/*
-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.
*/
#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;
type = NODEMETA;
p = p_;
}
-};
+ void setDetached(const std::string &name_)
+ {
+ type = DETACHED;
+ name = name_;
+ }
-class Player;
+ 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);
+ }
-struct InventoryContext
-{
- Player *current_player;
-
- InventoryContext():
- current_player(NULL)
- {}
+ void applyCurrentPlayer(const std::string &name_)
+ {
+ if(type == CURRENT_PLAYER)
+ setPlayer(name_);
+ }
+
+ std::string dump() const;
+ void serialize(std::ostream &os) const;
+ void deSerialize(std::istream &is);
+ void deSerialize(std::string s);
};
struct InventoryAction;
InventoryManager(){}
virtual ~InventoryManager(){}
- // Get an inventory or set it modified (so it will be updated over
- // network or so)
+ // 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){}
-
- // Used on the client to send an action to the server
+ // 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
{
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;
{
os<<"Move ";
os<<count<<" ";
- os<<from_inv<<" ";
+ os<<from_inv.dump()<<" ";
os<<from_list<<" ";
os<<from_i<<" ";
- os<<to_inv<<" ";
+ os<<to_inv.dump()<<" ";
os<<to_list<<" ";
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;
{
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;
-
- ItemSpec():
- type(ITEM_NONE)
+ // count=0 means "everything"
+ u16 count;
+ InventoryLocation craft_inv;
+
+ 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;
-};
+ 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 ItemSpecs
-*/
-bool checkItemCombination(const InventoryItem * const*items, const ItemSpec *specs);
-
-/*
- 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,
+ bool decrementInput, IGameDef *gamedef);
#endif