Line data Source code
1 : /*
2 : Minetest
3 : Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 : Copyright (C) 2013 Kahrl <kahrl@gmx.net>
5 :
6 : This program is free software; you can redistribute it and/or modify
7 : it under the terms of the GNU Lesser General Public License as published by
8 : the Free Software Foundation; either version 2.1 of the License, or
9 : (at your option) any later version.
10 :
11 : This program is distributed in the hope that it will be useful,
12 : but WITHOUT ANY WARRANTY; without even the implied warranty of
13 : MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 : GNU Lesser General Public License for more details.
15 :
16 : You should have received a copy of the GNU Lesser General Public License along
17 : with this program; if not, write to the Free Software Foundation, Inc.,
18 : 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 : */
20 :
21 : #ifndef ITEMDEF_HEADER
22 : #define ITEMDEF_HEADER
23 :
24 : #include "irrlichttypes_extrabloated.h"
25 : #include <string>
26 : #include <iostream>
27 : #include <set>
28 : #include "itemgroup.h"
29 : #include "sound.h"
30 : class IGameDef;
31 : struct ToolCapabilities;
32 :
33 : /*
34 : Base item definition
35 : */
36 :
37 : enum ItemType
38 : {
39 : ITEM_NONE,
40 : ITEM_NODE,
41 : ITEM_CRAFT,
42 : ITEM_TOOL,
43 : };
44 :
45 : struct ItemDefinition
46 : {
47 : /*
48 : Basic item properties
49 : */
50 : ItemType type;
51 : std::string name; // "" = hand
52 : std::string description; // Shown in tooltip.
53 :
54 : /*
55 : Visual properties
56 : */
57 : std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems
58 : std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used
59 : v3f wield_scale;
60 :
61 : /*
62 : Item stack and interaction properties
63 : */
64 : s16 stack_max;
65 : bool usable;
66 : bool liquids_pointable;
67 : // May be NULL. If non-NULL, deleted by destructor
68 : ToolCapabilities *tool_capabilities;
69 : ItemGroupList groups;
70 : SimpleSoundSpec sound_place;
71 : f32 range;
72 :
73 : // Client shall immediately place this node when player places the item.
74 : // Server will update the precise end result a moment later.
75 : // "" = no prediction
76 : std::string node_placement_prediction;
77 :
78 : /*
79 : Some helpful methods
80 : */
81 : ItemDefinition();
82 : ItemDefinition(const ItemDefinition &def);
83 : ItemDefinition& operator=(const ItemDefinition &def);
84 : ~ItemDefinition();
85 : void reset();
86 : void serialize(std::ostream &os, u16 protocol_version) const;
87 : void deSerialize(std::istream &is);
88 : private:
89 : void resetInitial();
90 : };
91 :
92 : class IItemDefManager
93 : {
94 : public:
95 1 : IItemDefManager(){}
96 1 : virtual ~IItemDefManager(){}
97 :
98 : // Get item definition
99 : virtual const ItemDefinition& get(const std::string &name) const=0;
100 : // Get alias definition
101 : virtual std::string getAlias(const std::string &name) const=0;
102 : // Get set of all defined item names and aliases
103 : virtual std::set<std::string> getAll() const=0;
104 : // Check if item is known
105 : virtual bool isKnown(const std::string &name) const=0;
106 : #ifndef SERVER
107 : // Get item inventory texture
108 : virtual video::ITexture* getInventoryTexture(const std::string &name,
109 : IGameDef *gamedef) const=0;
110 : // Get item wield mesh
111 : virtual scene::IMesh* getWieldMesh(const std::string &name,
112 : IGameDef *gamedef) const=0;
113 : #endif
114 :
115 : virtual void serialize(std::ostream &os, u16 protocol_version)=0;
116 : };
117 :
118 : class IWritableItemDefManager : public IItemDefManager
119 : {
120 : public:
121 1 : IWritableItemDefManager(){}
122 1 : virtual ~IWritableItemDefManager(){}
123 :
124 : // Get item definition
125 : virtual const ItemDefinition& get(const std::string &name) const=0;
126 : // Get alias definition
127 : virtual std::string getAlias(const std::string &name) const=0;
128 : // Get set of all defined item names and aliases
129 : virtual std::set<std::string> getAll() const=0;
130 : // Check if item is known
131 : virtual bool isKnown(const std::string &name) const=0;
132 : #ifndef SERVER
133 : // Get item inventory texture
134 : virtual video::ITexture* getInventoryTexture(const std::string &name,
135 : IGameDef *gamedef) const=0;
136 : // Get item wield mesh
137 : virtual scene::IMesh* getWieldMesh(const std::string &name,
138 : IGameDef *gamedef) const=0;
139 : #endif
140 :
141 : // Remove all registered item and node definitions and aliases
142 : // Then re-add the builtin item definitions
143 : virtual void clear()=0;
144 : // Register item definition
145 : virtual void registerItem(const ItemDefinition &def)=0;
146 : // Set an alias so that items named <name> will load as <convert_to>.
147 : // Alias is not set if <name> has already been defined.
148 : // Alias will be removed if <name> is defined at a later point of time.
149 : virtual void registerAlias(const std::string &name,
150 : const std::string &convert_to)=0;
151 :
152 : virtual void serialize(std::ostream &os, u16 protocol_version)=0;
153 : virtual void deSerialize(std::istream &is)=0;
154 :
155 : // Do stuff asked by threads that can only be done in the main thread
156 : virtual void processQueue(IGameDef *gamedef)=0;
157 : };
158 :
159 : IWritableItemDefManager* createItemDefManager();
160 :
161 : #endif
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