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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

@ -22,7 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "settings.h"
#include "log.h"
#include "gamedef.h"
#include "tooldef.h"
#include "inventory.h"
#include "environment.h"
#include "materials.h"
@ -31,6 +31,7 @@ ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env):
ServerActiveObject(env, v3f(0,0,0)),
m_last_good_position(0,0,0),
m_last_good_position_age(0),
m_wield_index(0),
m_inventory_not_sent(false),
m_hp_not_sent(false),
m_respawn_active(false),
@ -57,7 +58,6 @@ ServerRemotePlayer::ServerRemotePlayer(ServerEnvironment *env, v3f pos_, u16 pee
}
ServerRemotePlayer::~ServerRemotePlayer()
{
clearAddToInventoryLater();
}
void ServerRemotePlayer::setPosition(const v3f &position)
@ -67,12 +67,41 @@ void ServerRemotePlayer::setPosition(const v3f &position)
m_position_not_sent = true;
}
InventoryItem* ServerRemotePlayer::getWieldedItem()
Inventory* ServerRemotePlayer::getInventory()
{
InventoryList *list = inventory.getList("main");
if (list)
return list->getItem(m_selected_item);
return NULL;
return &inventory;
}
const Inventory* ServerRemotePlayer::getInventory() const
{
return &inventory;
}
InventoryLocation ServerRemotePlayer::getInventoryLocation() const
{
InventoryLocation loc;
loc.setPlayer(getName());
return loc;
}
void ServerRemotePlayer::setInventoryModified()
{
m_inventory_not_sent = true;
}
std::string ServerRemotePlayer::getWieldList() const
{
return "main";
}
int ServerRemotePlayer::getWieldIndex() const
{
return m_wield_index;
}
void ServerRemotePlayer::setWieldIndex(int i)
{
m_wield_index = i;
}
/* ServerActiveObject interface */
@ -156,8 +185,10 @@ void ServerRemotePlayer::punch(ServerActiveObject *puncher,
mp.crackiness = -0.5;
mp.cuttability = 0.5;
ToolDiggingProperties tp;
puncher->getWieldDiggingProperties(&tp);
IItemDefManager *idef = m_env->getGameDef()->idef();
ItemStack punchitem = puncher->getWieldedItem();
ToolDiggingProperties tp =
punchitem.getToolDiggingProperties(idef);
HittingProperties hitprop = getHittingProperties(&mp, &tp,
time_from_last_punch);
@ -167,7 +198,8 @@ void ServerRemotePlayer::punch(ServerActiveObject *puncher,
<<" HP"<<std::endl;
setHP(getHP() - hitprop.hp);
puncher->damageWieldedItem(hitprop.wear);
punchitem.addWear(hitprop.wear, idef);
puncher->setWieldedItem(punchitem);
if(hitprop.hp != 0)
{
@ -201,109 +233,6 @@ void ServerRemotePlayer::moveTo(v3f pos, bool continuous)
m_last_good_position_age = 0;
}
void ServerRemotePlayer::getWieldDiggingProperties(ToolDiggingProperties *dst)
{
IGameDef *gamedef = m_env->getGameDef();
IToolDefManager *tdef = gamedef->tdef();
InventoryItem *item = getWieldedItem();
if(item == NULL || std::string(item->getName()) != "ToolItem"){
*dst = ToolDiggingProperties();
return;
}
ToolItem *titem = (ToolItem*)item;
*dst = tdef->getDiggingProperties(titem->getToolName());
}
void ServerRemotePlayer::damageWieldedItem(u16 amount)
{
infostream<<"Damaging "<<getName()<<"'s wielded item for amount="
<<amount<<std::endl;
InventoryList *list = inventory.getList("main");
if(!list)
return;
InventoryItem *item = list->getItem(m_selected_item);
if(item && (std::string)item->getName() == "ToolItem"){
ToolItem *titem = (ToolItem*)item;
bool weared_out = titem->addWear(amount);
if(weared_out)
list->deleteItem(m_selected_item);
}
}
bool ServerRemotePlayer::addToInventory(InventoryItem *item)
{
infostream<<"Adding "<<item->getName()<<" into "<<getName()
<<"'s inventory"<<std::endl;
InventoryList *ilist = inventory.getList("main");
if(ilist == NULL)
return false;
// In creative mode, just delete the item
if(g_settings->getBool("creative_mode")){
return false;
}
// Skip if inventory has no free space
if(ilist->roomForItem(item) == false)
{
infostream<<"Player inventory has no free space"<<std::endl;
return false;
}
// Add to inventory
InventoryItem *leftover = ilist->addItem(item);
assert(!leftover);
m_inventory_not_sent = true;
return true;
}
void ServerRemotePlayer::addToInventoryLater(InventoryItem *item)
{
infostream<<"Adding (later) "<<item->getName()<<" into "<<getName()
<<"'s inventory"<<std::endl;
m_additional_items.push_back(item);
}
void ServerRemotePlayer::clearAddToInventoryLater()
{
for (std::vector<InventoryItem*>::iterator
i = m_additional_items.begin();
i != m_additional_items.end(); i++)
{
delete *i;
}
m_additional_items.clear();
}
void ServerRemotePlayer::completeAddToInventoryLater(u16 preferred_index)
{
InventoryList *ilist = inventory.getList("main");
if(ilist == NULL)
{
clearAddToInventoryLater();
return;
}
// In creative mode, just delete the items
if(g_settings->getBool("creative_mode"))
{
clearAddToInventoryLater();
return;
}
for (std::vector<InventoryItem*>::iterator
i = m_additional_items.begin();
i != m_additional_items.end(); i++)
{
InventoryItem *item = *i;
InventoryItem *leftover = item;
leftover = ilist->addItem(preferred_index, leftover);
leftover = ilist->addItem(leftover);
delete leftover;
}
m_additional_items.clear();
m_inventory_not_sent = true;
}
void ServerRemotePlayer::setHP(s16 hp_)
{
s16 oldhp = hp;