition& get(const std::string &name) const=0;
- // Get alias definition
- virtual const std::string &getAlias(const std::string &name) const=0;
- // Get set of all defined item names and aliases
- virtual void getAll(std::set<std::string> &result) const=0;
- // Check if item is known
- virtual bool isKnown(const std::string &name) const=0;
- #ifndef SERVER
- // Get item inventory texture
- virtual video::ITexture* getInventoryTexture(const std::string &name,
- Client *client) const=0;
- // Get item wield mesh
- virtual ItemMesh* getWieldMesh(const std::string &name,
- Client *client) const=0;
- #endif
- // Remove all registered item and node definitions and aliases
- // Then re-add the builtin item definitions
- virtual void clear()=0;
- // Register item definition
- virtual void registerItem(const ItemDefinition &def)=0;
- virtual void unregisterItem(const std::string &name)=0;
- // Set an alias so that items named <name> will load as <convert_to>.
- // Alias is not set if <name> has already been defined.
- // Alias will be removed if <name> is defined at a later point of time.
- virtual void registerAlias(const std::string &name,
- const std::string &convert_to)=0;
- virtual void serialize(std::ostream &os, u16 protocol_version)=0;
- virtual void deSerialize(std::istream &is)=0;
- // Do stuff asked by threads that can only be done in the main thread
- virtual void processQueue(IGameDef *gamedef)=0;
- };
- IWritableItemDefManager* createItemDefManager();
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