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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2013 Kahrl <kahrl@gmx.net>
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.
*/
#ifndef ITEMDEF_HEADER
#define ITEMDEF_HEADER
#include "irrlichttypes_extrabloated.h"
#include <string>
#include <iostream>
#include <set>
#include <map>
#include "itemgroup.h"
#include "sound.h"
#include "util/container.h"
#include "util/thread.h"
#ifndef SERVER
#include "client/tile.h"
#endif
class IGameDef;
class INodeDefManager;
struct ToolCapabilities;
/*
Base item definition
*/
enum ItemType
{
ITEM_NONE,
ITEM_NODE,
ITEM_CRAFT,
ITEM_TOOL
};
struct ItemDefinition
{
/*
Basic item properties
*/
ItemType type;
std::string name; // "" = hand
std::string description; // Shown in tooltip.
/*
Visual properties
*/
std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems
std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used
v3f wield_scale;
std::string meshname; // name of internal mesh (or meshfile to use TBD)
std::string meshtexture; // meshtexture
/*
Item stack and interaction properties
*/
s16 stack_max;
bool usable;
bool liquids_pointable;
// May be NULL. If non-NULL, deleted by destructor
ToolCapabilities *tool_capabilities;
ItemGroupList groups;
SimpleSoundSpec sound_place;
SimpleSoundSpec sound_place_failed;
f32 range;
// Client shall immediately place this node when player places the item.
// Server will update the precise end result a moment later.
// "" = no prediction
std::string node_placement_prediction;
/*
Some helpful methods
*/
ItemDefinition();
ItemDefinition(const ItemDefinition &def);
ItemDefinition& operator=(const ItemDefinition &def);
~ItemDefinition();
void reset();
void serialize(std::ostream &os, u16 protocol_version) const;
void deSerialize(std::istream &is);
private:
void resetInitial();
};
class IItemDefManager
{
public:
IItemDefManager(){}
virtual ~IItemDefManager(){}
// Get item definition
virtual const ItemDefinition& get(const std::string &name) const=0;
// Get alias definition
virtual std::string getAlias(const std::string &name) const=0;
// Get set of all defined item names and aliases
virtual std::set<std::string> getAll() const=0;
// Check if item is known
virtual bool isKnown(const std::string &name) const=0;
#ifndef SERVER
// Get item inventory texture
virtual video::ITexture* getInventoryTexture(const std::string &name,
IGameDef *gamedef) const=0;
// Get item wield mesh
virtual scene::IMesh* getWieldMesh(const std::string &name,
IGameDef *gamedef) const=0;
#endif
virtual void serialize(std::ostream &os, u16 protocol_version)=0;
};
class IWritableItemDefManager : public IItemDefManager
{
public:
IWritableItemDefManager(){}
virtual ~IWritableItemDefManager(){}
// Get item definition
virtual const ItemDefinition& get(const std::string &name) const=0;
// Get alias definition
virtual std::string getAlias(const std::string &name) const=0;
// Get set of all defined item names and aliases
virtual std::set<std::string> getAll() const=0;
// Check if item is known
virtual bool isKnown(const std::string &name) const=0;
#ifndef SERVER
// Get item inventory texture
virtual video::ITexture* getInventoryTexture(const std::string &name,
IGameDef *gamedef) const=0;
// Get item wield mesh
virtual scene::IMesh* getWieldMesh(const std::string &name,
IGameDef *gamedef) const=0;
#endif
// Remove all registered item and node definitions and aliases
// Then re-add the builtin item definitions
virtual void clear()=0;
// Register item definition
virtual void registerItem(const ItemDefinition &def)=0;
// Set an alias so that items named <name> will load as <convert_to>.
// Alias is not set if <name> has already been defined.
// Alias will be removed if <name> is defined at a later point of time.
virtual void registerAlias(const std::string &name,
const std::string &convert_to)=0;
virtual void serialize(std::ostream &os, u16 protocol_version)=0;
virtual void deSerialize(std::istream &is)=0;
// Do stuff asked by threads that can only be done in the main thread
virtual void processQueue(IGameDef *gamedef)=0;
};
class CItemDefManager: public IWritableItemDefManager
{
public:
CItemDefManager();
virtual ~CItemDefManager();
virtual const ItemDefinition& get(const std::string &name_) const;
virtual std::string getAlias(const std::string &name) const;
virtual std::set<std::string> getAll() const;
virtual bool isKnown(const std::string &name_) const;
#ifndef SERVER
// Get item inventory texture
virtual video::ITexture* getInventoryTexture(const std::string &name,
IGameDef *gamedef) const;
// Get item wield mesh
virtual scene::IMesh* getWieldMesh(const std::string &name,
IGameDef *gamedef) const;
#endif
void clear();
virtual void registerItem(const ItemDefinition &def);
virtual void registerAlias(const std::string &name,
const std::string &convert_to);
void serialize(std::ostream &os, u16 protocol_version);
void deSerialize(std::istream &is);
void processQueue(IGameDef *gamedef);
private:
#ifndef SERVER
struct ClientCached
{
video::ITexture *inventory_texture;
scene::IMesh *wield_mesh;
ClientCached();
};
void createNodeItemTexture(const std::string& name,
const ItemDefinition& def, INodeDefManager* nodedef,
ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const;
void createMeshItemTexture(const std::string& name,
const ItemDefinition& def, INodeDefManager* nodedef,
ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const;
void renderMeshToTexture(const ItemDefinition& def, scene::IMesh* mesh,
ClientCached* cc, ITextureSource* tsrc) const;
ClientCached* createClientCachedDirect(const std::string &name,
IGameDef *gamedef) const;
ClientCached* getClientCached(const std::string &name,
IGameDef *gamedef) const;
// The id of the thread that is allowed to use irrlicht directly
threadid_t m_main_thread;
// A reference to this can be returned when nothing is found, to avoid NULLs
mutable ClientCached m_dummy_clientcached;
// Cached textures and meshes
mutable MutexedMap<std::string, ClientCached*> m_clientcached;
// Queued clientcached fetches (to be processed by the main thread)
mutable RequestQueue<std::string, ClientCached*, u8, u8> m_get_clientcached_queue;
#endif
// Key is name
std::map<std::string, ItemDefinition*> m_item_definitions;
// Aliases
std::map<std::string, std::string> m_aliases;
};
IWritableItemDefManager* createItemDefManager();
#endif
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