X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fitemdef.h;h=3e302840f9254dbfa7267a71384667f11db874f9;hb=5c89a0e12a1e679180b14bf92bdcdb1614e3982e;hp=4a9e16966f668e20fdb7b85adb705e95ea833b58;hpb=22e186b4aa88b585e71500c4e9a03bf69b0b6191;p=dragonfireclient.git diff --git a/src/itemdef.h b/src/itemdef.h index 4a9e16966..3e302840f 100644 --- a/src/itemdef.h +++ b/src/itemdef.h @@ -18,16 +18,23 @@ 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 +#pragma once #include "irrlichttypes_extrabloated.h" #include #include #include #include "itemgroup.h" +#include "sound.h" +#include "texture_override.h" // TextureOverride class IGameDef; +class Client; struct ToolCapabilities; +#ifndef SERVER +#include "client/tile.h" +struct ItemMesh; +struct ItemStack; +#endif /* Base item definition @@ -49,30 +56,37 @@ struct ItemDefinition ItemType type; std::string name; // "" = hand std::string description; // Shown in tooltip. + std::string short_description; /* Visual properties */ std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems + std::string inventory_overlay; // Overlay of inventory_image. std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used + std::string wield_overlay; // Overlay of wield_image. + std::string palette_image; // If specified, the item will be colorized based on this + video::SColor color; // The fallback color of the node. v3f wield_scale; /* Item stack and interaction properties */ - s16 stack_max; + u16 stack_max; bool usable; - // If true, don't use node placement prediction - bool rightclickable; 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; + u8 place_param2; /* Some helpful methods @@ -82,7 +96,7 @@ struct ItemDefinition ItemDefinition& operator=(const ItemDefinition &def); ~ItemDefinition(); void reset(); - void serialize(std::ostream &os) const; + void serialize(std::ostream &os, u16 protocol_version) const; void deSerialize(std::istream &is); private: void resetInitial(); @@ -91,64 +105,78 @@ struct ItemDefinition class IItemDefManager { public: - IItemDefManager(){} - virtual ~IItemDefManager(){} + IItemDefManager() = default; + + virtual ~IItemDefManager() = default; // 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; + virtual const std::string &getAlias(const std::string &name) const=0; // Get set of all defined item names and aliases - virtual std::set getAll() const=0; + virtual void getAll(std::set &result) 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; + Client *client) const=0; // Get item wield mesh - virtual scene::IMesh* getWieldMesh(const std::string &name, - IGameDef *gamedef) const=0; + virtual ItemMesh* getWieldMesh(const std::string &name, + Client *client) const=0; + // Get item palette + virtual Palette* getPalette(const std::string &name, + Client *client) const = 0; + // Returns the base color of an item stack: the color of all + // tiles that do not define their own color. + virtual video::SColor getItemstackColor(const ItemStack &stack, + Client *client) const = 0; #endif - virtual void serialize(std::ostream &os)=0; + virtual void serialize(std::ostream &os, u16 protocol_version)=0; }; class IWritableItemDefManager : public IItemDefManager { public: - IWritableItemDefManager(){} - virtual ~IWritableItemDefManager(){} + IWritableItemDefManager() = default; + + virtual ~IWritableItemDefManager() = default; // 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; + virtual const std::string &getAlias(const std::string &name) const=0; // Get set of all defined item names and aliases - virtual std::set getAll() const=0; + virtual void getAll(std::set &result) 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; + Client *client) const=0; // Get item wield mesh - virtual scene::IMesh* getWieldMesh(const std::string &name, - IGameDef *gamedef) const=0; + virtual ItemMesh* getWieldMesh(const std::string &name, + Client *client) const=0; #endif + // Replace the textures of registered nodes with the ones specified in + // the texture pack's override.txt files + virtual void applyTextureOverrides(const std::vector &overrides)=0; + // 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; + virtual void unregisterItem(const std::string &name)=0; // Set an alias so that items named will load as . // Alias is not set if has already been defined. // Alias will be removed if 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)=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 @@ -156,5 +184,3 @@ class IWritableItemDefManager : public IItemDefManager }; IWritableItemDefManager* createItemDefManager(); - -#endif