]> git.lizzy.rs Git - minetest.git/blobdiff - src/inventorymanager.h
Biome API: Make fallback biome stone and water, disable filler
[minetest.git] / src / inventorymanager.h
index 4abe5e73d029b0537e5d4f115668b1bf12a22110..35fcf4b99dbf6f40d4b08cc975521360ba2f45a2 100644 (file)
@@ -1,18 +1,18 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
@@ -21,19 +21,35 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #define INVENTORYMANAGER_HEADER
 
 #include "inventory.h"
+#include <iostream>
+#include <string>
+class ServerActiveObject;
 
-// Should probably somehow replace InventoryContext over time
 struct InventoryLocation
 {
        enum Type{
                UNDEFINED,
+               CURRENT_PLAYER,
                PLAYER,
-               NODEMETA
+               NODEMETA,
+        DETACHED,
        } type;
 
-       std::string name; // PLAYER
+       std::string name; // PLAYER, DETACHED
        v3s16 p; // NODEMETA
 
+       InventoryLocation()
+       {
+               setUndefined();
+       }
+       void setUndefined()
+       {
+               type = UNDEFINED;
+       }
+       void setCurrentPlayer()
+       {
+               type = CURRENT_PLAYER;
+       }
        void setPlayer(const std::string &name_)
        {
                type = PLAYER;
@@ -44,17 +60,45 @@ struct InventoryLocation
                type = NODEMETA;
                p = p_;
        }
-};
+       void setDetached(const std::string &name_)
+       {
+               type = DETACHED;
+               name = name_;
+       }
+
+       bool operator==(const InventoryLocation &other) const
+       {
+               if(type != other.type)
+                       return false;
+               switch(type){
+               case UNDEFINED:
+                       return false;
+               case CURRENT_PLAYER:
+                       return true;
+               case PLAYER:
+                       return (name == other.name);
+               case NODEMETA:
+                       return (p == other.p);
+               case DETACHED:
+                       return (name == other.name);
+               }
+               return false;
+       }
+       bool operator!=(const InventoryLocation &other) const
+       {
+               return !(*this == other);
+       }
 
-class Player;
+       void applyCurrentPlayer(const std::string &name_)
+       {
+               if(type == CURRENT_PLAYER)
+                       setPlayer(name_);
+       }
 
-struct InventoryContext
-{
-       Player *current_player;
-       
-       InventoryContext():
-               current_player(NULL)
-       {}
+       std::string dump() const;
+       void serialize(std::ostream &os) const;
+       void deSerialize(std::istream &is);
+       void deSerialize(std::string s);
 };
 
 struct InventoryAction;
@@ -64,56 +108,59 @@ class InventoryManager
 public:
        InventoryManager(){}
        virtual ~InventoryManager(){}
-       
-       // Get an inventory or set it modified (so it will be updated over
-       // network or so)
-       virtual Inventory* getInventory(const InventoryLocation &loc){return NULL;}
-       virtual void setInventoryModified(const InventoryLocation &loc){}
 
-       // Used on the client to send an action to the server
+       // Get an inventory (server and client)
+       virtual Inventory* getInventory(const InventoryLocation &loc){return NULL;}
+    // Set modified (will be saved and sent over network; only on server)
+       virtual void setInventoryModified(const InventoryLocation &loc, bool playerSend = true){}
+    // Send inventory action to server (only on client)
        virtual void inventoryAction(InventoryAction *a){}
-
-       // (Deprecated; these wrap to the latter ones)
-       // Get a pointer to an inventory specified by id. id can be:
-       // - "current_player"
-       // - "nodemeta:X,Y,Z"
-       Inventory* getInventory(InventoryContext *c, std::string id);
-       // Used on the server by InventoryAction::apply and other stuff
-       void inventoryModified(InventoryContext *c, std::string id);
 };
 
 #define IACTION_MOVE 0
 #define IACTION_DROP 1
+#define IACTION_CRAFT 2
 
 struct InventoryAction
 {
        static InventoryAction * deSerialize(std::istream &is);
-       
+
        virtual u16 getType() const = 0;
        virtual void serialize(std::ostream &os) const = 0;
-       virtual void apply(InventoryContext *c, InventoryManager *mgr,
-                       ServerEnvironment *env) = 0;
+       virtual void apply(InventoryManager *mgr, ServerActiveObject *player,
+                       IGameDef *gamedef) = 0;
+       virtual void clientApply(InventoryManager *mgr, IGameDef *gamedef) = 0;
+       virtual ~InventoryAction() {};
 };
 
 struct IMoveAction : public InventoryAction
 {
        // count=0 means "everything"
        u16 count;
-       std::string from_inv;
+       InventoryLocation from_inv;
        std::string from_list;
        s16 from_i;
-       std::string to_inv;
+       InventoryLocation to_inv;
        std::string to_list;
        s16 to_i;
-       
+       bool move_somewhere;
+
+       // treat these as private
+       // related to movement to somewhere
+       bool caused_by_move_somewhere;
+       u32 move_count;
+
        IMoveAction()
        {
                count = 0;
                from_i = -1;
                to_i = -1;
+               move_somewhere = false;
+               caused_by_move_somewhere = false;
+               move_count = 0;
        }
-       
-       IMoveAction(std::istream &is);
+
+       IMoveAction(std::istream &is, bool somewhere);
 
        u16 getType() const
        {
@@ -122,34 +169,39 @@ struct IMoveAction : public InventoryAction
 
        void serialize(std::ostream &os) const
        {
-               os<<"Move ";
-               os<<count<<" ";
-               os<<from_inv<<" ";
-               os<<from_list<<" ";
-               os<<from_i<<" ";
-               os<<to_inv<<" ";
-               os<<to_list<<" ";
-               os<<to_i;
+               if (!move_somewhere)
+                       os << "Move ";
+               else
+                       os << "MoveSomewhere ";
+               os << count << " ";
+               os << from_inv.dump() << " ";
+               os << from_list << " ";
+               os << from_i << " ";
+               os << to_inv.dump() << " ";
+               os << to_list;
+               if (!move_somewhere)
+                       os << " " << to_i;
        }
 
-       void apply(InventoryContext *c, InventoryManager *mgr,
-                       ServerEnvironment *env);
+       void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
+
+       void clientApply(InventoryManager *mgr, IGameDef *gamedef);
 };
 
 struct IDropAction : public InventoryAction
 {
        // count=0 means "everything"
        u16 count;
-       std::string from_inv;
+       InventoryLocation from_inv;
        std::string from_list;
        s16 from_i;
-       
+
        IDropAction()
        {
                count = 0;
                from_i = -1;
        }
-       
+
        IDropAction(std::istream &is);
 
        u16 getType() const
@@ -161,68 +213,50 @@ struct IDropAction : public InventoryAction
        {
                os<<"Drop ";
                os<<count<<" ";
-               os<<from_inv<<" ";
+               os<<from_inv.dump()<<" ";
                os<<from_list<<" ";
                os<<from_i;
        }
 
-       void apply(InventoryContext *c, InventoryManager *mgr,
-                       ServerEnvironment *env);
-};
+       void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
 
-/*
-       Craft checking system
-*/
-
-enum ItemSpecType
-{
-       ITEM_NONE,
-       ITEM_MATERIAL,
-       ITEM_CRAFT,
-       ITEM_TOOL,
-       ITEM_MBO
+       void clientApply(InventoryManager *mgr, IGameDef *gamedef);
 };
 
-struct ItemSpec
+struct ICraftAction : public InventoryAction
 {
-       enum ItemSpecType type;
-       // Only other one of these is used
-       std::string name;
-       u16 num;
+       // count=0 means "everything"
+       u16 count;
+       InventoryLocation craft_inv;
 
-       ItemSpec():
-               type(ITEM_NONE)
+       ICraftAction()
        {
+               count = 0;
        }
-       ItemSpec(enum ItemSpecType a_type, std::string a_name):
-               type(a_type),
-               name(a_name),
-               num(65535)
+
+       ICraftAction(std::istream &is);
+
+       u16 getType() const
        {
+               return IACTION_CRAFT;
        }
-       ItemSpec(enum ItemSpecType a_type, u16 a_num):
-               type(a_type),
-               name(""),
-               num(a_num)
+
+       void serialize(std::ostream &os) const
        {
+               os<<"Craft ";
+               os<<count<<" ";
+               os<<craft_inv.dump()<<" ";
        }
 
-       bool checkItem(const InventoryItem *item) const;
-};
-
-/*
-       items: a pointer to an array of 9 pointers to items
-       specs: a pointer to an array of 9 ItemSpecs
-*/
-bool checkItemCombination(const InventoryItem * const*items, const ItemSpec *specs);
+       void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
 
-/*
-       items: a pointer to an array of 9 pointers to items
-       specs: a pointer to an array of 9 pointers to items
-*/
-bool checkItemCombination(const InventoryItem * const * items,
-               const InventoryItem * const * specs);
+       void clientApply(InventoryManager *mgr, IGameDef *gamedef);
+};
 
+// Crafting helper
+bool getCraftingResult(Inventory *inv, ItemStack& result,
+               std::vector<ItemStack> &output_replacements,
+               bool decrementInput, IGameDef *gamedef);
 
 #endif