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* Android: fix package name in JAVA sourcesLoic Blot2015-03-14
* Fix package name in AndroidManifest.xmlLoic Blot2015-03-14
* AndroidManifest.xml version bumpLoic Blot2015-03-14
* Update Android MakefileMaksim Gamarnik2015-03-08
* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move til...Loic Blot2015-03-05
* Fix android buildLoic Blot2015-02-21
* Bump version to 0.4.12Perttu Ahola2015-02-18
* Update missing files for Android.mkLoic Blot2015-02-18
* Android build fixLoic Blot2015-02-18
* main.cpp rework * Move ClientLauncher class to a dedicated file * ClientLaunc...Loic Blot2015-02-12
* Fix Android build since a704c04f00bfea4b77550169fa08105c2ee0dfd0Oxh. ok @zeno-Loic Blot2015-02-11
* Android, build: Update curl to 7.40.00sapier2015-01-15
* Fix Android crash on keyboard connection change.Kodexky2015-01-13
* Increase stepheight on android by 0.5 to smoothen movementsapier2015-01-11
* Fix armv7 using arm arch while arm uses armv7sapier2015-01-08
* Switch android build to external sqlite3sapier2015-01-07
* Fixes for androidsapier2015-01-06
* Fix broken android version due to new openssl not linking correct to curlsapier2015-01-05
* Switch to official openssl version and update to 1.0.1jsapier2015-01-04
* Speedup initial android startup on some devices by factor 10 or moresapier2015-01-02
* Bump version to 0.4.11kwolekr2014-12-24
* Add fontengine.cpp to Android.mkKahrl2014-12-01
* Fixes for Android build errors. Enable sensor landscape rotation.KodexKy2014-11-25
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
* Split up mapgen.cppkwolekr2014-11-01
* Split settings into seperate source and header filesShadowNinja2014-09-21
* Makefile support for build without leveldbsapier2014-08-16
* Fix error handling on inconsistent client ready messagesapier2014-07-16
* Fix android build after removal of indev and math mapgensapier2014-07-16
* Update version numbers for 0.4.10sapier2014-07-06
* Switch android to leveldb as sqlite3 is broken and fails to save any mapblock...sapier2014-07-06
* Add support for Android 2.3+sapier2014-06-29
sic item properties */ ItemType type; std::string name; // "" = hand std::string description; // Shown in tooltip. std::string short_description; /* Visual properties */ std::string inventory_image; // Optional for nodes, mandatory for tools/craftitems std::string inventory_overlay; // Overlay of inventory_image. std::string wield_image; // If empty, inventory_image or mesh (only nodes) is used std::string wield_overlay; // Overlay of wield_image. std::string palette_image; // If specified, the item will be colorized based on this video::SColor color; // The fallback color of the node. v3f wield_scale; /* Item stack and interaction properties */ u16 stack_max; bool usable; 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. // "" = no prediction std::string node_placement_prediction; u8 place_param2; /* Some helpful methods */ ItemDefinition(); ItemDefinition(const ItemDefinition &def); ItemDefinition& operator=(const ItemDefinition &def); ~ItemDefinition(); void reset(); void serialize(std::ostream &os, u16 protocol_version) const; void deSerialize(std::istream &is); private: void resetInitial(); }; class IItemDefManager { public: IItemDefManager() = default; virtual ~IItemDefManager() = default; // Get item definition virtual const ItemDefinition& get(const std::string &name) const=0; // Get alias definition virtual const std::string &getAlias(const std::string &name) const=0; // Get set of all defined item names and aliases virtual void getAll(std::set<std::string> &result) 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, Client *client) const=0; // Get item wield mesh virtual ItemMesh* getWieldMesh(const std::string &name, Client *client) const=0; // Get item palette virtual Palette* getPalette(const std::string &name, Client *client) const = 0; // Returns the base color of an item stack: the color of all // tiles that do not define their own color. virtual video::SColor getItemstackColor(const ItemStack &stack, Client *client) const = 0; #endif virtual void serialize(std::ostream &os, u16 protocol_version)=0; }; class IWritableItemDefManager : public IItemDefManager { public: IWritableItemDefManager() = default; virtual ~IWritableItemDefManager() = default; // Get item definition virtual const ItemDefinition& get(const std::string &name) const=0; // Get alias definition virtual const std::string &getAlias(const std::string &name) const=0; // Get set of all defined item names and aliases virtual void getAll(std::set<std::string> &result) 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, Client *client) const=0; // Get item wield mesh virtual ItemMesh* getWieldMesh(const std::string &name, Client *client) const=0; #endif // Replace the textures of registered nodes with the ones specified in // the texture pack's override.txt files virtual void applyTextureOverrides(const std::vector<TextureOverride> &overrides)=0; // Remove all registered item and node definitions and aliases // Then re-add the builtin item definitions 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, 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();