Include backtrace in error message when LuaErrors occur
[minetest-c55.git] / src / itemdef.h
blobf993fdbac490181ab7627ea00f680e91f145bb4e
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 #ifndef ITEMDEF_HEADER
22 #define ITEMDEF_HEADER
24 #include "irrlichttypes_extrabloated.h"
25 #include <string>
26 #include <iostream>
27 #include <set>
28 #include "itemgroup.h"
29 #include "sound.h"
30 class IGameDef;
31 struct ToolCapabilities;
34 Base item definition
37 enum ItemType
39 ITEM_NONE,
40 ITEM_NODE,
41 ITEM_CRAFT,
42 ITEM_TOOL,
45 struct ItemDefinition
48 Basic item properties
50 ItemType type;
51 std::string name; // "" = hand
52 std::string description; // Shown in tooltip.
55 Visual properties
57 std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems
58 std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used
59 v3f wield_scale;
62 Item stack and interaction properties
64 s16 stack_max;
65 bool usable;
66 bool liquids_pointable;
67 // May be NULL. If non-NULL, deleted by destructor
68 ToolCapabilities *tool_capabilities;
69 ItemGroupList groups;
70 SimpleSoundSpec sound_place;
71 f32 range;
73 // Client shall immediately place this node when player places the item.
74 // Server will update the precise end result a moment later.
75 // "" = no prediction
76 std::string node_placement_prediction;
79 Some helpful methods
81 ItemDefinition();
82 ItemDefinition(const ItemDefinition &def);
83 ItemDefinition& operator=(const ItemDefinition &def);
84 ~ItemDefinition();
85 void reset();
86 void serialize(std::ostream &os, u16 protocol_version) const;
87 void deSerialize(std::istream &is);
88 private:
89 void resetInitial();
92 class IItemDefManager
94 public:
95 IItemDefManager(){}
96 virtual ~IItemDefManager(){}
98 // Get item definition
99 virtual const ItemDefinition& get(const std::string &name) const=0;
100 // Get alias definition
101 virtual std::string getAlias(const std::string &name) const=0;
102 // Get set of all defined item names and aliases
103 virtual std::set<std::string> getAll() const=0;
104 // Check if item is known
105 virtual bool isKnown(const std::string &name) const=0;
106 #ifndef SERVER
107 // Get item inventory texture
108 virtual video::ITexture* getInventoryTexture(const std::string &name,
109 IGameDef *gamedef) const=0;
110 // Get item wield mesh
111 virtual scene::IMesh* getWieldMesh(const std::string &name,
112 IGameDef *gamedef) const=0;
113 #endif
115 virtual void serialize(std::ostream &os, u16 protocol_version)=0;
118 class IWritableItemDefManager : public IItemDefManager
120 public:
121 IWritableItemDefManager(){}
122 virtual ~IWritableItemDefManager(){}
124 // Get item definition
125 virtual const ItemDefinition& get(const std::string &name) const=0;
126 // Get alias definition
127 virtual std::string getAlias(const std::string &name) const=0;
128 // Get set of all defined item names and aliases
129 virtual std::set<std::string> getAll() const=0;
130 // Check if item is known
131 virtual bool isKnown(const std::string &name) const=0;
132 #ifndef SERVER
133 // Get item inventory texture
134 virtual video::ITexture* getInventoryTexture(const std::string &name,
135 IGameDef *gamedef) const=0;
136 // Get item wield mesh
137 virtual scene::IMesh* getWieldMesh(const std::string &name,
138 IGameDef *gamedef) const=0;
139 #endif
141 // Remove all registered item and node definitions and aliases
142 // Then re-add the builtin item definitions
143 virtual void clear()=0;
144 // Register item definition
145 virtual void registerItem(const ItemDefinition &def)=0;
146 // Set an alias so that items named <name> will load as <convert_to>.
147 // Alias is not set if <name> has already been defined.
148 // Alias will be removed if <name> is defined at a later point of time.
149 virtual void registerAlias(const std::string &name,
150 const std::string &convert_to)=0;
152 virtual void serialize(std::ostream &os, u16 protocol_version)=0;
153 virtual void deSerialize(std::istream &is)=0;
155 // Do stuff asked by threads that can only be done in the main thread
156 virtual void processQueue(IGameDef *gamedef)=0;
159 IWritableItemDefManager* createItemDefManager();
161 #endif