nlist: make selected list accessible globally
[waspsaliva.git] / src / itemdef.h
blobebf0d35273b5cbce57b7586393748db4d3d91e4f
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2013 Kahrl <kahrl@gmx.net>
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU Lesser General Public License for more details.
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
21 #pragma once
23 #include "irrlichttypes_extrabloated.h"
24 #include <string>
25 #include <iostream>
26 #include <set>
27 #include "itemgroup.h"
28 #include "sound.h"
29 #include "texture_override.h" // TextureOverride
30 class IGameDef;
31 class Client;
32 struct ToolCapabilities;
33 #ifndef SERVER
34 #include "client/tile.h"
35 struct ItemMesh;
36 struct ItemStack;
37 #endif
40 Base item definition
43 enum ItemType
45 ITEM_NONE,
46 ITEM_NODE,
47 ITEM_CRAFT,
48 ITEM_TOOL,
51 struct ItemDefinition
54 Basic item properties
56 ItemType type;
57 std::string name; // "" = hand
58 std::string description; // Shown in tooltip.
59 std::string short_description;
62 Visual properties
64 std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems
65 std::string inventory_overlay; // Overlay of inventory_image.
66 std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used
67 std::string wield_overlay; // Overlay of wield_image.
68 std::string palette_image; // If specified, the item will be colorized based on this
69 video::SColor color; // The fallback color of the node.
70 v3f wield_scale;
73 Item stack and interaction properties
75 u16 stack_max;
76 bool usable;
77 bool liquids_pointable;
78 // May be NULL. If non-NULL, deleted by destructor
79 ToolCapabilities *tool_capabilities;
80 ItemGroupList groups;
81 SimpleSoundSpec sound_place;
82 SimpleSoundSpec sound_place_failed;
83 f32 range;
85 // Client shall immediately place this node when player places the item.
86 // Server will update the precise end result a moment later.
87 // "" = no prediction
88 std::string node_placement_prediction;
91 Some helpful methods
93 ItemDefinition();
94 ItemDefinition(const ItemDefinition &def);
95 ItemDefinition& operator=(const ItemDefinition &def);
96 ~ItemDefinition();
97 void reset();
98 void serialize(std::ostream &os, u16 protocol_version) const;
99 void deSerialize(std::istream &is);
100 private:
101 void resetInitial();
104 class IItemDefManager
106 public:
107 IItemDefManager() = default;
109 virtual ~IItemDefManager() = default;
111 // Get item definition
112 virtual const ItemDefinition& get(const std::string &name) const=0;
113 // Get alias definition
114 virtual const std::string &getAlias(const std::string &name) const=0;
115 // Get set of all defined item names and aliases
116 virtual void getAll(std::set<std::string> &result) const=0;
117 // Check if item is known
118 virtual bool isKnown(const std::string &name) const=0;
119 #ifndef SERVER
120 // Get item inventory texture
121 virtual video::ITexture* getInventoryTexture(const std::string &name,
122 Client *client) const=0;
123 // Get item wield mesh
124 virtual ItemMesh* getWieldMesh(const std::string &name,
125 Client *client) const=0;
126 // Get item palette
127 virtual Palette* getPalette(const std::string &name,
128 Client *client) const = 0;
129 // Returns the base color of an item stack: the color of all
130 // tiles that do not define their own color.
131 virtual video::SColor getItemstackColor(const ItemStack &stack,
132 Client *client) const = 0;
133 #endif
135 virtual void serialize(std::ostream &os, u16 protocol_version)=0;
138 class IWritableItemDefManager : public IItemDefManager
140 public:
141 IWritableItemDefManager() = default;
143 virtual ~IWritableItemDefManager() = default;
145 // Get item definition
146 virtual const ItemDefinition& get(const std::string &name) const=0;
147 // Get alias definition
148 virtual const std::string &getAlias(const std::string &name) const=0;
149 // Get set of all defined item names and aliases
150 virtual void getAll(std::set<std::string> &result) const=0;
151 // Check if item is known
152 virtual bool isKnown(const std::string &name) const=0;
153 #ifndef SERVER
154 // Get item inventory texture
155 virtual video::ITexture* getInventoryTexture(const std::string &name,
156 Client *client) const=0;
157 // Get item wield mesh
158 virtual ItemMesh* getWieldMesh(const std::string &name,
159 Client *client) const=0;
160 #endif
162 // Replace the textures of registered nodes with the ones specified in
163 // the texture pack's override.txt files
164 virtual void applyTextureOverrides(const std::vector<TextureOverride> &overrides)=0;
166 // Remove all registered item and node definitions and aliases
167 // Then re-add the builtin item definitions
168 virtual void clear()=0;
169 // Register item definition
170 virtual void registerItem(const ItemDefinition &def)=0;
171 virtual void unregisterItem(const std::string &name)=0;
172 // Set an alias so that items named <name> will load as <convert_to>.
173 // Alias is not set if <name> has already been defined.
174 // Alias will be removed if <name> is defined at a later point of time.
175 virtual void registerAlias(const std::string &name,
176 const std::string &convert_to)=0;
178 virtual void serialize(std::ostream &os, u16 protocol_version)=0;
179 virtual void deSerialize(std::istream &is)=0;
181 // Do stuff asked by threads that can only be done in the main thread
182 virtual void processQueue(IGameDef *gamedef)=0;
185 IWritableItemDefManager* createItemDefManager();