Refactoring and code style fixes in preparation of adding mesh typed items
This commit is contained in:
parent
e2d54c9f92
commit
f14e7bac54
395
src/itemdef.cpp
395
src/itemdef.cpp
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@ -28,15 +28,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mapblock_mesh.h"
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#include "mesh.h"
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#include "wieldmesh.h"
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#include "client/tile.h"
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#endif
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#include "log.h"
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#include "settings.h"
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#include "util/serialize.h"
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#include "util/container.h"
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#include "util/thread.h"
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#include <map>
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#include <set>
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#ifdef __ANDROID__
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#include <GLES/gl.h>
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@ -227,37 +222,29 @@ void ItemDefinition::deSerialize(std::istream &is)
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// SUGG: Support chains of aliases?
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class CItemDefManager: public IWritableItemDefManager
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{
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#ifndef SERVER
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struct ClientCached
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{
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video::ITexture *inventory_texture;
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scene::IMesh *wield_mesh;
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ClientCached():
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CItemDefManager::ClientCached::ClientCached() :
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inventory_texture(NULL),
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wield_mesh(NULL)
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{}
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};
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{}
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#endif
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public:
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CItemDefManager()
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{
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CItemDefManager::CItemDefManager()
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{
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#ifndef SERVER
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m_main_thread = thr_get_current_thread_id();
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#endif
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clear();
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}
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virtual ~CItemDefManager()
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{
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}
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/******************************************************************************/
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CItemDefManager::~CItemDefManager()
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{
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#ifndef SERVER
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const std::vector<ClientCached*> &values = m_clientcached.getValues();
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for(std::vector<ClientCached*>::const_iterator
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i = values.begin(); i != values.end(); ++i)
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{
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i = values.begin(); i != values.end(); ++i) {
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ClientCached *cc = *i;
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if (cc->wield_mesh)
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cc->wield_mesh->drop();
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@ -268,12 +255,15 @@ public:
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for (std::map<std::string, ItemDefinition*>::iterator iter =
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m_item_definitions.begin(); iter != m_item_definitions.end();
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++iter) {
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delete iter->second;
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}
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m_item_definitions.clear();
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}
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virtual const ItemDefinition& get(const std::string &name_) const
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{
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}
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/******************************************************************************/
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const ItemDefinition& CItemDefManager::get(const std::string &name_) const
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{
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// Convert name according to possible alias
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std::string name = getAlias(name_);
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// Get the definition
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@ -283,42 +273,53 @@ public:
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i = m_item_definitions.find("unknown");
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assert(i != m_item_definitions.end());
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return *(i->second);
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}
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virtual std::string getAlias(const std::string &name) const
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{
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}
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/******************************************************************************/
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std::string CItemDefManager::getAlias(const std::string &name) const
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{
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StringMap::const_iterator it = m_aliases.find(name);
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if (it != m_aliases.end())
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return it->second;
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return name;
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}
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virtual std::set<std::string> getAll() const
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{
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}
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/******************************************************************************/
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std::set<std::string> CItemDefManager::getAll() const
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{
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std::set<std::string> result;
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for(std::map<std::string, ItemDefinition *>::const_iterator
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it = m_item_definitions.begin();
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it != m_item_definitions.end(); ++it) {
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result.insert(it->first);
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}
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for (StringMap::const_iterator
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it = m_aliases.begin();
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it != m_aliases.end(); ++it) {
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result.insert(it->first);
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}
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return result;
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}
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virtual bool isKnown(const std::string &name_) const
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{
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}
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/******************************************************************************/
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bool CItemDefManager::isKnown(const std::string &name_) const
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{
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// Convert name according to possible alias
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std::string name = getAlias(name_);
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// Get the definition
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std::map<std::string, ItemDefinition*>::const_iterator i;
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return m_item_definitions.find(name) != m_item_definitions.end();
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}
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}
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#ifndef SERVER
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public:
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ClientCached* createClientCachedDirect(const std::string &name,
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/******************************************************************************/
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CItemDefManager::ClientCached* CItemDefManager::createClientCachedDirect(const std::string &name,
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IGameDef *gamedef) const
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{
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{
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infostream<<"Lazily creating item texture and mesh for \""
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<<name<<"\""<<std::endl;
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@ -328,7 +329,7 @@ public:
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// Skip if already in cache
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ClientCached *cc = NULL;
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m_clientcached.get(name, &cc);
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if(cc)
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if (cc)
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return cc;
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ITextureSource *tsrc = gamedef->getTextureSource();
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@ -340,7 +341,7 @@ public:
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// Create an inventory texture
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cc->inventory_texture = NULL;
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if(def.inventory_image != "")
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if (def.inventory_image != "")
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cc->inventory_texture = tsrc->getTexture(def.inventory_image);
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// Additional processing for nodes:
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// - If inventory_texture isn't set yet, create one using
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// render-to-texture.
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if (def.type == ITEM_NODE) {
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// Get node properties
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content_t id = nodedef->getId(name);
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const ContentFeatures &f = nodedef->get(id);
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bool need_rtt_mesh = cc->inventory_texture == NULL;
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// Keep this in sync with WieldMeshSceneNode::setItem()
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bool need_wield_mesh =
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!(f.mesh_ptr[0] ||
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f.drawtype == NDT_NORMAL ||
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f.drawtype == NDT_ALLFACES ||
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f.drawtype == NDT_AIRLIKE);
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scene::IMesh *node_mesh = NULL;
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if (need_rtt_mesh || need_wield_mesh) {
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u8 param1 = 0;
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if (f.param_type == CPT_LIGHT)
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param1 = 0xee;
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/*
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Make a mesh from the node
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*/
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MeshMakeData mesh_make_data(gamedef, false);
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u8 param2 = 0;
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if (f.param_type_2 == CPT2_WALLMOUNTED)
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param2 = 1;
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MapNode mesh_make_node(id, param1, param2);
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mesh_make_data.fillSingleNode(&mesh_make_node);
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MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
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node_mesh = mapblock_mesh.getMesh();
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node_mesh->grab();
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video::SColor c(255, 255, 255, 255);
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setMeshColor(node_mesh, c);
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// scale and translate the mesh so it's a
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// unit cube centered on the origin
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scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
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translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
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}
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/*
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Draw node mesh into a render target texture
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*/
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if (need_rtt_mesh) {
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TextureFromMeshParams params;
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params.mesh = node_mesh;
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params.dim.set(64, 64);
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params.rtt_texture_name = "INVENTORY_"
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+ def.name + "_RTT";
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params.delete_texture_on_shutdown = true;
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params.camera_position.set(0, 1.0, -1.5);
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params.camera_position.rotateXZBy(45);
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params.camera_lookat.set(0, 0, 0);
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// Set orthogonal projection
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params.camera_projection_matrix.buildProjectionMatrixOrthoLH(
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1.65, 1.65, 0, 100);
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params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
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params.light_position.set(10, 100, -50);
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params.light_color.set(1.0, 0.5, 0.5, 0.5);
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params.light_radius = 1000;
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#ifdef __ANDROID__
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params.camera_position.set(0, -1.0, -1.5);
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params.camera_position.rotateXZBy(45);
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params.light_position.set(10, -100, -50);
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#endif
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cc->inventory_texture =
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tsrc->generateTextureFromMesh(params);
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// render-to-target didn't work
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if (cc->inventory_texture == NULL) {
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cc->inventory_texture =
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tsrc->getTexture(f.tiledef[0].name);
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}
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}
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/*
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Use the node mesh as the wield mesh
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*/
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if (need_wield_mesh) {
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cc->wield_mesh = node_mesh;
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cc->wield_mesh->grab();
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// no way reference count can be smaller than 2 in this place!
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assert(cc->wield_mesh->getReferenceCount() >= 2);
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}
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if (node_mesh)
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node_mesh->drop();
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createNodeItemTexture(name, def, nodedef, cc, gamedef, tsrc);
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}
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// Put in cache
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m_clientcached.set(name, cc);
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return cc;
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}
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ClientCached* getClientCached(const std::string &name,
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}
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/******************************************************************************/
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CItemDefManager::ClientCached* CItemDefManager::getClientCached(const std::string &name,
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IGameDef *gamedef) const
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{
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{
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ClientCached *cc = NULL;
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m_clientcached.get(name, &cc);
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if(cc)
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if (cc)
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return cc;
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if(thr_is_current_thread(m_main_thread))
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{
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if (thr_is_current_thread(m_main_thread)) {
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return createClientCachedDirect(name, gamedef);
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}
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else
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// Throw a request in
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m_get_clientcached_queue.add(name, 0, 0, &result_queue);
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try{
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while(true) {
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while (true) {
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// Wait result for a second
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GetResult<std::string, ClientCached*, u8, u8>
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result = result_queue.pop_front(1000);
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return &m_dummy_clientcached;
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}
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}
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}
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// Get item inventory texture
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virtual video::ITexture* getInventoryTexture(const std::string &name,
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}
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/******************************************************************************/
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// Get item inventory texture
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video::ITexture* CItemDefManager::getInventoryTexture(const std::string &name,
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IGameDef *gamedef) const
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{
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{
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ClientCached *cc = getClientCached(name, gamedef);
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if(!cc)
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if (!cc)
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return NULL;
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return cc->inventory_texture;
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}
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// Get item wield mesh
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virtual scene::IMesh* getWieldMesh(const std::string &name,
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}
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/******************************************************************************/
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// Get item wield mesh
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scene::IMesh* CItemDefManager::getWieldMesh(const std::string &name,
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IGameDef *gamedef) const
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{
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{
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ClientCached *cc = getClientCached(name, gamedef);
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if(!cc)
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if (!cc)
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return NULL;
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return cc->wield_mesh;
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}
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}
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#endif
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void clear()
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{
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for(std::map<std::string, ItemDefinition*>::const_iterator
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/******************************************************************************/
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void CItemDefManager::clear()
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{
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for (std::map<std::string, ItemDefinition*>::const_iterator
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i = m_item_definitions.begin();
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i != m_item_definitions.end(); ++i)
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{
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i != m_item_definitions.end(); ++i) {
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delete i->second;
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}
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m_item_definitions.clear();
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ignore_def->type = ITEM_NODE;
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ignore_def->name = "ignore";
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m_item_definitions.insert(std::make_pair("ignore", ignore_def));
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}
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virtual void registerItem(const ItemDefinition &def)
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{
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}
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/******************************************************************************/
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void CItemDefManager::registerItem(const ItemDefinition &def)
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{
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verbosestream<<"ItemDefManager: registering \""<<def.name<<"\""<<std::endl;
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// Ensure that the "" item (the hand) always has ToolCapabilities
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if(def.name == "")
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if (def.name == "")
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FATAL_ERROR_IF(!def.tool_capabilities, "Hand does not have ToolCapabilities");
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if(m_item_definitions.count(def.name) == 0)
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if (m_item_definitions.count(def.name) == 0)
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m_item_definitions[def.name] = new ItemDefinition(def);
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else
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*(m_item_definitions[def.name]) = def;
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// Remove conflicting alias if it exists
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bool alias_removed = (m_aliases.erase(def.name) != 0);
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if(alias_removed)
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if (alias_removed)
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infostream<<"ItemDefManager: erased alias "<<def.name
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<<" because item was defined"<<std::endl;
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}
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virtual void registerAlias(const std::string &name,
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}
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/******************************************************************************/
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void CItemDefManager::registerAlias(const std::string &name,
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const std::string &convert_to)
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{
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if(m_item_definitions.find(name) == m_item_definitions.end())
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{
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{
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if (m_item_definitions.find(name) == m_item_definitions.end()) {
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verbosestream<<"ItemDefManager: setting alias "<<name
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<<" -> "<<convert_to<<std::endl;
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m_aliases[name] = convert_to;
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}
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}
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void serialize(std::ostream &os, u16 protocol_version)
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{
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}
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/******************************************************************************/
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void CItemDefManager::serialize(std::ostream &os, u16 protocol_version)
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{
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writeU8(os, 0); // version
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u16 count = m_item_definitions.size();
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writeU16(os, count);
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os << serializeString(it->first);
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os << serializeString(it->second);
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}
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}
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void deSerialize(std::istream &is)
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{
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}
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/******************************************************************************/
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void CItemDefManager::deSerialize(std::istream &is)
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{
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// Clear everything
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clear();
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// Deserialize
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@ -603,8 +533,9 @@ public:
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if(version != 0)
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throw SerializationError("unsupported ItemDefManager version");
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u16 count = readU16(is);
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for(u16 i=0; i<count; i++)
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{
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for (u16 i=0; i<count; i++) {
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// Deserialize a string and grab an ItemDefinition from it
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std::istringstream tmp_is(deSerializeString(is), std::ios::binary);
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ItemDefinition def;
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// Register
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registerItem(def);
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}
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u16 num_aliases = readU16(is);
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for(u16 i=0; i<num_aliases; i++)
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{
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for (u16 i=0; i<num_aliases; i++) {
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std::string name = deSerializeString(is);
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std::string convert_to = deSerializeString(is);
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registerAlias(name, convert_to);
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}
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}
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void processQueue(IGameDef *gamedef)
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{
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}
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/******************************************************************************/
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void CItemDefManager::processQueue(IGameDef *gamedef)
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{
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#ifndef SERVER
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//NOTE this is only thread safe for ONE consumer thread!
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while(!m_get_clientcached_queue.empty())
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{
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while (!m_get_clientcached_queue.empty()) {
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GetRequest<std::string, ClientCached*, u8, u8>
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request = m_get_clientcached_queue.pop();
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@ -633,23 +567,92 @@ public:
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createClientCachedDirect(request.key, gamedef));
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}
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#endif
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}
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private:
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// Key is name
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std::map<std::string, ItemDefinition*> m_item_definitions;
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// Aliases
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StringMap m_aliases;
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}
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#ifndef SERVER
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// The id of the thread that is allowed to use irrlicht directly
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threadid_t m_main_thread;
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// A reference to this can be returned when nothing is found, to avoid NULLs
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mutable ClientCached m_dummy_clientcached;
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// Cached textures and meshes
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mutable MutexedMap<std::string, ClientCached*> m_clientcached;
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// Queued clientcached fetches (to be processed by the main thread)
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mutable RequestQueue<std::string, ClientCached*, u8, u8> m_get_clientcached_queue;
|
||||
/******************************************************************************/
|
||||
void CItemDefManager::createNodeItemTexture(const std::string& name,
|
||||
const ItemDefinition& def, INodeDefManager* nodedef,
|
||||
ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const
|
||||
{
|
||||
// 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;
|
||||
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();
|
||||
}
|
||||
#endif
|
||||
};
|
||||
|
||||
/******************************************************************************/
|
||||
|
||||
IWritableItemDefManager* createItemDefManager()
|
||||
{
|
||||
|
|
|
@ -25,9 +25,18 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include <string>
|
||||
#include <iostream>
|
||||
#include <set>
|
||||
#include <map>
|
||||
#include "itemgroup.h"
|
||||
#include "sound.h"
|
||||
#include "util/container.h"
|
||||
#include "util/thread.h"
|
||||
|
||||
#ifndef SERVER
|
||||
#include "client/tile.h"
|
||||
#endif
|
||||
|
||||
class IGameDef;
|
||||
class INodeDefManager;
|
||||
struct ToolCapabilities;
|
||||
|
||||
/*
|
||||
|
@ -39,7 +48,7 @@ enum ItemType
|
|||
ITEM_NONE,
|
||||
ITEM_NODE,
|
||||
ITEM_CRAFT,
|
||||
ITEM_TOOL,
|
||||
ITEM_TOOL
|
||||
};
|
||||
|
||||
struct ItemDefinition
|
||||
|
@ -157,6 +166,77 @@ public:
|
|||
virtual void processQueue(IGameDef *gamedef)=0;
|
||||
};
|
||||
|
||||
|
||||
class CItemDefManager: public IWritableItemDefManager
|
||||
{
|
||||
public:
|
||||
CItemDefManager();
|
||||
virtual ~CItemDefManager();
|
||||
virtual const ItemDefinition& get(const std::string &name_) const;
|
||||
virtual std::string getAlias(const std::string &name) const;
|
||||
virtual std::set<std::string> getAll() const;
|
||||
virtual bool isKnown(const std::string &name_) const;
|
||||
|
||||
#ifndef SERVER
|
||||
// Get item inventory texture
|
||||
virtual video::ITexture* getInventoryTexture(const std::string &name,
|
||||
IGameDef *gamedef) const;
|
||||
|
||||
// Get item wield mesh
|
||||
virtual scene::IMesh* getWieldMesh(const std::string &name,
|
||||
IGameDef *gamedef) const;
|
||||
#endif
|
||||
void clear();
|
||||
|
||||
virtual void registerItem(const ItemDefinition &def);
|
||||
virtual void registerAlias(const std::string &name,
|
||||
const std::string &convert_to);
|
||||
void serialize(std::ostream &os, u16 protocol_version);
|
||||
void deSerialize(std::istream &is);
|
||||
|
||||
void processQueue(IGameDef *gamedef);
|
||||
|
||||
private:
|
||||
|
||||
#ifndef SERVER
|
||||
struct ClientCached
|
||||
{
|
||||
video::ITexture *inventory_texture;
|
||||
scene::IMesh *wield_mesh;
|
||||
|
||||
ClientCached();
|
||||
};
|
||||
|
||||
void createNodeItemTexture(const std::string& name,
|
||||
const ItemDefinition& def, INodeDefManager* nodedef,
|
||||
ClientCached* cc, IGameDef* gamedef, ITextureSource* tsrc) const;
|
||||
|
||||
ClientCached* createClientCachedDirect(const std::string &name,
|
||||
IGameDef *gamedef) const;
|
||||
|
||||
ClientCached* getClientCached(const std::string &name,
|
||||
IGameDef *gamedef) const;
|
||||
|
||||
// The id of the thread that is allowed to use irrlicht directly
|
||||
threadid_t m_main_thread;
|
||||
|
||||
// A reference to this can be returned when nothing is found, to avoid NULLs
|
||||
mutable ClientCached m_dummy_clientcached;
|
||||
|
||||
// Cached textures and meshes
|
||||
mutable MutexedMap<std::string, ClientCached*> m_clientcached;
|
||||
|
||||
// Queued clientcached fetches (to be processed by the main thread)
|
||||
mutable RequestQueue<std::string, ClientCached*, u8, u8> m_get_clientcached_queue;
|
||||
#endif
|
||||
|
||||
// Key is name
|
||||
std::map<std::string, ItemDefinition*> m_item_definitions;
|
||||
|
||||
// Aliases
|
||||
std::map<std::string, std::string> m_aliases;
|
||||
};
|
||||
|
||||
IWritableItemDefManager* createItemDefManager();
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue