51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef INVENTORYMANAGER_HEADER
-#define INVENTORYMANAGER_HEADER
+#pragma once
#include "inventory.h"
#include <iostream>
type = PLAYER;
name = name_;
}
- void setNodeMeta(v3s16 p_)
+ void setNodeMeta(const v3s16 &p_)
{
type = NODEMETA;
p = p_;
std::string dump() const;
void serialize(std::ostream &os) const;
void deSerialize(std::istream &is);
- void deSerialize(std::string s);
+ void deSerialize(const std::string &s);
};
struct InventoryAction;
class InventoryManager
{
public:
- InventoryManager(){}
- virtual ~InventoryManager(){}
-
+ InventoryManager() = default;
+ virtual ~InventoryManager() = default;
+
// 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){}
+ virtual void setInventoryModified(const InventoryLocation &loc) {}
// Send inventory action to server (only on client)
virtual void inventoryAction(InventoryAction *a){}
};
-#define IACTION_MOVE 0
-#define IACTION_DROP 1
-#define IACTION_CRAFT 2
+enum class IAction : u16 {
+ Move,
+ Drop,
+ Craft
+};
struct InventoryAction
{
- static InventoryAction * deSerialize(std::istream &is);
-
- virtual u16 getType() const = 0;
+ static InventoryAction *deSerialize(std::istream &is);
+
+ virtual IAction getType() const = 0;
virtual void serialize(std::ostream &os) const = 0;
virtual void apply(InventoryManager *mgr, ServerActiveObject *player,
IGameDef *gamedef) = 0;
virtual void clientApply(InventoryManager *mgr, IGameDef *gamedef) = 0;
- virtual ~InventoryAction() {};
+ virtual ~InventoryAction() = default;;
};
-struct IMoveAction : public InventoryAction
+struct MoveAction
{
- // count=0 means "everything"
- u16 count;
InventoryLocation from_inv;
std::string from_list;
- s16 from_i;
+ s16 from_i = -1;
InventoryLocation to_inv;
std::string to_list;
- s16 to_i;
-
- IMoveAction()
- {
- count = 0;
- from_i = -1;
- to_i = -1;
- }
-
- IMoveAction(std::istream &is);
+ s16 to_i = -1;
+};
- u16 getType() const
+struct IMoveAction : public InventoryAction, public MoveAction
+{
+ // count=0 means "everything"
+ u16 count = 0;
+ bool move_somewhere = false;
+
+ // treat these as private
+ // related to movement to somewhere
+ bool caused_by_move_somewhere = false;
+ u32 move_count = 0;
+
+ IMoveAction() = default;
+
+ IMoveAction(std::istream &is, bool somewhere);
+
+ IAction getType() const
{
- return IACTION_MOVE;
+ return IAction::Move;
}
void serialize(std::ostream &os) const
{
- os<<"Move ";
- os<<count<<" ";
- os<<from_inv.dump()<<" ";
- os<<from_list<<" ";
- os<<from_i<<" ";
- os<<to_inv.dump()<<" ";
- 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(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
void clientApply(InventoryManager *mgr, IGameDef *gamedef);
};
-struct IDropAction : public InventoryAction
+struct IDropAction : public InventoryAction, public MoveAction
{
// count=0 means "everything"
- u16 count;
- InventoryLocation from_inv;
- std::string from_list;
- s16 from_i;
-
- IDropAction()
- {
- count = 0;
- from_i = -1;
- }
-
+ u16 count = 0;
+
+ IDropAction() = default;
+
IDropAction(std::istream &is);
- u16 getType() const
+ IAction getType() const
{
- return IACTION_DROP;
+ return IAction::Drop;
}
void serialize(std::ostream &os) const
struct ICraftAction : public InventoryAction
{
// count=0 means "everything"
- u16 count;
+ u16 count = 0;
InventoryLocation craft_inv;
-
- ICraftAction()
- {
- count = 0;
- }
-
+
+ ICraftAction() = default;
+
ICraftAction(std::istream &is);
- u16 getType() const
+ IAction getType() const
{
- return IACTION_CRAFT;
+ return IAction::Craft;
}
void serialize(std::ostream &os) const
};
// Crafting helper
-bool getCraftingResult(Inventory *inv, ItemStack& result,
+bool getCraftingResult(Inventory *inv, ItemStack &result,
std::vector<ItemStack> &output_replacements,
bool decrementInput, IGameDef *gamedef);
-
-#endif
-