#define GAMEDEF_HEADER
#include <string>
+#include "irrlichttypes.h"
-class IToolDefManager;
+class IItemDefManager;
class INodeDefManager;
-//class IItemDefManager; //TODO
-// Mineral too?
+class ICraftDefManager;
class ITextureSource;
/*
public:
// 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 IToolDefManager* getToolDefManager()=0;
+ virtual IItemDefManager* getItemDefManager()=0;
virtual INodeDefManager* getNodeDefManager()=0;
- //virtual IItemDefManager* getItemDefManager()=0;
+ virtual ICraftDefManager* getCraftDefManager()=0;
// This is always thread-safe, but referencing the irrlicht texture
// pointers in other threads than main thread will make things explode.
virtual u16 allocateUnknownNodeId(const std::string &name)=0;
// Shorthands
- IToolDefManager* tdef(){return getToolDefManager();}
+ IItemDefManager* idef(){return getItemDefManager();}
INodeDefManager* ndef(){return getNodeDefManager();}
+ ICraftDefManager* cdef(){return getCraftDefManager();}
ITextureSource* tsrc(){return getTextureSource();}
};