forked from Mirrorlandia_minetest/minetest
050964bed6
"Predicts" whether something will be swapped for allow callbacks, then calls callbacks a second time with swapped properties. Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
259 lines
5.6 KiB
C++
259 lines
5.6 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 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 Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser 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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#pragma once
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#include "inventory.h"
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#include <iostream>
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#include <string>
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class ServerActiveObject;
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struct InventoryLocation
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{
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enum Type{
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UNDEFINED,
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CURRENT_PLAYER,
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PLAYER,
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NODEMETA,
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DETACHED,
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} type;
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std::string name; // PLAYER, DETACHED
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v3s16 p; // NODEMETA
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InventoryLocation()
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{
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setUndefined();
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}
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void setUndefined()
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{
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type = UNDEFINED;
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}
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void setCurrentPlayer()
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{
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type = CURRENT_PLAYER;
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}
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void setPlayer(const std::string &name_)
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{
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type = PLAYER;
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name = name_;
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}
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void setNodeMeta(const v3s16 &p_)
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{
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type = NODEMETA;
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p = p_;
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}
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void setDetached(const std::string &name_)
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{
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type = DETACHED;
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name = name_;
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}
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bool operator==(const InventoryLocation &other) const
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{
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if(type != other.type)
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return false;
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switch(type){
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case UNDEFINED:
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return false;
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case CURRENT_PLAYER:
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return true;
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case PLAYER:
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return (name == other.name);
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case NODEMETA:
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return (p == other.p);
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case DETACHED:
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return (name == other.name);
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}
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return false;
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}
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bool operator!=(const InventoryLocation &other) const
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{
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return !(*this == other);
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}
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void applyCurrentPlayer(const std::string &name_)
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{
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if(type == CURRENT_PLAYER)
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setPlayer(name_);
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}
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std::string dump() const;
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void serialize(std::ostream &os) const;
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void deSerialize(std::istream &is);
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void deSerialize(const std::string &s);
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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() = default;
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virtual ~InventoryManager() = default;
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// Get an inventory (server and client)
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virtual Inventory* getInventory(const InventoryLocation &loc){return NULL;}
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// Set modified (will be saved and sent over network; only on server)
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virtual void setInventoryModified(const InventoryLocation &loc) {}
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// Send inventory action to server (only on client)
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virtual void inventoryAction(InventoryAction *a){}
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};
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enum class IAction : u16 {
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Move,
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Drop,
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Craft
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};
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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 IAction getType() const = 0;
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virtual void serialize(std::ostream &os) const = 0;
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virtual void apply(InventoryManager *mgr, ServerActiveObject *player,
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IGameDef *gamedef) = 0;
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virtual void clientApply(InventoryManager *mgr, IGameDef *gamedef) = 0;
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virtual ~InventoryAction() = default;;
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};
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struct MoveAction
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{
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InventoryLocation from_inv;
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std::string from_list;
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s16 from_i = -1;
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InventoryLocation to_inv;
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std::string to_list;
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s16 to_i = -1;
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};
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struct IMoveAction : public InventoryAction, public MoveAction
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{
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// count=0 means "everything"
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u16 count = 0;
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bool move_somewhere = false;
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// treat these as private
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// related to movement to somewhere
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bool caused_by_move_somewhere = false;
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u32 move_count = 0;
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IMoveAction() = default;
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IMoveAction(std::istream &is, bool somewhere);
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IAction 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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if (!move_somewhere)
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os << "Move ";
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else
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os << "MoveSomewhere ";
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os << count << " ";
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os << from_inv.dump() << " ";
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os << from_list << " ";
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os << from_i << " ";
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os << to_inv.dump() << " ";
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os << to_list;
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if (!move_somewhere)
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os << " " << to_i;
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}
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void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
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void clientApply(InventoryManager *mgr, IGameDef *gamedef);
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void swapDirections();
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void onPutAndOnTake(const ItemStack &src_item, ServerActiveObject *player) const;
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void onMove(int count, ServerActiveObject *player) const;
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int allowPut(const ItemStack &dst_item, ServerActiveObject *player) const;
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int allowTake(const ItemStack &src_item, ServerActiveObject *player) const;
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int allowMove(int try_take_count, ServerActiveObject *player) const;
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};
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struct IDropAction : public InventoryAction, public MoveAction
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{
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// count=0 means "everything"
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u16 count = 0;
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IDropAction() = default;
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IDropAction(std::istream &is);
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IAction getType() const
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{
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return IAction::Drop;
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}
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void serialize(std::ostream &os) const
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{
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os<<"Drop ";
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os<<count<<" ";
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os<<from_inv.dump()<<" ";
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os<<from_list<<" ";
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os<<from_i;
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}
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void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
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void clientApply(InventoryManager *mgr, IGameDef *gamedef);
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};
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struct ICraftAction : public InventoryAction
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{
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// count=0 means "everything"
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u16 count = 0;
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InventoryLocation craft_inv;
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ICraftAction() = default;
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ICraftAction(std::istream &is);
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IAction getType() const
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{
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return IAction::Craft;
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}
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void serialize(std::ostream &os) const
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{
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os<<"Craft ";
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os<<count<<" ";
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os<<craft_inv.dump()<<" ";
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}
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void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
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void clientApply(InventoryManager *mgr, IGameDef *gamedef);
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};
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// Crafting helper
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bool getCraftingResult(Inventory *inv, ItemStack &result,
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std::vector<ItemStack> &output_replacements,
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bool decrementInput, IGameDef *gamedef);
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