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){}
};
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 = 0;
InventoryLocation from_inv;
std::string from_list;
s16 from_i = -1;
InventoryLocation to_inv;
std::string to_list;
s16 to_i = -1;
+};
+
+struct IMoveAction : public InventoryAction, public MoveAction
+{
+ // count=0 means "everything"
+ u16 count = 0;
bool move_somewhere = false;
// treat these as private
bool caused_by_move_somewhere = false;
u32 move_count = 0;
- IMoveAction() {}
+ IMoveAction() = default;
IMoveAction(std::istream &is, bool somewhere);
void clientApply(InventoryManager *mgr, IGameDef *gamedef);
};
-struct IDropAction : public InventoryAction
+struct IDropAction : public InventoryAction, public MoveAction
{
// count=0 means "everything"
u16 count = 0;
- InventoryLocation from_inv;
- std::string from_list;
- s16 from_i = -1;
- IDropAction() {}
+ IDropAction() = default;
IDropAction(std::istream &is);
u16 count = 0;
InventoryLocation craft_inv;
- ICraftAction() {}
+ ICraftAction() = default;
ICraftAction(std::istream &is);
bool getCraftingResult(Inventory *inv, ItemStack &result,
std::vector<ItemStack> &output_replacements,
bool decrementInput, IGameDef *gamedef);
-
-#endif
-