mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-11 03:45:01 -05:00
201 lines
5.6 KiB
C++
201 lines
5.6 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 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 General Public License as published by
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the Free Software Foundation; either version 2 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 General Public License for more details.
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You should have received a copy of the GNU 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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#include "content_craft.h"
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#include "inventory.h"
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#include "content_mapnode.h"
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#include "player.h"
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#include "mapnode.h" // For content_t
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#include "gamedef.h"
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void craft_set_creative_inventory(Player *player, IGameDef *gamedef)
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{
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INodeDefManager *ndef = gamedef->ndef();
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player->resetInventory();
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// Give some good tools
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{
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InventoryItem *item = new ToolItem(gamedef, "MesePick", 0);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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{
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InventoryItem *item = new ToolItem(gamedef, "SteelPick", 0);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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{
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InventoryItem *item = new ToolItem(gamedef, "SteelAxe", 0);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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{
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InventoryItem *item = new ToolItem(gamedef, "SteelShovel", 0);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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/*
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Give materials
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*/
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// CONTENT_IGNORE-terminated list
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content_t material_items[] = {
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LEGN(ndef, "CONTENT_TORCH"),
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LEGN(ndef, "CONTENT_COBBLE"),
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LEGN(ndef, "CONTENT_MUD"),
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LEGN(ndef, "CONTENT_STONE"),
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LEGN(ndef, "CONTENT_SAND"),
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LEGN(ndef, "CONTENT_SANDSTONE"),
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LEGN(ndef, "CONTENT_CLAY"),
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LEGN(ndef, "CONTENT_BRICK"),
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LEGN(ndef, "CONTENT_TREE"),
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LEGN(ndef, "CONTENT_LEAVES"),
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LEGN(ndef, "CONTENT_CACTUS"),
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LEGN(ndef, "CONTENT_PAPYRUS"),
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LEGN(ndef, "CONTENT_BOOKSHELF"),
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LEGN(ndef, "CONTENT_GLASS"),
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LEGN(ndef, "CONTENT_FENCE"),
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LEGN(ndef, "CONTENT_RAIL"),
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LEGN(ndef, "CONTENT_MESE"),
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LEGN(ndef, "CONTENT_WATERSOURCE"),
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LEGN(ndef, "CONTENT_CLOUD"),
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LEGN(ndef, "CONTENT_CHEST"),
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LEGN(ndef, "CONTENT_FURNACE"),
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LEGN(ndef, "CONTENT_SIGN_WALL"),
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LEGN(ndef, "CONTENT_LAVASOURCE"),
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CONTENT_IGNORE
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};
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content_t *mip = material_items;
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for(u16 i=0; i<PLAYER_INVENTORY_SIZE; i++)
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{
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if(*mip == CONTENT_IGNORE)
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break;
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InventoryItem *item = new MaterialItem(gamedef, *mip, 1);
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player->inventory.addItem("main", item);
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mip++;
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}
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#if 0
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assert(USEFUL_LEGN(ndef, "CONTENT_COUNT") <= PLAYER_INVENTORY_SIZE);
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// add torch first
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InventoryItem *item = new MaterialItem(gamedef, LEGN(ndef, "CONTENT_TORCH"), 1);
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player->inventory.addItem("main", item);
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// Then others
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for(u16 i=0; i<USEFUL_LEGN(ndef, "CONTENT_COUNT"); i++)
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{
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// Skip some materials
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if(i == LEGN(ndef, "CONTENT_WATER") || i == LEGN(ndef, "CONTENT_TORCH")
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|| i == LEGN(ndef, "CONTENT_COALSTONE"))
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continue;
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InventoryItem *item = new MaterialItem(gamedef, i, 1);
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player->inventory.addItem("main", item);
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}
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#endif
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/*// Sign
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{
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InventoryItem *item = new MapBlockObjectItem(gamedef, "Sign Example text");
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}*/
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}
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void craft_give_initial_stuff(Player *player, IGameDef *gamedef)
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{
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INodeDefManager *ndef = gamedef->ndef();
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{
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InventoryItem *item = new ToolItem(gamedef, "SteelPick", 0);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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{
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InventoryItem *item = new MaterialItem(gamedef, LEGN(ndef, "CONTENT_TORCH"), 99);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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{
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InventoryItem *item = new ToolItem(gamedef, "SteelAxe", 0);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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{
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InventoryItem *item = new ToolItem(gamedef, "SteelShovel", 0);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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{
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InventoryItem *item = new MaterialItem(gamedef, LEGN(ndef, "CONTENT_COBBLE"), 99);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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/*{
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InventoryItem *item = new MaterialItem(gamedef, LEGN(ndef, "CONTENT_MESE"), 6);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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{
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InventoryItem *item = new MaterialItem(gamedef, LEGN(ndef, "CONTENT_COALSTONE"), 6);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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{
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InventoryItem *item = new MaterialItem(gamedef, LEGN(ndef, "CONTENT_WOOD"), 6);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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{
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InventoryItem *item = new CraftItem(gamedef, "Stick", 4);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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{
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InventoryItem *item = new ToolItem(gamedef, "WPick", 32000);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}
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{
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InventoryItem *item = new ToolItem(gamedef, "STPick", 32000);
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void* r = player->inventory.addItem("main", item);
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assert(r == NULL);
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}*/
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/*// and some signs
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for(u16 i=0; i<4; i++)
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{
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InventoryItem *item = new MapBlockObjectItem(gamedef, "Sign Example text");
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bool r = player->inventory.addItem("main", item);
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assert(r == true);
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}*/
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/*// Give some other stuff
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{
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InventoryItem *item = new MaterialItem(gamedef, LEGN(ndef, "CONTENT_TREE"), 999);
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bool r = player->inventory.addItem("main", item);
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assert(r == true);
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}*/
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}
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