1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138/* Minetest Copyright (C) 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. */ #include "irrlichttypes_extrabloated.h" #include <ISceneNode.h> #include "camera.h" #ifndef SKY_HEADER #define SKY_HEADER #define SKY_MATERIAL_COUNT 5 #define SKY_STAR_COUNT 200 class ITextureSource; // Skybox, rendered with zbuffer turned off, before all other nodes. class Sky : public scene::ISceneNode { public: //! constructor Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, ITextureSource *tsrc); virtual void OnRegisterSceneNode(); //! renders the node. virtual void render(); virtual const core::aabbox3d<f32>& getBoundingBox() const; // Used by Irrlicht for optimizing rendering virtual video::SMaterial& getMaterial(u32 i) { return/* 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 |