/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
-Copyright (C) 2011 Kahrl <kahrl@gmx.net>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2013 Kahrl <kahrl@gmx.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
#include <iostream>
#include <set>
#include "itemgroup.h"
+#include "sound.h"
class IGameDef;
+class Client;
struct ToolCapabilities;
/*
/*
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.
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();
#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;
+ 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
#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;
+ Client *client) const=0;
#endif
// Remove all registered item and node definitions and aliases
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 <name> will load as <convert_to>.
// Alias is not set if <name> has already been defined.
// Alias will be removed if <name> 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