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.TH minetest 6 "2 February 2019" "" ""

.SH NAME
minetest, minetestserver \- Multiplayer infinite-world block sandbox

.SH SYNOPSIS
.B minetest
[\fB--server SERVER OPTIONS\fR | \fBCLIENT OPTIONS\fR]
[\fBCOMMON OPTIONS\fR]
[\fBWORLD PATH\fR]

.B minetestserver
[\fBSERVER OPTIONS\fR]
[\fBCOMMON OPTIONS\fR]
[\fBWORLD PATH\fR]

.SH DESCRIPTION
.B Minetest is one of the first InfiniMiner/Minecraft(/whatever) inspired games
(started October 2010), with a goal of taking the survival multiplayer gameplay
in a slightly different direction.
.PP
The main design philosophy is to keep it technically simple, stable and
portable. It will be kept lightweight enough to run on fairly old hardware.

.SH COMMON OPTIONS
.TP
.B \-\-help
Print allowed options and exit
.TP
.B \-\-version
Print version information and exit
.TP
.B \-\-config <value>
Load configuration from specified file
.TP
.B \-\-logfile <value>
Set logfile path ('' for no logging)
.TP
.B \-\-info
Print more information to console
.TP
.B \-\-verbose
Print even more information to console
.TP
.B \-\-trace
Print enormous amounts of information to console
.TP
.B \-\-quiet
Print only errors to console
.TP
.B \-\-color <value>
Colorize the logs ('always', 'never' or 'auto'), defaults to 'auto'
.TP
.B \-\-gameid <value> | list
Set gameid or list available ones
.TP
.B \-\-worldname <value>
Set world path by name
.TP
.B \-\-world <value>
Set world path
.TP
.B \-\-worldlist path | name | both
Get list of worlds ('path' lists paths, 'name' lists names, 'both' lists both)
.TP
.B \-\-map\-dir <value>
Same as \-\-world (deprecated)
.TP
.B \-\-port <value>
Set network port (UDP) to use
.TP
.B \-\-run\-unittests
Run unit tests and exit

.SH CLIENT OPTIONS
.TP
.B \-\-address <value>
Address to connect to
.TP
.B \-\-go
Disable main menu
.TP
.B \-\-name <value>
Set player name
.TP
.B \-\-password <value>
Set password
.TP
.B \-\-password\-file <value>
Set password from contents of file
.TP
.B \-\-random\-input
Enable random user input, for testing (client only)
.TP
.B \-\-videomodes
List available video modes (client only)
.TP
.B \-\-speedtests
Run speed tests

.SH SERVER OPTIONS
.TP
.B \-\-migrate <value>
Migrate from current map backend to another. Possible values are sqlite3,
leveldb, redis, postgresql, and dummy.
.TP
.B \-\-migrate-auth <value>
Migrate from current auth backend to another. Possible values are sqlite3 and
files.
.TP
.B \-\-migrate-players <value>
Migrate from current players backend to another. Possible values are sqlite3,
postgresql, dummy, and files.
.TP
.B \-\-terminal
Display an interactive terminal over ncurses during execution.

.SH ENVIRONMENT
.TP
.B MINETEST_SUBGAME_PATH
Colon delimited list of directories to search for games.

.SH BUGS
Please report all bugs at https://github.com/minetest/minetest/issues.

.SH AUTHOR
.PP
Perttu Ahola <celeron55@gmail.com> and contributors.
.PP
This man page was originally written by
Juhani Numminen <juhaninumminen0@gmail.com>.

.SH WWW
http://www.minetest.net/
n234' href='#n234'>234 235 236 237 238 239 240 241 242 243 244 245 246 247 248
/*
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 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 Lesser General Public License for more details.

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.
*/

#ifndef INVENTORYMANAGER_HEADER
#define INVENTORYMANAGER_HEADER

#include "inventory.h"
#include <iostream>
#include <string>
class ServerActiveObject;

struct InventoryLocation
{
	enum Type{
		UNDEFINED,
		CURRENT_PLAYER,
		PLAYER,
		NODEMETA,
        DETACHED,
	} type;

	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;
		name = name_;
	}
	void setNodeMeta(v3s16 p_)
	{
		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);
	}

	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;

class InventoryManager
{
public:
	InventoryManager(){}
	virtual ~InventoryManager(){}
	
	// 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){}
    // 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

struct InventoryAction
{
	static InventoryAction * deSerialize(std::istream &is);
	
	virtual u16 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() {};
};

struct IMoveAction : public InventoryAction
{
	// count=0 means "everything"
	u16 count;
	InventoryLocation from_inv;
	std::string from_list;
	s16 from_i;
	InventoryLocation to_inv;
	std::string to_list;
	s16 to_i;
	
	IMoveAction()
	{
		count = 0;
		from_i = -1;
		to_i = -1;
	}
	
	IMoveAction(std::istream &is);

	u16 getType() const
	{
		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;
	}

	void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);

	void clientApply(InventoryManager *mgr, IGameDef *gamedef);
};

struct IDropAction : public InventoryAction
{
	// count=0 means "everything"
	u16 count;
	InventoryLocation from_inv;
	std::string from_list;
	s16 from_i;
	
	IDropAction()
	{
		count = 0;
		from_i = -1;
	}
	
	IDropAction(std::istream &is);

	u16 getType() const
	{
		return IACTION_DROP;
	}

	void serialize(std::ostream &os) const
	{
		os<<"Drop ";
		os<<count<<" ";
		os<<from_inv.dump()<<" ";
		os<<from_list<<" ";
		os<<from_i;
	}

	void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);

	void clientApply(InventoryManager *mgr, IGameDef *gamedef);
};

struct ICraftAction : public InventoryAction
{
	// count=0 means "everything"
	u16 count;
	InventoryLocation craft_inv;
	
	ICraftAction()
	{
		count = 0;
	}
	
	ICraftAction(std::istream &is);

	u16 getType() const
	{
		return IACTION_CRAFT;
	}

	void serialize(std::ostream &os) const
	{
		os<<"Craft ";
		os<<count<<" ";
		os<<craft_inv.dump()<<" ";
	}

	void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);

	void clientApply(InventoryManager *mgr, IGameDef *gamedef);
};

// Crafting helper
bool getCraftingResult(Inventory *inv, ItemStack& result,
		bool decrementInput, IGameDef *gamedef);

#endif