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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 "itemgroup.h"
#include "sound.h"
class IGameDef;
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;
/*
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
57,
69,
83,
100,
121,
146,
176,
195,
220// 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) 0,
7,
11,
15,
21,
29,
42,
53,
69,
85,
109,
135,
167,
205,
255,
};*/
// This was used for a long time, manually made
/*u8 light_decode_table[LIGHT_MAX+1] =
{
0,
6,
8,
11,
14,
19,
26,
34,
45,
61,
81,
108,
143,
191,
255,
};*/
/*u8 light_decode_table[LIGHT_MAX+1] =
{
0,
3,
6,
10,
18,
25,
35,
50,
75,
95,
120,
150,
185,
215,
255,
};*/
/*u8 light_decode_table[LIGHT_MAX+1] =
{
0,
5,
12,
22,
35,
50,
65,
85,
100,
120,
140,
160,
185,
215,
255,
};*/
// LIGHT_MAX is 14, 0-14 is 15 values
/*u8 light_decode_table[LIGHT_MAX+1] =
{
0,
9,
12,
14,
16,
20,
26,
34,
45,
61,
81,
108,
143,
191,
255,
};*/
#if 0
/*
#!/usr/bin/python
from math import *
from sys import stdout
# We want 0 at light=0 and 255 at light=LIGHT_MAX
LIGHT_MAX = 14
#FACTOR = 0.69
FACTOR = 0.75
L = []
for i in range(1,LIGHT_MAX+1):
L.append(int(round(255.0 * FACTOR ** (i-1))))
L.append(0)
L.reverse()
for i in L:
stdout.write(str(i)+",\n")
*/
u8 light_decode_table[LIGHT_MAX+1] =
{
0,
6,
8,
11,
14,
19,
26,
34,
45,
61,
81,
108,
143,
191,
255,
};
#endif
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