*/
#include "inventorymanager.h"
+#include "debug.h"
#include "log.h"
-#include "environment.h"
-#include "scripting_game.h"
+#include "serverenvironment.h"
+#include "scripting_server.h"
#include "serverobject.h"
#include "settings.h"
#include "craftdef.h"
#include "rollback_interface.h"
-#include "strfnd.h"
-
-#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
+#include "util/strfnd.h"
+#include "util/basic_macros.h"
#define PLAYER_TO_SA(p) p->getEnv()->getScriptIface()
void InventoryLocation::serialize(std::ostream &os) const
{
- switch(type){
+ switch (type) {
case InventoryLocation::UNDEFINED:
os<<"undefined";
break;
{
std::string tname;
std::getline(is, tname, ':');
- if(tname == "undefined")
- {
+ if (tname == "undefined") {
type = InventoryLocation::UNDEFINED;
- }
- else if(tname == "current_player")
- {
+ } else if (tname == "current_player") {
type = InventoryLocation::CURRENT_PLAYER;
- }
- else if(tname == "player")
- {
+ } else if (tname == "player") {
type = InventoryLocation::PLAYER;
std::getline(is, name, '\n');
- }
- else if(tname == "nodemeta")
- {
+ } else if (tname == "nodemeta") {
type = InventoryLocation::NODEMETA;
std::string pos;
std::getline(is, pos, '\n');
p.X = stoi(fn.next(","));
p.Y = stoi(fn.next(","));
p.Z = stoi(fn.next(","));
- }
- else if(tname == "detached")
- {
+ } else if (tname == "detached") {
type = InventoryLocation::DETACHED;
std::getline(is, name, '\n');
- }
- else
- {
+ } else {
infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
throw SerializationError("Unknown InventoryLocation type");
}
}
-void InventoryLocation::deSerialize(std::string s)
+void InventoryLocation::deSerialize(const std::string &s)
{
std::istringstream is(s, std::ios::binary);
deSerialize(is);
InventoryAction
*/
-InventoryAction * InventoryAction::deSerialize(std::istream &is)
+InventoryAction *InventoryAction::deSerialize(std::istream &is)
{
std::string type;
std::getline(is, type, ' ');
- InventoryAction *a = NULL;
+ InventoryAction *a = nullptr;
if (type == "Move") {
a = new IMoveAction(is, false);
a = new IMoveAction(is, true);
} else if (type == "Drop") {
a = new IDropAction(is);
- } else if(type == "Craft") {
+ } else if (type == "Craft") {
a = new ICraftAction(is);
}
IMoveAction
*/
-IMoveAction::IMoveAction(std::istream &is, bool somewhere)
+IMoveAction::IMoveAction(std::istream &is, bool somewhere) :
+ move_somewhere(somewhere)
{
std::string ts;
- move_somewhere = somewhere;
- caused_by_move_somewhere = false;
- move_count = 0;
std::getline(is, ts, ' ');
count = stoi(ts);
*/
bool ignore_rollback = (
from_inv.type == InventoryLocation::PLAYER &&
- to_inv.type == InventoryLocation::PLAYER &&
- from_inv.name == to_inv.name);
+ from_inv == to_inv);
/*
Collect information of endpoints
*/
int try_take_count = count;
- if(try_take_count == 0)
+ if (try_take_count == 0)
try_take_count = list_from->getItem(from_i).count;
int src_can_take_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)
- {
+ if (from_inv.type == InventoryLocation::DETACHED &&
+ from_inv == to_inv) {
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);
+ *this, try_take_count, player);
dst_can_put_count = src_can_take_count;
- }
- else
- {
+ } else {
// Destination is detached
- if(to_inv.type == InventoryLocation::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);
+ *this, src_item, player);
}
// Source is detached
- if(from_inv.type == InventoryLocation::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);
+ *this, src_item, player);
}
}
// 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 (from_inv.type == InventoryLocation::NODEMETA &&
+ from_inv == to_inv) {
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);
+ *this, try_take_count, player);
dst_can_put_count = src_can_take_count;
- }
- else
- {
+ } else {
// Destination is nodemeta
- if(to_inv.type == InventoryLocation::NODEMETA)
- {
+ if (to_inv.type == InventoryLocation::NODEMETA) {
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);
+ *this, src_item, player);
}
// Source is nodemeta
- if(from_inv.type == InventoryLocation::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);
+ *this, src_item, player);
+ }
+ }
+
+ // Query player inventories
+
+ // Move occurs in the same player inventory
+ if (from_inv.type == InventoryLocation::PLAYER &&
+ from_inv == to_inv) {
+ src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowMove(
+ *this, try_take_count, player);
+ dst_can_put_count = src_can_take_count;
+ } else {
+ // Destination is a player
+ if (to_inv.type == InventoryLocation::PLAYER) {
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = try_take_count;
+ dst_can_put_count = PLAYER_TO_SA(player)->player_inventory_AllowPut(
+ *this, src_item, player);
+ }
+ // Source is a player
+ if (from_inv.type == InventoryLocation::PLAYER) {
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = try_take_count;
+ src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
+ *this, src_item, player);
}
}
/* Modify count according to collected data */
count = try_take_count;
- if(src_can_take_count != -1 && count > src_can_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)
+ 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)
+ 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)
- {
+ if (count == 0) {
+ // Undo client prediction. See 'clientApply'
+ if (from_inv.type == InventoryLocation::PLAYER)
+ list_from->setModified();
+
+ if (to_inv.type == InventoryLocation::PLAYER)
+ list_to->setModified();
+
infostream<<"IMoveAction::apply(): move was completely disallowed:"
<<" count="<<old_count
<<" from inv=\""<<from_inv.dump()<<"\""
}
}
// If destination is infinite, reset it's stack and take count from source
- if(dst_can_put_count == -1){
+ if (dst_can_put_count == -1) {
list_to->deleteItem(to_i);
list_to->addItem(to_i, to_stack_was);
list_from->deleteItem(from_i);
// If we are inside the move somewhere loop, we don't need to report
// anything if nothing happened (perhaps we don't need to report
// anything for caused_by_move_somewhere == true, but this way its safer)
- if (caused_by_move_somewhere && move_count == 0) {
+ if (caused_by_move_somewhere && move_count == 0)
return;
- }
/*
Record rollback information
*/
- if(!ignore_rollback && gamedef->rollback())
- {
+ if (!ignore_rollback && gamedef->rollback()) {
IRollbackManager *rollback = gamedef->rollback();
// If source is not infinite, record item take
- if(src_can_take_count != -1){
+ if (src_can_take_count != -1) {
RollbackAction action;
std::string loc;
{
rollback->reportAction(action);
}
// If destination is not infinite, record item put
- if(dst_can_put_count != -1){
+ if (dst_can_put_count != -1) {
RollbackAction action;
std::string loc;
{
/* Detached inventories */
// Both endpoints are same detached
- if(from_inv.type == InventoryLocation::DETACHED &&
- to_inv.type == InventoryLocation::DETACHED &&
- from_inv.name == to_inv.name)
- {
+ if (from_inv.type == InventoryLocation::DETACHED &&
+ from_inv == to_inv) {
PLAYER_TO_SA(player)->detached_inventory_OnMove(
- from_inv.name, from_list, from_i,
- to_list, to_i, count, player);
- }
- else
- {
+ *this, count, player);
+ } else {
// Destination is detached
- if(to_inv.type == InventoryLocation::DETACHED)
- {
+ if (to_inv.type == InventoryLocation::DETACHED) {
PLAYER_TO_SA(player)->detached_inventory_OnPut(
- to_inv.name, to_list, to_i, src_item, player);
+ *this, src_item, player);
}
// Source is detached
- if(from_inv.type == InventoryLocation::DETACHED)
- {
+ if (from_inv.type == InventoryLocation::DETACHED) {
PLAYER_TO_SA(player)->detached_inventory_OnTake(
- from_inv.name, from_list, from_i, src_item, player);
+ *this, 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)
- {
+ if (from_inv.type == InventoryLocation::NODEMETA &&
+ from_inv == to_inv) {
PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
- from_inv.p, from_list, from_i,
- to_list, to_i, count, player);
- }
- else{
+ *this, count, player);
+ } else {
// Destination is nodemeta
- if(to_inv.type == InventoryLocation::NODEMETA)
- {
+ if (to_inv.type == InventoryLocation::NODEMETA) {
PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
- to_inv.p, to_list, to_i, src_item, player);
+ *this, src_item, player);
}
// Source is nodemeta
- else if(from_inv.type == InventoryLocation::NODEMETA)
- {
+ if (from_inv.type == InventoryLocation::NODEMETA) {
PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
- from_inv.p, from_list, from_i, src_item, player);
+ *this, src_item, player);
+ }
+ }
+
+ // Player inventories
+
+ // Both endpoints are same player inventory
+ if (from_inv.type == InventoryLocation::PLAYER &&
+ from_inv == to_inv) {
+ PLAYER_TO_SA(player)->player_inventory_OnMove(
+ *this, count, player);
+ } else {
+ // Destination is player inventory
+ if (to_inv.type == InventoryLocation::PLAYER) {
+ PLAYER_TO_SA(player)->player_inventory_OnPut(
+ *this, src_item, player);
+ }
+ // Source is player inventory
+ if (from_inv.type == InventoryLocation::PLAYER) {
+ PLAYER_TO_SA(player)->player_inventory_OnTake(
+ *this, src_item, player);
}
}
- mgr->setInventoryModified(from_inv, false);
- if(inv_from != inv_to)
- mgr->setInventoryModified(to_inv, false);
+ mgr->setInventoryModified(from_inv);
+ if (inv_from != inv_to)
+ mgr->setInventoryModified(to_inv);
}
void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
Inventory *inv_from = mgr->getInventory(from_inv);
Inventory *inv_to = mgr->getInventory(to_inv);
- if(!inv_from || !inv_to)
+ 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)
+ 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)
+ if (!list_from || !list_to)
return;
if (!move_somewhere)
list_from->moveItemSomewhere(from_i, list_to, count);
mgr->setInventoryModified(from_inv);
- if(inv_from != inv_to)
+ if (inv_from != inv_to)
mgr->setInventoryModified(to_inv);
}
{
Inventory *inv_from = mgr->getInventory(from_inv);
- if(!inv_from){
+ if (!inv_from) {
infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
return;
/*
If a list doesn't exist or the source item doesn't exist
*/
- if(!list_from){
+ if (!list_from) {
infostream<<"IDropAction::apply(): FAIL: source list not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
return;
}
- if(list_from->getItem(from_i).empty())
- {
+ if (list_from->getItem(from_i).empty()) {
infostream<<"IDropAction::apply(): FAIL: source item not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""
<<", from_list=\""<<from_list<<"\""
*/
int take_count = list_from->getItem(from_i).count;
- if(count != 0 && count < take_count)
+ if (count != 0 && count < take_count)
take_count = count;
int src_can_take_count = take_count;
- // 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);
- }
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = take_count;
- // Source is nodemeta
- if(from_inv.type == InventoryLocation::NODEMETA)
- {
- ItemStack src_item = list_from->getItem(from_i);
- src_item.count = take_count;
+ // Run callbacks depending on source inventory
+ switch (from_inv.type) {
+ case InventoryLocation::DETACHED:
+ src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
+ *this, src_item, player);
+ break;
+ case InventoryLocation::NODEMETA:
src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
- from_inv.p, from_list, from_i, src_item, player);
+ *this, src_item, player);
+ break;
+ case InventoryLocation::PLAYER:
+ src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
+ *this, src_item, player);
+ break;
+ default:
+ break;
}
- if(src_can_take_count != -1 && 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);
+ // Update item due executed callbacks
+ src_item = list_from->getItem(from_i);
// 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)))
- {
- actually_dropped_count = take_count - item1.count;
+ player->getBasePosition())) {
+ int actually_dropped_count = take_count - item1.count;
- if(actually_dropped_count == 0){
+ if (actually_dropped_count == 0) {
infostream<<"Actually dropped no items"<<std::endl;
+
+ // Revert client prediction. See 'clientApply'
+ if (from_inv.type == InventoryLocation::PLAYER)
+ list_from->setModified();
return;
}
// If source isn't infinite
- if(src_can_take_count != -1){
+ 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)
+ if (item2.count != actually_dropped_count)
errorstream<<"Could not take dropped count of items"<<std::endl;
-
- mgr->setInventoryModified(from_inv, false);
}
+
+ src_item.count = actually_dropped_count;
+ mgr->setInventoryModified(from_inv);
}
infostream<<"IDropAction::apply(): dropped "
<<" i="<<from_i
<<std::endl;
- src_item.count = actually_dropped_count;
/*
Report drop to endpoints
*/
- // Source is detached
- if(from_inv.type == InventoryLocation::DETACHED)
- {
+ switch (from_inv.type) {
+ case InventoryLocation::DETACHED:
PLAYER_TO_SA(player)->detached_inventory_OnTake(
- from_inv.name, from_list, from_i, src_item, player);
- }
-
- // Source is nodemeta
- if(from_inv.type == InventoryLocation::NODEMETA)
- {
+ *this, src_item, player);
+ break;
+ case InventoryLocation::NODEMETA:
PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
- from_inv.p, from_list, from_i, src_item, player);
+ *this, src_item, player);
+ break;
+ case InventoryLocation::PLAYER:
+ PLAYER_TO_SA(player)->player_inventory_OnTake(
+ *this, src_item, player);
+ break;
+ default:
+ break;
}
/*
Record rollback information
*/
- if(!ignore_src_rollback && gamedef->rollback())
- {
+ if (!ignore_src_rollback && gamedef->rollback()) {
IRollbackManager *rollback = gamedef->rollback();
// If source is not infinite, record item take
- if(src_can_take_count != -1){
+ if (src_can_take_count != -1) {
RollbackAction action;
std::string loc;
{
// to make lag less apparent.
Inventory *inv_from = mgr->getInventory(from_inv);
- if(!inv_from)
+ if (!inv_from)
return;
InventoryLocation current_player;
current_player.setCurrentPlayer();
Inventory *inv_player = mgr->getInventory(current_player);
- if(inv_from != inv_player)
+ if (inv_from != inv_player)
return;
InventoryList *list_from = inv_from->getList(from_list);
- if(!list_from)
+ if (!list_from)
return;
- if(count == 0)
+ if (count == 0)
list_from->changeItem(from_i, ItemStack());
else
list_from->takeItem(from_i, count);
// Add the new replacements to the list
IItemDefManager *itemdef = gamedef->getItemDefManager();
- for (std::vector<ItemStack>::iterator it = temp.begin();
- it != temp.end(); it++) {
- for (std::vector<ItemStack>::iterator jt = output_replacements.begin();
- jt != output_replacements.end(); jt++) {
- if (it->name == jt->name) {
- *it = jt->addItem(*it, itemdef);
- if (it->empty())
+ for (auto &itemstack : temp) {
+ for (auto &output_replacement : output_replacements) {
+ if (itemstack.name == output_replacement.name) {
+ itemstack = output_replacement.addItem(itemstack, itemdef);
+ if (itemstack.empty())
continue;
}
}
- output_replacements.push_back(*it);
+ output_replacements.push_back(itemstack);
}
actionstream << player->getDescription()
// Decrement counter
if (count_remaining == 1)
break;
- else if (count_remaining > 1)
+
+ if (count_remaining > 1)
count_remaining--;
// Get next crafting result
- found = getCraftingResult(inv_craft, crafted, temp, false, gamedef);
+ getCraftingResult(inv_craft, crafted, temp, false, gamedef);
PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
found = !crafted.empty();
}
// Put the replacements in the inventory or drop them on the floor, if
- // the invenotry is full
- for (std::vector<ItemStack>::iterator it = output_replacements.begin();
- it != output_replacements.end(); it++) {
+ // the inventory is full
+ for (auto &output_replacement : output_replacements) {
if (list_main)
- *it = list_main->addItem(*it);
- if (it->empty())
+ output_replacement = list_main->addItem(output_replacement);
+ if (output_replacement.empty())
continue;
- u16 count = it->count;
+ u16 count = output_replacement.count;
do {
- PLAYER_TO_SA(player)->item_OnDrop(*it, player,
- player->getBasePosition() + v3f(0,1,0));
- if (count >= it->count) {
+ PLAYER_TO_SA(player)->item_OnDrop(output_replacement, player,
+ player->getBasePosition());
+ if (count >= output_replacement.count) {
errorstream << "Couldn't drop replacement stack " <<
- it->getItemString() << " because drop loop didn't "
+ output_replacement.getItemString() << " because drop loop didn't "
"decrease count." << std::endl;
break;
}
- } while (!it->empty());
+ } while (!output_replacement.empty());
}
infostream<<"ICraftAction::apply(): crafted "
// Crafting helper
-bool getCraftingResult(Inventory *inv, ItemStack& result,
+bool getCraftingResult(Inventory *inv, ItemStack &result,
std::vector<ItemStack> &output_replacements,
bool decrementInput, IGameDef *gamedef)
{
- DSTACK(__FUNCTION_NAME);
-
result.clear();
// Get the InventoryList in which we will operate
InventoryList *clist = inv->getList("craft");
- if(!clist)
+ if (!clist)
return false;
// 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++)
+ 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, output_replacements, decrementInput, gamedef);
- if(found)
+ if (found)
result.deSerialize(co.item, gamedef->getItemDefManager());
- if(found && decrementInput)
- {
+ if (found && decrementInput) {
// CraftInput has been changed, apply changes in clist
- for(u16 i=0; i<clist->getSize(); i++)
- {
+ for (u16 i=0; i < clist->getSize(); i++) {
clist->changeItem(i, ci.items[i]);
}
}