/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "inventorymanager.h"
#include "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 "utility.h"
#include "craftdef.h"
+#include "rollback_interface.h"
+
+#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
+
+#define PLAYER_TO_SA(p) p->getEnv()->getScriptIface()
/*
InventoryLocation
void InventoryLocation::serialize(std::ostream &os) const
{
- switch(type){
- case InventoryLocation::UNDEFINED:
- {
+ switch(type){
+ case InventoryLocation::UNDEFINED:
os<<"undefined";
- }
- break;
- case InventoryLocation::CURRENT_PLAYER:
- {
+ break;
+ case InventoryLocation::CURRENT_PLAYER:
os<<"current_player";
- }
- break;
- case InventoryLocation::PLAYER:
- {
+ break;
+ case InventoryLocation::PLAYER:
os<<"player:"<<name;
- }
- break;
- case InventoryLocation::NODEMETA:
- {
+ break;
+ case InventoryLocation::NODEMETA:
os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
- }
- break;
- default:
- assert(0);
- }
+ break;
+ case InventoryLocation::DETACHED:
+ os<<"detached:"<<name;
+ break;
+ default:
+ assert(0);
+ }
}
void InventoryLocation::deSerialize(std::istream &is)
p.Y = stoi(fn.next(","));
p.Z = stoi(fn.next(","));
}
+ else if(tname == "detached")
+ {
+ type = InventoryLocation::DETACHED;
+ std::getline(is, name, '\n');
+ }
else
{
infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
return a;
}
+/*
+ IMoveAction
+*/
+
IMoveAction::IMoveAction(std::istream &is)
{
std::string ts;
<<", to_list=\""<<to_list<<"\""<<std::endl;
return;
}
- if(list_from->getItem(from_i).empty())
- {
- infostream<<"IMoveAction::apply(): FAIL: source item not found: "
- <<"from_inv=\""<<from_inv.dump()<<"\""
- <<", from_list=\""<<from_list<<"\""
- <<" from_i="<<from_i<<std::endl;
- return;
- }
+
/*
- If the source and the destination slots are the same
+ Do not handle rollback if both inventories are that of the same player
*/
- if(inv_from == inv_to && list_from == list_to && from_i == to_i)
+ 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)
{
- infostream<<"IMoveAction::apply(): FAIL: source and destination slots "
- <<"are the same: inv=\""<<from_inv.dump()
- <<"\" list=\""<<from_list
- <<"\" i="<<from_i<<std::endl;
- return;
+ src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
+ from_inv.name, from_list, from_i,
+ to_list, to_i, try_take_count, player);
+ dst_can_put_count = src_can_take_count;
}
-
- // Take item from source list
- ItemStack item1;
- if(count == 0)
- item1 = list_from->changeItem(from_i, ItemStack());
else
- item1 = list_from->takeItem(from_i, count);
+ {
+ // Destination is detached
+ if(to_inv.type == InventoryLocation::DETACHED)
+ {
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = try_take_count;
+ dst_can_put_count = PLAYER_TO_SA(player)->detached_inventory_AllowPut(
+ to_inv.name, to_list, to_i, src_item, player);
+ }
+ // Source is detached
+ if(from_inv.type == InventoryLocation::DETACHED)
+ {
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = try_take_count;
+ src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
+ from_inv.name, from_list, from_i, src_item, player);
+ }
+ }
- // Try to add the item to destination list
- int oldcount = item1.count;
- item1 = list_to->addItem(to_i, item1);
+ /* Query node metadata inventories */
- // If something is returned, the item was not fully added
- if(!item1.empty())
+ // Both endpoints are nodemeta
+ // Move occurs in the same nodemeta inventory
+ if(from_inv.type == InventoryLocation::NODEMETA &&
+ to_inv.type == InventoryLocation::NODEMETA &&
+ from_inv.p == to_inv.p)
{
- // If olditem is returned, nothing was added.
- bool nothing_added = (item1.count == oldcount);
-
- // If something else is returned, part of the item was left unadded.
- // Add the other part back to the source item
- list_from->addItem(from_i, item1);
-
- // If olditem is returned, nothing was added.
- // Swap the items
- if(nothing_added)
+ src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
+ from_inv.p, from_list, from_i,
+ to_list, to_i, try_take_count, player);
+ dst_can_put_count = src_can_take_count;
+ }
+ else
+ {
+ // Destination is nodemeta
+ if(to_inv.type == InventoryLocation::NODEMETA)
{
- // Take item from source list
- item1 = list_from->changeItem(from_i, ItemStack());
- // Adding was not possible, swap the items.
- ItemStack item2 = list_to->changeItem(to_i, item1);
- // Put item from destination list to the source list
- list_from->changeItem(from_i, item2);
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = try_take_count;
+ dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
+ to_inv.p, to_list, to_i, src_item, player);
+ }
+ // Source is nodemeta
+ if(from_inv.type == InventoryLocation::NODEMETA)
+ {
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = try_take_count;
+ src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
+ from_inv.p, from_list, from_i, src_item, player);
}
}
- mgr->setInventoryModified(from_inv);
- if(inv_from != inv_to)
- mgr->setInventoryModified(to_inv);
+ 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 at "
- <<" 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
+ <<" to inv=\""<<to_inv.dump()<<"\""
+ <<" list=\""<<to_list<<"\""
+ <<" i="<<to_i
+ <<std::endl;
+ return;
+ }
+
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = count;
+ ItemStack from_stack_was = list_from->getItem(from_i);
+ ItemStack to_stack_was = list_to->getItem(to_i);
+
+ /*
+ Perform actual move
+
+ If something is wrong (source item is empty, destination is the
+ same as source), nothing happens
+ */
+ list_from->moveItem(from_i, list_to, to_i, count);
+
+ // If source is infinite, reset it's stack
+ if(src_can_take_count == -1){
+ // If destination stack is of different type and there are leftover
+ // items, attempt to put the leftover items to a different place in the
+ // destination inventory.
+ // The client-side GUI will try to guess if this happens.
+ if(from_stack_was.name != to_stack_was.name){
+ for(u32 i=0; i<list_to->getSize(); i++){
+ if(list_to->getItem(i).empty()){
+ list_to->changeItem(i, to_stack_was);
+ break;
+ }
+ }
+ }
+ list_from->deleteItem(from_i);
+ list_from->addItem(from_i, from_stack_was);
+ }
+ // If destination is infinite, reset it's stack and take count from source
+ if(dst_can_put_count == -1){
+ list_to->deleteItem(to_i);
+ list_to->addItem(to_i, to_stack_was);
+ list_from->deleteItem(from_i);
+ list_from->addItem(from_i, from_stack_was);
+ list_from->takeItem(from_i, count);
+ }
+
+ infostream<<"IMoveAction::apply(): moved"
+ <<" count="<<count
<<" from inv=\""<<from_inv.dump()<<"\""
<<" list=\""<<from_list<<"\""
<<" i="<<from_i
<<" list=\""<<to_list<<"\""
<<" i="<<to_i
<<std::endl;
+
+ /*
+ Record rollback information
+ */
+ if(!ignore_rollback && gamedef->rollback())
+ {
+ IRollbackReportSink *rollback = gamedef->rollback();
+
+ // If source is not infinite, record item take
+ if(src_can_take_count != -1){
+ RollbackAction action;
+ std::string loc;
+ {
+ std::ostringstream os(std::ios::binary);
+ from_inv.serialize(os);
+ loc = os.str();
+ }
+ action.setModifyInventoryStack(loc, from_list, from_i, false,
+ src_item.getItemString());
+ rollback->reportAction(action);
+ }
+ // If destination is not infinite, record item put
+ if(dst_can_put_count != -1){
+ RollbackAction action;
+ std::string loc;
+ {
+ std::ostringstream os(std::ios::binary);
+ to_inv.serialize(os);
+ loc = os.str();
+ }
+ action.setModifyInventoryStack(loc, to_list, to_i, true,
+ src_item.getItemString());
+ rollback->reportAction(action);
+ }
+ }
+
+ /*
+ Report move to endpoints
+ */
+
+ /* Detached inventories */
+
+ // Both endpoints are same detached
+ if(from_inv.type == InventoryLocation::DETACHED &&
+ to_inv.type == InventoryLocation::DETACHED &&
+ from_inv.name == to_inv.name)
+ {
+ PLAYER_TO_SA(player)->detached_inventory_OnMove(
+ from_inv.name, from_list, from_i,
+ to_list, to_i, count, player);
+ }
+ else
+ {
+ // Destination is detached
+ if(to_inv.type == InventoryLocation::DETACHED)
+ {
+ PLAYER_TO_SA(player)->detached_inventory_OnPut(
+ to_inv.name, to_list, to_i, src_item, player);
+ }
+ // Source is detached
+ if(from_inv.type == InventoryLocation::DETACHED)
+ {
+ PLAYER_TO_SA(player)->detached_inventory_OnTake(
+ from_inv.name, from_list, from_i, src_item, player);
+ }
+ }
+
+ /* Node metadata inventories */
+
+ // Both endpoints are same nodemeta
+ if(from_inv.type == InventoryLocation::NODEMETA &&
+ to_inv.type == InventoryLocation::NODEMETA &&
+ from_inv.p == to_inv.p)
+ {
+ PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
+ from_inv.p, from_list, from_i,
+ to_list, to_i, count, player);
+ }
+ else{
+ // Destination is nodemeta
+ if(to_inv.type == InventoryLocation::NODEMETA)
+ {
+ PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
+ to_inv.p, to_list, to_i, src_item, player);
+ }
+ // Source is nodemeta
+ else if(from_inv.type == InventoryLocation::NODEMETA)
+ {
+ PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
+ from_inv.p, from_list, from_i, src_item, player);
+ }
+ }
+
+ mgr->setInventoryModified(from_inv);
+ if(inv_from != inv_to)
+ mgr->setInventoryModified(to_inv);
+}
+
+void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
+{
+ // Optional InventoryAction operation that is run on the client
+ // to make lag less apparent.
+
+ Inventory *inv_from = mgr->getInventory(from_inv);
+ Inventory *inv_to = mgr->getInventory(to_inv);
+ if(!inv_from || !inv_to)
+ return;
+
+ InventoryLocation current_player;
+ current_player.setCurrentPlayer();
+ Inventory *inv_player = mgr->getInventory(current_player);
+ if(inv_from != inv_player || inv_to != inv_player)
+ return;
+
+ InventoryList *list_from = inv_from->getList(from_list);
+ InventoryList *list_to = inv_to->getList(to_list);
+ if(!list_from || !list_to)
+ return;
+
+ list_from->moveItem(from_i, list_to, to_i, count);
+
+ mgr->setInventoryModified(from_inv);
+ if(inv_from != inv_to)
+ mgr->setInventoryModified(to_inv);
}
+/*
+ IDropAction
+*/
+
IDropAction::IDropAction(std::istream &is)
{
std::string ts;
return;
}
- // Take item from source list
- ItemStack item1;
- if(count == 0)
- item1 = list_from->changeItem(from_i, ItemStack());
- else
- item1 = list_from->takeItem(from_i, count);
+ /*
+ Do not handle rollback if inventory is player's
+ */
+ bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);
+
+ /*
+ 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)
+ {
+ 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);
+ }
+
+ // Source is nodemeta
+ if(from_inv.type == InventoryLocation::NODEMETA)
+ {
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = take_count;
+ src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
+ from_inv.p, from_list, from_i, src_item, player);
+ }
+
+ if(src_can_take_count != -1 && src_can_take_count < take_count)
+ take_count = src_can_take_count;
+
+ int actually_dropped_count = 0;
+
+ ItemStack src_item = list_from->getItem(from_i);
- // Drop the item and apply the returned ItemStack
- ItemStack item2 = item1;
- if(scriptapi_item_on_drop(player->getEnv()->getLua(), item2, player,
+ // 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;
- list_from->addItem(from_i, item2);
+ if(actually_dropped_count == 0){
+ infostream<<"Actually dropped no items"<<std::endl;
+ return;
+ }
+
+ // If source isn't infinite
+ if(src_can_take_count != -1){
+ // Take item from source list
+ ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
+
+ if(item2.count != actually_dropped_count)
+ errorstream<<"Could not take dropped count of items"<<std::endl;
- // 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);
+ }
}
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())
+ {
+ IRollbackReportSink *rollback = gamedef->rollback();
+
+ // If source is not infinite, record item take
+ if(src_can_take_count != -1){
+ RollbackAction action;
+ std::string loc;
+ {
+ std::ostringstream os(std::ios::binary);
+ from_inv.serialize(os);
+ loc = os.str();
+ }
+ action.setModifyInventoryStack(loc, from_list, from_i,
+ false, src_item.getItemString());
+ rollback->reportAction(action);
+ }
+ }
+}
+
+void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
+{
+ // Optional InventoryAction operation that is run on the client
+ // to make lag less apparent.
+
+ Inventory *inv_from = mgr->getInventory(from_inv);
+ if(!inv_from)
+ return;
+
+ InventoryLocation current_player;
+ current_player.setCurrentPlayer();
+ Inventory *inv_player = mgr->getInventory(current_player);
+ if(inv_from != inv_player)
+ return;
+
+ InventoryList *list_from = inv_from->getList(from_list);
+ if(!list_from)
+ return;
+
+ if(count == 0)
+ list_from->changeItem(from_i, ItemStack());
+ else
+ list_from->takeItem(from_i, count);
+
+ mgr->setInventoryModified(from_inv);
}
+/*
+ ICraftAction
+*/
+
ICraftAction::ICraftAction(std::istream &is)
{
std::string ts;
<<std::endl;
}
+void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
+{
+ // Optional InventoryAction operation that is run on the client
+ // to make lag less apparent.
+}
+
// Crafting helper
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
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]);
}