#include "content_mapnode.h"
#include "player.h"
#include "mapnode.h" // For content_t
+#include "gamedef.h"
-/*
- items: actually *items[9]
- return value: allocates a new item, or returns NULL.
-*/
-InventoryItem *craft_get_result(InventoryItem **items)
+void craft_set_creative_inventory(Player *player, IGameDef *gamedef)
{
- // Wood
- {
- ItemSpec specs[9];
- specs[0] = ItemSpec(ITEM_MATERIAL, CONTENT_TREE);
- if(checkItemCombination(items, specs))
- {
- return new MaterialItem(CONTENT_WOOD, 4);
- }
- }
-
- // Stick
- {
- ItemSpec specs[9];
- specs[0] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- if(checkItemCombination(items, specs))
- {
- return new CraftItem("Stick", 4);
- }
- }
-
- // Fence
- {
- ItemSpec specs[9];
- specs[3] = ItemSpec(ITEM_CRAFT, "Stick");
- specs[4] = ItemSpec(ITEM_CRAFT, "Stick");
- specs[5] = ItemSpec(ITEM_CRAFT, "Stick");
- specs[6] = ItemSpec(ITEM_CRAFT, "Stick");
- specs[7] = ItemSpec(ITEM_CRAFT, "Stick");
- specs[8] = ItemSpec(ITEM_CRAFT, "Stick");
- if(checkItemCombination(items, specs))
- {
- return new MaterialItem(CONTENT_FENCE, 2);
- }
- }
-
- // Sign
- {
- ItemSpec specs[9];
- specs[0] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[1] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[2] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[3] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[4] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[5] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[7] = ItemSpec(ITEM_CRAFT, "Stick");
- if(checkItemCombination(items, specs))
- {
- //return new MapBlockObjectItem("Sign");
- return new MaterialItem(CONTENT_SIGN_WALL, 1);
- }
- }
-
- // Torch
- {
- ItemSpec specs[9];
- specs[0] = ItemSpec(ITEM_CRAFT, "lump_of_coal");
- specs[3] = ItemSpec(ITEM_CRAFT, "Stick");
- if(checkItemCombination(items, specs))
- {
- return new MaterialItem(CONTENT_TORCH, 4);
- }
- }
-
- // Wooden pick
- {
- ItemSpec specs[9];
- specs[0] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[1] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[2] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[4] = ItemSpec(ITEM_CRAFT, "Stick");
- specs[7] = ItemSpec(ITEM_CRAFT, "Stick");
- if(checkItemCombination(items, specs))
- {
- return new ToolItem("WPick", 0);
- }
- }
-
- // Stone pick
- {
- ItemSpec specs[9];
- specs[0] = ItemSpec(ITEM_MATERIAL, CONTENT_COBBLE);
- specs[1] = ItemSpec(ITEM_MATERIAL, CONTENT_COBBLE);
- specs[2] = ItemSpec(ITEM_MATERIAL, CONTENT_COBBLE);
- specs[4] = ItemSpec(ITEM_CRAFT, "Stick");
- specs[7] = ItemSpec(ITEM_CRAFT, "Stick");
- if(checkItemCombination(items, specs))
- {
- return new ToolItem("STPick", 0);
- }
- }
-
- // Steel pick
- {
- ItemSpec specs[9];
- specs[0] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- specs[1] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- specs[2] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- specs[4] = ItemSpec(ITEM_CRAFT, "Stick");
- specs[7] = ItemSpec(ITEM_CRAFT, "Stick");
- if(checkItemCombination(items, specs))
- {
- return new ToolItem("SteelPick", 0);
- }
- }
-
- // Mese pick
- {
- ItemSpec specs[9];
- specs[0] = ItemSpec(ITEM_MATERIAL, CONTENT_MESE);
- specs[1] = ItemSpec(ITEM_MATERIAL, CONTENT_MESE);
- specs[2] = ItemSpec(ITEM_MATERIAL, CONTENT_MESE);
- specs[4] = ItemSpec(ITEM_CRAFT, "Stick");
- specs[7] = ItemSpec(ITEM_CRAFT, "Stick");
- if(checkItemCombination(items, specs))
- {
- return new ToolItem("MesePick", 0);
- }
- }
-
- // Wooden shovel
- {
- ItemSpec specs[9];
- specs[1] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[4] = ItemSpec(ITEM_CRAFT, "Stick");
- specs[7] = ItemSpec(ITEM_CRAFT, "Stick");
- if(checkItemCombination(items, specs))
- {
- return new ToolItem("WShovel", 0);
- }
- }
-
- // Stone shovel
- {
- ItemSpec specs[9];
- specs[1] = ItemSpec(ITEM_MATERIAL, CONTENT_COBBLE);
- specs[4] = ItemSpec(ITEM_CRAFT, "Stick");
- specs[7] = ItemSpec(ITEM_CRAFT, "Stick");
- if(checkItemCombination(items, specs))
- {
- return new ToolItem("STShovel", 0);
- }
- }
+ INodeDefManager *ndef = gamedef->ndef();
- // Steel shovel
- {
- ItemSpec specs[9];
- specs[1] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- specs[4] = ItemSpec(ITEM_CRAFT, "Stick");
- specs[7] = ItemSpec(ITEM_CRAFT, "Stick");
- if(checkItemCombination(items, specs))
- {
- return new ToolItem("SteelShovel", 0);
- }
- }
-
- // Wooden axe
- {
- ItemSpec specs[9];
- specs[0] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[1] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[3] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[4] = ItemSpec(ITEM_CRAFT, "Stick");
- specs[7] = ItemSpec(ITEM_CRAFT, "Stick");
- if(checkItemCombination(items, specs))
- {
- return new ToolItem("WAxe", 0);
- }
- }
-
- // Stone axe
- {
- ItemSpec specs[9];
- specs[0] = ItemSpec(ITEM_MATERIAL, CONTENT_COBBLE);
- specs[1] = ItemSpec(ITEM_MATERIAL, CONTENT_COBBLE);
- specs[3] = ItemSpec(ITEM_MATERIAL, CONTENT_COBBLE);
- specs[4] = ItemSpec(ITEM_CRAFT, "Stick");
- specs[7] = ItemSpec(ITEM_CRAFT, "Stick");
- if(checkItemCombination(items, specs))
- {
- return new ToolItem("STAxe", 0);
- }
- }
-
- // Steel axe
- {
- ItemSpec specs[9];
- specs[0] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- specs[1] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- specs[3] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- specs[4] = ItemSpec(ITEM_CRAFT, "Stick");
- specs[7] = ItemSpec(ITEM_CRAFT, "Stick");
- if(checkItemCombination(items, specs))
- {
- return new ToolItem("SteelAxe", 0);
- }
- }
-
- // Wooden sword
- {
- ItemSpec specs[9];
- specs[1] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[4] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[7] = ItemSpec(ITEM_CRAFT, "Stick");
- if(checkItemCombination(items, specs))
- {
- return new ToolItem("WSword", 0);
- }
- }
-
- // Stone sword
- {
- ItemSpec specs[9];
- specs[1] = ItemSpec(ITEM_MATERIAL, CONTENT_COBBLE);
- specs[4] = ItemSpec(ITEM_MATERIAL, CONTENT_COBBLE);
- specs[7] = ItemSpec(ITEM_CRAFT, "Stick");
- if(checkItemCombination(items, specs))
- {
- return new ToolItem("STSword", 0);
- }
- }
-
- // Steel sword
- {
- ItemSpec specs[9];
- specs[1] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- specs[4] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- specs[7] = ItemSpec(ITEM_CRAFT, "Stick");
- if(checkItemCombination(items, specs))
- {
- return new ToolItem("SteelSword", 0);
- }
- }
-
- // Chest
- {
- ItemSpec specs[9];
- specs[0] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[1] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[2] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[3] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[5] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[6] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[7] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- specs[8] = ItemSpec(ITEM_MATERIAL, CONTENT_WOOD);
- if(checkItemCombination(items, specs))
- {
- return new MaterialItem(CONTENT_CHEST, 1);
- }
- }
-
- // Furnace
- {
- ItemSpec specs[9];
- specs[0] = ItemSpec(ITEM_MATERIAL, CONTENT_COBBLE);
- specs[1] = ItemSpec(ITEM_MATERIAL, CONTENT_COBBLE);
- specs[2] = ItemSpec(ITEM_MATERIAL, CONTENT_COBBLE);
- specs[3] = ItemSpec(ITEM_MATERIAL, CONTENT_COBBLE);
- specs[5] = ItemSpec(ITEM_MATERIAL, CONTENT_COBBLE);
- specs[6] = ItemSpec(ITEM_MATERIAL, CONTENT_COBBLE);
- specs[7] = ItemSpec(ITEM_MATERIAL, CONTENT_COBBLE);
- specs[8] = ItemSpec(ITEM_MATERIAL, CONTENT_COBBLE);
- if(checkItemCombination(items, specs))
- {
- return new MaterialItem(CONTENT_FURNACE, 1);
- }
- }
-
- // Steel block
- {
- ItemSpec specs[9];
- specs[0] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- specs[1] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- specs[2] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- specs[3] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- specs[4] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- specs[5] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- specs[6] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- specs[7] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- specs[8] = ItemSpec(ITEM_CRAFT, "steel_ingot");
- if(checkItemCombination(items, specs))
- {
- return new MaterialItem(CONTENT_STEEL, 1);
- }
- }
-
- return NULL;
-}
-
-void craft_set_creative_inventory(Player *player)
-{
player->resetInventory();
// Give some good tools
{
- InventoryItem *item = new ToolItem("MesePick", 0);
+ InventoryItem *item = new ToolItem(gamedef, "MesePick", 0);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
{
- InventoryItem *item = new ToolItem("SteelPick", 0);
+ InventoryItem *item = new ToolItem(gamedef, "SteelPick", 0);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
{
- InventoryItem *item = new ToolItem("SteelAxe", 0);
+ InventoryItem *item = new ToolItem(gamedef, "SteelAxe", 0);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
{
- InventoryItem *item = new ToolItem("SteelShovel", 0);
+ InventoryItem *item = new ToolItem(gamedef, "SteelShovel", 0);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
// CONTENT_IGNORE-terminated list
content_t material_items[] = {
- CONTENT_TORCH,
- CONTENT_COBBLE,
- CONTENT_MUD,
- CONTENT_STONE,
- CONTENT_SAND,
- CONTENT_TREE,
- CONTENT_LEAVES,
- CONTENT_GLASS,
- CONTENT_FENCE,
- CONTENT_MESE,
- CONTENT_WATERSOURCE,
- CONTENT_CLOUD,
- CONTENT_CHEST,
- CONTENT_FURNACE,
- CONTENT_SIGN_WALL,
+ LEGN(ndef, "CONTENT_TORCH"),
+ LEGN(ndef, "CONTENT_COBBLE"),
+ LEGN(ndef, "CONTENT_MUD"),
+ LEGN(ndef, "CONTENT_STONE"),
+ LEGN(ndef, "CONTENT_SAND"),
+ LEGN(ndef, "CONTENT_SANDSTONE"),
+ LEGN(ndef, "CONTENT_CLAY"),
+ LEGN(ndef, "CONTENT_BRICK"),
+ LEGN(ndef, "CONTENT_TREE"),
+ LEGN(ndef, "CONTENT_LEAVES"),
+ LEGN(ndef, "CONTENT_CACTUS"),
+ LEGN(ndef, "CONTENT_PAPYRUS"),
+ LEGN(ndef, "CONTENT_BOOKSHELF"),
+ LEGN(ndef, "CONTENT_GLASS"),
+ LEGN(ndef, "CONTENT_FENCE"),
+ LEGN(ndef, "CONTENT_RAIL"),
+ LEGN(ndef, "CONTENT_MESE"),
+ LEGN(ndef, "CONTENT_WATERSOURCE"),
+ LEGN(ndef, "CONTENT_CLOUD"),
+ LEGN(ndef, "CONTENT_CHEST"),
+ LEGN(ndef, "CONTENT_FURNACE"),
+ LEGN(ndef, "CONTENT_SIGN_WALL"),
+ LEGN(ndef, "CONTENT_LAVASOURCE"),
CONTENT_IGNORE
};
if(*mip == CONTENT_IGNORE)
break;
- InventoryItem *item = new MaterialItem(*mip, 1);
+ InventoryItem *item = new MaterialItem(gamedef, *mip, 1);
player->inventory.addItem("main", item);
mip++;
}
#if 0
- assert(USEFUL_CONTENT_COUNT <= PLAYER_INVENTORY_SIZE);
+ assert(USEFUL_LEGN(ndef, "CONTENT_COUNT") <= PLAYER_INVENTORY_SIZE);
// add torch first
- InventoryItem *item = new MaterialItem(CONTENT_TORCH, 1);
+ InventoryItem *item = new MaterialItem(gamedef, LEGN(ndef, "CONTENT_TORCH"), 1);
player->inventory.addItem("main", item);
// Then others
- for(u16 i=0; i<USEFUL_CONTENT_COUNT; i++)
+ for(u16 i=0; i<USEFUL_LEGN(ndef, "CONTENT_COUNT"); i++)
{
// Skip some materials
- if(i == CONTENT_WATER || i == CONTENT_TORCH
- || i == CONTENT_COALSTONE)
+ if(i == LEGN(ndef, "CONTENT_WATER") || i == LEGN(ndef, "CONTENT_TORCH")
+ || i == LEGN(ndef, "CONTENT_COALSTONE"))
continue;
- InventoryItem *item = new MaterialItem(i, 1);
+ InventoryItem *item = new MaterialItem(gamedef, i, 1);
player->inventory.addItem("main", item);
}
#endif
/*// Sign
{
- InventoryItem *item = new MapBlockObjectItem("Sign Example text");
+ InventoryItem *item = new MapBlockObjectItem(gamedef, "Sign Example text");
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}*/
}
-void craft_give_initial_stuff(Player *player)
+void craft_give_initial_stuff(Player *player, IGameDef *gamedef)
{
+ INodeDefManager *ndef = gamedef->ndef();
+
{
- InventoryItem *item = new ToolItem("SteelPick", 0);
+ InventoryItem *item = new ToolItem(gamedef, "SteelPick", 0);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
{
- InventoryItem *item = new MaterialItem(CONTENT_TORCH, 99);
+ InventoryItem *item = new MaterialItem(gamedef, LEGN(ndef, "CONTENT_TORCH"), 99);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
{
- InventoryItem *item = new ToolItem("SteelAxe", 0);
+ InventoryItem *item = new ToolItem(gamedef, "SteelAxe", 0);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
{
- InventoryItem *item = new ToolItem("SteelShovel", 0);
+ InventoryItem *item = new ToolItem(gamedef, "SteelShovel", 0);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
{
- InventoryItem *item = new MaterialItem(CONTENT_COBBLE, 99);
+ InventoryItem *item = new MaterialItem(gamedef, LEGN(ndef, "CONTENT_COBBLE"), 99);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
/*{
- InventoryItem *item = new MaterialItem(CONTENT_MESE, 6);
+ InventoryItem *item = new MaterialItem(gamedef, LEGN(ndef, "CONTENT_MESE"), 6);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
{
- InventoryItem *item = new MaterialItem(CONTENT_COALSTONE, 6);
+ InventoryItem *item = new MaterialItem(gamedef, LEGN(ndef, "CONTENT_COALSTONE"), 6);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
{
- InventoryItem *item = new MaterialItem(CONTENT_WOOD, 6);
+ InventoryItem *item = new MaterialItem(gamedef, LEGN(ndef, "CONTENT_WOOD"), 6);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
{
- InventoryItem *item = new CraftItem("Stick", 4);
+ InventoryItem *item = new CraftItem(gamedef, "Stick", 4);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
{
- InventoryItem *item = new ToolItem("WPick", 32000);
+ InventoryItem *item = new ToolItem(gamedef, "WPick", 32000);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}
{
- InventoryItem *item = new ToolItem("STPick", 32000);
+ InventoryItem *item = new ToolItem(gamedef, "STPick", 32000);
void* r = player->inventory.addItem("main", item);
assert(r == NULL);
}*/
/*// and some signs
for(u16 i=0; i<4; i++)
{
- InventoryItem *item = new MapBlockObjectItem("Sign Example text");
+ InventoryItem *item = new MapBlockObjectItem(gamedef, "Sign Example text");
bool r = player->inventory.addItem("main", item);
assert(r == true);
}*/
/*// Give some other stuff
{
- InventoryItem *item = new MaterialItem(CONTENT_TREE, 999);
+ InventoryItem *item = new MaterialItem(gamedef, LEGN(ndef, "CONTENT_TREE"), 999);
bool r = player->inventory.addItem("main", item);
assert(r == true);
}*/