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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.
*/
#ifndef INVENTORYMANAGER_HEADER
#define INVENTORYMANAGER_HEADER
#include "inventory.h"
#include <iostream>
#include <string>
class ServerActiveObject;
struct InventoryLocation
{
enum Type{
UNDEFINED,
CURRENT_PLAYER,
PLAYER,
NODEMETA,
} type;
std::string name; // PLAYER
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 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 or set it modified (so it will be updated over
// network or so)
virtual Inventory* getInventory(const InventoryLocation &loc){return NULL;}
virtual std::string getInventoryOwner(const InventoryLocation &loc){return "";}
virtual void setInventoryModified(const InventoryLocation &loc){}
// Used on the client to send an action to the server
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
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