/*
-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
#include "inventorymanager.h"
#include "log.h"
#include "environment.h"
-#include "scriptapi.h"
+#include "scripting_game.h"
#include "serverobject.h"
-#include "main.h" // for g_settings
#include "settings.h"
#include "craftdef.h"
+#include "rollback_interface.h"
+#include "strfnd.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){
- 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);
- }
+ 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:
+ FATAL_ERROR("Unhandled inventory location type");
+ }
}
void InventoryLocation::deSerialize(std::istream &is)
InventoryAction *a = NULL;
- 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)
{
std::string ts;
+ move_somewhere = somewhere;
+ caused_by_move_somewhere = false;
+ move_count = 0;
std::getline(is, ts, ' ');
count = stoi(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;
+ if (!list_to) {
+ infostream << "IMoveAction::apply(): FAIL: destination list not found: "
+ << "to_inv=\""<<to_inv.dump() << "\""
+ << ", to_list=\"" << to_list << "\"" << std::endl;
return;
}
-
- // Handle node metadata move
- if(from_inv.type == InventoryLocation::NODEMETA &&
- to_inv.type == InventoryLocation::NODEMETA &&
- from_inv.p != to_inv.p)
- {
- errorstream<<"Directly moving items between two nodes is "
- <<"disallowed."<<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;
}
- else if(from_inv.type == InventoryLocation::NODEMETA &&
- to_inv.type == InventoryLocation::NODEMETA &&
- from_inv.p == to_inv.p)
+
+ 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);
+
+ /*
+ Collect information of endpoints
+ */
+
+ 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)
{
- lua_State *L = player->getEnv()->getLua();
- int count0 = count;
- if(count0 == 0)
- count0 = list_from->getItem(from_i).count;
- infostream<<player->getDescription()<<" moving "<<count0
- <<" items inside node at "<<PP(from_inv.p)<<std::endl;
- scriptapi_node_on_metadata_inventory_move(L, from_inv.p,
- from_list, from_i, to_list, to_i, count0, player);
- }
- // Handle node metadata take
- else if(from_inv.type == InventoryLocation::NODEMETA)
+ 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;
+ }
+ else
{
- lua_State *L = player->getEnv()->getLua();
- int count0 = count;
- if(count0 == 0)
- count0 = list_from->getItem(from_i).count;
- infostream<<player->getDescription()<<" taking "<<count0
- <<" items from node at "<<PP(from_inv.p)<<std::endl;
- ItemStack return_stack = scriptapi_node_on_metadata_inventory_take(
- L, from_inv.p, from_list, from_i, count0, player);
- if(return_stack.count == 0)
- infostream<<"Node metadata gave no items"<<std::endl;
- return_stack = list_to->addItem(to_i, return_stack);
- list_to->addItem(return_stack); // Force return of everything
- }
- // Handle node metadata offer
- else if(to_inv.type == InventoryLocation::NODEMETA)
+ // 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);
+ }
+ }
+
+ /* Query node metadata inventories */
+
+ // 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();
- int count0 = count;
- if(count0 == 0)
- count0 = list_from->getItem(from_i).count;
- ItemStack offer_stack = list_from->takeItem(from_i, count0);
- infostream<<player->getDescription()<<" offering "
- <<offer_stack.count<<" items to node at "
- <<PP(to_inv.p)<<std::endl;
- ItemStack reject_stack = scriptapi_node_on_metadata_inventory_offer(
- L, to_inv.p, to_list, to_i, offer_stack, player);
- if(reject_stack.count == offer_stack.count)
- infostream<<"Node metadata rejected all items"<<std::endl;
- else if(reject_stack.count != 0)
- infostream<<"Node metadata rejected some items"<<std::endl;
- reject_stack = list_from->addItem(from_i, reject_stack);
- list_from->addItem(reject_stack); // Force return of everything
- }
- // Handle regular move
+ 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
{
- /*
- This performs the actual movement
+ // Destination is 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);
+ }
+ // 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);
+ }
+ }
- 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);
+ 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)
+ 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;
- infostream<<"IMoveAction::apply(): moved "
- <<" count="<<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
<<" list=\""<<to_list<<"\""
<<" i="<<to_i
<<std::endl;
+ return;
}
- mgr->setInventoryModified(from_inv);
+ 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
+ */
+ 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) {
+ // 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;
+ }
+ }
+ }
+ }
+ 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){
+ 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"
+ << " 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())
+ {
+ IRollbackManager *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);
+ 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);
+ 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, false);
if(inv_from != inv_to)
- mgr->setInventoryModified(to_inv);
+ mgr->setInventoryModified(to_inv, false);
}
void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
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)
void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
Inventory *inv_from = mgr->getInventory(from_inv);
-
+
if(!inv_from){
infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
return;
}
- ItemStack item1;
+ /*
+ Do not handle rollback if inventory is player's
+ */
+ bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);
- // Handle node metadata take
- if(from_inv.type == InventoryLocation::NODEMETA)
+ /*
+ Collect information of endpoints
+ */
+
+ 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;
+
+ // Source is detached
+ if(from_inv.type == InventoryLocation::DETACHED)
{
- lua_State *L = player->getEnv()->getLua();
- int count0 = count;
- if(count0 == 0)
- count0 = list_from->getItem(from_i).count;
- infostream<<player->getDescription()<<" dropping "<<count0
- <<" items from node at "<<PP(from_inv.p)<<std::endl;
- ItemStack return_stack = scriptapi_node_on_metadata_inventory_take(
- L, from_inv.p, from_list, from_i, count0, player);
- if(return_stack.count == 0)
- infostream<<"Node metadata gave no items"<<std::endl;
- item1 = return_stack;
+ 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);
}
- else
+
+ // Source is nodemeta
+ if(from_inv.type == InventoryLocation::NODEMETA)
{
- // Take item from source list
- if(count == 0)
- item1 = list_from->changeItem(from_i, ItemStack());
- else
- item1 = list_from->takeItem(from_i, count);
+ 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);
}
- // Drop the item and apply the returned ItemStack
- ItemStack item2 = item1;
- if(scriptapi_item_on_drop(player->getEnv()->getLua(), item2, player,
+ 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(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
player->getBasePosition() + v3f(0,1,0)))
{
- if(g_settings->getBool("creative_mode") == true
- && from_inv.type == InventoryLocation::PLAYER)
- item2 = item1; // creative mode
+ 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);
- list_from->addItem(from_i, item2);
+ if(item2.count != actually_dropped_count)
+ errorstream<<"Could not take dropped count of items"<<std::endl;
- // Unless we have put the same amount back as we took in the first place,
- // set inventory modified flag
- if(item2.count != item1.count)
- mgr->setInventoryModified(from_inv);
+ mgr->setInventoryModified(from_inv, false);
+ }
}
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)
+ {
+ 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)
+ {
+ PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
+ from_inv.p, from_list, from_i, src_item, player);
+ }
+
+ /*
+ Record rollback information
+ */
+ if(!ignore_src_rollback && gamedef->rollback())
+ {
+ IRollbackManager *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);
+ rollback->reportAction(action);
+ }
+ }
}
void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
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))
- {
+ while (found && list_craftresult->itemFits(0, crafted)) {
+ InventoryList saved_craft_list = *list_craft;
+
+ 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 (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())
+ continue;
+ }
+ }
+ output_replacements.push_back(*it);
+ }
+
+ actionstream << player->getDescription()
+ << " crafts "
+ << crafted.getItemString()
+ << std::endl;
// Decrement counter
- if(count_remaining == 1)
+ if (count_remaining == 1)
break;
- else if(count_remaining > 1)
+ else if (count_remaining > 1)
count_remaining--;
// Get next crafting result
- found = getCraftingResult(inv_craft, crafted, false, gamedef);
+ found = 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) {
+ if (list_main)
+ *it = list_main->addItem(*it);
+ if (it->empty())
+ continue;
+ u16 count = it->count;
+ do {
+ PLAYER_TO_SA(player)->item_OnDrop(*it, player,
+ player->getBasePosition() + v3f(0,1,0));
+ if (count >= it->count) {
+ errorstream << "Couldn't drop replacement stack " <<
+ it->getItemString() << " because drop loop didn't "
+ "decrease count." << std::endl;
+
+ break;
+ }
+ } while (!it->empty());
}
infostream<<"ICraftAction::apply(): crafted "
// Crafting helper
bool getCraftingResult(Inventory *inv, ItemStack& result,
+ std::vector<ItemStack> &output_replacements,
bool decrementInput, IGameDef *gamedef)
{
- DSTACK(__FUNCTION_NAME);
-
- result.clear();
+ DSTACK(FUNCTION_NAME);
- // TODO: Allow different sizes of crafting grids
+ result.clear();
// 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
CraftOutput co;
bool found = gamedef->getCraftDefManager()->getCraftResult(
- ci, co, decrementInput, gamedef);
+ ci, co, output_replacements, decrementInput, gamedef);
if(found)
result.deSerialize(co.item, gamedef->getItemDefManager());
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]);
}