#ifndef ITEMDEF_HEADER
#define ITEMDEF_HEADER
-#include "common_irrlicht.h"
+#include "irrlichttypes_extrabloated.h"
#include <string>
#include <iostream>
#include <set>
ToolCapabilities *tool_capabilities;
ItemGroupList groups;
- /*
- Cached stuff
- */
-#ifndef SERVER
- video::ITexture *inventory_texture;
- scene::IMesh *wield_mesh;
-#endif
+ // 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
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)=0;
};
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 registerAlias(const std::string &name,
const std::string &convert_to)=0;
- /*
- Update inventory textures and wield meshes to latest
- return values of ITextureSource and INodeDefManager.
- Call after updating the texture atlas of a texture source.
- */
- virtual void updateTexturesAndMeshes(IGameDef *gamedef)=0;
-
virtual void serialize(std::ostream &os)=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;
};
IWritableItemDefManager* createItemDefManager();