Switch the license to be LGPLv2/later, with small parts still remaining as GPLv2...
[oweals/minetest.git] / src / inventorymanager.h
1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #ifndef INVENTORYMANAGER_HEADER
21 #define INVENTORYMANAGER_HEADER
22
23 #include "inventory.h"
24 #include <iostream>
25 #include <string>
26 class ServerActiveObject;
27
28 struct InventoryLocation
29 {
30         enum Type{
31                 UNDEFINED,
32                 CURRENT_PLAYER,
33                 PLAYER,
34                 NODEMETA,
35         } type;
36
37         std::string name; // PLAYER
38         v3s16 p; // NODEMETA
39
40         InventoryLocation()
41         {
42                 setUndefined();
43         }
44         void setUndefined()
45         {
46                 type = UNDEFINED;
47         }
48         void setCurrentPlayer()
49         {
50                 type = CURRENT_PLAYER;
51         }
52         void setPlayer(const std::string &name_)
53         {
54                 type = PLAYER;
55                 name = name_;
56         }
57         void setNodeMeta(v3s16 p_)
58         {
59                 type = NODEMETA;
60                 p = p_;
61         }
62
63         void applyCurrentPlayer(const std::string &name_)
64         {
65                 if(type == CURRENT_PLAYER)
66                         setPlayer(name_);
67         }
68
69         std::string dump() const;
70         void serialize(std::ostream &os) const;
71         void deSerialize(std::istream &is);
72         void deSerialize(std::string s);
73 };
74
75 struct InventoryAction;
76
77 class InventoryManager
78 {
79 public:
80         InventoryManager(){}
81         virtual ~InventoryManager(){}
82         
83         // Get an inventory or set it modified (so it will be updated over
84         // network or so)
85         virtual Inventory* getInventory(const InventoryLocation &loc){return NULL;}
86         virtual std::string getInventoryOwner(const InventoryLocation &loc){return "";}
87         virtual void setInventoryModified(const InventoryLocation &loc){}
88
89         // Used on the client to send an action to the server
90         virtual void inventoryAction(InventoryAction *a){}
91 };
92
93 #define IACTION_MOVE 0
94 #define IACTION_DROP 1
95 #define IACTION_CRAFT 2
96
97 struct InventoryAction
98 {
99         static InventoryAction * deSerialize(std::istream &is);
100         
101         virtual u16 getType() const = 0;
102         virtual void serialize(std::ostream &os) const = 0;
103         virtual void apply(InventoryManager *mgr, ServerActiveObject *player,
104                         IGameDef *gamedef) = 0;
105         virtual void clientApply(InventoryManager *mgr, IGameDef *gamedef) = 0;
106         virtual ~InventoryAction() {};
107 };
108
109 struct IMoveAction : public InventoryAction
110 {
111         // count=0 means "everything"
112         u16 count;
113         InventoryLocation from_inv;
114         std::string from_list;
115         s16 from_i;
116         InventoryLocation to_inv;
117         std::string to_list;
118         s16 to_i;
119         
120         IMoveAction()
121         {
122                 count = 0;
123                 from_i = -1;
124                 to_i = -1;
125         }
126         
127         IMoveAction(std::istream &is);
128
129         u16 getType() const
130         {
131                 return IACTION_MOVE;
132         }
133
134         void serialize(std::ostream &os) const
135         {
136                 os<<"Move ";
137                 os<<count<<" ";
138                 os<<from_inv.dump()<<" ";
139                 os<<from_list<<" ";
140                 os<<from_i<<" ";
141                 os<<to_inv.dump()<<" ";
142                 os<<to_list<<" ";
143                 os<<to_i;
144         }
145
146         void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
147
148         void clientApply(InventoryManager *mgr, IGameDef *gamedef);
149 };
150
151 struct IDropAction : public InventoryAction
152 {
153         // count=0 means "everything"
154         u16 count;
155         InventoryLocation from_inv;
156         std::string from_list;
157         s16 from_i;
158         
159         IDropAction()
160         {
161                 count = 0;
162                 from_i = -1;
163         }
164         
165         IDropAction(std::istream &is);
166
167         u16 getType() const
168         {
169                 return IACTION_DROP;
170         }
171
172         void serialize(std::ostream &os) const
173         {
174                 os<<"Drop ";
175                 os<<count<<" ";
176                 os<<from_inv.dump()<<" ";
177                 os<<from_list<<" ";
178                 os<<from_i;
179         }
180
181         void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
182
183         void clientApply(InventoryManager *mgr, IGameDef *gamedef);
184 };
185
186 struct ICraftAction : public InventoryAction
187 {
188         // count=0 means "everything"
189         u16 count;
190         InventoryLocation craft_inv;
191         
192         ICraftAction()
193         {
194                 count = 0;
195         }
196         
197         ICraftAction(std::istream &is);
198
199         u16 getType() const
200         {
201                 return IACTION_CRAFT;
202         }
203
204         void serialize(std::ostream &os) const
205         {
206                 os<<"Craft ";
207                 os<<count<<" ";
208                 os<<craft_inv.dump()<<" ";
209         }
210
211         void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
212
213         void clientApply(InventoryManager *mgr, IGameDef *gamedef);
214 };
215
216 // Crafting helper
217 bool getCraftingResult(Inventory *inv, ItemStack& result,
218                 bool decrementInput, IGameDef *gamedef);
219
220 #endif
221