minetest/src/inventorymanager.h

250 lines
5.1 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
#pragma once
#include "irr_v3d.h"
#include <iostream>
#include <string>
#include <vector>
class ServerActiveObject;
struct ItemStack;
class Inventory;
class IGameDef;
struct InventoryLocation
{
enum Type{
UNDEFINED,
CURRENT_PLAYER,
PLAYER,
NODEMETA,
DETACHED,
} type;
std::string name; // PLAYER, DETACHED
v3s16 p; // NODEMETA
InventoryLocation()
{
setUndefined();
}
void setUndefined()
{
type = UNDEFINED;
}
void setCurrentPlayer()
{
type = CURRENT_PLAYER;
}
void setPlayer(const std::string &name_)
{
type = PLAYER;
name = name_;
}
void setNodeMeta(const v3s16 &p_)
{
type = NODEMETA;
p = p_;
}
void setDetached(const std::string &name_)
{
type = DETACHED;
name = name_;
}
bool operator==(const InventoryLocation &other) const
{
if(type != other.type)
return false;
switch(type){
case UNDEFINED:
return false;
case CURRENT_PLAYER:
return true;
case PLAYER:
return (name == other.name);
case NODEMETA:
return (p == other.p);
case DETACHED:
return (name == other.name);
}
return false;
}
bool operator!=(const InventoryLocation &other) const
{
return !(*this == other);
}
void applyCurrentPlayer(const std::string &name_)
{
if(type == CURRENT_PLAYER)
setPlayer(name_);
}
std::string dump() const;
void serialize(std::ostream &os) const;
void deSerialize(std::istream &is);
void deSerialize(const std::string &s);
};
struct InventoryAction;
class InventoryManager
{
public:
InventoryManager() = default;
virtual ~InventoryManager() = default;
// Get an inventory (server and client)
virtual Inventory* getInventory(const InventoryLocation &loc){return NULL;}
// Set modified (will be saved and sent over network; only on server)
virtual void setInventoryModified(const InventoryLocation &loc) {}
// Send inventory action to server (only on client)
virtual void inventoryAction(InventoryAction *a){}
};
enum class IAction : u16 {
Move,
Drop,
Craft
};
struct InventoryAction
{
static InventoryAction *deSerialize(std::istream &is);
virtual IAction getType() const = 0;
virtual void serialize(std::ostream &os) const = 0;
virtual void apply(InventoryManager *mgr, ServerActiveObject *player,
IGameDef *gamedef) = 0;
virtual void clientApply(InventoryManager *mgr, IGameDef *gamedef) = 0;
virtual ~InventoryAction() = default;;
};
struct MoveAction
{
InventoryLocation from_inv;
std::string from_list;
s16 from_i = -1;
InventoryLocation to_inv;
std::string to_list;
s16 to_i = -1;
};
struct IMoveAction : public InventoryAction, public MoveAction
{
// count=0 means "everything"
u16 count = 0;
bool move_somewhere = false;
// treat these as private
// related to movement to somewhere
bool caused_by_move_somewhere = false;
u32 move_count = 0;
IMoveAction() = default;
IMoveAction(std::istream &is, bool somewhere);
IAction getType() const
{
return IAction::Move;
}
void serialize(std::ostream &os) const
{
if (!move_somewhere)
os << "Move ";
else
os << "MoveSomewhere ";
os << count << " ";
os << from_inv.dump() << " ";
os << from_list << " ";
os << from_i << " ";
os << to_inv.dump() << " ";
os << to_list;
if (!move_somewhere)
os << " " << to_i;
}
void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
void clientApply(InventoryManager *mgr, IGameDef *gamedef);
void swapDirections();
void onTake(const ItemStack &src_item, ServerActiveObject *player) const;
void onPut(const ItemStack &src_item, ServerActiveObject *player) const;
void onMove(int count, ServerActiveObject *player) const;
int allowPut(const ItemStack &dst_item, ServerActiveObject *player) const;
int allowTake(const ItemStack &src_item, ServerActiveObject *player) const;
int allowMove(int try_take_count, ServerActiveObject *player) const;
};
struct IDropAction : public InventoryAction, public MoveAction
{
// count=0 means "everything"
u16 count = 0;
IDropAction() = default;
IDropAction(std::istream &is);
IAction getType() const
{
return IAction::Drop;
}
void serialize(std::ostream &os) const
{
os<<"Drop ";
os<<count<<" ";
os<<from_inv.dump()<<" ";
os<<from_list<<" ";
os<<from_i;
}
void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
void clientApply(InventoryManager *mgr, IGameDef *gamedef);
};
struct ICraftAction : public InventoryAction
{
// count=0 means "everything"
u16 count = 0;
InventoryLocation craft_inv;
ICraftAction() = default;
ICraftAction(std::istream &is);
IAction getType() const
{
return IAction::Craft;
}
void serialize(std::ostream &os) const
{
os<<"Craft ";
os<<count<<" ";
os<<craft_inv.dump()<<" ";
}
void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
void clientApply(InventoryManager *mgr, IGameDef *gamedef);
};
// Crafting helper
bool getCraftingResult(Inventory *inv, ItemStack &result,
std::vector<ItemStack> &output_replacements,
bool decrementInput, IGameDef *gamedef);