/*
-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;
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.
// "" = no prediction
std::string node_placement_prediction;
- /*
- Cached stuff
- */
-#ifndef SERVER
- video::ITexture *inventory_texture;
- scene::IMesh *wield_mesh;
-#endif
-
/*
Some helpful methods
*/
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();
virtual std::set<std::string> getAll() const=0;
// Check if item is known
virtual bool isKnown(const std::string &name) const=0;
+#ifndef SERVER
+ // Get item inventory texture
+ virtual video::ITexture* getInventoryTexture(const std::string &name,
+ IGameDef *gamedef) const=0;
+ // Get item wield mesh
+ virtual scene::IMesh* getWieldMesh(const std::string &name,
+ 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 std::set<std::string> getAll() const=0;
// Check if item is known
virtual bool isKnown(const std::string &name) const=0;
+#ifndef SERVER
+ // Get item inventory texture
+ virtual video::ITexture* getInventoryTexture(const std::string &name,
+ IGameDef *gamedef) const=0;
+ // Get item wield mesh
+ virtual scene::IMesh* getWieldMesh(const std::string &name,
+ IGameDef *gamedef) const=0;
+#endif
// Remove all registered item and node definitions and aliases
// Then re-add the builtin item definitions
virtual void registerAlias(const std::string &name,
const std::string &convert_to)=0;
- /*
- Update inventory textures and wield meshes to latest
- return values of ITextureSource and INodeDefManager.
- Call after updating the texture atlas of a texture source.
- */
- virtual void updateTexturesAndMeshes(IGameDef *gamedef)=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
+ virtual void processQueue(IGameDef *gamedef)=0;
};
IWritableItemDefManager* createItemDefManager();