]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/inventorymanager.cpp
Pre-select current game in world creation dialog
[dragonfireclient.git] / src / inventorymanager.cpp
index 5412a5dca5e1d916858540c3ff68710085cdeff6..08cae6d407275751a5fec30733f0ce4ba6da824a 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 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
@@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "main.h"  // for g_settings
 #include "settings.h"
 #include "craftdef.h"
+#include "rollback_interface.h"
 
 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
 
@@ -199,6 +200,14 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                return;
        }
 
+       /*
+               Do not handle rollback if both inventories are that of the same player
+       */
+       bool ignore_rollback = (
+               from_inv.type == InventoryLocation::PLAYER &&
+               to_inv.type == InventoryLocation::PLAYER &&
+               from_inv.name == to_inv.name);
+
        /*
                Collect information of endpoints
        */
@@ -238,8 +247,10 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                if(from_inv.type == InventoryLocation::DETACHED)
                {
                        lua_State *L = player->getEnv()->getLua();
+                       ItemStack src_item = list_from->getItem(from_i);
+                       src_item.count = try_take_count;
                        src_can_take_count = scriptapi_detached_inventory_allow_take(
-                                       L, from_inv.name, from_list, from_i, try_take_count, player);
+                                       L, from_inv.name, from_list, from_i, src_item, player);
                }
        }
 
@@ -272,23 +283,30 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                if(from_inv.type == InventoryLocation::NODEMETA)
                {
                        lua_State *L = player->getEnv()->getLua();
+                       ItemStack src_item = list_from->getItem(from_i);
+                       src_item.count = try_take_count;
                        src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
-                                       L, from_inv.p, from_list, from_i, try_take_count, player);
+                                       L, from_inv.p, from_list, from_i, src_item, player);
                }
        }
+
+       int old_count = count;
        
        /* Modify count according to collected data */
-       int new_count = try_take_count;
-       if(new_count > src_can_take_count)
-               new_count = src_can_take_count;
-       if(new_count > dst_can_put_count)
-               new_count = dst_can_put_count;
+       count = try_take_count;
+       if(src_can_take_count != -1 && count > src_can_take_count)
+               count = src_can_take_count;
+       if(dst_can_put_count != -1 && count > dst_can_put_count)
+               count = dst_can_put_count;
+       /* Limit according to source item count */
+       if(count > list_from->getItem(from_i).count)
+               count = list_from->getItem(from_i).count;
        
        /* If no items will be moved, don't go further */
-       if(new_count == 0)
+       if(count == 0)
        {
-               infostream<<"IMoveAction::apply(): move was completely disallowed: "
-                               <<" count="<<count
+               infostream<<"IMoveAction::apply(): move was completely disallowed:"
+                               <<" count="<<old_count
                                <<" from inv=\""<<from_inv.dump()<<"\""
                                <<" list=\""<<from_list<<"\""
                                <<" i="<<from_i
@@ -299,7 +317,10 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                return;
        }
 
-       count = new_count;
+       ItemStack src_item = list_from->getItem(from_i);
+       src_item.count = count;
+       ItemStack from_stack_was = list_from->getItem(from_i);
+       ItemStack to_stack_was = list_to->getItem(to_i);
 
        /*
                Perform actual move
@@ -309,7 +330,33 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        */
        list_from->moveItem(from_i, list_to, to_i, count);
 
-       infostream<<"IMoveAction::apply(): moved "
+       // If source is infinite, reset it's stack
+       if(src_can_take_count == -1){
+               // If destination stack is of different type and there are leftover
+               // items, attempt to put the leftover items to a different place in the
+               // destination inventory.
+               // The client-side GUI will try to guess if this happens.
+               if(from_stack_was.name != to_stack_was.name){
+                       for(u32 i=0; i<list_to->getSize(); i++){
+                               if(list_to->getItem(i).empty()){
+                                       list_to->changeItem(i, to_stack_was);
+                                       break;
+                               }
+                       }
+               }
+               list_from->deleteItem(from_i);
+               list_from->addItem(from_i, from_stack_was);
+       }
+       // If destination is infinite, reset it's stack and take count from source
+       if(dst_can_put_count == -1){
+               list_to->deleteItem(to_i);
+               list_to->addItem(to_i, to_stack_was);
+               list_from->deleteItem(from_i);
+               list_from->addItem(from_i, from_stack_was);
+               list_from->takeItem(from_i, count);
+       }
+
+       infostream<<"IMoveAction::apply(): moved"
                        <<" count="<<count
                        <<" from inv=\""<<from_inv.dump()<<"\""
                        <<" list=\""<<from_list<<"\""
@@ -319,6 +366,41 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        <<" i="<<to_i
                        <<std::endl;
 
+       /*
+               Record rollback information
+       */
+       if(!ignore_rollback && gamedef->rollback())
+       {
+               IRollbackReportSink *rollback = gamedef->rollback();
+
+               // If source is not infinite, record item take
+               if(src_can_take_count != -1){
+                       RollbackAction action;
+                       std::string loc;
+                       {
+                               std::ostringstream os(std::ios::binary);
+                               from_inv.serialize(os);
+                               loc = os.str();
+                       }
+                       action.setModifyInventoryStack(loc, from_list, from_i, false,
+                                       src_item.getItemString());
+                       rollback->reportAction(action);
+               }
+               // If destination is not infinite, record item put
+               if(dst_can_put_count != -1){
+                       RollbackAction action;
+                       std::string loc;
+                       {
+                               std::ostringstream os(std::ios::binary);
+                               to_inv.serialize(os);
+                               loc = os.str();
+                       }
+                       action.setModifyInventoryStack(loc, to_list, to_i, true,
+                                       src_item.getItemString());
+                       rollback->reportAction(action);
+               }
+       }
+
        /*
                Report move to endpoints
        */
@@ -341,8 +423,6 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                if(to_inv.type == InventoryLocation::DETACHED)
                {
                        lua_State *L = player->getEnv()->getLua();
-                       ItemStack src_item = list_from->getItem(from_i);
-                       src_item.count = count;
                        scriptapi_detached_inventory_on_put(
                                        L, to_inv.name, to_list, to_i, src_item, player);
                }
@@ -350,10 +430,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                if(from_inv.type == InventoryLocation::DETACHED)
                {
                        lua_State *L = player->getEnv()->getLua();
-                       ItemStack src_item = list_from->getItem(from_i);
-                       src_item.count = count;
                        scriptapi_detached_inventory_on_take(
-                                       L, from_inv.name, from_list, from_i, src_item.count, player);
+                                       L, from_inv.name, from_list, from_i, src_item, player);
                }
        }
 
@@ -374,8 +452,6 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                if(to_inv.type == InventoryLocation::NODEMETA)
                {
                        lua_State *L = player->getEnv()->getLua();
-                       ItemStack src_item = list_from->getItem(from_i);
-                       src_item.count = count;
                        scriptapi_nodemeta_inventory_on_put(
                                        L, to_inv.p, to_list, to_i, src_item, player);
                }
@@ -383,13 +459,11 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                else if(from_inv.type == InventoryLocation::NODEMETA)
                {
                        lua_State *L = player->getEnv()->getLua();
-                       ItemStack src_item = list_from->getItem(from_i);
-                       src_item.count = count;
                        scriptapi_nodemeta_inventory_on_take(
-                                       L, from_inv.p, from_list, from_i, src_item.count, player);
+                                       L, from_inv.p, from_list, from_i, src_item, player);
                }
        }
-
+       
        mgr->setInventoryModified(from_inv);
        if(inv_from != inv_to)
                mgr->setInventoryModified(to_inv);
@@ -472,6 +546,11 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                return;
        }
 
+       /*
+               Do not handle rollback if inventory is player's
+       */
+       bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);
+
        /*
                Collect information of endpoints
        */
@@ -485,25 +564,32 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        if(from_inv.type == InventoryLocation::DETACHED)
        {
                lua_State *L = player->getEnv()->getLua();
+               ItemStack src_item = list_from->getItem(from_i);
+               src_item.count = take_count;
                src_can_take_count = scriptapi_detached_inventory_allow_take(
-                               L, from_inv.name, from_list, from_i, take_count, player);
+                               L, from_inv.name, from_list, from_i, src_item, player);
        }
 
        // Source is nodemeta
        if(from_inv.type == InventoryLocation::NODEMETA)
        {
                lua_State *L = player->getEnv()->getLua();
+               ItemStack src_item = list_from->getItem(from_i);
+               src_item.count = take_count;
                src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
-                               L, from_inv.p, from_list, from_i, take_count, player);
+                               L, from_inv.p, from_list, from_i, src_item, player);
        }
 
-       if(src_can_take_count < take_count)
+       if(src_can_take_count != -1 && src_can_take_count < take_count)
                take_count = src_can_take_count;
        
        int actually_dropped_count = 0;
 
+       ItemStack src_item = list_from->getItem(from_i);
+
        // Drop the item
        ItemStack item1 = list_from->getItem(from_i);
+       item1.count = take_count;
        if(scriptapi_item_on_drop(player->getEnv()->getLua(), item1, player,
                                player->getBasePosition() + v3f(0,1,0)))
        {
@@ -513,18 +599,15 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        infostream<<"Actually dropped no items"<<std::endl;
                        return;
                }
-
-               // Don't remove from inventory in creative mode
-               if(g_settings->getBool("creative_mode") == true
-                               && from_inv.type == InventoryLocation::PLAYER){
-               }
-               else{
+               
+               // If source isn't infinite
+               if(src_can_take_count != -1){
                        // Take item from source list
                        ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
 
                        if(item2.count != actually_dropped_count)
                                errorstream<<"Could not take dropped count of items"<<std::endl;
-                       
+
                        mgr->setInventoryModified(from_inv);
                }
        }
@@ -534,6 +617,8 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        <<" list=\""<<from_list<<"\""
                        <<" i="<<from_i
                        <<std::endl;
+       
+       src_item.count = actually_dropped_count;
 
        /*
                Report drop to endpoints
@@ -544,7 +629,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        {
                lua_State *L = player->getEnv()->getLua();
                scriptapi_detached_inventory_on_take(
-                               L, from_inv.name, from_list, from_i, actually_dropped_count, player);
+                               L, from_inv.name, from_list, from_i, src_item, player);
        }
 
        // Source is nodemeta
@@ -552,7 +637,29 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        {
                lua_State *L = player->getEnv()->getLua();
                scriptapi_nodemeta_inventory_on_take(
-                               L, from_inv.p, from_list, from_i, actually_dropped_count, player);
+                               L, from_inv.p, from_list, from_i, src_item, player);
+       }
+
+       /*
+               Record rollback information
+       */
+       if(!ignore_src_rollback && gamedef->rollback())
+       {
+               IRollbackReportSink *rollback = gamedef->rollback();
+
+               // If source is not infinite, record item take
+               if(src_can_take_count != -1){
+                       RollbackAction action;
+                       std::string loc;
+                       {
+                               std::ostringstream os(std::ios::binary);
+                               from_inv.serialize(os);
+                               loc = os.str();
+                       }
+                       action.setModifyInventoryStack(loc, from_list, from_i,
+                                       false, src_item.getItemString());
+                       rollback->reportAction(action);
+               }
        }
 }
 
@@ -676,18 +783,16 @@ bool getCraftingResult(Inventory *inv, ItemStack& result,
        
        result.clear();
 
-       // TODO: Allow different sizes of crafting grids
-
        // Get the InventoryList in which we will operate
        InventoryList *clist = inv->getList("craft");
-       if(!clist || clist->getSize() != 9)
+       if(!clist)
                return false;
 
        // Mangle crafting grid to an another format
        CraftInput ci;
        ci.method = CRAFT_METHOD_NORMAL;
-       ci.width = 3;
-       for(u16 i=0; i<9; i++)
+       ci.width = clist->getWidth() ? clist->getWidth() : 3;
+       for(u16 i=0; i<clist->getSize(); i++)
                ci.items.push_back(clist->getItem(i));
 
        // Find out what is crafted and add it to result item slot
@@ -700,7 +805,7 @@ bool getCraftingResult(Inventory *inv, ItemStack& result,
        if(found && decrementInput)
        {
                // CraftInput has been changed, apply changes in clist
-               for(u16 i=0; i<9; i++)
+               for(u16 i=0; i<clist->getSize(); i++)
                {
                        clist->changeItem(i, ci.items[i]);
                }