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path: root/src/guiPasswordChange.cpp
Commit message (Expand)AuthorAge
* Fix win32/msvc i18n (quite UGLY version, blame Microsoft)sapier2013-11-11
* Fix nearly all warningskwolekr2013-05-19
* fix memory leaks introduced by invalid gettext usagesapier2013-04-07
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Header file tweaking; mainly for speedPerttu Ahola2011-10-12
* Use wgettextGiuseppe Bilotta2011-08-02
* set locales to C because en_US not installed on some systems, only UTF-8 vers...Constantin Wenger2011-07-30
* fixed displaying "umlauts" (deutsch umlaute) and hopefully other non ASCII ch...Constantin Wenger2011-07-30
* changed some lines to fit the 80chars limitConstantin Wenger2011-07-22
* added gettext supportConstantin Wenger2011-07-20
* Updated licenses of CiaranG's contributions to be in line with the new contri...celeron552011-05-31
* Added the ability to change your password (via pause menu)Ciaran Gultnieks2011-05-22
'#n137'>137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258
/*
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.
*/

#pragma once

#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(const 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(const std::string &s);
};

struct InventoryAction;

class InventoryManager
{
public:
	InventoryManager() = default;
	virtual ~InventoryManager() = default;

	// 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){}
};

enum class IAction : u16 {
	Move,
	Drop,
	Craft
};

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

	virtual IAction 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() = default;;
};

struct MoveAction
{
	InventoryLocation from_inv;
	std::string from_list;
	s16 from_i = -1;
	InventoryLocation to_inv;
	std::string to_list;
	s16 to_i = -1;
};

struct IMoveAction : public InventoryAction, public MoveAction
{
	// count=0 means "everything"
	u16 count = 0;
	bool move_somewhere = false;

	// treat these as private
	// related to movement to somewhere
	bool caused_by_move_somewhere = false;
	u32 move_count = 0;

	IMoveAction() = default;

	IMoveAction(std::istream &is, bool somewhere);

	IAction 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);

	void swapDirections();

	void onPutAndOnTake(const ItemStack &src_item, ServerActiveObject *player) const;

	void onMove(int count, ServerActiveObject *player) const;

	int allowPut(const ItemStack &dst_item, ServerActiveObject *player) const;

	int allowTake(const ItemStack &src_item, ServerActiveObject *player) const;

	int allowMove(int try_take_count, ServerActiveObject *player) const;
};

struct IDropAction : public InventoryAction, public MoveAction
{
	// count=0 means "everything"
	u16 count = 0;

	IDropAction() = default;

	IDropAction(std::istream &is);

	IAction 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 = 0;
	InventoryLocation craft_inv;

	ICraftAction() = default;

	ICraftAction(std::istream &is);

	IAction 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);