3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #include "inventorymanager.h"
22 #include "environment.h"
23 #include "scriptapi.h"
24 #include "serverobject.h"
25 #include "main.h" // for g_settings
29 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
35 std::string InventoryLocation::dump() const
37 std::ostringstream os(std::ios::binary);
42 void InventoryLocation::serialize(std::ostream &os) const
45 case InventoryLocation::UNDEFINED:
48 case InventoryLocation::CURRENT_PLAYER:
51 case InventoryLocation::PLAYER:
54 case InventoryLocation::NODEMETA:
55 os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
57 case InventoryLocation::DETACHED:
58 os<<"detached:"<<name;
65 void InventoryLocation::deSerialize(std::istream &is)
68 std::getline(is, tname, ':');
69 if(tname == "undefined")
71 type = InventoryLocation::UNDEFINED;
73 else if(tname == "current_player")
75 type = InventoryLocation::CURRENT_PLAYER;
77 else if(tname == "player")
79 type = InventoryLocation::PLAYER;
80 std::getline(is, name, '\n');
82 else if(tname == "nodemeta")
84 type = InventoryLocation::NODEMETA;
86 std::getline(is, pos, '\n');
88 p.X = stoi(fn.next(","));
89 p.Y = stoi(fn.next(","));
90 p.Z = stoi(fn.next(","));
92 else if(tname == "detached")
94 type = InventoryLocation::DETACHED;
95 std::getline(is, name, '\n');
99 infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
100 throw SerializationError("Unknown InventoryLocation type");
104 void InventoryLocation::deSerialize(std::string s)
106 std::istringstream is(s, std::ios::binary);
114 InventoryAction * InventoryAction::deSerialize(std::istream &is)
117 std::getline(is, type, ' ');
119 InventoryAction *a = NULL;
123 a = new IMoveAction(is);
125 else if(type == "Drop")
127 a = new IDropAction(is);
129 else if(type == "Craft")
131 a = new ICraftAction(is);
141 IMoveAction::IMoveAction(std::istream &is)
145 std::getline(is, ts, ' ');
148 std::getline(is, ts, ' ');
149 from_inv.deSerialize(ts);
151 std::getline(is, from_list, ' ');
153 std::getline(is, ts, ' ');
156 std::getline(is, ts, ' ');
157 to_inv.deSerialize(ts);
159 std::getline(is, to_list, ' ');
161 std::getline(is, ts, ' ');
165 void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
167 Inventory *inv_from = mgr->getInventory(from_inv);
168 Inventory *inv_to = mgr->getInventory(to_inv);
171 infostream<<"IMoveAction::apply(): FAIL: source inventory not found: "
172 <<"from_inv=\""<<from_inv.dump()<<"\""
173 <<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl;
177 infostream<<"IMoveAction::apply(): FAIL: destination inventory not found: "
178 <<"from_inv=\""<<from_inv.dump()<<"\""
179 <<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl;
183 InventoryList *list_from = inv_from->getList(from_list);
184 InventoryList *list_to = inv_to->getList(to_list);
187 If a list doesn't exist or the source item doesn't exist
190 infostream<<"IMoveAction::apply(): FAIL: source list not found: "
191 <<"from_inv=\""<<from_inv.dump()<<"\""
192 <<", from_list=\""<<from_list<<"\""<<std::endl;
196 infostream<<"IMoveAction::apply(): FAIL: destination list not found: "
197 <<"to_inv=\""<<to_inv.dump()<<"\""
198 <<", to_list=\""<<to_list<<"\""<<std::endl;
203 Collect information of endpoints
206 int try_take_count = count;
207 if(try_take_count == 0)
208 try_take_count = list_from->getItem(from_i).count;
210 int src_can_take_count = 0xffff;
211 int dst_can_put_count = 0xffff;
213 /* Query detached inventories */
215 // Move occurs in the same detached inventory
216 if(from_inv.type == InventoryLocation::DETACHED &&
217 to_inv.type == InventoryLocation::DETACHED &&
218 from_inv.name == to_inv.name)
220 lua_State *L = player->getEnv()->getLua();
221 src_can_take_count = scriptapi_detached_inventory_allow_move(
222 L, from_inv.name, from_list, from_i,
223 to_list, to_i, try_take_count, player);
224 dst_can_put_count = src_can_take_count;
228 // Destination is detached
229 if(to_inv.type == InventoryLocation::DETACHED)
231 lua_State *L = player->getEnv()->getLua();
232 ItemStack src_item = list_from->getItem(from_i);
233 src_item.count = try_take_count;
234 dst_can_put_count = scriptapi_detached_inventory_allow_put(
235 L, to_inv.name, to_list, to_i, src_item, player);
237 // Source is detached
238 if(from_inv.type == InventoryLocation::DETACHED)
240 lua_State *L = player->getEnv()->getLua();
241 src_can_take_count = scriptapi_detached_inventory_allow_take(
242 L, from_inv.name, from_list, from_i, try_take_count, player);
246 /* Query node metadata inventories */
248 // Both endpoints are nodemeta
249 // Move occurs in the same nodemeta inventory
250 if(from_inv.type == InventoryLocation::NODEMETA &&
251 to_inv.type == InventoryLocation::NODEMETA &&
252 from_inv.p == to_inv.p)
254 lua_State *L = player->getEnv()->getLua();
255 src_can_take_count = scriptapi_nodemeta_inventory_allow_move(
256 L, from_inv.p, from_list, from_i,
257 to_list, to_i, try_take_count, player);
258 dst_can_put_count = src_can_take_count;
262 // Destination is nodemeta
263 if(to_inv.type == InventoryLocation::NODEMETA)
265 lua_State *L = player->getEnv()->getLua();
266 ItemStack src_item = list_from->getItem(from_i);
267 src_item.count = try_take_count;
268 dst_can_put_count = scriptapi_nodemeta_inventory_allow_put(
269 L, to_inv.p, to_list, to_i, src_item, player);
271 // Source is nodemeta
272 if(from_inv.type == InventoryLocation::NODEMETA)
274 lua_State *L = player->getEnv()->getLua();
275 src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
276 L, from_inv.p, from_list, from_i, try_take_count, player);
280 /* Modify count according to collected data */
281 int new_count = try_take_count;
282 if(new_count > src_can_take_count)
283 new_count = src_can_take_count;
284 if(new_count > dst_can_put_count)
285 new_count = dst_can_put_count;
287 /* If no items will be moved, don't go further */
290 infostream<<"IMoveAction::apply(): move was completely disallowed: "
292 <<" from inv=\""<<from_inv.dump()<<"\""
293 <<" list=\""<<from_list<<"\""
295 <<" to inv=\""<<to_inv.dump()<<"\""
296 <<" list=\""<<to_list<<"\""
307 If something is wrong (source item is empty, destination is the
308 same as source), nothing happens
310 list_from->moveItem(from_i, list_to, to_i, count);
312 infostream<<"IMoveAction::apply(): moved "
314 <<" from inv=\""<<from_inv.dump()<<"\""
315 <<" list=\""<<from_list<<"\""
317 <<" to inv=\""<<to_inv.dump()<<"\""
318 <<" list=\""<<to_list<<"\""
323 Report move to endpoints
326 /* Detached inventories */
328 // Both endpoints are same detached
329 if(from_inv.type == InventoryLocation::DETACHED &&
330 to_inv.type == InventoryLocation::DETACHED &&
331 from_inv.name == to_inv.name)
333 lua_State *L = player->getEnv()->getLua();
334 scriptapi_detached_inventory_on_move(
335 L, from_inv.name, from_list, from_i,
336 to_list, to_i, count, player);
340 // Destination is detached
341 if(to_inv.type == InventoryLocation::DETACHED)
343 lua_State *L = player->getEnv()->getLua();
344 ItemStack src_item = list_from->getItem(from_i);
345 src_item.count = count;
346 scriptapi_detached_inventory_on_put(
347 L, to_inv.name, to_list, to_i, src_item, player);
349 // Source is detached
350 if(from_inv.type == InventoryLocation::DETACHED)
352 lua_State *L = player->getEnv()->getLua();
353 ItemStack src_item = list_from->getItem(from_i);
354 src_item.count = count;
355 scriptapi_detached_inventory_on_take(
356 L, from_inv.name, from_list, from_i, src_item.count, player);
360 /* Node metadata inventories */
362 // Both endpoints are same nodemeta
363 if(from_inv.type == InventoryLocation::NODEMETA &&
364 to_inv.type == InventoryLocation::NODEMETA &&
365 from_inv.p == to_inv.p)
367 lua_State *L = player->getEnv()->getLua();
368 scriptapi_nodemeta_inventory_on_move(
369 L, from_inv.p, from_list, from_i,
370 to_list, to_i, count, player);
373 // Destination is nodemeta
374 if(to_inv.type == InventoryLocation::NODEMETA)
376 lua_State *L = player->getEnv()->getLua();
377 ItemStack src_item = list_from->getItem(from_i);
378 src_item.count = count;
379 scriptapi_nodemeta_inventory_on_put(
380 L, to_inv.p, to_list, to_i, src_item, player);
382 // Source is nodemeta
383 else if(from_inv.type == InventoryLocation::NODEMETA)
385 lua_State *L = player->getEnv()->getLua();
386 ItemStack src_item = list_from->getItem(from_i);
387 src_item.count = count;
388 scriptapi_nodemeta_inventory_on_take(
389 L, from_inv.p, from_list, from_i, src_item.count, player);
393 mgr->setInventoryModified(from_inv);
394 if(inv_from != inv_to)
395 mgr->setInventoryModified(to_inv);
398 void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
400 // Optional InventoryAction operation that is run on the client
401 // to make lag less apparent.
403 Inventory *inv_from = mgr->getInventory(from_inv);
404 Inventory *inv_to = mgr->getInventory(to_inv);
405 if(!inv_from || !inv_to)
408 InventoryLocation current_player;
409 current_player.setCurrentPlayer();
410 Inventory *inv_player = mgr->getInventory(current_player);
411 if(inv_from != inv_player || inv_to != inv_player)
414 InventoryList *list_from = inv_from->getList(from_list);
415 InventoryList *list_to = inv_to->getList(to_list);
416 if(!list_from || !list_to)
419 list_from->moveItem(from_i, list_to, to_i, count);
421 mgr->setInventoryModified(from_inv);
422 if(inv_from != inv_to)
423 mgr->setInventoryModified(to_inv);
430 IDropAction::IDropAction(std::istream &is)
434 std::getline(is, ts, ' ');
437 std::getline(is, ts, ' ');
438 from_inv.deSerialize(ts);
440 std::getline(is, from_list, ' ');
442 std::getline(is, ts, ' ');
446 void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
448 Inventory *inv_from = mgr->getInventory(from_inv);
451 infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
452 <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
456 InventoryList *list_from = inv_from->getList(from_list);
459 If a list doesn't exist or the source item doesn't exist
462 infostream<<"IDropAction::apply(): FAIL: source list not found: "
463 <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
466 if(list_from->getItem(from_i).empty())
468 infostream<<"IDropAction::apply(): FAIL: source item not found: "
469 <<"from_inv=\""<<from_inv.dump()<<"\""
470 <<", from_list=\""<<from_list<<"\""
471 <<" from_i="<<from_i<<std::endl;
476 Collect information of endpoints
479 int take_count = list_from->getItem(from_i).count;
480 if(count != 0 && count < take_count)
482 int src_can_take_count = take_count;
484 // Source is detached
485 if(from_inv.type == InventoryLocation::DETACHED)
487 lua_State *L = player->getEnv()->getLua();
488 src_can_take_count = scriptapi_detached_inventory_allow_take(
489 L, from_inv.name, from_list, from_i, take_count, player);
492 // Source is nodemeta
493 if(from_inv.type == InventoryLocation::NODEMETA)
495 lua_State *L = player->getEnv()->getLua();
496 src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
497 L, from_inv.p, from_list, from_i, take_count, player);
500 if(src_can_take_count < take_count)
501 take_count = src_can_take_count;
503 int actually_dropped_count = 0;
506 ItemStack item1 = list_from->getItem(from_i);
507 if(scriptapi_item_on_drop(player->getEnv()->getLua(), item1, player,
508 player->getBasePosition() + v3f(0,1,0)))
510 actually_dropped_count = take_count - item1.count;
512 if(actually_dropped_count == 0){
513 infostream<<"Actually dropped no items"<<std::endl;
517 // Take item from source list
518 ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
520 if(item2.count != actually_dropped_count)
521 errorstream<<"Could not take dropped count of items"<<std::endl;
523 mgr->setInventoryModified(from_inv);
526 infostream<<"IDropAction::apply(): dropped "
527 <<" from inv=\""<<from_inv.dump()<<"\""
528 <<" list=\""<<from_list<<"\""
533 Report drop to endpoints
536 // Source is detached
537 if(from_inv.type == InventoryLocation::DETACHED)
539 lua_State *L = player->getEnv()->getLua();
540 scriptapi_detached_inventory_on_take(
541 L, from_inv.name, from_list, from_i, actually_dropped_count, player);
544 // Source is nodemeta
545 if(from_inv.type == InventoryLocation::NODEMETA)
547 lua_State *L = player->getEnv()->getLua();
548 scriptapi_nodemeta_inventory_on_take(
549 L, from_inv.p, from_list, from_i, actually_dropped_count, player);
553 void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
555 // Optional InventoryAction operation that is run on the client
556 // to make lag less apparent.
558 Inventory *inv_from = mgr->getInventory(from_inv);
562 InventoryLocation current_player;
563 current_player.setCurrentPlayer();
564 Inventory *inv_player = mgr->getInventory(current_player);
565 if(inv_from != inv_player)
568 InventoryList *list_from = inv_from->getList(from_list);
573 list_from->changeItem(from_i, ItemStack());
575 list_from->takeItem(from_i, count);
577 mgr->setInventoryModified(from_inv);
584 ICraftAction::ICraftAction(std::istream &is)
588 std::getline(is, ts, ' ');
591 std::getline(is, ts, ' ');
592 craft_inv.deSerialize(ts);
595 void ICraftAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
597 Inventory *inv_craft = mgr->getInventory(craft_inv);
600 infostream<<"ICraftAction::apply(): FAIL: inventory not found: "
601 <<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
605 InventoryList *list_craft = inv_craft->getList("craft");
606 InventoryList *list_craftresult = inv_craft->getList("craftresult");
609 If a list doesn't exist or the source item doesn't exist
612 infostream<<"ICraftAction::apply(): FAIL: craft list not found: "
613 <<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
616 if(!list_craftresult){
617 infostream<<"ICraftAction::apply(): FAIL: craftresult list not found: "
618 <<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
621 if(list_craftresult->getSize() < 1){
622 infostream<<"ICraftAction::apply(): FAIL: craftresult list too short: "
623 <<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
628 int count_remaining = count;
629 bool found = getCraftingResult(inv_craft, crafted, false, gamedef);
631 while(found && list_craftresult->itemFits(0, crafted))
633 // Decrement input and add crafting output
634 getCraftingResult(inv_craft, crafted, true, gamedef);
635 list_craftresult->addItem(0, crafted);
636 mgr->setInventoryModified(craft_inv);
638 actionstream<<player->getDescription()
640 <<crafted.getItemString()
644 if(count_remaining == 1)
646 else if(count_remaining > 1)
649 // Get next crafting result
650 found = getCraftingResult(inv_craft, crafted, false, gamedef);
653 infostream<<"ICraftAction::apply(): crafted "
654 <<" craft_inv=\""<<craft_inv.dump()<<"\""
658 void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
660 // Optional InventoryAction operation that is run on the client
661 // to make lag less apparent.
666 bool getCraftingResult(Inventory *inv, ItemStack& result,
667 bool decrementInput, IGameDef *gamedef)
669 DSTACK(__FUNCTION_NAME);
673 // TODO: Allow different sizes of crafting grids
675 // Get the InventoryList in which we will operate
676 InventoryList *clist = inv->getList("craft");
677 if(!clist || clist->getSize() != 9)
680 // Mangle crafting grid to an another format
682 ci.method = CRAFT_METHOD_NORMAL;
684 for(u16 i=0; i<9; i++)
685 ci.items.push_back(clist->getItem(i));
687 // Find out what is crafted and add it to result item slot
689 bool found = gamedef->getCraftDefManager()->getCraftResult(
690 ci, co, decrementInput, gamedef);
692 result.deSerialize(co.item, gamedef->getItemDefManager());
694 if(found && decrementInput)
696 // CraftInput has been changed, apply changes in clist
697 for(u16 i=0; i<9; i++)
699 clist->changeItem(i, ci.items[i]);