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f6a33a1a7a
* Overlays for wield and inventory images
180 lines
5.3 KiB
C++
180 lines
5.3 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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Copyright (C) 2013 Kahrl <kahrl@gmx.net>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "irrlichttypes_extrabloated.h"
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#include <string>
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#include <iostream>
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#include <set>
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#include "itemgroup.h"
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#include "sound.h"
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class IGameDef;
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class Client;
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struct ToolCapabilities;
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#ifndef SERVER
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#include "client/tile.h"
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struct ItemMesh;
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struct ItemStack;
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#endif
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/*
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Base item definition
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*/
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enum ItemType
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{
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ITEM_NONE,
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ITEM_NODE,
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ITEM_CRAFT,
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ITEM_TOOL,
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};
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struct ItemDefinition
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{
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/*
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Basic item properties
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*/
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ItemType type;
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std::string name; // "" = hand
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std::string description; // Shown in tooltip.
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/*
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Visual properties
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*/
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std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems
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std::string inventory_overlay; // Overlay of inventory_image.
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std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used
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std::string wield_overlay; // Overlay of wield_image.
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std::string palette_image; // If specified, the item will be colorized based on this
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video::SColor color; // The fallback color of the node.
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v3f wield_scale;
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/*
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Item stack and interaction properties
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*/
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u16 stack_max;
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bool usable;
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bool liquids_pointable;
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// May be NULL. If non-NULL, deleted by destructor
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ToolCapabilities *tool_capabilities;
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ItemGroupList groups;
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SimpleSoundSpec sound_place;
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SimpleSoundSpec sound_place_failed;
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f32 range;
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// Client shall immediately place this node when player places the item.
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// Server will update the precise end result a moment later.
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// "" = no prediction
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std::string node_placement_prediction;
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/*
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Some helpful methods
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*/
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ItemDefinition();
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ItemDefinition(const ItemDefinition &def);
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ItemDefinition& operator=(const ItemDefinition &def);
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~ItemDefinition();
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void reset();
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void serialize(std::ostream &os, u16 protocol_version) const;
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void deSerialize(std::istream &is);
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private:
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void resetInitial();
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};
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class IItemDefManager
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{
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public:
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IItemDefManager() = default;
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virtual ~IItemDefManager() = default;
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// Get item definition
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virtual const ItemDefinition& get(const std::string &name) const=0;
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// Get alias definition
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virtual const std::string &getAlias(const std::string &name) const=0;
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// Get set of all defined item names and aliases
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virtual void getAll(std::set<std::string> &result) const=0;
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// Check if item is known
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virtual bool isKnown(const std::string &name) const=0;
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#ifndef SERVER
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// Get item inventory texture
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virtual video::ITexture* getInventoryTexture(const std::string &name,
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Client *client) const=0;
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// Get item wield mesh
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virtual ItemMesh* getWieldMesh(const std::string &name,
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Client *client) const=0;
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// Get item palette
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virtual Palette* getPalette(const std::string &name,
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Client *client) const = 0;
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// Returns the base color of an item stack: the color of all
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// tiles that do not define their own color.
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virtual video::SColor getItemstackColor(const ItemStack &stack,
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Client *client) const = 0;
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#endif
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virtual void serialize(std::ostream &os, u16 protocol_version)=0;
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};
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class IWritableItemDefManager : public IItemDefManager
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{
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public:
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IWritableItemDefManager() = default;
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virtual ~IWritableItemDefManager() = default;
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// Get item definition
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virtual const ItemDefinition& get(const std::string &name) const=0;
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// Get alias definition
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virtual const std::string &getAlias(const std::string &name) const=0;
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// Get set of all defined item names and aliases
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virtual void getAll(std::set<std::string> &result) const=0;
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// Check if item is known
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virtual bool isKnown(const std::string &name) const=0;
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#ifndef SERVER
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// Get item inventory texture
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virtual video::ITexture* getInventoryTexture(const std::string &name,
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Client *client) const=0;
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// Get item wield mesh
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virtual ItemMesh* getWieldMesh(const std::string &name,
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Client *client) const=0;
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#endif
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// Remove all registered item and node definitions and aliases
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// Then re-add the builtin item definitions
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virtual void clear()=0;
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// Register item definition
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virtual void registerItem(const ItemDefinition &def)=0;
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virtual void unregisterItem(const std::string &name)=0;
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// Set an alias so that items named <name> will load as <convert_to>.
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// Alias is not set if <name> has already been defined.
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// Alias will be removed if <name> is defined at a later point of time.
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virtual void registerAlias(const std::string &name,
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const std::string &convert_to)=0;
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virtual void serialize(std::ostream &os, u16 protocol_version)=0;
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virtual void deSerialize(std::istream &is)=0;
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// Do stuff asked by threads that can only be done in the main thread
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virtual void processQueue(IGameDef *gamedef)=0;
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};
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IWritableItemDefManager* createItemDefManager();
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