/*
Minetest
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+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
*/
#include "inventorymanager.h"
+#include "debug.h"
#include "log.h"
-#include "environment.h"
-#include "scriptapi.h"
+#include "serverenvironment.h"
+#include "scripting_server.h"
#include "serverobject.h"
-#include "main.h" // for g_settings
#include "settings.h"
#include "craftdef.h"
#include "rollback_interface.h"
+#include "util/strfnd.h"
+#include "util/basic_macros.h"
-#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
+#define PLAYER_TO_SA(p) p->getEnv()->getScriptIface()
/*
InventoryLocation
void InventoryLocation::serialize(std::ostream &os) const
{
- switch(type){
+ switch (type) {
case InventoryLocation::UNDEFINED:
os<<"undefined";
break;
os<<"detached:"<<name;
break;
default:
- assert(0);
+ FATAL_ERROR("Unhandled inventory location type");
}
}
{
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);
- }
- else if(type == "Drop")
- {
+ if (type == "Move") {
+ a = new IMoveAction(is, false);
+ } else if (type == "MoveSomewhere") {
+ 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)
+IMoveAction::IMoveAction(std::istream &is, bool somewhere) :
+ move_somewhere(somewhere)
{
std::string ts;
std::getline(is, to_list, ' ');
- std::getline(is, ts, ' ');
- to_i = stoi(ts);
+ if (!somewhere) {
+ std::getline(is, ts, ' ');
+ to_i = stoi(ts);
+ }
}
void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
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: "
- <<"from_inv=\""<<from_inv.dump()<<"\""
- <<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl;
+
+ if (!inv_from) {
+ infostream << "IMoveAction::apply(): FAIL: source inventory not found: "
+ << "from_inv=\""<<from_inv.dump() << "\""
+ << ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
return;
}
- if(!inv_to){
- infostream<<"IMoveAction::apply(): FAIL: destination inventory not found: "
- <<"from_inv=\""<<from_inv.dump()<<"\""
- <<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl;
+ if (!inv_to) {
+ infostream << "IMoveAction::apply(): FAIL: destination inventory not found: "
+ << "from_inv=\"" << from_inv.dump() << "\""
+ << ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
return;
}
/*
If a list doesn't exist or the source item doesn't exist
*/
- if(!list_from){
- infostream<<"IMoveAction::apply(): FAIL: source list not found: "
- <<"from_inv=\""<<from_inv.dump()<<"\""
- <<", from_list=\""<<from_list<<"\""<<std::endl;
+ if (!list_from) {
+ infostream << "IMoveAction::apply(): FAIL: source list not found: "
+ << "from_inv=\"" << from_inv.dump() << "\""
+ << ", from_list=\"" << from_list << "\"" << std::endl;
+ return;
+ }
+ if (!list_to) {
+ infostream << "IMoveAction::apply(): FAIL: destination list not found: "
+ << "to_inv=\""<<to_inv.dump() << "\""
+ << ", to_list=\"" << to_list << "\"" << std::endl;
return;
}
- if(!list_to){
- infostream<<"IMoveAction::apply(): FAIL: destination list not found: "
- <<"to_inv=\""<<to_inv.dump()<<"\""
- <<", to_list=\""<<to_list<<"\""<<std::endl;
+
+ if (move_somewhere) {
+ s16 old_to_i = to_i;
+ u16 old_count = count;
+ caused_by_move_somewhere = true;
+ move_somewhere = false;
+
+ infostream << "IMoveAction::apply(): moving item somewhere"
+ << " msom=" << move_somewhere
+ << " count=" << count
+ << " from inv=\"" << from_inv.dump() << "\""
+ << " list=\"" << from_list << "\""
+ << " i=" << from_i
+ << " to inv=\"" << to_inv.dump() << "\""
+ << " list=\"" << to_list << "\""
+ << std::endl;
+
+ // Try to add the item to destination list
+ s16 dest_size = list_to->getSize();
+ // First try all the non-empty slots
+ for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
+ if (!list_to->getItem(dest_i).empty()) {
+ to_i = dest_i;
+ apply(mgr, player, gamedef);
+ count -= move_count;
+ }
+ }
+
+ // Then try all the empty ones
+ for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
+ if (list_to->getItem(dest_i).empty()) {
+ to_i = dest_i;
+ apply(mgr, player, gamedef);
+ count -= move_count;
+ }
+ }
+
+ to_i = old_to_i;
+ count = old_count;
+ caused_by_move_somewhere = false;
+ move_somewhere = true;
return;
}
+ if ((u16)to_i > list_to->getSize()) {
+ infostream << "IMoveAction::apply(): FAIL: destination index out of bounds: "
+ << "to_i=" << to_i
+ << ", size=" << list_to->getSize() << 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);
+ 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;
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)
- {
- lua_State *L = player->getEnv()->getLua();
- src_can_take_count = scriptapi_detached_inventory_allow_move(
- L, from_inv.name, from_list, from_i,
- to_list, to_i, try_take_count, player);
+ if (from_inv.type == InventoryLocation::DETACHED &&
+ from_inv == to_inv) {
+ src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
+ *this, try_take_count, player);
dst_can_put_count = src_can_take_count;
- }
- else
- {
+ } else {
// Destination is detached
- if(to_inv.type == InventoryLocation::DETACHED)
- {
- lua_State *L = player->getEnv()->getLua();
+ if (to_inv.type == InventoryLocation::DETACHED) {
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
- dst_can_put_count = scriptapi_detached_inventory_allow_put(
- L, to_inv.name, to_list, to_i, src_item, player);
+ dst_can_put_count = PLAYER_TO_SA(player)->detached_inventory_AllowPut(
+ *this, src_item, player);
}
// Source is detached
- if(from_inv.type == InventoryLocation::DETACHED)
- {
- lua_State *L = player->getEnv()->getLua();
+ if (from_inv.type == InventoryLocation::DETACHED) {
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, src_item, player);
+ src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
+ *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)
- {
- lua_State *L = player->getEnv()->getLua();
- src_can_take_count = scriptapi_nodemeta_inventory_allow_move(
- L, from_inv.p, from_list, from_i,
- to_list, to_i, try_take_count, player);
+ if (from_inv.type == InventoryLocation::NODEMETA &&
+ from_inv == to_inv) {
+ src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
+ *this, try_take_count, player);
dst_can_put_count = src_can_take_count;
- }
- else
- {
+ } else {
// Destination is nodemeta
- if(to_inv.type == InventoryLocation::NODEMETA)
- {
- lua_State *L = player->getEnv()->getLua();
+ if (to_inv.type == InventoryLocation::NODEMETA) {
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
- dst_can_put_count = scriptapi_nodemeta_inventory_allow_put(
- L, to_inv.p, to_list, to_i, src_item, player);
+ dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
+ *this, src_item, player);
}
// Source is nodemeta
- if(from_inv.type == InventoryLocation::NODEMETA)
- {
- lua_State *L = player->getEnv()->getLua();
+ 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(
+ *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;
- src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
- L, from_inv.p, from_list, from_i, src_item, player);
+ 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);
}
}
int old_count = count;
-
+
/* 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 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);
+ bool did_swap = false;
+ move_count = list_from->moveItem(from_i,
+ list_to, to_i, count, !caused_by_move_somewhere, &did_swap);
// 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;
+ if (src_can_take_count == -1) {
+ // For the caused_by_move_somewhere == true case we didn't force-put the item,
+ // which guarantees there is no leftover, and code below would duplicate the
+ // (not replaced) to_stack_was item.
+ if (!caused_by_move_somewhere) {
+ // 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 (move_count > 0 || did_swap) {
+ 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){
+ 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->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.dump()<<"\""
- <<" list=\""<<to_list<<"\""
- <<" i="<<to_i
- <<std::endl;
+ infostream << "IMoveAction::apply(): moved"
+ << " msom=" << move_somewhere
+ << " caused=" << caused_by_move_somewhere
+ << " count=" << 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;
+
+ // 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)
+ return;
/*
Record rollback information
*/
- if(!ignore_rollback && gamedef->rollback())
- {
- IRollbackReportSink *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;
{
loc = os.str();
}
action.setModifyInventoryStack(loc, from_list, from_i, false,
- src_item.getItemString());
+ src_item);
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;
{
loc = os.str();
}
action.setModifyInventoryStack(loc, to_list, to_i, true,
- src_item.getItemString());
+ src_item);
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)
- {
- lua_State *L = player->getEnv()->getLua();
- scriptapi_detached_inventory_on_move(
- L, from_inv.name, from_list, from_i,
- to_list, to_i, count, player);
- }
- else
- {
+ if (from_inv.type == InventoryLocation::DETACHED &&
+ from_inv == to_inv) {
+ PLAYER_TO_SA(player)->detached_inventory_OnMove(
+ *this, count, player);
+ } else {
// Destination is detached
- if(to_inv.type == InventoryLocation::DETACHED)
- {
- lua_State *L = player->getEnv()->getLua();
- scriptapi_detached_inventory_on_put(
- L, to_inv.name, to_list, to_i, src_item, player);
+ if (to_inv.type == InventoryLocation::DETACHED) {
+ PLAYER_TO_SA(player)->detached_inventory_OnPut(
+ *this, src_item, player);
}
// Source is detached
- if(from_inv.type == InventoryLocation::DETACHED)
- {
- lua_State *L = player->getEnv()->getLua();
- scriptapi_detached_inventory_on_take(
- L, from_inv.name, from_list, from_i, src_item, player);
+ if (from_inv.type == InventoryLocation::DETACHED) {
+ PLAYER_TO_SA(player)->detached_inventory_OnTake(
+ *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)
- {
- lua_State *L = player->getEnv()->getLua();
- scriptapi_nodemeta_inventory_on_move(
- L, from_inv.p, from_list, from_i,
- to_list, to_i, count, player);
- }
- else{
+ if (from_inv.type == InventoryLocation::NODEMETA &&
+ from_inv == to_inv) {
+ PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
+ *this, count, player);
+ } else {
// Destination is nodemeta
- if(to_inv.type == InventoryLocation::NODEMETA)
- {
- lua_State *L = player->getEnv()->getLua();
- scriptapi_nodemeta_inventory_on_put(
- L, to_inv.p, to_list, to_i, src_item, player);
+ if (to_inv.type == InventoryLocation::NODEMETA) {
+ PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
+ *this, src_item, player);
}
// Source is nodemeta
- else if(from_inv.type == InventoryLocation::NODEMETA)
- {
- lua_State *L = player->getEnv()->getLua();
- scriptapi_nodemeta_inventory_on_take(
- L, from_inv.p, from_list, from_i, src_item, player);
+ if (from_inv.type == InventoryLocation::NODEMETA) {
+ PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
+ *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);
- if(inv_from != inv_to)
+ if (inv_from != inv_to)
mgr->setInventoryModified(to_inv);
}
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;
- list_from->moveItem(from_i, list_to, to_i, count);
+ if (!move_somewhere)
+ list_from->moveItem(from_i, list_to, to_i, count);
+ else
+ 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);
}
void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
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)
- {
- 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, 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)
- {
- 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, src_item, player);
+ // 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(
+ *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(scriptapi_item_on_drop(player->getEnv()->getLua(), item1, player,
- player->getBasePosition() + v3f(0,1,0)))
- {
- actually_dropped_count = take_count - item1.count;
+ if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
+ 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);
}
+
+ src_item.count = actually_dropped_count;
+ mgr->setInventoryModified(from_inv);
}
infostream<<"IDropAction::apply(): dropped "
<<" 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)
- {
- lua_State *L = player->getEnv()->getLua();
- scriptapi_detached_inventory_on_take(
- 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();
- scriptapi_nodemeta_inventory_on_take(
- L, from_inv.p, from_list, from_i, src_item, player);
+ switch (from_inv.type) {
+ case InventoryLocation::DETACHED:
+ PLAYER_TO_SA(player)->detached_inventory_OnTake(
+ *this, src_item, player);
+ break;
+ case InventoryLocation::NODEMETA:
+ PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
+ *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())
- {
- IRollbackReportSink *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;
{
loc = os.str();
}
action.setModifyInventoryStack(loc, from_list, from_i,
- false, src_item.getItemString());
+ false, src_item);
rollback->reportAction(action);
}
}
// 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);
craft_inv.deSerialize(ts);
}
-void ICraftAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
+void ICraftAction::apply(InventoryManager *mgr,
+ ServerActiveObject *player, IGameDef *gamedef)
{
Inventory *inv_craft = mgr->getInventory(craft_inv);
-
- if(!inv_craft){
- infostream<<"ICraftAction::apply(): FAIL: inventory not found: "
- <<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
+
+ if (!inv_craft) {
+ infostream << "ICraftAction::apply(): FAIL: inventory not found: "
+ << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
return;
}
InventoryList *list_craft = inv_craft->getList("craft");
InventoryList *list_craftresult = inv_craft->getList("craftresult");
+ InventoryList *list_main = inv_craft->getList("main");
/*
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;
+ 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;
+ 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;
+ if (list_craftresult->getSize() < 1) {
+ infostream << "ICraftAction::apply(): FAIL: craftresult list too short: "
+ << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
return;
}
ItemStack crafted;
+ ItemStack craftresultitem;
int count_remaining = count;
- bool found = getCraftingResult(inv_craft, crafted, false, gamedef);
+ std::vector<ItemStack> output_replacements;
+ getCraftingResult(inv_craft, crafted, output_replacements, false, gamedef);
+ PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
+ bool found = !crafted.empty();
+
+ while (found && list_craftresult->itemFits(0, crafted)) {
+ InventoryList saved_craft_list = *list_craft;
- while(found && list_craftresult->itemFits(0, crafted))
- {
+ std::vector<ItemStack> temp;
// Decrement input and add crafting output
- getCraftingResult(inv_craft, crafted, true, gamedef);
+ getCraftingResult(inv_craft, crafted, temp, 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;
+ // Add the new replacements to the list
+ IItemDefManager *itemdef = gamedef->getItemDefManager();
+ 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(itemstack);
+ }
+
+ actionstream << player->getDescription()
+ << " crafts "
+ << crafted.getItemString()
+ << std::endl;
// Decrement counter
- if(count_remaining == 1)
+ 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, 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 inventory is full
+ for (auto &output_replacement : output_replacements) {
+ if (list_main)
+ output_replacement = list_main->addItem(output_replacement);
+ if (output_replacement.empty())
+ continue;
+ u16 count = output_replacement.count;
+ do {
+ PLAYER_TO_SA(player)->item_OnDrop(output_replacement, player,
+ player->getBasePosition());
+ if (count >= output_replacement.count) {
+ errorstream << "Couldn't drop replacement stack " <<
+ output_replacement.getItemString() << " because drop loop didn't "
+ "decrease count." << std::endl;
+
+ break;
+ }
+ } 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, decrementInput, gamedef);
- if(found)
+ ci, co, output_replacements, decrementInput, gamedef);
+ 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]);
}
}