X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Finventorymanager.cpp;h=25f601742b66702a6008e3feace2081a88df6e47;hb=a3441638c67c9a9f626d7542a53fef6340d42751;hp=35e986b56ee94aa0eb5b7b7c55a6668b379744f3;hpb=0a18dda158e8f256de121ed2cf7a7a161a083b1c;p=minetest.git diff --git a/src/inventorymanager.cpp b/src/inventorymanager.cpp index 35e986b56..25f601742 100644 --- a/src/inventorymanager.cpp +++ b/src/inventorymanager.cpp @@ -1,6 +1,6 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola 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 @@ -18,15 +18,18 @@ with this program; if not, write to the Free Software Foundation, Inc., */ #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 @@ -41,7 +44,7 @@ std::string InventoryLocation::dump() const void InventoryLocation::serialize(std::ostream &os) const { - switch(type){ + switch (type) { case InventoryLocation::UNDEFINED: os<<"undefined"; break; @@ -58,7 +61,7 @@ void InventoryLocation::serialize(std::ostream &os) const os<<"detached:"<getInventory(from_inv); Inventory *inv_to = mgr->getInventory(to_inv); - - if(!inv_from){ - infostream<<"IMoveAction::apply(): FAIL: source inventory not found: " - <<"from_inv=\""<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(!list_to){ - infostream<<"IMoveAction::apply(): FAIL: destination list not found: " - <<"to_inv=\""< 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) + 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 && + 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, + from_inv.name == to_inv.name) { + 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 - { + } 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( + 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(); - src_can_take_count = scriptapi_detached_inventory_allow_take( - L, from_inv.name, from_list, from_i, try_take_count, player); + 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); } } @@ -247,48 +290,46 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame // Both endpoints are nodemeta // Move occurs in the same nodemeta inventory - if(from_inv.type == InventoryLocation::NODEMETA && + 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, + from_inv.p == to_inv.p) { + 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 - { + } 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( + 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(); - src_can_take_count = scriptapi_nodemeta_inventory_allow_take( - L, from_inv.p, from_list, from_i, try_take_count, player); + 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); } } - + + int old_count = count; + /* Modify count according to collected data */ - int new_count = try_take_count; - if(new_count > src_can_take_count) - new_count = src_can_take_count; - if(new_count > dst_can_put_count) - new_count = dst_can_put_count; - + 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; + /* If no items will be moved, don't go further */ - if(new_count == 0) - { - infostream<<"IMoveAction::apply(): move was completely disallowed: " - <<" count="<getItem(from_i).empty()) - { + if (list_from->getItem(from_i).empty()) { infostream<<"IDropAction::apply(): FAIL: source item not found: " <<"from_inv=\""<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(); - src_can_take_count = scriptapi_detached_inventory_allow_take( - L, from_inv.name, from_list, from_i, take_count, player); + 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) - { - lua_State *L = player->getEnv()->getLua(); - src_can_take_count = scriptapi_nodemeta_inventory_allow_take( - L, from_inv.p, from_list, from_i, take_count, player); + 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 < 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); + // Drop the item ItemStack item1 = list_from->getItem(from_i); - if(scriptapi_item_on_drop(player->getEnv()->getLua(), item1, player, - player->getBasePosition() + v3f(0,1,0))) - { + item1.count = take_count; + if(PLAYER_TO_SA(player)->item_OnDrop(item1, player, + player->getBasePosition())) { actually_dropped_count = take_count - item1.count; - if(actually_dropped_count == 0){ + if (actually_dropped_count == 0) { infostream<<"Actually dropped no items"<takeItem(from_i, actually_dropped_count); + // 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"<setInventoryModified(from_inv); + mgr->setInventoryModified(from_inv, false); + } } infostream<<"IDropAction::apply(): dropped " @@ -529,24 +639,43 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame <<" i="<getEnv()->getLua(); - scriptapi_detached_inventory_on_take( - L, from_inv.name, from_list, from_i, actually_dropped_count, player); + 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) - { - lua_State *L = player->getEnv()->getLua(); - scriptapi_nodemeta_inventory_on_take( - L, from_inv.p, from_list, from_i, actually_dropped_count, player); + 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); + } } } @@ -556,20 +685,20 @@ void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef) // 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); @@ -592,62 +721,108 @@ ICraftAction::ICraftAction(std::istream &is) 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=\""<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=\""<getSize() < 1){ - infostream<<"ICraftAction::apply(): FAIL: craftresult list too short: " - <<"craft_inv=\""<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 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 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<getDescription() - <<" crafts " - <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); + 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 (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 " @@ -663,39 +838,36 @@ void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef) // Crafting helper -bool getCraftingResult(Inventory *inv, ItemStack& result, +bool getCraftingResult(Inventory *inv, ItemStack &result, + std::vector &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); - 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<9; i++) - { + for (u16 i=0; i < clist->getSize(); i++) { clist->changeItem(i, ci.items[i]); } }