minetest/src/inventory.h
2011-11-29 19:13:48 +02:00

643 lines
14 KiB
C++

/*
Minetest-c55
Copyright (C) 2010-2011 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.
You should have received a copy of the GNU 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 INVENTORY_HEADER
#define INVENTORY_HEADER
#include <iostream>
#include <sstream>
#include <string>
#include "common_irrlicht.h"
#include "debug.h"
#include "mapnode.h" // For content_t
#define QUANTITY_ITEM_MAX_COUNT 99
class ServerActiveObject;
class ServerEnvironment;
class ITextureSource;
class IGameDef;
class InventoryItem
{
public:
InventoryItem(IGameDef *gamedef, u16 count);
virtual ~InventoryItem();
static InventoryItem* deSerialize(std::istream &is, 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 ""; }
// Returns the string used for inventory
virtual std::string getItemString();
// Creates an object from the item, to be placed in the world.
virtual ServerActiveObject* createSAO(ServerEnvironment *env, u16 id, v3f pos);
// Gets amount of items that dropping one SAO will decrement
virtual u16 getDropCount() const { return getCount(); }
/*
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; }
// This should return something else for stackable items
virtual u16 freeSpace() const
{ return 0; }
void add(u16 count)
{
assert(m_count + count <= QUANTITY_ITEM_MAX_COUNT);
m_count += count;
}
void remove(u16 count)
{
assert(m_count >= count);
m_count -= count;
}
/*
Other properties
*/
// 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;}
// Eat, press, activate, whatever.
// Called when item is right-clicked when lying on ground.
// If returns true, item shall be deleted.
virtual bool use(ServerEnvironment *env,
ServerActiveObject *user){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
{
return "MaterialItem";
}
virtual void serialize(std::ostream &os) const
{
os<<"NodeItem";
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();
}
virtual bool addableTo(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 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 freeSpace() const
{
if(m_count > QUANTITY_ITEM_MAX_COUNT)
return 0;
return QUANTITY_ITEM_MAX_COUNT - m_count;
}
/*
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):
InventoryItem(gamedef, count)
{
m_subname = subname;
}
/*
Implementation interface
*/
virtual const char* getName() const
{
return "CraftItem";
}
virtual void serialize(std::ostream &os) const
{
os<<getName();
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();
}
ServerActiveObject* createSAO(ServerEnvironment *env, u16 id, v3f pos);
u16 getDropCount() const;
virtual bool addableTo(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 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;
}
u16 freeSpace() const
{
if(m_count > QUANTITY_ITEM_MAX_COUNT)
return 0;
return QUANTITY_ITEM_MAX_COUNT - m_count;
}
/*
Other properties
*/
bool isCookable() const;
InventoryItem *createCookResult() const;
float getCookTime() const;
float getBurnTime() const;
bool use(ServerEnvironment *env, ServerActiveObject *user);
/*
Special methods
*/
std::string getSubName()
{
return m_subname;
}
private:
std::string m_subname;
};
class ToolItem : public InventoryItem
{
public:
ToolItem(IGameDef *gamedef, std::string toolname, u16 wear):
InventoryItem(gamedef, 1)
{
m_toolname = toolname;
m_wear = wear;
}
/*
Implementation interface
*/
virtual const char* getName() const
{
return "ToolItem";
}
virtual void serialize(std::ostream &os) const
{
os<<getName();
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 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)
{
m_wear = 65535;
return true;
}
else
{
m_wear += add;
return false;
}
}
private:
std::string m_toolname;
u16 m_wear;
};
class InventoryList
{
public:
InventoryList(std::string name, u32 size);
~InventoryList();
void clearItems();
void serialize(std::ostream &os) const;
void deSerialize(std::istream &is, IGameDef *gamedef);
InventoryList(const InventoryList &other);
InventoryList & operator = (const InventoryList &other);
const std::string &getName() const;
u32 getSize();
// Count used slots
u32 getUsedSlots();
u32 getFreeSlots();
/*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);
// 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);
// 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);
// Checks whether the item could be added to the given slot
bool itemFits(const u32 i, const InventoryItem *newitem);
// Checks whether there is room for a given item
bool roomForItem(const InventoryItem *item);
// Checks whether there is room for a given item aftr it has been cooked
bool roomForCookedItem(const InventoryItem *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);
// Decrements amount of every material item
void decrementMaterials(u16 count);
void print(std::ostream &o);
private:
core::array<InventoryItem*> m_items;
u32 m_size;
std::string m_name;
//bool m_dirty;
};
class Inventory
{
public:
~Inventory();
void clear();
Inventory();
Inventory(const Inventory &other);
Inventory & operator = (const Inventory &other);
void serialize(std::ostream &os) const;
void deSerialize(std::istream &is, IGameDef *gamedef);
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)
{
InventoryList *list = getList(listname);
if(list == NULL)
return newitem;
return list->addItem(newitem);
}
private:
// -1 if not found
const s32 getListIndex(const std::string &name) const;
core::array<InventoryList*> m_lists;
};
class Player;
struct InventoryContext
{
Player *current_player;
InventoryContext():
current_player(NULL)
{}
};
struct InventoryAction;
class InventoryManager
{
public:
InventoryManager(){}
virtual ~InventoryManager(){}
/*
Get a pointer to an inventory specified by id.
id can be:
- "current_player"
- "nodemeta:X,Y,Z"
*/
virtual Inventory* getInventory(InventoryContext *c, std::string id)
{return NULL;}
// Used on the server by InventoryAction::apply and other stuff
virtual void inventoryModified(InventoryContext *c, std::string id)
{}
// Used on the client
virtual void inventoryAction(InventoryAction *a)
{}
};
#define IACTION_MOVE 0
struct InventoryAction
{
static InventoryAction * deSerialize(std::istream &is);
virtual u16 getType() const = 0;
virtual void serialize(std::ostream &os) const = 0;
virtual void apply(InventoryContext *c, InventoryManager *mgr) = 0;
};
struct IMoveAction : public InventoryAction
{
// count=0 means "everything"
u16 count;
std::string from_inv;
std::string from_list;
s16 from_i;
std::string 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<<" ";
os<<from_list<<" ";
os<<from_i<<" ";
os<<to_inv<<" ";
os<<to_list<<" ";
os<<to_i;
}
void apply(InventoryContext *c, InventoryManager *mgr);
};
/*
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