51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef ITEMDEF_HEADER
-#define ITEMDEF_HEADER
+#pragma once
#include "irrlichttypes_extrabloated.h"
#include <string>
class IGameDef;
class Client;
struct ToolCapabilities;
+#ifndef SERVER
+#include "client/tile.h"
+struct ItemMesh;
+struct ItemStack;
+#endif
/*
Base item definition
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;
/*
class IItemDefManager
{
public:
- IItemDefManager(){}
- virtual ~IItemDefManager(){}
+ IItemDefManager() = default;
+
+ virtual ~IItemDefManager() = default;
// Get item definition
virtual const ItemDefinition& get(const std::string &name) const=0;
virtual video::ITexture* getInventoryTexture(const std::string &name,
Client *client) const=0;
// Get item wield mesh
- virtual scene::IMesh* getWieldMesh(const std::string &name,
+ 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(){}
- virtual ~IWritableItemDefManager(){}
+ IWritableItemDefManager() = default;
+
+ virtual ~IWritableItemDefManager() = default;
// Get item definition
virtual const ItemDefinition& get(const std::string &name) const=0;
virtual video::ITexture* getInventoryTexture(const std::string &name,
Client *client) const=0;
// Get item wield mesh
- virtual scene::IMesh* getWieldMesh(const std::string &name,
+ virtual ItemMesh* getWieldMesh(const std::string &name,
Client *client) const=0;
#endif
};
IWritableItemDefManager* createItemDefManager();
-
-#endif