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/*
Minetest-c55
Copyright (C) 2010-2011 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
(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.
You should have received a copy of the GNU 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.
*/
#include "content_craft.h"
#include "inventory.h"
#include "content_mapnode.h"
#include "player.h"
#include "mapnode.h" // For content_t
#include "gamedef.h"
void craft_set_creative_inventory(Player *player, IGameDef *gamedef)
{
INodeDefManager *ndef = gamedef->ndef();
player->resetInventory();
// Give some good tools
{
InventoryItem *item = new ToolItem(gamedef, "MesePick", 0);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
{
InventoryItem *item = new ToolItem(gamedef, "SteelPick", 0);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
{
InventoryItem *item = new ToolItem(gamedef, "SteelAxe", 0);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
{
InventoryItem *item = new ToolItem(gamedef, "SteelShovel", 0);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
/*
Give materials
*/
// CONTENT_IGNORE-terminated list
content_t material_items[] = {
LEGN(ndef, "CONTENT_TORCH"),
LEGN(ndef, "CONTENT_COBBLE"),
LEGN(ndef, "CONTENT_MUD"),
LEGN(ndef, "CONTENT_STONE"),
LEGN(ndef, "CONTENT_SAND"),
LEGN(ndef, "CONTENT_SANDSTONE"),
LEGN(ndef, "CONTENT_CLAY"),
LEGN(ndef, "CONTENT_BRICK"),
LEGN(ndef, "CONTENT_TREE"),
LEGN(ndef, "CONTENT_LEAVES"),
LEGN(ndef, "CONTENT_CACTUS"),
LEGN(ndef, "CONTENT_PAPYRUS"),
LEGN(ndef, "CONTENT_BOOKSHELF"),
LEGN(ndef, "CONTENT_GLASS"),
LEGN(ndef, "CONTENT_FENCE"),
LEGN(ndef, "CONTENT_RAIL"),
LEGN(ndef, "CONTENT_MESE"),
LEGN(ndef, "CONTENT_WATERSOURCE"),
LEGN(ndef, "CONTENT_CLOUD"),
LEGN(ndef, "CONTENT_CHEST"),
LEGN(ndef, "CONTENT_FURNACE"),
LEGN(ndef, "CONTENT_SIGN_WALL"),
LEGN(ndef, "CONTENT_LAVASOURCE"),
CONTENT_IGNORE
};
content_t *mip = material_items;
for(u16 i=0; i<PLAYER_INVENTORY_SIZE; i++)
{
if(*mip == CONTENT_IGNORE)
break;
InventoryItem *item = new MaterialItem(gamedef, *mip, 1);
player->inventory.addItem("main", item);
mip++;
}
#if 0
assert(USEFUL_LEGN(ndef, "CONTENT_COUNT") <= PLAYER_INVENTORY_SIZE);
// add torch first
InventoryItem *item = new MaterialItem(gamedef, LEGN(ndef, "CONTENT_TORCH"), 1);
player->inventory.addItem("main", item);
// Then others
for(u16 i=0; i<USEFUL_LEGN(ndef, "CONTENT_COUNT"); i++)
{
// Skip some materials
if(i == LEGN(ndef, "CONTENT_WATER") || i == LEGN(ndef, "CONTENT_TORCH")
|| i == LEGN(ndef, "CONTENT_COALSTONE"))
continue;
InventoryItem *item = new MaterialItem(gamedef, i, 1);
player->inventory.addItem("main", item);
}
#endif
/*// Sign
{
InventoryItem *item = new MapBlockObjectItem(gamedef, "Sign Example text");
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}*/
}
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