X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Finventorymanager.cpp;h=c976bd037e557a5676c0642b2c7dcc3153084cf9;hb=f3ad75691aea30d2d68aab19fbfa9031409c39d7;hp=7486cc419c2b6ed40e3a293184c97ec7dd864780;hpb=b1965ac20922e3722392114bd63a22b403dcbe98;p=dragonfireclient.git diff --git a/src/inventorymanager.cpp b/src/inventorymanager.cpp index 7486cc419..c976bd037 100644 --- a/src/inventorymanager.cpp +++ b/src/inventorymanager.cpp @@ -19,16 +19,14 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "inventorymanager.h" #include "log.h" -#include "environment.h" -#include "scripting_game.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 "strfnd.h" - -#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")" +#include "util/strfnd.h" +#include "util/basic_macros.h" #define PLAYER_TO_SA(p) p->getEnv()->getScriptIface() @@ -62,7 +60,7 @@ 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 ((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 */ @@ -221,7 +270,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame int src_can_take_count = 0xffff; int dst_can_put_count = 0xffff; - + /* Query detached inventories */ // Move occurs in the same detached inventory @@ -288,7 +337,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame } 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) @@ -298,7 +347,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame /* 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(count == 0) { @@ -325,24 +374,33 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame 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; igetSize(); 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){ @@ -353,15 +411,24 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame list_from->takeItem(from_i, count); } - infostream<<"IMoveAction::apply(): moved" - <<" count="<getItem(from_i); @@ -588,7 +658,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame infostream<<"Actually dropped no items"<setInventoryModified(from_inv); + mgr->setInventoryModified(from_inv, false); } } @@ -606,13 +676,13 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame <<" list=\""<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); - found = !crafted.empty(); + 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 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 (std::vector::iterator it = temp.begin(); + it != temp.end(); ++it) { + for (std::vector::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::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 " <<" craft_inv=\""< &output_replacements, bool decrementInput, IGameDef *gamedef) { - DSTACK(__FUNCTION_NAME); - + DSTACK(FUNCTION_NAME); + result.clear(); // Get the InventoryList in which we will operate @@ -793,7 +904,7 @@ bool getCraftingResult(Inventory *inv, ItemStack& result, // 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());