/* Minetest-c55 Copyright (C) 2010-2011 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser 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 INVENTORYMANAGER_HEADER #define INVENTORYMANAGER_HEADER #include "inventory.h" #include #include class ServerActiveObject; struct InventoryLocation { enum Type{ UNDEFINED, CURRENT_PLAYER, PLAYER, NODEMETA, } type; std::string name; // PLAYER 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(v3s16 p_) { type = NODEMETA; p = p_; } 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(std::string s); }; struct InventoryAction; class InventoryManager { public: InventoryManager(){} virtual ~InventoryManager(){} // Get an inventory or set it modified (so it will be updated over // network or so) virtual Inventory* getInventory(const InventoryLocation &loc){return NULL;} virtual std::string getInventoryOwner(const InventoryLocation &loc){return "";} virtual void setInventoryModified(const InventoryLocation &loc){} // Used on the client to send an action to the server virtual void inventoryAction(InventoryAction *a){} }; #define IACTION_MOVE 0 #define IACTION_DROP 1 #define IACTION_CRAFT 2 struct InventoryAction { static InventoryAction * deSerialize(std::istream &is); virtual u16 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() {}; }; struct IMoveAction : public InventoryAction { // count=0 means "everything" u16 count; InventoryLocation from_inv; std::string from_list; s16 from_i; InventoryLocation 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<