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The huge item definition and item namespace unification patch (itemdef), see http://c55.me/minetest/wiki/doku.php?id=changes:itemdef

This commit is contained in:
Kahrl 2012-01-12 06:10:39 +01:00
parent 569156b013
commit 6a76c226e1
65 changed files with 7232 additions and 7282 deletions

View file

@ -23,460 +23,221 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include <iostream>
#include <sstream>
#include <string>
#include <vector>
#include "common_irrlicht.h"
#include "debug.h"
#include "mapnode.h" // For content_t
#include "itemdef.h"
#define QUANTITY_ITEM_MAX_COUNT 99
struct ToolDiggingProperties;
class ServerActiveObject;
class ServerEnvironment;
struct PointedThing;
class ITextureSource;
class IGameDef;
class InventoryItem
struct ItemStack
{
public:
InventoryItem(IGameDef *gamedef, u16 count);
virtual ~InventoryItem();
static InventoryItem* deSerialize(std::istream &is, IGameDef *gamedef);
static InventoryItem* deSerialize(const std::string &str,
IGameDef *gamedef);
virtual const char* getName() const = 0;
// Shall write the name and the parameters
virtual void serialize(std::ostream &os) const = 0;
// Shall make an exact clone of the item
virtual InventoryItem* clone() = 0;
// Return the name of the image for this item
virtual std::string getImageBasename() const { return ""; }
#ifndef SERVER
// Shall return an image of the item (or NULL)
virtual video::ITexture * getImage() const
{ return NULL; }
// Shall return an image of the item without embellishments (or NULL)
virtual video::ITexture * getImageRaw() const
{ return getImage(); }
#endif
// Shall return a text to show in the GUI
virtual std::string getText() { return ""; }
ItemStack(): name(""), count(0), wear(0), metadata("") {}
ItemStack(std::string name_, u16 count_,
u16 wear, std::string metadata_,
IItemDefManager *itemdef);
~ItemStack() {}
// Serialization
void serialize(std::ostream &os) const;
void deSerialize(std::istream &is, IItemDefManager *itemdef);
void deSerialize(const std::string &s, IItemDefManager *itemdef);
// Returns the string used for inventory
virtual std::string getItemString();
// Shall return false if item is not known and cannot be used
virtual bool isKnown() const { return true; }
std::string getItemString() const;
/*
Quantity methods
*/
// Return true if the item can be add()ed to the other
virtual bool addableTo(const InventoryItem *other) const
{ return false; }
// Return true if the other item contains this item
virtual bool isSubsetOf(const InventoryItem *other) const
{ return false; }
// Remove the other item from this one if possible and return true
// Return false if not possible
virtual bool removeOther(const InventoryItem *other)
{ return false; }
u16 getCount() const
{ return m_count; }
void setCount(u16 count)
{ m_count = count; }
u16 freeSpace() const
bool empty() const
{
u16 max = getStackMax();
if(m_count > max)
return 0;
return max - m_count;
return count == 0;
}
void add(u16 count)
void clear()
{
m_count += count;
}
void remove(u16 count)
{
assert(m_count >= count);
m_count -= count;
name = "";
count = 0;
wear = 0;
metadata = "";
}
/*
Other properties
*/
void add(u16 n)
{
count += n;
}
void remove(u16 n)
{
assert(count >= n);
count -= n;
if(count == 0)
clear(); // reset name, wear and metadata too
}
// Maximum size of a stack
virtual u16 getStackMax() const {return 1;}
// Whether it can be used
virtual bool isUsable() const {return false;}
// Whether it can be cooked
virtual bool isCookable() const {return false;}
// Result of cooking (can randomize)
virtual InventoryItem *createCookResult() const {return NULL;}
// Time of cooking
virtual float getCookTime() const {return 3.0;}
// Whether it can be burned (<0 = cannot be burned)
virtual float getBurnTime() const {return -1;}
// Gets amount of items that dropping one ItemSAO will decrement
// -1 means as many as possible
virtual s16 getDropCount() const { return -1; }
// Whether this item can point to liquids
virtual bool areLiquidsPointable() const { return false; }
// Creates an object from the item and places it in the world.
// If return value is true, item should be removed.
virtual bool dropOrPlace(ServerEnvironment *env,
ServerActiveObject *dropper,
v3f pos, bool place, s16 count);
// Eat, press, activate, whatever.
// Called when item is left-clicked while in hand.
// If returns true, item shall be deleted.
virtual bool use(ServerEnvironment *env,
ServerActiveObject *user,
const PointedThing& pointed){return false;}
protected:
IGameDef *m_gamedef;
u16 m_count;
};
class MaterialItem : public InventoryItem
{
public:
MaterialItem(IGameDef *gamedef, std::string nodename, u16 count);
// Legacy constructor
MaterialItem(IGameDef *gamedef, content_t content, u16 count);
/*
Implementation interface
*/
virtual const char* getName() const
u16 getStackMax(IItemDefManager *itemdef) const
{
return "MaterialItem";
}
virtual void serialize(std::ostream &os) const
{
os<<"node";
os<<" \"";
os<<m_nodename;
os<<"\" ";
os<<m_count;
}
virtual InventoryItem* clone()
{
return new MaterialItem(m_gamedef, m_nodename, m_count);
}
#ifndef SERVER
video::ITexture * getImage() const;
#endif
std::string getText()
{
std::ostringstream os;
os<<m_count;
return os.str();
s16 max = itemdef->get(name).stack_max;
return (max >= 0) ? max : 0;
}
virtual bool addableTo(const InventoryItem *other) const
// Number of items that can be added to this stack
u16 freeSpace(IItemDefManager *itemdef) const
{
if(std::string(other->getName()) != "MaterialItem")
return false;
MaterialItem *m = (MaterialItem*)other;
if(m->m_nodename != m_nodename)
return false;
return true;
}
virtual bool isSubsetOf(const InventoryItem *other) const
{
if(std::string(other->getName()) != "MaterialItem")
return false;
MaterialItem *m = (MaterialItem*)other;
if(m->m_nodename != m_nodename)
return false;
return m_count <= m->m_count;
}
virtual bool removeOther(const InventoryItem *other)
{
if(!other->isSubsetOf(this))
return false;
MaterialItem *m = (MaterialItem*)other;
m_count += m->m_count;
return true;
u16 max = getStackMax(itemdef);
if(count > max)
return 0;
return max - count;
}
u16 getStackMax() const
// Returns false if item is not known and cannot be used
bool isKnown(IItemDefManager *itemdef) const
{
return QUANTITY_ITEM_MAX_COUNT;
return itemdef->isKnown(name);
}
/*
Other properties
*/
bool isCookable() const;
InventoryItem *createCookResult() const;
float getCookTime() const;
float getBurnTime() const;
/*
Special properties (not part of virtual interface)
*/
std::string getNodeName() const
{ return m_nodename; }
content_t getMaterial() const;
private:
std::string m_nodename;
};
/*
An item that is used as a mid-product when crafting.
Subnames:
- Stick
*/
class CraftItem : public InventoryItem
{
public:
CraftItem(IGameDef *gamedef, std::string subname, u16 count);
/*
Implementation interface
*/
virtual const char* getName() const
// Returns a pointer to the item definition struct,
// or a fallback one (name="unknown") if the item is unknown.
const ItemDefinition& getDefinition(
IItemDefManager *itemdef) const
{
return "CraftItem";
}
virtual void serialize(std::ostream &os) const
{
os<<"craft";
os<<" \"";
os<<m_subname;
os<<"\" ";
os<<m_count;
}
virtual InventoryItem* clone()
{
return new CraftItem(m_gamedef, m_subname, m_count);
}
#ifndef SERVER
video::ITexture * getImage() const;
#endif
std::string getText()
{
std::ostringstream os;
os<<m_count;
return os.str();
return itemdef->get(name);
}
virtual bool isKnown() const;
virtual bool addableTo(const InventoryItem *other) const
// Get tool digging properties, or those of the hand if not a tool
const ToolDiggingProperties& getToolDiggingProperties(
IItemDefManager *itemdef) const
{
if(std::string(other->getName()) != "CraftItem")
return false;
CraftItem *m = (CraftItem*)other;
if(m->m_subname != m_subname)
return false;
return true;
}
virtual bool isSubsetOf(const InventoryItem *other) const
{
if(std::string(other->getName()) != "CraftItem")
return false;
CraftItem *m = (CraftItem*)other;
if(m->m_subname != m_subname)
return false;
return m_count <= m->m_count;
}
virtual bool removeOther(const InventoryItem *other)
{
if(!other->isSubsetOf(this))
return false;
CraftItem *m = (CraftItem*)other;
m_count += m->m_count;
return true;
ToolDiggingProperties *prop;
prop = itemdef->get(name).tool_digging_properties;
if(prop == NULL)
prop = itemdef->get("").tool_digging_properties;
assert(prop != NULL);
return *prop;
}
/*
Other properties
*/
u16 getStackMax() const;
bool isUsable() const;
bool isCookable() const;
InventoryItem *createCookResult() const;
float getCookTime() const;
float getBurnTime() const;
s16 getDropCount() const;
bool areLiquidsPointable() const;
bool dropOrPlace(ServerEnvironment *env,
ServerActiveObject *dropper,
v3f pos, bool place, s16 count);
bool use(ServerEnvironment *env,
ServerActiveObject *user,
const PointedThing& pointed);
/*
Special methods
*/
std::string getSubName()
// Wear out (only tools)
// Returns true if the item is (was) a tool
bool addWear(s32 amount, IItemDefManager *itemdef)
{
return m_subname;
}
private:
std::string m_subname;
};
class ToolItem : public InventoryItem
{
public:
ToolItem(IGameDef *gamedef, std::string toolname, u16 wear);
/*
Implementation interface
*/
virtual const char* getName() const
{
return "ToolItem";
}
virtual void serialize(std::ostream &os) const
{
os<<"tool";
os<<" \"";
os<<m_toolname;
os<<"\" ";
os<<m_wear;
}
virtual InventoryItem* clone()
{
return new ToolItem(m_gamedef, m_toolname, m_wear);
}
std::string getImageBasename() const;
#ifndef SERVER
video::ITexture * getImage() const;
video::ITexture * getImageRaw() const;
#endif
std::string getText()
{
return "";
}
virtual bool isKnown() const;
virtual bool isSubsetOf(const InventoryItem *other) const
{
if(std::string(other->getName()) != "ToolItem")
return false;
ToolItem *m = (ToolItem*)other;
if(m->m_toolname != m_toolname)
return false;
return m_wear <= m->m_wear;
}
virtual bool removeOther(const InventoryItem *other)
{
if(!other->isSubsetOf(this))
return false;
ToolItem *m = (ToolItem*)other;
m_wear -= m->m_wear;
return true;
}
/*
Special methods
*/
std::string getToolName()
{
return m_toolname;
}
u16 getWear()
{
return m_wear;
}
// Returns true if weared out
bool addWear(u16 add)
{
if(m_wear >= 65535 - add)
if(getDefinition(itemdef).type == ITEM_TOOL)
{
m_wear = 65535;
if(amount > 65535 - wear)
clear();
else if(amount < -wear)
wear = 0;
else
wear += amount;
return true;
}
else
{
m_wear += add;
return false;
}
}
private:
std::string m_toolname;
u16 m_wear;
// If possible, adds newitem to this item.
// If cannot be added at all, returns the item back.
// If can be added partly, decremented item is returned back.
// If can be added fully, empty item is returned.
ItemStack addItem(const ItemStack &newitem,
IItemDefManager *itemdef);
// Checks whether newitem could be added.
// If restitem is non-NULL, it receives the part of newitem that
// would be left over after adding.
bool itemFits(const ItemStack &newitem,
ItemStack *restitem, // may be NULL
IItemDefManager *itemdef) const;
// Takes some items.
// If there are not enough, takes as many as it can.
// Returns empty item if couldn't take any.
ItemStack takeItem(u32 takecount);
// Similar to takeItem, but keeps this ItemStack intact.
ItemStack peekItem(u32 peekcount) const;
/*
Properties
*/
std::string name;
u16 count;
u16 wear;
std::string metadata;
};
class InventoryList
{
public:
InventoryList(std::string name, u32 size);
InventoryList(std::string name, u32 size, IItemDefManager *itemdef);
~InventoryList();
void clearItems();
void setSize(u32 newsize);
void serialize(std::ostream &os) const;
void deSerialize(std::istream &is, IGameDef *gamedef);
void deSerialize(std::istream &is);
InventoryList(const InventoryList &other);
InventoryList & operator = (const InventoryList &other);
const std::string &getName() const;
u32 getSize();
u32 getSize() const;
// Count used slots
u32 getUsedSlots();
u32 getFreeSlots();
u32 getUsedSlots() const;
u32 getFreeSlots() const;
/*bool getDirty(){ return m_dirty; }
void setDirty(bool dirty=true){ m_dirty = dirty; }*/
// Get pointer to item
const InventoryItem * getItem(u32 i) const;
InventoryItem * getItem(u32 i);
// Returns old item (or NULL). Parameter can be NULL.
InventoryItem * changeItem(u32 i, InventoryItem *newitem);
// Get reference to item
const ItemStack& getItem(u32 i) const;
ItemStack& getItem(u32 i);
// Returns old item. Parameter can be an empty item.
ItemStack changeItem(u32 i, const ItemStack &newitem);
// Delete item
void deleteItem(u32 i);
// Adds an item to a suitable place. Returns leftover item.
// If all went into the list, returns NULL.
InventoryItem * addItem(InventoryItem *newitem);
// Adds an item to a suitable place. Returns leftover item (possibly empty).
ItemStack addItem(const ItemStack &newitem);
// If possible, adds item to given slot.
// If cannot be added at all, returns the item back.
// If can be added partly, decremented item is returned back.
// If can be added fully, NULL is returned.
InventoryItem * addItem(u32 i, InventoryItem *newitem);
// If can be added fully, empty item is returned.
ItemStack addItem(u32 i, const ItemStack &newitem);
// Checks whether the item could be added to the given slot
bool itemFits(const u32 i, const InventoryItem *newitem);
// If restitem is non-NULL, it receives the part of newitem that
// would be left over after adding.
bool itemFits(const u32 i, const ItemStack &newitem,
ItemStack *restitem = NULL) const;
// Checks whether there is room for a given item
bool roomForItem(const InventoryItem *item);
bool roomForItem(const ItemStack &item) const;
// Checks whether there is room for a given item aftr it has been cooked
bool roomForCookedItem(const InventoryItem *item);
// Checks whether the given count of the given item name
// exists in this inventory list.
bool containsItem(const ItemStack &item) const;
// Removes the given count of the given item name from
// this inventory list. Walks the list in reverse order.
// If not as many items exist as requested, removes as
// many as possible.
// Returns the items that were actually removed.
ItemStack removeItem(const ItemStack &item);
// Takes some items from a slot.
// If there are not enough, takes as many as it can.
// Returns NULL if couldn't take any.
InventoryItem * takeItem(u32 i, u32 count);
// Returns empty item if couldn't take any.
ItemStack takeItem(u32 i, u32 takecount);
// Decrements amount of every material item
void decrementMaterials(u16 count);
// Similar to takeItem, but keeps the slot intact.
ItemStack peekItem(u32 i, u32 peekcount) const;
void print(std::ostream &o);
private:
core::array<InventoryItem*> m_items;
std::vector<ItemStack> m_items;
u32 m_size;
std::string m_name;
//bool m_dirty;
IItemDefManager *m_itemdef;
};
class Inventory
@ -486,20 +247,19 @@ public:
void clear();
Inventory();
Inventory(IItemDefManager *itemdef);
Inventory(const Inventory &other);
Inventory & operator = (const Inventory &other);
void serialize(std::ostream &os) const;
void deSerialize(std::istream &is, IGameDef *gamedef);
void deSerialize(std::istream &is);
InventoryList * addList(const std::string &name, u32 size);
InventoryList * getList(const std::string &name);
const InventoryList * getList(const std::string &name) const;
bool deleteList(const std::string &name);
// A shorthand for adding items.
// Returns NULL if the item was fully added, leftover otherwise.
InventoryItem * addItem(const std::string &listname, InventoryItem *newitem)
// A shorthand for adding items. Returns leftover item (possibly empty).
ItemStack addItem(const std::string &listname, const ItemStack &newitem)
{
InventoryList *list = getList(listname);
if(list == NULL)
@ -511,7 +271,8 @@ private:
// -1 if not found
const s32 getListIndex(const std::string &name) const;
core::array<InventoryList*> m_lists;
std::vector<InventoryList*> m_lists;
IItemDefManager *m_itemdef;
};
#endif