#include <iostream>
#include <set>
#include "itemgroup.h"
+#include "sound.h"
class IGameDef;
struct ToolCapabilities;
// May be NULL. If non-NULL, deleted by destructor
ToolCapabilities *tool_capabilities;
ItemGroupList groups;
+ SimpleSoundSpec sound_place;
+ 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();
IGameDef *gamedef) const=0;
#endif
- virtual void serialize(std::ostream &os)=0;
+ virtual void serialize(std::ostream &os, u16 protocol_version)=0;
};
class IWritableItemDefManager : public IItemDefManager
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