/*
-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 General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+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 General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+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.
*/
#include "inventorymanager.h"
-#include "serverremoteplayer.h"
#include "log.h"
-#include "mapblock.h" // getNodeBlockPos
+#include "environment.h"
+#include "scripting_game.h"
+#include "serverobject.h"
+#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<<")"
+
+#define PLAYER_TO_SA(p) p->getEnv()->getScriptIface()
/*
- InventoryManager
+ InventoryLocation
*/
-// Wrapper for old code
-Inventory* InventoryManager::getInventory(InventoryContext *c, std::string id)
+std::string InventoryLocation::dump() const
{
- if(id == "current_player")
- {
- assert(c->current_player);
- InventoryLocation loc;
- loc.setPlayer(c->current_player->getName());
- return getInventory(loc);
- }
-
- Strfnd fn(id);
- std::string id0 = fn.next(":");
-
- if(id0 == "nodemeta")
- {
- v3s16 p;
- p.X = stoi(fn.next(","));
- p.Y = stoi(fn.next(","));
- p.Z = stoi(fn.next(","));
+ std::ostringstream os(std::ios::binary);
+ serialize(os);
+ return os.str();
+}
- InventoryLocation loc;
- loc.setNodeMeta(p);
- return getInventory(loc);
+void InventoryLocation::serialize(std::ostream &os) const
+{
+ switch(type){
+ case InventoryLocation::UNDEFINED:
+ os<<"undefined";
+ break;
+ case InventoryLocation::CURRENT_PLAYER:
+ os<<"current_player";
+ break;
+ case InventoryLocation::PLAYER:
+ os<<"player:"<<name;
+ break;
+ case InventoryLocation::NODEMETA:
+ os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
+ break;
+ case InventoryLocation::DETACHED:
+ os<<"detached:"<<name;
+ break;
+ default:
+ assert(0);
}
-
- errorstream<<__FUNCTION_NAME<<": unknown id "<<id<<std::endl;
- return NULL;
}
-// Wrapper for old code
-void InventoryManager::inventoryModified(InventoryContext *c, std::string id)
+
+void InventoryLocation::deSerialize(std::istream &is)
{
- if(id == "current_player")
+ std::string tname;
+ std::getline(is, tname, ':');
+ if(tname == "undefined")
{
- assert(c->current_player);
- InventoryLocation loc;
- loc.setPlayer(c->current_player->getName());
- setInventoryModified(loc);
- return;
+ type = InventoryLocation::UNDEFINED;
}
-
- Strfnd fn(id);
- std::string id0 = fn.next(":");
-
- if(id0 == "nodemeta")
+ else if(tname == "current_player")
+ {
+ type = InventoryLocation::CURRENT_PLAYER;
+ }
+ else if(tname == "player")
+ {
+ type = InventoryLocation::PLAYER;
+ std::getline(is, name, '\n');
+ }
+ else if(tname == "nodemeta")
{
- v3s16 p;
+ type = InventoryLocation::NODEMETA;
+ std::string pos;
+ std::getline(is, pos, '\n');
+ Strfnd fn(pos);
p.X = stoi(fn.next(","));
p.Y = stoi(fn.next(","));
p.Z = stoi(fn.next(","));
- v3s16 blockpos = getNodeBlockPos(p);
-
- InventoryLocation loc;
- loc.setNodeMeta(p);
- setInventoryModified(loc);
- return;
}
+ else if(tname == "detached")
+ {
+ type = InventoryLocation::DETACHED;
+ std::getline(is, name, '\n');
+ }
+ else
+ {
+ infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
+ throw SerializationError("Unknown InventoryLocation type");
+ }
+}
- errorstream<<__FUNCTION_NAME<<": unknown id "<<id<<std::endl;
+void InventoryLocation::deSerialize(std::string s)
+{
+ std::istringstream is(s, std::ios::binary);
+ deSerialize(is);
}
/*
{
a = new IDropAction(is);
}
+ else if(type == "Craft")
+ {
+ a = new ICraftAction(is);
+ }
return a;
}
-static std::string describeC(const struct InventoryContext *c)
-{
- if(c->current_player == NULL)
- return "current_player=NULL";
- else
- return std::string("current_player=") + c->current_player->getName();
-}
+/*
+ IMoveAction
+*/
IMoveAction::IMoveAction(std::istream &is)
{
std::getline(is, ts, ' ');
count = stoi(ts);
- std::getline(is, from_inv, ' ');
+ std::getline(is, ts, ' ');
+ from_inv.deSerialize(ts);
std::getline(is, from_list, ' ');
std::getline(is, ts, ' ');
from_i = stoi(ts);
- std::getline(is, to_inv, ' ');
+ std::getline(is, ts, ' ');
+ to_inv.deSerialize(ts);
std::getline(is, to_list, ' ');
to_i = stoi(ts);
}
-void IMoveAction::apply(InventoryContext *c, InventoryManager *mgr,
- ServerEnvironment *env)
+void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
- Inventory *inv_from = mgr->getInventory(c, from_inv);
- Inventory *inv_to = mgr->getInventory(c, to_inv);
+ Inventory *inv_from = mgr->getInventory(from_inv);
+ Inventory *inv_to = mgr->getInventory(to_inv);
if(!inv_from){
infostream<<"IMoveAction::apply(): FAIL: source inventory not found: "
- <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
- <<", to_inv=\""<<to_inv<<"\""<<std::endl;
+ <<"from_inv=\""<<from_inv.dump()<<"\""
+ <<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl;
return;
}
if(!inv_to){
infostream<<"IMoveAction::apply(): FAIL: destination inventory not found: "
- "context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
- <<", to_inv=\""<<to_inv<<"\""<<std::endl;
+ <<"from_inv=\""<<from_inv.dump()<<"\""
+ <<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl;
return;
}
*/
if(!list_from){
infostream<<"IMoveAction::apply(): FAIL: source list not found: "
- <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
+ <<"from_inv=\""<<from_inv.dump()<<"\""
<<", from_list=\""<<from_list<<"\""<<std::endl;
return;
}
if(!list_to){
infostream<<"IMoveAction::apply(): FAIL: destination list not found: "
- <<"context=["<<describeC(c)<<"], to_inv=\""<<to_inv<<"\""
+ <<"to_inv=\""<<to_inv.dump()<<"\""
<<", to_list=\""<<to_list<<"\""<<std::endl;
return;
}
- if(list_from->getItem(from_i) == NULL)
- {
- infostream<<"IMoveAction::apply(): FAIL: source item not found: "
- <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
- <<", from_list=\""<<from_list<<"\""
- <<" from_i="<<from_i<<std::endl;
- 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);
+
/*
- If the source and the destination slots are the same
+ Collect information of endpoints
*/
- if(inv_from == inv_to && list_from == list_to && from_i == to_i)
+
+ int try_take_count = count;
+ if(try_take_count == 0)
+ try_take_count = list_from->getItem(from_i).count;
+
+ int src_can_take_count = 0xffff;
+ int dst_can_put_count = 0xffff;
+
+ /* Query detached inventories */
+
+ // Move occurs in the same detached inventory
+ if(from_inv.type == InventoryLocation::DETACHED &&
+ to_inv.type == InventoryLocation::DETACHED &&
+ from_inv.name == to_inv.name)
{
- infostream<<"IMoveAction::apply(): FAIL: source and destination slots "
- <<"are the same: inv=\""<<from_inv<<"\" list=\""<<from_list
- <<"\" i="<<from_i<<std::endl;
- return;
+ src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
+ from_inv.name, from_list, from_i,
+ to_list, to_i, try_take_count, player);
+ dst_can_put_count = src_can_take_count;
}
-
- // Take item from source list
- InventoryItem *item1 = NULL;
- if(count == 0)
- item1 = list_from->changeItem(from_i, NULL);
else
- item1 = list_from->takeItem(from_i, count);
+ {
+ // Destination is detached
+ if(to_inv.type == InventoryLocation::DETACHED)
+ {
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = try_take_count;
+ dst_can_put_count = PLAYER_TO_SA(player)->detached_inventory_AllowPut(
+ to_inv.name, to_list, to_i, src_item, player);
+ }
+ // Source is detached
+ if(from_inv.type == InventoryLocation::DETACHED)
+ {
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = try_take_count;
+ src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
+ from_inv.name, from_list, from_i, src_item, player);
+ }
+ }
- // Try to add the item to destination list
- InventoryItem *olditem = item1;
- item1 = list_to->addItem(to_i, item1);
+ /* Query node metadata inventories */
- // If something is returned, the item was not fully added
- if(item1 != NULL)
+ // Both endpoints are nodemeta
+ // Move occurs in the same nodemeta inventory
+ if(from_inv.type == InventoryLocation::NODEMETA &&
+ to_inv.type == InventoryLocation::NODEMETA &&
+ from_inv.p == to_inv.p)
{
- // If olditem is returned, nothing was added.
- bool nothing_added = (item1 == olditem);
-
- // If something else is returned, part of the item was left unadded.
- // Add the other part back to the source item
- list_from->addItem(from_i, item1);
-
- // If olditem is returned, nothing was added.
- // Swap the items
- if(nothing_added)
+ src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
+ from_inv.p, from_list, from_i,
+ to_list, to_i, try_take_count, player);
+ dst_can_put_count = src_can_take_count;
+ }
+ else
+ {
+ // Destination is nodemeta
+ if(to_inv.type == InventoryLocation::NODEMETA)
{
- // Take item from source list
- item1 = list_from->changeItem(from_i, NULL);
- // Adding was not possible, swap the items.
- InventoryItem *item2 = list_to->changeItem(to_i, item1);
- // Put item from destination list to the source list
- list_from->changeItem(from_i, item2);
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = try_take_count;
+ dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
+ to_inv.p, to_list, to_i, src_item, player);
+ }
+ // Source is nodemeta
+ if(from_inv.type == InventoryLocation::NODEMETA)
+ {
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = try_take_count;
+ src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
+ from_inv.p, from_list, from_i, src_item, player);
}
}
- mgr->inventoryModified(c, from_inv);
- if(from_inv != to_inv)
- mgr->inventoryModified(c, to_inv);
+ int old_count = count;
- infostream<<"IMoveAction::apply(): moved at "
- <<"["<<describeC(c)<<"]"
- <<" from inv=\""<<from_inv<<"\""
+ /* Modify count according to collected data */
+ 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(count == 0)
+ {
+ infostream<<"IMoveAction::apply(): move was completely disallowed:"
+ <<" count="<<old_count
+ <<" from inv=\""<<from_inv.dump()<<"\""
+ <<" list=\""<<from_list<<"\""
+ <<" i="<<from_i
+ <<" to inv=\""<<to_inv.dump()<<"\""
+ <<" list=\""<<to_list<<"\""
+ <<" i="<<to_i
+ <<std::endl;
+ return;
+ }
+
+ 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
+
+ If something is wrong (source item is empty, destination is the
+ same as source), nothing happens
+ */
+ list_from->moveItem(from_i, list_to, to_i, count);
+
+ // 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<<"\""
<<" i="<<from_i
- <<" to inv=\""<<to_inv<<"\""
+ <<" to inv=\""<<to_inv.dump()<<"\""
<<" list=\""<<to_list<<"\""
<<" 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
+ */
+
+ /* Detached inventories */
+
+ // Both endpoints are same detached
+ if(from_inv.type == InventoryLocation::DETACHED &&
+ to_inv.type == InventoryLocation::DETACHED &&
+ from_inv.name == to_inv.name)
+ {
+ PLAYER_TO_SA(player)->detached_inventory_OnMove(
+ from_inv.name, from_list, from_i,
+ to_list, to_i, count, player);
+ }
+ else
+ {
+ // Destination is detached
+ if(to_inv.type == InventoryLocation::DETACHED)
+ {
+ PLAYER_TO_SA(player)->detached_inventory_OnPut(
+ to_inv.name, to_list, to_i, src_item, player);
+ }
+ // Source is detached
+ if(from_inv.type == InventoryLocation::DETACHED)
+ {
+ PLAYER_TO_SA(player)->detached_inventory_OnTake(
+ from_inv.name, from_list, from_i, src_item, player);
+ }
+ }
+
+ /* Node metadata inventories */
+
+ // Both endpoints are same nodemeta
+ if(from_inv.type == InventoryLocation::NODEMETA &&
+ to_inv.type == InventoryLocation::NODEMETA &&
+ from_inv.p == to_inv.p)
+ {
+ PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
+ from_inv.p, from_list, from_i,
+ to_list, to_i, count, player);
+ }
+ else{
+ // Destination is nodemeta
+ if(to_inv.type == InventoryLocation::NODEMETA)
+ {
+ PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
+ to_inv.p, to_list, to_i, src_item, player);
+ }
+ // Source is nodemeta
+ else if(from_inv.type == InventoryLocation::NODEMETA)
+ {
+ PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
+ from_inv.p, from_list, from_i, src_item, player);
+ }
+ }
+
+ mgr->setInventoryModified(from_inv);
+ if(inv_from != inv_to)
+ mgr->setInventoryModified(to_inv);
+}
+
+void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
+{
+ // Optional InventoryAction operation that is run on the client
+ // to make lag less apparent.
+
+ Inventory *inv_from = mgr->getInventory(from_inv);
+ Inventory *inv_to = mgr->getInventory(to_inv);
+ if(!inv_from || !inv_to)
+ return;
+
+ InventoryLocation current_player;
+ current_player.setCurrentPlayer();
+ Inventory *inv_player = mgr->getInventory(current_player);
+ if(inv_from != inv_player || inv_to != inv_player)
+ return;
+
+ InventoryList *list_from = inv_from->getList(from_list);
+ InventoryList *list_to = inv_to->getList(to_list);
+ if(!list_from || !list_to)
+ return;
+
+ list_from->moveItem(from_i, list_to, to_i, count);
+
+ mgr->setInventoryModified(from_inv);
+ if(inv_from != inv_to)
+ mgr->setInventoryModified(to_inv);
}
+/*
+ IDropAction
+*/
+
IDropAction::IDropAction(std::istream &is)
{
std::string ts;
std::getline(is, ts, ' ');
count = stoi(ts);
- std::getline(is, from_inv, ' ');
+ std::getline(is, ts, ' ');
+ from_inv.deSerialize(ts);
std::getline(is, from_list, ' ');
from_i = stoi(ts);
}
-void IDropAction::apply(InventoryContext *c, InventoryManager *mgr,
- ServerEnvironment *env)
+void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
- if(c->current_player == NULL){
- infostream<<"IDropAction::apply(): FAIL: current_player is NULL"<<std::endl;
- return;
- }
-
- // Do NOT cast directly to ServerActiveObject*, it breaks
- // because of multiple inheritance.
- ServerActiveObject *dropper =
- static_cast<ServerActiveObject*>(
- static_cast<ServerRemotePlayer*>(
- c->current_player
- ));
-
- Inventory *inv_from = mgr->getInventory(c, from_inv);
+ Inventory *inv_from = mgr->getInventory(from_inv);
if(!inv_from){
infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
- <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""<<std::endl;
+ <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
return;
}
*/
if(!list_from){
infostream<<"IDropAction::apply(): FAIL: source list not found: "
- <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
- <<", from_list=\""<<from_list<<"\""<<std::endl;
+ <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
return;
}
- InventoryItem *item = list_from->getItem(from_i);
- if(item == NULL)
+ if(list_from->getItem(from_i).empty())
{
infostream<<"IDropAction::apply(): FAIL: source item not found: "
- <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
+ <<"from_inv=\""<<from_inv.dump()<<"\""
<<", from_list=\""<<from_list<<"\""
<<" from_i="<<from_i<<std::endl;
return;
}
- v3f pos = dropper->getBasePosition();
- pos.Y += 0.5*BS;
-
- s16 count2 = count;
- if(count2 == 0)
- count2 = -1;
-
/*
- Drop the item
+ Do not handle rollback if inventory is player's
*/
- bool remove = item->dropOrPlace(env, dropper, pos, false, count2);
- if(remove)
- list_from->deleteItem(from_i);
+ bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);
- mgr->inventoryModified(c, from_inv);
+ /*
+ Collect information of endpoints
+ */
- infostream<<"IDropAction::apply(): dropped "
- <<"["<<describeC(c)<<"]"
- <<" from inv=\""<<from_inv<<"\""
- <<" list=\""<<from_list<<"\""
- <<" i="<<from_i
- <<std::endl;
-}
+ int take_count = list_from->getItem(from_i).count;
+ if(count != 0 && count < take_count)
+ take_count = count;
+ int src_can_take_count = take_count;
-/*
- Craft checking system
-*/
+ // Source is detached
+ if(from_inv.type == InventoryLocation::DETACHED)
+ {
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = take_count;
+ src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
+ from_inv.name, from_list, from_i, src_item, player);
+ }
-bool ItemSpec::checkItem(const InventoryItem *item) const
-{
- if(type == ITEM_NONE)
+ // Source is nodemeta
+ if(from_inv.type == InventoryLocation::NODEMETA)
{
- // Has to be no item
- if(item != NULL)
- return false;
- return true;
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = take_count;
+ src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
+ from_inv.p, from_list, from_i, src_item, player);
}
+
+ if(src_can_take_count != -1 && src_can_take_count < take_count)
+ take_count = src_can_take_count;
- // There should be an item
- if(item == NULL)
- return false;
+ int actually_dropped_count = 0;
- std::string itemname = item->getName();
+ ItemStack src_item = list_from->getItem(from_i);
- if(type == ITEM_MATERIAL)
+ // Drop the item
+ ItemStack item1 = list_from->getItem(from_i);
+ item1.count = take_count;
+ if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
+ player->getBasePosition() + v3f(0,1,0)))
{
- if(itemname != "MaterialItem")
- return false;
- MaterialItem *mitem = (MaterialItem*)item;
- if(num != 65535){
- if(mitem->getMaterial() != num)
- return false;
- } else {
- if(mitem->getNodeName() != name)
- return false;
+ actually_dropped_count = take_count - item1.count;
+
+ if(actually_dropped_count == 0){
+ infostream<<"Actually dropped no items"<<std::endl;
+ return;
+ }
+
+ // 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);
}
}
- else if(type == ITEM_CRAFT)
+
+ infostream<<"IDropAction::apply(): dropped "
+ <<" from inv=\""<<from_inv.dump()<<"\""
+ <<" list=\""<<from_list<<"\""
+ <<" i="<<from_i
+ <<std::endl;
+
+ src_item.count = actually_dropped_count;
+
+ /*
+ Report drop to endpoints
+ */
+
+ // Source is detached
+ if(from_inv.type == InventoryLocation::DETACHED)
{
- if(itemname != "CraftItem")
- return false;
- CraftItem *mitem = (CraftItem*)item;
- if(mitem->getSubName() != name)
- return false;
+ PLAYER_TO_SA(player)->detached_inventory_OnTake(
+ from_inv.name, from_list, from_i, src_item, player);
}
- else if(type == ITEM_TOOL)
+
+ // Source is nodemeta
+ if(from_inv.type == InventoryLocation::NODEMETA)
{
- // Not supported yet
- assert(0);
+ PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
+ from_inv.p, from_list, from_i, src_item, player);
}
- else if(type == ITEM_MBO)
+
+ /*
+ Record rollback information
+ */
+ if(!ignore_src_rollback && gamedef->rollback())
{
- // Not supported yet
- assert(0);
+ 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);
+ }
}
+}
+
+void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
+{
+ // Optional InventoryAction operation that is run on the client
+ // to make lag less apparent.
+
+ Inventory *inv_from = mgr->getInventory(from_inv);
+ if(!inv_from)
+ return;
+
+ InventoryLocation current_player;
+ current_player.setCurrentPlayer();
+ Inventory *inv_player = mgr->getInventory(current_player);
+ if(inv_from != inv_player)
+ return;
+
+ InventoryList *list_from = inv_from->getList(from_list);
+ if(!list_from)
+ return;
+
+ if(count == 0)
+ list_from->changeItem(from_i, ItemStack());
else
- {
- // Not supported yet
- assert(0);
- }
- return true;
+ list_from->takeItem(from_i, count);
+
+ mgr->setInventoryModified(from_inv);
}
-bool checkItemCombination(InventoryItem const * const *items, const ItemSpec *specs)
+/*
+ ICraftAction
+*/
+
+ICraftAction::ICraftAction(std::istream &is)
{
- u16 items_min_x = 100;
- u16 items_max_x = 100;
- u16 items_min_y = 100;
- u16 items_max_y = 100;
- for(u16 y=0; y<3; y++)
- for(u16 x=0; x<3; x++)
- {
- if(items[y*3 + x] == NULL)
- continue;
- if(items_min_x == 100 || x < items_min_x)
- items_min_x = x;
- if(items_min_y == 100 || y < items_min_y)
- items_min_y = y;
- if(items_max_x == 100 || x > items_max_x)
- items_max_x = x;
- if(items_max_y == 100 || y > items_max_y)
- items_max_y = y;
- }
- // No items at all, just return false
- if(items_min_x == 100)
- return false;
+ std::string ts;
+
+ std::getline(is, ts, ' ');
+ count = stoi(ts);
+
+ std::getline(is, ts, ' ');
+ craft_inv.deSerialize(ts);
+}
+
+void ICraftAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
+{
+ Inventory *inv_craft = mgr->getInventory(craft_inv);
- u16 items_w = items_max_x - items_min_x + 1;
- u16 items_h = items_max_y - items_min_y + 1;
-
- u16 specs_min_x = 100;
- u16 specs_max_x = 100;
- u16 specs_min_y = 100;
- u16 specs_max_y = 100;
- for(u16 y=0; y<3; y++)
- for(u16 x=0; x<3; x++)
- {
- if(specs[y*3 + x].type == ITEM_NONE)
- continue;
- if(specs_min_x == 100 || x < specs_min_x)
- specs_min_x = x;
- if(specs_min_y == 100 || y < specs_min_y)
- specs_min_y = y;
- if(specs_max_x == 100 || x > specs_max_x)
- specs_max_x = x;
- if(specs_max_y == 100 || y > specs_max_y)
- specs_max_y = y;
- }
- // No specs at all, just return false
- if(specs_min_x == 100)
- return false;
+ if(!inv_craft){
+ infostream<<"ICraftAction::apply(): FAIL: inventory not found: "
+ <<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
+ return;
+ }
- u16 specs_w = specs_max_x - specs_min_x + 1;
- u16 specs_h = specs_max_y - specs_min_y + 1;
+ InventoryList *list_craft = inv_craft->getList("craft");
+ InventoryList *list_craftresult = inv_craft->getList("craftresult");
- // Different sizes
- if(items_w != specs_w || items_h != specs_h)
- return false;
+ /*
+ If a list doesn't exist or the source item doesn't exist
+ */
+ if(!list_craft){
+ infostream<<"ICraftAction::apply(): FAIL: craft list not found: "
+ <<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
+ return;
+ }
+ if(!list_craftresult){
+ infostream<<"ICraftAction::apply(): FAIL: craftresult list not found: "
+ <<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
+ return;
+ }
+ if(list_craftresult->getSize() < 1){
+ infostream<<"ICraftAction::apply(): FAIL: craftresult list too short: "
+ <<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
+ return;
+ }
- for(u16 y=0; y<specs_h; y++)
- for(u16 x=0; x<specs_w; x++)
- {
- u16 items_x = items_min_x + x;
- u16 items_y = items_min_y + y;
- u16 specs_x = specs_min_x + x;
- u16 specs_y = specs_min_y + y;
- const InventoryItem *item = items[items_y * 3 + items_x];
- const ItemSpec &spec = specs[specs_y * 3 + specs_x];
+ ItemStack crafted;
+ ItemStack craftresultitem;
+ int count_remaining = count;
+ bool found = getCraftingResult(inv_craft, crafted, false, gamedef);
+ PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
+ found = !crafted.empty();
- if(spec.checkItem(item) == false)
- return false;
+ while(found && list_craftresult->itemFits(0, crafted))
+ {
+ InventoryList saved_craft_list = *list_craft;
+
+ // Decrement input and add crafting output
+ getCraftingResult(inv_craft, crafted, true, gamedef);
+ PLAYER_TO_SA(player)->item_OnCraft(crafted, player, &saved_craft_list, craft_inv);
+ list_craftresult->addItem(0, crafted);
+ mgr->setInventoryModified(craft_inv);
+
+ actionstream<<player->getDescription()
+ <<" crafts "
+ <<crafted.getItemString()
+ <<std::endl;
+
+ // Decrement counter
+ if(count_remaining == 1)
+ break;
+ else if(count_remaining > 1)
+ count_remaining--;
+
+ // Get next crafting result
+ found = getCraftingResult(inv_craft, crafted, false, gamedef);
+ PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
+ found = !crafted.empty();
}
- return true;
+ infostream<<"ICraftAction::apply(): crafted "
+ <<" craft_inv=\""<<craft_inv.dump()<<"\""
+ <<std::endl;
}
-bool checkItemCombination(const InventoryItem * const * items,
- const InventoryItem * const * specs)
+void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
- u16 items_min_x = 100;
- u16 items_max_x = 100;
- u16 items_min_y = 100;
- u16 items_max_y = 100;
- for(u16 y=0; y<3; y++)
- for(u16 x=0; x<3; x++)
- {
- if(items[y*3 + x] == NULL)
- continue;
- if(items_min_x == 100 || x < items_min_x)
- items_min_x = x;
- if(items_min_y == 100 || y < items_min_y)
- items_min_y = y;
- if(items_max_x == 100 || x > items_max_x)
- items_max_x = x;
- if(items_max_y == 100 || y > items_max_y)
- items_max_y = y;
- }
- // No items at all, just return false
- if(items_min_x == 100)
- return false;
-
- u16 items_w = items_max_x - items_min_x + 1;
- u16 items_h = items_max_y - items_min_y + 1;
-
- u16 specs_min_x = 100;
- u16 specs_max_x = 100;
- u16 specs_min_y = 100;
- u16 specs_max_y = 100;
- for(u16 y=0; y<3; y++)
- for(u16 x=0; x<3; x++)
- {
- if(specs[y*3 + x] == NULL)
- continue;
- if(specs_min_x == 100 || x < specs_min_x)
- specs_min_x = x;
- if(specs_min_y == 100 || y < specs_min_y)
- specs_min_y = y;
- if(specs_max_x == 100 || x > specs_max_x)
- specs_max_x = x;
- if(specs_max_y == 100 || y > specs_max_y)
- specs_max_y = y;
- }
- // No specs at all, just return false
- if(specs_min_x == 100)
- return false;
+ // Optional InventoryAction operation that is run on the client
+ // to make lag less apparent.
+}
- u16 specs_w = specs_max_x - specs_min_x + 1;
- u16 specs_h = specs_max_y - specs_min_y + 1;
- // Different sizes
- if(items_w != specs_w || items_h != specs_h)
+// Crafting helper
+bool getCraftingResult(Inventory *inv, ItemStack& result,
+ bool decrementInput, IGameDef *gamedef)
+{
+ DSTACK(__FUNCTION_NAME);
+
+ result.clear();
+
+ // Get the InventoryList in which we will operate
+ InventoryList *clist = inv->getList("craft");
+ if(!clist)
return false;
- for(u16 y=0; y<specs_h; y++)
- for(u16 x=0; x<specs_w; x++)
+ // Mangle crafting grid to an another format
+ CraftInput ci;
+ ci.method = CRAFT_METHOD_NORMAL;
+ 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
+ CraftOutput co;
+ bool found = gamedef->getCraftDefManager()->getCraftResult(
+ ci, co, decrementInput, gamedef);
+ if(found)
+ result.deSerialize(co.item, gamedef->getItemDefManager());
+
+ if(found && decrementInput)
{
- u16 items_x = items_min_x + x;
- u16 items_y = items_min_y + y;
- u16 specs_x = specs_min_x + x;
- u16 specs_y = specs_min_y + y;
- const InventoryItem *item = items[items_y * 3 + items_x];
- const InventoryItem *spec = specs[specs_y * 3 + specs_x];
-
- if(item == NULL && spec == NULL)
- continue;
- if(item == NULL && spec != NULL)
- return false;
- if(item != NULL && spec == NULL)
- return false;
- if(!spec->isSubsetOf(item))
- return false;
+ // CraftInput has been changed, apply changes in clist
+ for(u16 i=0; i<clist->getSize(); i++)
+ {
+ clist->changeItem(i, ci.items[i]);
+ }
}
- return true;
+ return found;
}
-