3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2013 Kahrl <kahrl@gmx.net>
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.
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.
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.
21 #ifndef ITEMDEF_HEADER
22 #define ITEMDEF_HEADER
24 #include "irrlichttypes_extrabloated.h"
28 #include "itemgroup.h"
31 struct ToolCapabilities;
51 std::string name; // "" = hand
52 std::string description; // Shown in tooltip.
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
62 Item stack and interaction properties
66 bool liquids_pointable;
67 // May be NULL. If non-NULL, deleted by destructor
68 ToolCapabilities *tool_capabilities;
70 SimpleSoundSpec sound_place;
71 SimpleSoundSpec sound_place_failed;
74 // Client shall immediately place this node when player places the item.
75 // Server will update the precise end result a moment later.
77 std::string node_placement_prediction;
83 ItemDefinition(const ItemDefinition &def);
84 ItemDefinition& operator=(const ItemDefinition &def);
87 void serialize(std::ostream &os, u16 protocol_version) const;
88 void deSerialize(std::istream &is);
97 virtual ~IItemDefManager(){}
99 // Get item definition
100 virtual const ItemDefinition& get(const std::string &name) const=0;
101 // Get alias definition
102 virtual std::string getAlias(const std::string &name) const=0;
103 // Get set of all defined item names and aliases
104 virtual std::set<std::string> getAll() const=0;
105 // Check if item is known
106 virtual bool isKnown(const std::string &name) const=0;
108 // Get item inventory texture
109 virtual video::ITexture* getInventoryTexture(const std::string &name,
110 IGameDef *gamedef) const=0;
111 // Get item wield mesh
112 virtual scene::IMesh* getWieldMesh(const std::string &name,
113 IGameDef *gamedef) const=0;
116 virtual void serialize(std::ostream &os, u16 protocol_version)=0;
119 class IWritableItemDefManager : public IItemDefManager
122 IWritableItemDefManager(){}
123 virtual ~IWritableItemDefManager(){}
125 // Get item definition
126 virtual const ItemDefinition& get(const std::string &name) const=0;
127 // Get alias definition
128 virtual std::string getAlias(const std::string &name) const=0;
129 // Get set of all defined item names and aliases
130 virtual std::set<std::string> getAll() const=0;
131 // Check if item is known
132 virtual bool isKnown(const std::string &name) const=0;
134 // Get item inventory texture
135 virtual video::ITexture* getInventoryTexture(const std::string &name,
136 IGameDef *gamedef) const=0;
137 // Get item wield mesh
138 virtual scene::IMesh* getWieldMesh(const std::string &name,
139 IGameDef *gamedef) const=0;
142 // Remove all registered item and node definitions and aliases
143 // Then re-add the builtin item definitions
144 virtual void clear()=0;
145 // Register item definition
146 virtual void registerItem(const ItemDefinition &def)=0;
147 // Set an alias so that items named <name> will load as <convert_to>.
148 // Alias is not set if <name> has already been defined.
149 // Alias will be removed if <name> is defined at a later point of time.
150 virtual void registerAlias(const std::string &name,
151 const std::string &convert_to)=0;
153 virtual void serialize(std::ostream &os, u16 protocol_version)=0;
154 virtual void deSerialize(std::istream &is)=0;
156 // Do stuff asked by threads that can only be done in the main thread
157 virtual void processQueue(IGameDef *gamedef)=0;
160 IWritableItemDefManager* createItemDefManager();