]> git.lizzy.rs Git - minetest.git/blobdiff - src/itemdef.cpp
Refactor Game class (part 2) (#5422)
[minetest.git] / src / itemdef.cpp
index 60a7dc64e33316f109eb3c20b81f6fb953792cea..f43e5c970cb3d4212335a6b5e8dac11d4a1de7b4 100644 (file)
@@ -20,7 +20,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "itemdef.h"
 
-#include "gamedef.h"
 #include "nodedef.h"
 #include "tool.h"
 #include "inventory.h"
@@ -29,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "mesh.h"
 #include "wieldmesh.h"
 #include "client/tile.h"
+#include "client.h"
 #endif
 #include "log.h"
 #include "settings.h"
@@ -123,17 +123,13 @@ void ItemDefinition::reset()
 
 void ItemDefinition::serialize(std::ostream &os, u16 protocol_version) const
 {
-       if(protocol_version <= 17)
-               writeU8(os, 1); // version
-       else if(protocol_version <= 20)
-               writeU8(os, 2); // version
-       else
-               writeU8(os, 3); // version
+
+       writeU8(os, 3); // version (proto > 20)
        writeU8(os, type);
-       os<<serializeString(name);
-       os<<serializeString(description);
-       os<<serializeString(inventory_image);
-       os<<serializeString(wield_image);
+       os << serializeString(name);
+       os << serializeString(description);
+       os << serializeString(inventory_image);
+       os << serializeString(wield_image);
        writeV3F1000(os, wield_scale);
        writeS16(os, stack_max);
        writeU8(os, usable);
@@ -144,24 +140,19 @@ void ItemDefinition::serialize(std::ostream &os, u16 protocol_version) const
                tool_capabilities->serialize(tmp_os, protocol_version);
                tool_capabilities_s = tmp_os.str();
        }
-       os<<serializeString(tool_capabilities_s);
+       os << serializeString(tool_capabilities_s);
        writeU16(os, groups.size());
-       for(std::map<std::string, int>::const_iterator
+       for (ItemGroupList::const_iterator
                        i = groups.begin(); i != groups.end(); ++i){
-               os<<serializeString(i->first);
+               os << serializeString(i->first);
                writeS16(os, i->second);
        }
-       os<<serializeString(node_placement_prediction);
-       if(protocol_version > 17){
-               //serializeSimpleSoundSpec(sound_place, os);
-               os<<serializeString(sound_place.name);
-               writeF1000(os, sound_place.gain);
-       }
-       if (protocol_version > 20) {
-               writeF1000(os, range);
-               os << serializeString(sound_place_failed.name);
-               writeF1000(os, sound_place_failed.gain);
-       }
+       os << serializeString(node_placement_prediction);
+       os << serializeString(sound_place.name);
+       writeF1000(os, sound_place.gain);
+       writeF1000(os, range);
+       os << serializeString(sound_place_failed.name);
+       writeF1000(os, sound_place_failed.gain);
 }
 
 void ItemDefinition::deSerialize(std::istream &is)
@@ -317,7 +308,7 @@ class CItemDefManager: public IWritableItemDefManager
 #ifndef SERVER
 public:
        ClientCached* createClientCachedDirect(const std::string &name,
-                       IGameDef *gamedef) const
+                       Client *client) const
        {
                infostream<<"Lazily creating item texture and mesh for \""
                                <<name<<"\""<<std::endl;
@@ -331,8 +322,7 @@ class CItemDefManager: public IWritableItemDefManager
                if(cc)
                        return cc;
 
-               ITextureSource *tsrc = gamedef->getTextureSource();
-               INodeDefManager *nodedef = gamedef->getNodeDefManager();
+               ITextureSource *tsrc = client->getTextureSource();
                const ItemDefinition &def = get(name);
 
                // Create new ClientCached
@@ -343,103 +333,11 @@ class CItemDefManager: public IWritableItemDefManager
                if(def.inventory_image != "")
                        cc->inventory_texture = tsrc->getTexture(def.inventory_image);
 
-               // Additional processing for nodes:
-               // - Create a wield mesh if WieldMeshSceneNode can't render
-               //   the node on its own.
-               // - If inventory_texture isn't set yet, create one using
-               //   render-to-texture.
-               if (def.type == ITEM_NODE) {
-                       // Get node properties
-                       content_t id = nodedef->getId(name);
-                       const ContentFeatures &f = nodedef->get(id);
-
-                       bool need_rtt_mesh = cc->inventory_texture == NULL;
-
-                       // Keep this in sync with WieldMeshSceneNode::setItem()
-                       bool need_wield_mesh =
-                               !(f.mesh_ptr[0] ||
-                                 f.drawtype == NDT_NORMAL ||
-                                 f.drawtype == NDT_ALLFACES ||
-                                 f.drawtype == NDT_AIRLIKE);
-
-                       scene::IMesh *node_mesh = NULL;
-
-                       if (need_rtt_mesh || need_wield_mesh) {
-                               u8 param1 = 0;
-                               if (f.param_type == CPT_LIGHT)
-                                       param1 = 0xee;
-
-                               /*
-                                       Make a mesh from the node
-                               */
-                               MeshMakeData mesh_make_data(gamedef, false);
-                               u8 param2 = 0;
-                               if (f.param_type_2 == CPT2_WALLMOUNTED)
-                                       param2 = 1;
-                               MapNode mesh_make_node(id, param1, param2);
-                               mesh_make_data.fillSingleNode(&mesh_make_node);
-                               MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
-                               node_mesh = mapblock_mesh.getMesh();
-                               node_mesh->grab();
-                               video::SColor c(255, 255, 255, 255);
-                               setMeshColor(node_mesh, c);
-
-                               // scale and translate the mesh so it's a
-                               // unit cube centered on the origin
-                               scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
-                               translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
-                       }
-
-                       /*
-                               Draw node mesh into a render target texture
-                       */
-                       if (need_rtt_mesh) {
-                               TextureFromMeshParams params;
-                               params.mesh = node_mesh;
-                               params.dim.set(64, 64);
-                               params.rtt_texture_name = "INVENTORY_"
-                                       + def.name + "_RTT";
-                               params.delete_texture_on_shutdown = true;
-                               params.camera_position.set(0, 1.0, -1.5);
-                               params.camera_position.rotateXZBy(45);
-                               params.camera_lookat.set(0, 0, 0);
-                               // Set orthogonal projection
-                               params.camera_projection_matrix.buildProjectionMatrixOrthoLH(
-                                               1.65, 1.65, 0, 100);
-                               params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
-                               params.light_position.set(10, 100, -50);
-                               params.light_color.set(1.0, 0.5, 0.5, 0.5);
-                               params.light_radius = 1000;
+               ItemStack item = ItemStack();
+               item.name = def.name;
 
-#ifdef __ANDROID__
-                               params.camera_position.set(0, -1.0, -1.5);
-                               params.camera_position.rotateXZBy(45);
-                               params.light_position.set(10, -100, -50);
-#endif
-                               cc->inventory_texture =
-                                       tsrc->generateTextureFromMesh(params);
-
-                               // render-to-target didn't work
-                               if (cc->inventory_texture == NULL) {
-                                       cc->inventory_texture =
-                                               tsrc->getTexture(f.tiledef[0].name);
-                               }
-                       }
-
-                       /*
-                               Use the node mesh as the wield mesh
-                       */
-                       if (need_wield_mesh) {
-                               cc->wield_mesh = node_mesh;
-                               cc->wield_mesh->grab();
-
-                               // no way reference count can be smaller than 2 in this place!
-                               assert(cc->wield_mesh->getReferenceCount() >= 2);
-                       }
-
-                       if (node_mesh)
-                               node_mesh->drop();
-               }
+               scene::IMesh *mesh = getItemMesh(client, item);
+               cc->wield_mesh = mesh;
 
                // Put in cache
                m_clientcached.set(name, cc);
@@ -447,7 +345,7 @@ class CItemDefManager: public IWritableItemDefManager
                return cc;
        }
        ClientCached* getClientCached(const std::string &name,
-                       IGameDef *gamedef) const
+                       Client *client) const
        {
                ClientCached *cc = NULL;
                m_clientcached.get(name, &cc);
@@ -456,7 +354,7 @@ class CItemDefManager: public IWritableItemDefManager
 
                if(thr_is_current_thread(m_main_thread))
                {
-                       return createClientCachedDirect(name, gamedef);
+                       return createClientCachedDirect(name, client);
                }
                else
                {
@@ -485,18 +383,18 @@ class CItemDefManager: public IWritableItemDefManager
        }
        // Get item inventory texture
        virtual video::ITexture* getInventoryTexture(const std::string &name,
-                       IGameDef *gamedef) const
+                       Client *client) const
        {
-               ClientCached *cc = getClientCached(name, gamedef);
+               ClientCached *cc = getClientCached(name, client);
                if(!cc)
                        return NULL;
                return cc->inventory_texture;
        }
        // Get item wield mesh
        virtual scene::IMesh* getWieldMesh(const std::string &name,
-                       IGameDef *gamedef) const
+                       Client *client) const
        {
-               ClientCached *cc = getClientCached(name, gamedef);
+               ClientCached *cc = getClientCached(name, client);
                if(!cc)
                        return NULL;
                return cc->wield_mesh;
@@ -559,11 +457,17 @@ class CItemDefManager: public IWritableItemDefManager
                        infostream<<"ItemDefManager: erased alias "<<def.name
                                        <<" because item was defined"<<std::endl;
        }
+       virtual void unregisterItem(const std::string &name)
+       {
+               verbosestream<<"ItemDefManager: unregistering \""<<name<<"\""<<std::endl;
+
+               delete m_item_definitions[name];
+               m_item_definitions.erase(name);
+       }
        virtual void registerAlias(const std::string &name,
                        const std::string &convert_to)
        {
-               if(m_item_definitions.find(name) == m_item_definitions.end())
-               {
+               if (m_item_definitions.find(name) == m_item_definitions.end()) {
                        verbosestream<<"ItemDefManager: setting alias "<<name
                                <<" -> "<<convert_to<<std::endl;
                        m_aliases[name] = convert_to;
@@ -630,7 +534,7 @@ class CItemDefManager: public IWritableItemDefManager
                                        request = m_get_clientcached_queue.pop();
 
                        m_get_clientcached_queue.pushResult(request,
-                                       createClientCachedDirect(request.key, gamedef));
+                                       createClientCachedDirect(request.key, (Client *)gamedef));
                }
 #endif
        }