forked from Mirrorlandia_minetest/minetest
643 lines
14 KiB
C++
643 lines
14 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef INVENTORY_HEADER
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#define INVENTORY_HEADER
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#include <iostream>
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#include <sstream>
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#include <string>
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#include "common_irrlicht.h"
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#include "debug.h"
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#include "mapnode.h" // For content_t
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#define QUANTITY_ITEM_MAX_COUNT 99
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class ServerActiveObject;
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class ServerEnvironment;
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class ITextureSource;
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class IGameDef;
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class InventoryItem
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{
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public:
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InventoryItem(IGameDef *gamedef, u16 count);
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virtual ~InventoryItem();
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static InventoryItem* deSerialize(std::istream &is, IGameDef *gamedef);
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virtual const char* getName() const = 0;
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// Shall write the name and the parameters
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virtual void serialize(std::ostream &os) const = 0;
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// Shall make an exact clone of the item
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virtual InventoryItem* clone() = 0;
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// Return the name of the image for this item
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virtual std::string getImageBasename() const { return ""; }
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#ifndef SERVER
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// Shall return an image of the item (or NULL)
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virtual video::ITexture * getImage() const
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{ return NULL; }
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// Shall return an image of the item without embellishments (or NULL)
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virtual video::ITexture * getImageRaw() const
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{ return getImage(); }
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#endif
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// Shall return a text to show in the GUI
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virtual std::string getText() { return ""; }
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// Returns the string used for inventory
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virtual std::string getItemString();
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// Creates an object from the item, to be placed in the world.
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virtual ServerActiveObject* createSAO(ServerEnvironment *env, u16 id, v3f pos);
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// Gets amount of items that dropping one SAO will decrement
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virtual u16 getDropCount() const { return getCount(); }
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/*
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Quantity methods
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*/
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// Return true if the item can be add()ed to the other
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virtual bool addableTo(const InventoryItem *other) const
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{ return false; }
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// Return true if the other item contains this item
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virtual bool isSubsetOf(const InventoryItem *other) const
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{ return false; }
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// Remove the other item from this one if possible and return true
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// Return false if not possible
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virtual bool removeOther(const InventoryItem *other)
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{ return false; }
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u16 getCount() const
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{ return m_count; }
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void setCount(u16 count)
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{ m_count = count; }
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// This should return something else for stackable items
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virtual u16 freeSpace() const
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{ return 0; }
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void add(u16 count)
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{
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assert(m_count + count <= QUANTITY_ITEM_MAX_COUNT);
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m_count += count;
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}
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void remove(u16 count)
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{
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assert(m_count >= count);
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m_count -= count;
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}
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/*
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Other properties
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*/
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// Whether it can be cooked
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virtual bool isCookable() const {return false;}
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// Result of cooking (can randomize)
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virtual InventoryItem *createCookResult() const {return NULL;}
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// Time of cooking
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virtual float getCookTime() const {return 3.0;}
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// Whether it can be burned (<0 = cannot be burned)
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virtual float getBurnTime() const {return -1;}
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// Eat, press, activate, whatever.
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// Called when item is right-clicked when lying on ground.
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// If returns true, item shall be deleted.
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virtual bool use(ServerEnvironment *env,
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ServerActiveObject *user){return false;}
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protected:
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IGameDef *m_gamedef;
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u16 m_count;
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};
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class MaterialItem : public InventoryItem
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{
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public:
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MaterialItem(IGameDef *gamedef, std::string nodename, u16 count);
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// Legacy constructor
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MaterialItem(IGameDef *gamedef, content_t content, u16 count);
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/*
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Implementation interface
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*/
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virtual const char* getName() const
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{
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return "MaterialItem";
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}
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virtual void serialize(std::ostream &os) const
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{
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os<<"NodeItem";
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os<<" \"";
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os<<m_nodename;
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os<<"\" ";
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os<<m_count;
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}
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virtual InventoryItem* clone()
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{
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return new MaterialItem(m_gamedef, m_nodename, m_count);
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}
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#ifndef SERVER
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video::ITexture * getImage() const;
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#endif
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std::string getText()
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{
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std::ostringstream os;
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os<<m_count;
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return os.str();
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}
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virtual bool addableTo(const InventoryItem *other) const
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{
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if(std::string(other->getName()) != "MaterialItem")
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return false;
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MaterialItem *m = (MaterialItem*)other;
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if(m->m_nodename != m_nodename)
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return false;
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return true;
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}
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virtual bool isSubsetOf(const InventoryItem *other) const
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{
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if(std::string(other->getName()) != "MaterialItem")
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return false;
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MaterialItem *m = (MaterialItem*)other;
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if(m->m_nodename != m_nodename)
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return false;
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return m_count <= m->m_count;
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}
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virtual bool removeOther(const InventoryItem *other)
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{
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if(!other->isSubsetOf(this))
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return false;
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MaterialItem *m = (MaterialItem*)other;
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m_count += m->m_count;
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return true;
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}
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u16 freeSpace() const
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{
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if(m_count > QUANTITY_ITEM_MAX_COUNT)
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return 0;
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return QUANTITY_ITEM_MAX_COUNT - m_count;
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}
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/*
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Other properties
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*/
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bool isCookable() const;
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InventoryItem *createCookResult() const;
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float getCookTime() const;
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float getBurnTime() const;
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/*
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Special properties (not part of virtual interface)
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*/
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std::string getNodeName() const
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{ return m_nodename; }
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content_t getMaterial() const;
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private:
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std::string m_nodename;
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};
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/*
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An item that is used as a mid-product when crafting.
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Subnames:
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- Stick
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*/
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class CraftItem : public InventoryItem
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{
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public:
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CraftItem(IGameDef *gamedef, std::string subname, u16 count):
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InventoryItem(gamedef, count)
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{
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m_subname = subname;
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}
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/*
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Implementation interface
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*/
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virtual const char* getName() const
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{
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return "CraftItem";
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}
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virtual void serialize(std::ostream &os) const
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{
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os<<getName();
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os<<" \"";
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os<<m_subname;
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os<<"\" ";
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os<<m_count;
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}
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virtual InventoryItem* clone()
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{
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return new CraftItem(m_gamedef, m_subname, m_count);
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}
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#ifndef SERVER
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video::ITexture * getImage() const;
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#endif
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std::string getText()
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{
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std::ostringstream os;
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os<<m_count;
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return os.str();
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}
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ServerActiveObject* createSAO(ServerEnvironment *env, u16 id, v3f pos);
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u16 getDropCount() const;
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virtual bool addableTo(const InventoryItem *other) const
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{
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if(std::string(other->getName()) != "CraftItem")
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return false;
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CraftItem *m = (CraftItem*)other;
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if(m->m_subname != m_subname)
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return false;
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return true;
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}
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virtual bool isSubsetOf(const InventoryItem *other) const
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{
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if(std::string(other->getName()) != "CraftItem")
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return false;
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CraftItem *m = (CraftItem*)other;
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if(m->m_subname != m_subname)
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return false;
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return m_count <= m->m_count;
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}
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virtual bool removeOther(const InventoryItem *other)
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{
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if(!other->isSubsetOf(this))
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return false;
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CraftItem *m = (CraftItem*)other;
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m_count += m->m_count;
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return true;
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}
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u16 freeSpace() const
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{
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if(m_count > QUANTITY_ITEM_MAX_COUNT)
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return 0;
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return QUANTITY_ITEM_MAX_COUNT - m_count;
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}
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/*
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Other properties
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*/
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bool isCookable() const;
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InventoryItem *createCookResult() const;
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float getCookTime() const;
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float getBurnTime() const;
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bool use(ServerEnvironment *env, ServerActiveObject *user);
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/*
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Special methods
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*/
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std::string getSubName()
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{
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return m_subname;
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}
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private:
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std::string m_subname;
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};
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class ToolItem : public InventoryItem
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{
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public:
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ToolItem(IGameDef *gamedef, std::string toolname, u16 wear):
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InventoryItem(gamedef, 1)
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{
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m_toolname = toolname;
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m_wear = wear;
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}
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/*
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Implementation interface
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*/
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virtual const char* getName() const
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{
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return "ToolItem";
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}
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virtual void serialize(std::ostream &os) const
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{
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os<<getName();
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os<<" \"";
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os<<m_toolname;
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os<<"\" ";
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os<<m_wear;
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}
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virtual InventoryItem* clone()
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{
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return new ToolItem(m_gamedef, m_toolname, m_wear);
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}
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std::string getImageBasename() const;
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#ifndef SERVER
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video::ITexture * getImage() const;
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video::ITexture * getImageRaw() const;
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#endif
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std::string getText()
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{
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return "";
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}
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virtual bool isSubsetOf(const InventoryItem *other) const
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{
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if(std::string(other->getName()) != "ToolItem")
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return false;
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ToolItem *m = (ToolItem*)other;
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if(m->m_toolname != m_toolname)
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return false;
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return m_wear <= m->m_wear;
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}
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virtual bool removeOther(const InventoryItem *other)
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{
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if(!other->isSubsetOf(this))
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return false;
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ToolItem *m = (ToolItem*)other;
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m_wear -= m->m_wear;
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return true;
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}
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/*
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Special methods
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*/
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std::string getToolName()
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{
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return m_toolname;
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}
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u16 getWear()
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{
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return m_wear;
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}
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// Returns true if weared out
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bool addWear(u16 add)
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{
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if(m_wear >= 65535 - add)
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{
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m_wear = 65535;
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return true;
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}
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else
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{
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m_wear += add;
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return false;
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}
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}
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private:
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std::string m_toolname;
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u16 m_wear;
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};
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class InventoryList
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{
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public:
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InventoryList(std::string name, u32 size);
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~InventoryList();
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void clearItems();
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void serialize(std::ostream &os) const;
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void deSerialize(std::istream &is, IGameDef *gamedef);
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InventoryList(const InventoryList &other);
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InventoryList & operator = (const InventoryList &other);
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const std::string &getName() const;
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u32 getSize();
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// Count used slots
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u32 getUsedSlots();
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u32 getFreeSlots();
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/*bool getDirty(){ return m_dirty; }
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void setDirty(bool dirty=true){ m_dirty = dirty; }*/
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// Get pointer to item
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const InventoryItem * getItem(u32 i) const;
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InventoryItem * getItem(u32 i);
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// Returns old item (or NULL). Parameter can be NULL.
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InventoryItem * changeItem(u32 i, InventoryItem *newitem);
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// Delete item
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void deleteItem(u32 i);
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// Adds an item to a suitable place. Returns leftover item.
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// If all went into the list, returns NULL.
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InventoryItem * addItem(InventoryItem *newitem);
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// If possible, adds item to given slot.
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// If cannot be added at all, returns the item back.
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// If can be added partly, decremented item is returned back.
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// If can be added fully, NULL is returned.
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InventoryItem * addItem(u32 i, InventoryItem *newitem);
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// Checks whether the item could be added to the given slot
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bool itemFits(const u32 i, const InventoryItem *newitem);
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// Checks whether there is room for a given item
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bool roomForItem(const InventoryItem *item);
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// Checks whether there is room for a given item aftr it has been cooked
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bool roomForCookedItem(const InventoryItem *item);
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// Takes some items from a slot.
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// If there are not enough, takes as many as it can.
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// Returns NULL if couldn't take any.
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InventoryItem * takeItem(u32 i, u32 count);
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// Decrements amount of every material item
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void decrementMaterials(u16 count);
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void print(std::ostream &o);
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private:
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core::array<InventoryItem*> m_items;
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u32 m_size;
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std::string m_name;
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//bool m_dirty;
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};
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class Inventory
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{
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public:
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~Inventory();
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void clear();
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Inventory();
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Inventory(const Inventory &other);
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Inventory & operator = (const Inventory &other);
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void serialize(std::ostream &os) const;
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void deSerialize(std::istream &is, IGameDef *gamedef);
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InventoryList * addList(const std::string &name, u32 size);
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InventoryList * getList(const std::string &name);
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const InventoryList * getList(const std::string &name) const;
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bool deleteList(const std::string &name);
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// A shorthand for adding items.
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// Returns NULL if the item was fully added, leftover otherwise.
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InventoryItem * addItem(const std::string &listname, InventoryItem *newitem)
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{
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InventoryList *list = getList(listname);
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if(list == NULL)
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return newitem;
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return list->addItem(newitem);
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}
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private:
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// -1 if not found
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const s32 getListIndex(const std::string &name) const;
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core::array<InventoryList*> m_lists;
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};
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class Player;
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struct InventoryContext
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{
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Player *current_player;
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InventoryContext():
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current_player(NULL)
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{}
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};
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struct InventoryAction;
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class InventoryManager
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{
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public:
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InventoryManager(){}
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virtual ~InventoryManager(){}
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/*
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Get a pointer to an inventory specified by id.
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id can be:
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- "current_player"
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- "nodemeta:X,Y,Z"
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*/
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virtual Inventory* getInventory(InventoryContext *c, std::string id)
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{return NULL;}
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// Used on the server by InventoryAction::apply and other stuff
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virtual void inventoryModified(InventoryContext *c, std::string id)
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{}
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// Used on the client
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virtual void inventoryAction(InventoryAction *a)
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{}
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};
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#define IACTION_MOVE 0
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struct InventoryAction
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{
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static InventoryAction * deSerialize(std::istream &is);
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virtual u16 getType() const = 0;
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virtual void serialize(std::ostream &os) const = 0;
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virtual void apply(InventoryContext *c, InventoryManager *mgr) = 0;
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};
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struct IMoveAction : public InventoryAction
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{
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// count=0 means "everything"
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u16 count;
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std::string from_inv;
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std::string from_list;
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s16 from_i;
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std::string to_inv;
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std::string to_list;
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s16 to_i;
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IMoveAction()
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{
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count = 0;
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from_i = -1;
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to_i = -1;
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}
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IMoveAction(std::istream &is);
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u16 getType() const
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{
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return IACTION_MOVE;
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}
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void serialize(std::ostream &os) const
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{
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os<<"Move ";
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os<<count<<" ";
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os<<from_inv<<" ";
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os<<from_list<<" ";
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os<<from_i<<" ";
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os<<to_inv<<" ";
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os<<to_list<<" ";
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os<<to_i;
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}
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void apply(InventoryContext *c, InventoryManager *mgr);
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};
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/*
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Craft checking system
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*/
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|
|
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
|
|
|