minetest/src/gamedef.h

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/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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
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#include <string>
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#include <vector>
#include "irrlichttypes.h"
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class IItemDefManager;
class NodeDefManager;
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class ICraftDefManager;
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class ITextureSource;
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class IShaderSource;
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class IRollbackManager;
class EmergeManager;
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class Camera;
class ModChannel;
class ModStorage;
class ModStorageDatabase;
struct SubgameSpec;
struct ModSpec;
struct ModIPCStore;
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namespace irr::scene {
class IAnimatedMesh;
class ISceneManager;
}
/*
An interface for fetching game-global definitions like tool and
mapnode properties
*/
class IGameDef
{
public:
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// These are thread-safe IF they are not edited while running threads.
// Thus, first they are set up and then they are only read.
virtual IItemDefManager* getItemDefManager()=0;
virtual const NodeDefManager* getNodeDefManager()=0;
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virtual ICraftDefManager* getCraftDefManager()=0;
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// Used for keeping track of names/ids of unknown nodes
virtual u16 allocateUnknownNodeId(const std::string &name)=0;
// Only usable on the server, and NOT thread-safe. It is usable from the
// environment thread.
virtual IRollbackManager* getRollbackManager() { return NULL; }
// Only usable on server.
virtual ModIPCStore *getModIPCStore() { return nullptr; }
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// Shorthands
// TODO: these should be made const-safe so that a const IGameDef* is
// actually usable
IItemDefManager *idef() { return getItemDefManager(); }
const NodeDefManager *ndef() { return getNodeDefManager(); }
ICraftDefManager *cdef() { return getCraftDefManager(); }
IRollbackManager *rollback() { return getRollbackManager(); }
virtual const std::vector<ModSpec> &getMods() const = 0;
virtual const ModSpec* getModSpec(const std::string &modname) const = 0;
virtual const SubgameSpec* getGameSpec() const { return nullptr; }
virtual std::string getWorldPath() const { return ""; }
virtual std::string getModDataPath() const { return ""; }
virtual ModStorageDatabase *getModStorageDatabase() = 0;
virtual bool joinModChannel(const std::string &channel) = 0;
virtual bool leaveModChannel(const std::string &channel) = 0;
virtual bool sendModChannelMessage(const std::string &channel,
const std::string &message) = 0;
virtual ModChannel *getModChannel(const std::string &channel) = 0;
};