/*
Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2011 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
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-/*
-(c) 2010 Perttu Ahola <celeron55@gmail.com>
-*/
-
#include "inventory.h"
#include "serialization.h"
#include "utility.h"
#include "debug.h"
#include <sstream>
-#include "main.h"
+#include "main.h" // For tsrc, g_toolmanager
+#include "serverobject.h"
+#include "content_mapnode.h"
+#include "content_inventory.h"
+#include "content_sao.h"
+#include "player.h"
+#include "log.h"
+#include "nodedef.h"
+#include "tooldef.h"
+#include "gamedef.h"
/*
InventoryItem
*/
-InventoryItem::InventoryItem(u16 count)
+InventoryItem::InventoryItem(IGameDef *gamedef, u16 count):
+ m_gamedef(gamedef),
+ m_count(count)
{
- m_count = count;
+ assert(m_gamedef);
}
InventoryItem::~InventoryItem()
{
}
-InventoryItem* InventoryItem::deSerialize(std::istream &is)
+content_t content_translate_from_19_to_internal(content_t c_from)
+{
+ for(u32 i=0; i<sizeof(trans_table_19)/sizeof(trans_table_19[0]); i++)
+ {
+ if(trans_table_19[i][1] == c_from)
+ {
+ return trans_table_19[i][0];
+ }
+ }
+ return c_from;
+}
+
+InventoryItem* InventoryItem::deSerialize(std::istream &is, IGameDef *gamedef)
{
DSTACK(__FUNCTION_NAME);
is>>material;
u16 count;
is>>count;
- if(material > 255)
+ // Convert old materials
+ if(material <= 0xff)
+ {
+ material = content_translate_from_19_to_internal(material);
+ }
+ if(material > MAX_CONTENT)
throw SerializationError("Too large material number");
- return new MaterialItem(material, count);
+ return new MaterialItem(gamedef, material, count);
+ }
+ else if(name == "MaterialItem2")
+ {
+ u16 material;
+ is>>material;
+ u16 count;
+ is>>count;
+ if(material > MAX_CONTENT)
+ throw SerializationError("Too large material number");
+ return new MaterialItem(gamedef, material, count);
}
else if(name == "MBOItem")
{
std::string inventorystring;
std::getline(is, inventorystring, '|');
- return new MapBlockObjectItem(inventorystring);
+ throw SerializationError("MBOItem not supported anymore");
}
else if(name == "CraftItem")
{
std::getline(is, subname, ' ');
u16 count;
is>>count;
- return new CraftItem(subname, count);
+ return new CraftItem(gamedef, subname, count);
}
else if(name == "ToolItem")
{
std::getline(is, toolname, ' ');
u16 wear;
is>>wear;
- return new ToolItem(toolname, wear);
+ return new ToolItem(gamedef, toolname, wear);
}
else
{
- dstream<<"Unknown InventoryItem name=\""<<name<<"\""<<std::endl;
+ infostream<<"Unknown InventoryItem name=\""<<name<<"\""<<std::endl;
throw SerializationError("Unknown InventoryItem name");
}
}
+std::string InventoryItem::getItemString() {
+ // Get item string
+ std::ostringstream os(std::ios_base::binary);
+ serialize(os);
+ return os.str();
+}
+
+ServerActiveObject* InventoryItem::createSAO(ServerEnvironment *env, u16 id, v3f pos)
+{
+ /*
+ Create an ItemSAO
+ */
+ pos.Y -= BS*0.25; // let it drop a bit
+ // Randomize a bit
+ pos.X += BS*0.2*(float)myrand_range(-1000,1000)/1000.0;
+ pos.Z += BS*0.2*(float)myrand_range(-1000,1000)/1000.0;
+ // Create object
+ ServerActiveObject *obj = new ItemSAO(env, pos, getItemString());
+ return obj;
+}
+
/*
- MapBlockObjectItem
+ MaterialItem
*/
+
#ifndef SERVER
-video::ITexture * MapBlockObjectItem::getImage()
+video::ITexture * MaterialItem::getImage(ITextureSource *tsrc) const
{
- if(m_inventorystring.substr(0,3) == "Rat")
- //return g_device->getVideoDriver()->getTexture(porting::getDataPath("rat.png").c_str());
- return g_irrlicht->getTexture(porting::getDataPath("rat.png").c_str());
-
- if(m_inventorystring.substr(0,4) == "Sign")
- //return g_device->getVideoDriver()->getTexture(porting::getDataPath("sign.png").c_str());
- return g_irrlicht->getTexture(porting::getDataPath("sign.png").c_str());
-
- return NULL;
+ return m_gamedef->getNodeDefManager()->get(m_content).inventory_texture;
}
#endif
-std::string MapBlockObjectItem::getText()
+
+bool MaterialItem::isCookable() const
+{
+ return item_material_is_cookable(m_content, m_gamedef);
+}
+
+InventoryItem *MaterialItem::createCookResult() const
+{
+ return item_material_create_cook_result(m_content, m_gamedef);
+}
+
+/*
+ ToolItem
+*/
+
+std::string ToolItem::getImageBasename() const
+{
+ return m_gamedef->getToolDefManager()->getImagename(m_toolname);
+}
+
+#ifndef SERVER
+video::ITexture * ToolItem::getImage(ITextureSource *tsrc) const
{
- if(m_inventorystring.substr(0,3) == "Rat")
- return "";
+ if(tsrc == NULL)
+ return NULL;
- if(m_inventorystring.substr(0,4) == "Sign")
- return "";
+ std::string basename = getImageBasename();
+
+ /*
+ Calculate a progress value with sane amount of
+ maximum states
+ */
+ u32 maxprogress = 30;
+ u32 toolprogress = (65535-m_wear)/(65535/maxprogress);
+
+ float value_f = (float)toolprogress / (float)maxprogress;
+ std::ostringstream os;
+ os<<basename<<"^[progressbar"<<value_f;
- return "obj";
+ return tsrc->getTextureRaw(os.str());
}
-MapBlockObject * MapBlockObjectItem::createObject
- (v3f pos, f32 player_yaw, f32 player_pitch)
+video::ITexture * ToolItem::getImageRaw(ITextureSource *tsrc) const
{
- std::istringstream is(m_inventorystring);
- std::string name;
- std::getline(is, name, ' ');
+ if(tsrc == NULL)
+ return NULL;
- if(name == "None")
- {
+ return tsrc->getTextureRaw(getImageBasename());
+}
+#endif
+
+/*
+ CraftItem
+*/
+
+#ifndef SERVER
+video::ITexture * CraftItem::getImage(ITextureSource *tsrc) const
+{
+ if(tsrc == NULL)
return NULL;
- }
- else if(name == "Sign")
- {
- std::string text;
- std::getline(is, text, '|');
- SignObject *obj = new SignObject(NULL, -1, pos);
- obj->setText(text);
- obj->setYaw(-player_yaw);
- return obj;
- }
- else if(name == "Rat")
- {
- RatObject *obj = new RatObject(NULL, -1, pos);
+
+ std::string name = item_craft_get_image_name(m_subname, m_gamedef);
+
+ // Get such a texture
+ return tsrc->getTextureRaw(name);
+}
+#endif
+
+ServerActiveObject* CraftItem::createSAO(ServerEnvironment *env, u16 id, v3f pos)
+{
+ // Special cases
+ ServerActiveObject *obj = item_craft_create_object(m_subname, env, pos);
+ if(obj)
return obj;
- }
- else if(name == "ItemObj")
- {
- /*
- Now we are an inventory item containing the serialization
- string of an object that contains the serialization
- string of an inventory item. Fuck this.
- */
- //assert(0);
- dstream<<__FUNCTION_NAME<<": WARNING: Ignoring ItemObj "
- <<"because an item-object should never be inside "
- <<"an object-item."<<std::endl;
- return NULL;
- }
- else
- {
- return NULL;
- }
+ // Default
+ return InventoryItem::createSAO(env, id, pos);
+}
+
+u16 CraftItem::getDropCount() const
+{
+ // Special cases
+ s16 dc = item_craft_get_drop_count(m_subname, m_gamedef);
+ if(dc != -1)
+ return dc;
+ // Default
+ return InventoryItem::getDropCount();
+}
+
+bool CraftItem::isCookable() const
+{
+ return item_craft_is_cookable(m_subname, m_gamedef);
+}
+
+InventoryItem *CraftItem::createCookResult() const
+{
+ return item_craft_create_cook_result(m_subname, m_gamedef);
+}
+
+bool CraftItem::use(ServerEnvironment *env, ServerActiveObject *user)
+{
+ if(!item_craft_is_eatable(m_subname, m_gamedef))
+ return false;
+
+ u16 result_count = getCount() - 1; // Eat one at a time
+ s16 hp_change = item_craft_eat_hp_change(m_subname, m_gamedef);
+ s16 hp = user->getHP();
+ hp += hp_change;
+ if(hp < 0)
+ hp = 0;
+ user->setHP(hp);
+
+ if(result_count < 1)
+ return true;
+
+ setCount(result_count);
+ return false;
}
/*
m_name = name;
m_size = size;
clearItems();
+ //m_dirty = false;
}
InventoryList::~InventoryList()
{
m_items.push_back(NULL);
}
+
+ //setDirty(true);
}
-void InventoryList::serialize(std::ostream &os)
+void InventoryList::serialize(std::ostream &os) const
{
//os.imbue(std::locale("C"));
os<<"EndInventoryList\n";
}
-void InventoryList::deSerialize(std::istream &is)
+void InventoryList::deSerialize(std::istream &is, IGameDef *gamedef)
{
//is.imbue(std::locale("C"));
{
break;
}
+ // This is a temporary backwards compatibility fix
+ else if(name == "end")
+ {
+ break;
+ }
else if(name == "Item")
{
if(item_i > getSize() - 1)
throw SerializationError("too many items");
- InventoryItem *item = InventoryItem::deSerialize(iss);
+ InventoryItem *item = InventoryItem::deSerialize(iss, gamedef);
m_items[item_i++] = item;
}
else if(name == "Empty")
m_items[i] = item->clone();
}
}
+ //setDirty(true);
return *this;
}
-std::string InventoryList::getName()
+const std::string &InventoryList::getName() const
{
return m_name;
}
return num;
}
+u32 InventoryList::getFreeSlots()
+{
+ return getSize() - getUsedSlots();
+}
+
+const InventoryItem * InventoryList::getItem(u32 i) const
+{
+ if(i > m_items.size() - 1)
+ return NULL;
+ return m_items[i];
+}
+
InventoryItem * InventoryList::getItem(u32 i)
{
if(i > m_items.size() - 1)
InventoryItem *olditem = m_items[i];
m_items[i] = newitem;
+ //setDirty(true);
return olditem;
}
InventoryItem * InventoryList::addItem(InventoryItem *newitem)
{
+ if(newitem == NULL)
+ return NULL;
+
/*
First try to find if it could be added to some existing items
*/
InventoryItem * InventoryList::addItem(u32 i, InventoryItem *newitem)
{
+ if(newitem == NULL)
+ return NULL;
+
+ //setDirty(true);
+
// If it is an empty position, it's an easy job.
- InventoryItem *to_item = m_items[i];
+ InventoryItem *to_item = getItem(i);
if(to_item == NULL)
{
m_items[i] = newitem;
}
}
+bool InventoryList::itemFits(const u32 i, const InventoryItem *newitem)
+{
+ // If it is an empty position, it's an easy job.
+ const InventoryItem *to_item = getItem(i);
+ if(to_item == NULL)
+ {
+ return true;
+ }
+
+ // If not addable, fail
+ if(newitem->addableTo(to_item) == false)
+ return false;
+
+ // If the item fits fully in the slot, pass
+ if(newitem->getCount() <= to_item->freeSpace())
+ {
+ return true;
+ }
+
+ return false;
+}
+
+bool InventoryList::roomForItem(const InventoryItem *item)
+{
+ for(u32 i=0; i<m_items.size(); i++)
+ if(itemFits(i, item))
+ return true;
+ return false;
+}
+
+bool InventoryList::roomForCookedItem(const InventoryItem *item)
+{
+ if(!item)
+ return false;
+ const InventoryItem *cook = item->createCookResult();
+ if(!cook)
+ return false;
+ bool room = roomForItem(cook);
+ delete cook;
+ return room;
+}
+
InventoryItem * InventoryList::takeItem(u32 i, u32 count)
{
if(count == 0)
return NULL;
+
+ //setDirty(true);
- InventoryItem *item = m_items[i];
+ InventoryItem *item = getItem(i);
// If it is an empty position, return NULL
if(item == NULL)
return NULL;
return *this;
}
-void Inventory::serialize(std::ostream &os)
+void Inventory::serialize(std::ostream &os) const
{
for(u32 i=0; i<m_lists.size(); i++)
{
os<<"EndInventory\n";
}
-void Inventory::deSerialize(std::istream &is)
+void Inventory::deSerialize(std::istream &is, IGameDef *gamedef)
{
clear();
{
break;
}
+ // This is a temporary backwards compatibility fix
+ else if(name == "end")
+ {
+ break;
+ }
else if(name == "List")
{
std::string listname;
iss>>listsize;
InventoryList *list = new InventoryList(listname, listsize);
- list->deSerialize(is);
+ list->deSerialize(is, gamedef);
m_lists.push_back(list);
}
return m_lists[i];
}
-s32 Inventory::getListIndex(const std::string &name)
+const InventoryList * Inventory::getList(const std::string &name) const
+{
+ s32 i = getListIndex(name);
+ if(i == -1)
+ return NULL;
+ return m_lists[i];
+}
+
+const s32 Inventory::getListIndex(const std::string &name) const
{
for(u32 i=0; i<m_lists.size(); i++)
{
return a;
}
-void IMoveAction::apply(Inventory *inventory)
-{
- /*dstream<<"from_name="<<from_name<<" to_name="<<to_name<<std::endl;
- dstream<<"from_i="<<from_i<<" to_i="<<to_i<<std::endl;*/
- InventoryList *list_from = inventory->getList(from_name);
- InventoryList *list_to = inventory->getList(to_name);
- /*dstream<<"list_from="<<list_from<<" list_to="<<list_to
- <<std::endl;*/
- /*if(list_from)
- dstream<<" list_from->getItem(from_i)="<<list_from->getItem(from_i)
- <<std::endl;
- if(list_to)
- dstream<<" list_to->getItem(to_i)="<<list_to->getItem(to_i)
- <<std::endl;*/
+static std::string describeC(const struct InventoryContext *c)
+{
+ if(c->current_player == NULL)
+ return "current_player=NULL";
+ else
+ return std::string("current_player=") + c->current_player->getName();
+}
+
+void IMoveAction::apply(InventoryContext *c, InventoryManager *mgr)
+{
+ Inventory *inv_from = mgr->getInventory(c, from_inv);
+ Inventory *inv_to = mgr->getInventory(c, to_inv);
+ if(!inv_from){
+ infostream<<"IMoveAction::apply(): FAIL: source inventory not found: "
+ <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
+ <<", to_inv=\""<<to_inv<<"\""<<std::endl;
+ return;
+ }
+ if(!inv_to){
+ infostream<<"IMoveAction::apply(): FAIL: destination inventory not found: "
+ "context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
+ <<", to_inv=\""<<to_inv<<"\""<<std::endl;
+ return;
+ }
+
+ InventoryList *list_from = inv_from->getList(from_list);
+ InventoryList *list_to = inv_to->getList(to_list);
+
/*
If a list doesn't exist or the source item doesn't exist
- or the source and the destination slots are the same
*/
- if(!list_from || !list_to || list_from->getItem(from_i) == NULL
- || (list_from == list_to && from_i == to_i))
+ if(!list_from){
+ infostream<<"IMoveAction::apply(): FAIL: source list not found: "
+ <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
+ <<", from_list=\""<<from_list<<"\""<<std::endl;
+ return;
+ }
+ if(!list_to){
+ infostream<<"IMoveAction::apply(): FAIL: destination list not found: "
+ <<"context=["<<describeC(c)<<"], to_inv=\""<<to_inv<<"\""
+ <<", to_list=\""<<to_list<<"\""<<std::endl;
+ return;
+ }
+ if(list_from->getItem(from_i) == NULL)
+ {
+ infostream<<"IMoveAction::apply(): FAIL: source item not found: "
+ <<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
+ <<", from_list=\""<<from_list<<"\""
+ <<" from_i="<<from_i<<std::endl;
+ return;
+ }
+ /*
+ If the source and the destination slots are the same
+ */
+ if(inv_from == inv_to && list_from == list_to && from_i == to_i)
{
- dstream<<__FUNCTION_NAME<<": Operation not allowed"<<std::endl;
+ infostream<<"IMoveAction::apply(): FAIL: source and destination slots "
+ <<"are the same: inv=\""<<from_inv<<"\" list=\""<<from_list
+ <<"\" i="<<from_i<<std::endl;
return;
}
InventoryItem *olditem = item1;
item1 = list_to->addItem(to_i, item1);
- // If nothing is returned, the item was fully added
- if(item1 == NULL)
- return;
+ // If something is returned, the item was not fully added
+ if(item1 != NULL)
+ {
+ // If olditem is returned, nothing was added.
+ bool nothing_added = (item1 == olditem);
+
+ // 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)
+ {
+ // Take item from source list
+ item1 = list_from->changeItem(from_i, NULL);
+ // Adding was not possible, swap the items.
+ InventoryItem *item2 = list_to->changeItem(to_i, item1);
+ // Put item from destination list to the source list
+ list_from->changeItem(from_i, item2);
+ }
+ }
+
+ mgr->inventoryModified(c, from_inv);
+ if(from_inv != to_inv)
+ mgr->inventoryModified(c, to_inv);
- // If olditem is returned, nothing was added.
- bool nothing_added = (item1 == olditem);
+ infostream<<"IMoveAction::apply(): moved at "
+ <<"["<<describeC(c)<<"]"
+ <<" from inv=\""<<from_inv<<"\""
+ <<" list=\""<<from_list<<"\""
+ <<" i="<<from_i
+ <<" to inv=\""<<to_inv<<"\""
+ <<" list=\""<<to_list<<"\""
+ <<" i="<<to_i
+ <<std::endl;
+}
+
+/*
+ Craft checking system
+*/
+
+bool ItemSpec::checkItem(const InventoryItem *item) const
+{
+ if(type == ITEM_NONE)
+ {
+ // Has to be no item
+ if(item != NULL)
+ return false;
+ return true;
+ }
- // 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);
+ // There should be an item
+ if(item == NULL)
+ return false;
+
+ std::string itemname = item->getName();
- // If olditem is returned, nothing was added.
- // Swap the items
- if(nothing_added)
+ if(type == ITEM_MATERIAL)
{
- // Take item from source list
- item1 = list_from->changeItem(from_i, NULL);
- // Adding was not possible, swap the items.
- InventoryItem *item2 = list_to->changeItem(to_i, item1);
- // Put item from destination list to the source list
- list_from->changeItem(from_i, item2);
- return;
+ if(itemname != "MaterialItem")
+ return false;
+ MaterialItem *mitem = (MaterialItem*)item;
+ if(mitem->getMaterial() != num)
+ return false;
+ }
+ else if(type == ITEM_CRAFT)
+ {
+ if(itemname != "CraftItem")
+ return false;
+ CraftItem *mitem = (CraftItem*)item;
+ if(mitem->getSubName() != name)
+ return false;
+ }
+ else if(type == ITEM_TOOL)
+ {
+ // Not supported yet
+ assert(0);
+ }
+ else if(type == ITEM_MBO)
+ {
+ // Not supported yet
+ assert(0);
+ }
+ else
+ {
+ // Not supported yet
+ assert(0);
+ }
+ return true;
+}
+
+bool checkItemCombination(InventoryItem const * const *items, const ItemSpec *specs)
+{
+ u16 items_min_x = 100;
+ u16 items_max_x = 100;
+ u16 items_min_y = 100;
+ u16 items_max_y = 100;
+ for(u16 y=0; y<3; y++)
+ for(u16 x=0; x<3; x++)
+ {
+ if(items[y*3 + x] == NULL)
+ continue;
+ if(items_min_x == 100 || x < items_min_x)
+ items_min_x = x;
+ if(items_min_y == 100 || y < items_min_y)
+ items_min_y = y;
+ if(items_max_x == 100 || x > items_max_x)
+ items_max_x = x;
+ if(items_max_y == 100 || y > items_max_y)
+ items_max_y = y;
+ }
+ // No items at all, just return false
+ if(items_min_x == 100)
+ return false;
+
+ u16 items_w = items_max_x - items_min_x + 1;
+ u16 items_h = items_max_y - items_min_y + 1;
+
+ u16 specs_min_x = 100;
+ u16 specs_max_x = 100;
+ u16 specs_min_y = 100;
+ u16 specs_max_y = 100;
+ for(u16 y=0; y<3; y++)
+ for(u16 x=0; x<3; x++)
+ {
+ if(specs[y*3 + x].type == ITEM_NONE)
+ continue;
+ if(specs_min_x == 100 || x < specs_min_x)
+ specs_min_x = x;
+ if(specs_min_y == 100 || y < specs_min_y)
+ specs_min_y = y;
+ if(specs_max_x == 100 || x > specs_max_x)
+ specs_max_x = x;
+ if(specs_max_y == 100 || y > specs_max_y)
+ specs_max_y = y;
}
+ // No specs at all, just return false
+ if(specs_min_x == 100)
+ return false;
+
+ u16 specs_w = specs_max_x - specs_min_x + 1;
+ u16 specs_h = specs_max_y - specs_min_y + 1;
+
+ // Different sizes
+ if(items_w != specs_w || items_h != specs_h)
+ return false;
+
+ for(u16 y=0; y<specs_h; y++)
+ for(u16 x=0; x<specs_w; x++)
+ {
+ u16 items_x = items_min_x + x;
+ u16 items_y = items_min_y + y;
+ u16 specs_x = specs_min_x + x;
+ u16 specs_y = specs_min_y + y;
+ const InventoryItem *item = items[items_y * 3 + items_x];
+ const ItemSpec &spec = specs[specs_y * 3 + specs_x];
+
+ if(spec.checkItem(item) == false)
+ return false;
+ }
+
+ return true;
}
//END