]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/inventorymanager.cpp
Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenu
[dragonfireclient.git] / src / inventorymanager.cpp
index 424b02b53fbd8c0e0fdc38053de7336920cfbbf5..c81f7a19e6515e1e71a8a10fb2a50f9c781cbe5d 100644 (file)
@@ -1,6 +1,6 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
 it under the terms of the GNU Lesser General Public License as published by
@@ -20,7 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #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"
@@ -29,6 +29,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
 
+#define PLAYER_TO_SA(p)   p->getEnv()->getScriptIface()
+
 /*
        InventoryLocation
 */
@@ -226,9 +228,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        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,
+               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;
        }
@@ -237,20 +238,18 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                // Destination is detached
                if(to_inv.type == InventoryLocation::DETACHED)
                {
-                       lua_State *L = player->getEnv()->getLua();
                        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(
+                                       to_inv.name, to_list, to_i, src_item, player);
                }
                // 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 = 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(
+                                       from_inv.name, from_list, from_i, src_item, player);
                }
        }
 
@@ -262,9 +261,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        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,
+               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;
        }
@@ -273,20 +271,18 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                // Destination is nodemeta
                if(to_inv.type == InventoryLocation::NODEMETA)
                {
-                       lua_State *L = player->getEnv()->getLua();
                        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(
+                                       to_inv.p, to_list, to_i, src_item, player);
                }
                // Source is nodemeta
                if(from_inv.type == InventoryLocation::NODEMETA)
                {
-                       lua_State *L = player->getEnv()->getLua();
                        ItemStack src_item = list_from->getItem(from_i);
                        src_item.count = try_take_count;
-                       src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
-                                       L, from_inv.p, from_list, from_i, src_item, player);
+                       src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
+                                       from_inv.p, from_list, from_i, src_item, player);
                }
        }
 
@@ -332,6 +328,18 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 
        // 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);
        }
@@ -339,6 +347,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        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);
        }
 
@@ -398,9 +408,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        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,
+               PLAYER_TO_SA(player)->detached_inventory_OnMove(
+                               from_inv.name, from_list, from_i,
                                to_list, to_i, count, player);
        }
        else
@@ -408,16 +417,14 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                // 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);
+                       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)
                {
-                       lua_State *L = player->getEnv()->getLua();
-                       scriptapi_detached_inventory_on_take(
-                                       L, from_inv.name, from_list, from_i, src_item, player);
+                       PLAYER_TO_SA(player)->detached_inventory_OnTake(
+                                       from_inv.name, from_list, from_i, src_item, player);
                }
        }
 
@@ -428,25 +435,22 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        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,
+               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)
                {
-                       lua_State *L = player->getEnv()->getLua();
-                       scriptapi_nodemeta_inventory_on_put(
-                                       L, to_inv.p, to_list, to_i, src_item, player);
+                       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)
                {
-                       lua_State *L = player->getEnv()->getLua();
-                       scriptapi_nodemeta_inventory_on_take(
-                                       L, from_inv.p, from_list, from_i, src_item, player);
+                       PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
+                                       from_inv.p, from_list, from_i, src_item, player);
                }
        }
        
@@ -549,21 +553,19 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        // 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);
+               src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
+                               from_inv.name, from_list, from_i, src_item, player);
        }
 
        // Source is nodemeta
        if(from_inv.type == InventoryLocation::NODEMETA)
        {
-               lua_State *L = player->getEnv()->getLua();
                ItemStack src_item = list_from->getItem(from_i);
                src_item.count = take_count;
-               src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
-                               L, from_inv.p, from_list, from_i, src_item, player);
+               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)
@@ -575,7 +577,8 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 
        // Drop the item
        ItemStack item1 = list_from->getItem(from_i);
-       if(scriptapi_item_on_drop(player->getEnv()->getLua(), item1, player,
+       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;
@@ -612,17 +615,15 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        // 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);
+               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)
        {
-               lua_State *L = player->getEnv()->getLua();
-               scriptapi_nodemeta_inventory_on_take(
-                               L, from_inv.p, from_list, from_i, src_item, player);
+               PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
+                               from_inv.p, from_list, from_i, src_item, player);
        }
 
        /*
@@ -768,18 +769,16 @@ bool getCraftingResult(Inventory *inv, ItemStack& result,
        
        result.clear();
 
-       // TODO: Allow different sizes of crafting grids
-
        // Get the InventoryList in which we will operate
        InventoryList *clist = inv->getList("craft");
-       if(!clist || clist->getSize() != 9)
+       if(!clist)
                return false;
 
        // Mangle crafting grid to an another format
        CraftInput ci;
        ci.method = CRAFT_METHOD_NORMAL;
-       ci.width = 3;
-       for(u16 i=0; i<9; i++)
+       ci.width = clist->getWidth() ? clist->getWidth() : 3;
+       for(u16 i=0; i<clist->getSize(); i++)
                ci.items.push_back(clist->getItem(i));
 
        // Find out what is crafted and add it to result item slot
@@ -792,7 +791,7 @@ bool getCraftingResult(Inventory *inv, ItemStack& result,
        if(found && decrementInput)
        {
                // CraftInput has been changed, apply changes in clist
-               for(u16 i=0; i<9; i++)
+               for(u16 i=0; i<clist->getSize(); i++)
                {
                        clist->changeItem(i, ci.items[i]);
                }