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* State at 2021-12-21autocommitter2024-04-22
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* State at 2021-07-06autocommitter2024-04-22
* State at 2021-07-05autocommitter2024-04-22
opt">{ 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, bool playerSend = true){} // 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; bool move_somewhere; // treat these as private // related to movement to somewhere bool caused_by_move_somewhere; u32 move_count; IMoveAction() { count = 0; from_i = -1; to_i = -1; move_somewhere = false; caused_by_move_somewhere = false; move_count = 0; } IMoveAction(std::istream &is, bool somewhere); u16 getType() const { return IACTION_MOVE; } void serialize(std::ostream &os) const { if (!move_somewhere) os << "Move "; else os << "MoveSomewhere "; os << count << " "; os << from_inv.dump() << " "; os << from_list << " "; os << from_i << " "; os << to_inv.dump() << " "; os << to_list; if (!move_somewhere) 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, std::vector<ItemStack> &output_replacements, bool decrementInput, IGameDef *gamedef); #endif