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<a name="TItemResource"></a><h1 class="cio">Class TItemResource</h1>
<table class="sections wide_list">
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td>Fields</td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td><a class="section" href="#PasDoc-Properties">Properties</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="CastleItems.html">CastleItems</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TItemResource = class(<a class="normal" href="CastleResources.T3DResource.html">T3DResource</a>)</code></p>
<h2 class="description">Description</h2>
<p>
Basic resource of an item that can be picked up, used and such.
<p>A "resource" is an information shared by all items of given type, for example you can have two instances of class <code>TItemResource</code>: Sword and LifePotion. (Actually, <a class="normal" href="CastleItems.TItemWeaponResource.html">TItemWeaponResource</a>, which is a descendant of <code>TItemResource</code>, sounds like a better candidate for the Sword.) Using them, you can create milions of actual swords and life potions, and place them of your level (as well as in inventories of creatures able to carry items). Every life potion (<a class="normal" href="CastleItems.TInventoryItem.html">TInventoryItem</a> instance) may keep some individual information (for example, how much of the potion is already used/drunk), but all life potions will share the same <code>TItemResource</code> instance, so e.g. they all will be displayed using the same model on 3D level (<a class="normal" href="CastleItems.TItemResource.html#BaseAnimation">TItemResource.BaseAnimation</a>) and the same image in 2D inventory (<a class="normal" href="CastleItems.TItemResource.html#Image">TItemResource.Image</a>).</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="ancestor"><a class="normal" href="CastleResources.T3DResource.html">T3DResource</a></li>
<li class="thisitem">TItemResource</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleItems.TItemResource.html#PrepareCore">PrepareCore</a></b>(const BaseLights: <a href="Castle3D.html#TAbstractLightInstancesList">TAbstractLightInstancesList</a>; const GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const DoProgress: boolean); override;</code></td>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleItems.TItemResource.html#ReleaseCore">ReleaseCore</a></b>; override;</code></td>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><code>function <b><a href="CastleItems.TItemResource.html#ItemClass">ItemClass</a></b>: <a href="CastleItems.html#TInventoryItemClass">TInventoryItemClass</a>; virtual;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>constructor <b><a href="CastleItems.TItemResource.html#Create">Create</a></b>(const AName: string); override;</code></td>
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<td class="itemcode"><code>destructor <b><a href="CastleItems.TItemResource.html#Destroy">Destroy</a></b>; override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleItems.TItemResource.html#LoadFromFile">LoadFromFile</a></b>(ResourceConfig: <a href="CastleXMLConfig.TCastleConfig.html">TCastleConfig</a>); override;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleItems.TItemResource.html#GLContextClose">GLContextClose</a></b>; override;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleItems.TItemResource.html#Image">Image</a></b>: <a href="CastleImages.TEncodedImage.html">TEncodedImage</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleItems.TItemResource.html#GLImage">GLImage</a></b>: <a href="CastleGLImages.TGLImage.html">TGLImage</a>;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleItems.TItemResource.html#CreateItem">CreateItem</a></b>(const AQuantity: Cardinal): <a href="CastleItems.TInventoryItem.html">TInventoryItem</a>;</code></td>
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<td class="itemcode"><code>procedure <b><a href="CastleItems.TItemResource.html#InstantiatePlaceholder">InstantiatePlaceholder</a></b>(World: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; const APosition, ADirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const NumberPresent: boolean; const Number: Int64); override;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleItems.TItemResource.html#AlwaysPrepared">AlwaysPrepared</a></b>: boolean; override;</code></td>
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<a name="PasDoc-Properties"></a><h3 class="summary">Properties</h3>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleItems.TItemResource.html#Caption">Caption</a></b>: string read FCaption;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleItems.TItemResource.html#BaseAnimation">BaseAnimation</a></b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FBaseAnimation;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>property <b><a href="CastleItems.TItemResource.html#ImageURL">ImageURL</a></b>: string read FImageURL;</code></td>
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<td class="itemcode"><code>property <b><a href="CastleItems.TItemResource.html#BoundingBoxRotated">BoundingBoxRotated</a></b>: <a href="CastleBoxes.TBox3D.html">TBox3D</a> read FBoundingBoxRotated;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Methods</h3>
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<td class="visibility"><a href="legend.html"><img src="protected.gif" alt="Protected" title="Protected"></a></td>
<td class="itemcode"><a name="PrepareCore"></a><code>procedure <b>PrepareCore</b>(const BaseLights: <a href="Castle3D.html#TAbstractLightInstancesList">TAbstractLightInstancesList</a>; const GravityUp: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const DoProgress: boolean); override;</code></td>
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<td class="itemcode"><a name="ReleaseCore"></a><code>procedure <b>ReleaseCore</b>; override;</code></td>
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<td class="itemcode"><a name="ItemClass"></a><code>function <b>ItemClass</b>: <a href="CastleItems.html#TInventoryItemClass">TInventoryItemClass</a>; virtual;</code></td>
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<p>
Which <a class="normal" href="CastleItems.TInventoryItem.html">TInventoryItem</a> descendant to create when constructing item of this resource by <a class="normal" href="CastleItems.TItemResource.html#CreateItem">CreateItem</a>.</p>
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<td class="itemcode"><a name="Create"></a><code>constructor <b>Create</b>(const AName: string); override;</code></td>
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<td class="itemcode"><a name="Destroy"></a><code>destructor <b>Destroy</b>; override;</code></td>
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<td class="itemcode"><a name="LoadFromFile"></a><code>procedure <b>LoadFromFile</b>(ResourceConfig: <a href="CastleXMLConfig.TCastleConfig.html">TCastleConfig</a>); override;</code></td>
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<td class="itemcode"><a name="GLContextClose"></a><code>procedure <b>GLContextClose</b>; override;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Image"></a><code>function <b>Image</b>: <a href="CastleImages.TEncodedImage.html">TEncodedImage</a>;</code></td>
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<p>
2D image representing an item, to be used when showing inventory and such. The core engine itself doesn't use it, and doesn't force anything about such image (whether it should have some specific size, whether it should have alpha channel and such). It is up to the final game to make use of these images.
<p>If you're wondering how to generate such image: one option is to open the item 3D model in [<a href="http://castle-engine.sourceforge.net/view3dscene.php">http://castle-engine.sourceforge.net/view3dscene.php</a>] and use "Display -> Screenshot ..." menu option (maybe the one that makes transparent background). It is usually a good idea to also remember the camera used for such screenshot with "Console -> Print Current Camera (Viewpoint)..." menu option.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GLImage"></a><code>function <b>GLImage</b>: <a href="CastleGLImages.TGLImage.html">TGLImage</a>;</code></td>
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<p>
OpenGL resource to draw <a class="normal" href="CastleItems.TItemResource.html#Image">Image</a>.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CreateItem"></a><code>function <b>CreateItem</b>(const AQuantity: Cardinal): <a href="CastleItems.TInventoryItem.html">TInventoryItem</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Create item. This is how you should create new <a class="normal" href="CastleItems.TInventoryItem.html">TInventoryItem</a> instances. It is analogous to <a class="normal" href="CastleCreatures.TCreatureResource.html#CreateCreature">TCreatureResource.CreateCreature</a>, but now for items.
<p>Note that the item itself doesn't exist on a 3D world — you have to put it there if you want by <a class="normal" href="CastleItems.TInventoryItem.html#PutOnWorld">TInventoryItem.PutOnWorld</a>. That is because items can also exist only in player's backpack and such, and then they are independent from 3D world.
<p><b>Examples:</b>
<p>You usually define your own item resources by adding a subdirectory with resource.xml file to your game data. See [<a href="http://castle-engine.sourceforge.net/creating_data_resources.php">http://castle-engine.sourceforge.net/creating_data_resources.php</a>] and engine tutorial for examples how to do this. Then you load the item resources with
<p></p>
<pre class="longcode">
<span class="pascal_keyword">var</span>
Sword: TItemResource;
<span class="pascal_numeric"></span>...
Resources.LoadFromFiles;
Sword := Resources.FindName(<span class="pascal_string">'Sword'</span>) <span class="pascal_keyword">as</span> TItemResource;
</pre>
<p>
<p>where 'Sword' is just our example item resource, assuming that one of your resource.xml files has resource with name="Sword".
<p>Now if you want to add the sword to your 3D world by code:
<p>Because <a class="normal" href="CastleItems.TInventoryItem.html">TInventoryItem</a> instance is automatically owned (freed) by the 3D world or inventory that contains it, a simplest example how to add an item to your 3D world is this:
<p></p>
<pre class="longcode">
Sword.CreateItem(<span class="pascal_numeric">1</span>).PutOnWorld(SceneManager.World, Vector3Single(<span class="pascal_numeric">2</span>, <span class="pascal_numeric">3</span>, <span class="pascal_numeric">4</span>));
</pre>
<p>
<p>This adds 1 item of the MyItemResource to the 3D world, on position (2, 3, 4). In simple cases you can get SceneManager instance from <a class="normal" href="CastleWindow.TCastleWindow.html#SceneManager">TCastleWindow.SceneManager</a> or <a class="normal" href="CastleControl.TCastleControl.html#SceneManager">TCastleControl.SceneManager</a>.
<p>If you want to instead add sword to the inventory of Player, you can call
<p></p>
<pre class="longcode">
SceneManager.Player.PickItem(Sword.CreateItem(<span class="pascal_numeric">1</span>));
</pre>
<p>
<p>This assumes that you use SceneManager.Player property. It's not really obligatory, but it's the simplest way to have player with an inventory. See engine tutorial for examples how to create player. Anyway, if you have any <a class="normal" href="CastleItems.TInventory.html">TInventory</a> instance, you can use <a class="normal" href="CastleItems.TInventory.html#Pick">TInventory.Pick</a> to add <a class="normal" href="CastleItems.TInventoryItem.html">TInventoryItem</a> this way.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="InstantiatePlaceholder"></a><code>procedure <b>InstantiatePlaceholder</b>(World: <a href="Castle3D.T3DWorld.html">T3DWorld</a>; const APosition, ADirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const NumberPresent: boolean; const Number: Int64); override;</code></td>
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<p>
Instantiate placeholder by create new item with <a class="normal" href="CastleItems.TItemResource.html#CreateItem">CreateItem</a> and putting it on level with <a class="normal" href="CastleItems.TInventoryItem.html#PutOnWorld">TInventoryItem.PutOnWorld</a>.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AlwaysPrepared"></a><code>function <b>AlwaysPrepared</b>: boolean; override;</code></td>
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<h3 class="detail">Properties</h3>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Caption"></a><code>property <b>Caption</b>: string read FCaption;</code></td>
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<p>
Nice caption to display.</p>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="BaseAnimation"></a><code>property <b>BaseAnimation</b>: <a href="CastleResources.T3DResourceAnimation.html">T3DResourceAnimation</a> read FBaseAnimation;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ImageURL"></a><code>property <b>ImageURL</b>: string read FImageURL;</code></td>
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<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="BoundingBoxRotated"></a><code>property <b>BoundingBoxRotated</b>: <a href="CastleBoxes.TBox3D.html">TBox3D</a> read FBoundingBoxRotated;</code></td>
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<p>
The largest possible bounding box of the 3D item, taking into account that actual item 3D model will be rotated when placed on world. You usually want to add current item position to this.</p>
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