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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

@ -21,19 +21,34 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define INVENTORYMANAGER_HEADER
#include "inventory.h"
#include <iostream>
#include <string>
class ServerActiveObject;
// Should probably somehow replace InventoryContext over time
struct InventoryLocation
{
enum Type{
UNDEFINED,
CURRENT_PLAYER,
PLAYER,
NODEMETA
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;
@ -44,17 +59,17 @@ struct InventoryLocation
type = NODEMETA;
p = p_;
}
};
class Player;
void applyCurrentPlayer(const std::string &name_)
{
if(type == CURRENT_PLAYER)
setPlayer(name_);
}
struct InventoryContext
{
Player *current_player;
InventoryContext():
current_player(NULL)
{}
std::string dump() const;
void serialize(std::ostream &os) const;
void deSerialize(std::istream &is);
void deSerialize(std::string s);
};
struct InventoryAction;
@ -68,18 +83,11 @@ public:
// 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){}
// (Deprecated; these wrap to the latter ones)
// Get a pointer to an inventory specified by id. id can be:
// - "current_player"
// - "nodemeta:X,Y,Z"
Inventory* getInventory(InventoryContext *c, std::string id);
// Used on the server by InventoryAction::apply and other stuff
void inventoryModified(InventoryContext *c, std::string id);
};
#define IACTION_MOVE 0
@ -91,18 +99,17 @@ struct InventoryAction
virtual u16 getType() const = 0;
virtual void serialize(std::ostream &os) const = 0;
virtual void apply(InventoryContext *c, InventoryManager *mgr,
ServerEnvironment *env) = 0;
virtual void apply(InventoryManager *mgr, ServerActiveObject *player) = 0;
};
struct IMoveAction : public InventoryAction
{
// count=0 means "everything"
u16 count;
std::string from_inv;
InventoryLocation from_inv;
std::string from_list;
s16 from_i;
std::string to_inv;
InventoryLocation to_inv;
std::string to_list;
s16 to_i;
@ -124,23 +131,22 @@ struct IMoveAction : public InventoryAction
{
os<<"Move ";
os<<count<<" ";
os<<from_inv<<" ";
os<<from_inv.dump()<<" ";
os<<from_list<<" ";
os<<from_i<<" ";
os<<to_inv<<" ";
os<<to_inv.dump()<<" ";
os<<to_list<<" ";
os<<to_i;
}
void apply(InventoryContext *c, InventoryManager *mgr,
ServerEnvironment *env);
void apply(InventoryManager *mgr, ServerActiveObject *player);
};
struct IDropAction : public InventoryAction
{
// count=0 means "everything"
u16 count;
std::string from_inv;
InventoryLocation from_inv;
std::string from_list;
s16 from_i;
@ -161,68 +167,13 @@ struct IDropAction : public InventoryAction
{
os<<"Drop ";
os<<count<<" ";
os<<from_inv<<" ";
os<<from_inv.dump()<<" ";
os<<from_list<<" ";
os<<from_i;
}
void apply(InventoryContext *c, InventoryManager *mgr,
ServerEnvironment *env);
void apply(InventoryManager *mgr, ServerActiveObject *player);
};
/*
Craft checking system
*/
enum ItemSpecType
{
ITEM_NONE,
ITEM_MATERIAL,
ITEM_CRAFT,
ITEM_TOOL,
ITEM_MBO
};
struct ItemSpec
{
enum ItemSpecType type;
// Only other one of these is used
std::string name;
u16 num;
ItemSpec():
type(ITEM_NONE)
{
}
ItemSpec(enum ItemSpecType a_type, std::string a_name):
type(a_type),
name(a_name),
num(65535)
{
}
ItemSpec(enum ItemSpecType a_type, u16 a_num):
type(a_type),
name(""),
num(a_num)
{
}
bool checkItem(const InventoryItem *item) const;
};
/*
items: a pointer to an array of 9 pointers to items
specs: a pointer to an array of 9 ItemSpecs
*/
bool checkItemCombination(const InventoryItem * const*items, const ItemSpec *specs);
/*
items: a pointer to an array of 9 pointers to items
specs: a pointer to an array of 9 pointers to items
*/
bool checkItemCombination(const InventoryItem * const * items,
const InventoryItem * const * specs);
#endif