Support for scalable font and gui elements
[oweals/minetest.git] / src / inventorymanager.cpp
index 1369cb0d7c402caafcb7251381b406643cbff4e4..1c511e9cbe69f7659e70e8a7a1d5e172285af73b 100644 (file)
@@ -1,6 +1,6 @@
 /*
-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 Lesser General Public License as published by
@@ -20,14 +20,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #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 "craftdef.h"
+#include "rollback_interface.h"
 
 #define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
 
+#define PLAYER_TO_SA(p)   p->getEnv()->getScriptIface()
+
 /*
        InventoryLocation
 */
@@ -41,25 +44,25 @@ std::string InventoryLocation::dump() const
 
 void InventoryLocation::serialize(std::ostream &os) const
 {
-    switch(type){
-    case InventoryLocation::UNDEFINED:
-        os<<"undefined";
-        break;
-    case InventoryLocation::CURRENT_PLAYER:
-        os<<"current_player";
-        break;
-    case InventoryLocation::PLAYER:
-        os<<"player:"<<name;
-        break;
-    case InventoryLocation::NODEMETA:
-        os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
-        break;
-    case InventoryLocation::DETACHED:
-        os<<"detached:"<<name;
-        break;
-    default:
-        assert(0);
-    }
+       switch(type){
+       case InventoryLocation::UNDEFINED:
+               os<<"undefined";
+               break;
+       case InventoryLocation::CURRENT_PLAYER:
+               os<<"current_player";
+               break;
+       case InventoryLocation::PLAYER:
+               os<<"player:"<<name;
+               break;
+       case InventoryLocation::NODEMETA:
+               os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
+               break;
+       case InventoryLocation::DETACHED:
+               os<<"detached:"<<name;
+               break;
+       default:
+               assert(0);
+       }
 }
 
 void InventoryLocation::deSerialize(std::istream &is)
@@ -198,78 +201,108 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                                <<", to_list=\""<<to_list<<"\""<<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)
+               try_take_count = list_from->getItem(from_i).count;
+
+       int src_can_take_count = 0xffff;
+       int dst_can_put_count = 0xffff;
        
-       // Handle node metadata move
-       if(from_inv.type == InventoryLocation::NODEMETA &&
-                       to_inv.type == InventoryLocation::NODEMETA &&
-                       from_inv.p != to_inv.p)
+       /* 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)
        {
-               errorstream<<"Directly moving items between two nodes is "
-                               <<"disallowed."<<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;
        }
-       else if(from_inv.type == InventoryLocation::NODEMETA &&
+       else
+       {
+               // 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);
+               }
+       }
+
+       /* Query node metadata inventories */
+
+       // 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)
        {
-               lua_State *L = player->getEnv()->getLua();
-               int count0 = count;
-               if(count0 == 0)
-                       count0 = list_from->getItem(from_i).count;
-               infostream<<player->getDescription()<<" moving "<<count0
-                               <<" items inside node at "<<PP(from_inv.p)<<std::endl;
-               scriptapi_node_on_metadata_inventory_move(L, from_inv.p,
-                               from_list, from_i, to_list, to_i, count0, player);
-       }
-       // Handle node metadata take
-       else if(from_inv.type == InventoryLocation::NODEMETA)
-       {
-               lua_State *L = player->getEnv()->getLua();
-               int count0 = count;
-               if(count0 == 0)
-                       count0 = list_from->getItem(from_i).count;
-               infostream<<player->getDescription()<<" taking "<<count0
-                               <<" items from node at "<<PP(from_inv.p)<<std::endl;
-               ItemStack return_stack = scriptapi_node_on_metadata_inventory_take(
-                               L, from_inv.p, from_list, from_i, count0, player);
-               if(return_stack.count == 0)
-                       infostream<<"Node metadata gave no items"<<std::endl;
-               return_stack = list_to->addItem(to_i, return_stack);
-               list_to->addItem(return_stack); // Force return of everything
-       }
-       // Handle node metadata offer
-       else if(to_inv.type == InventoryLocation::NODEMETA)
-       {
-               lua_State *L = player->getEnv()->getLua();
-               int count0 = count;
-               if(count0 == 0)
-                       count0 = list_from->getItem(from_i).count;
-               ItemStack offer_stack = list_from->takeItem(from_i, count0);
-               infostream<<player->getDescription()<<" offering "
-                               <<offer_stack.count<<" items to node at "
-                               <<PP(to_inv.p)<<std::endl;
-               ItemStack reject_stack = scriptapi_node_on_metadata_inventory_offer(
-                               L, to_inv.p, to_list, to_i, offer_stack, player);
-               if(reject_stack.count == offer_stack.count)
-                       infostream<<"Node metadata rejected all items"<<std::endl;
-               else if(reject_stack.count != 0)
-                       infostream<<"Node metadata rejected some items"<<std::endl;
-               reject_stack = list_from->addItem(from_i, reject_stack);
-               list_from->addItem(reject_stack); // Force return of everything
-       }
-       // Handle regular move
+               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
        {
-               /*
-                       This performs the actual movement
-
-                       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);
+               // Destination is nodemeta
+               if(to_inv.type == InventoryLocation::NODEMETA)
+               {
+                       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);
+               }
+       }
 
-               infostream<<"IMoveAction::apply(): moved "
-                               <<" count="<<count
+       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;
+       
+       /* 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
@@ -277,8 +310,150 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                                <<" 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
+                       <<" to inv=\""<<to_inv.dump()<<"\""
+                       <<" 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);
@@ -361,47 +536,68 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                return;
        }
 
-       ItemStack item1;
+       /*
+               Do not handle rollback if inventory is player's
+       */
+       bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);
 
-       // Handle node metadata take
-       if(from_inv.type == InventoryLocation::NODEMETA)
+       /*
+               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)
        {
-               lua_State *L = player->getEnv()->getLua();
-               int count0 = count;
-               if(count0 == 0)
-                       count0 = list_from->getItem(from_i).count;
-               infostream<<player->getDescription()<<" dropping "<<count0
-                               <<" items from node at "<<PP(from_inv.p)<<std::endl;
-               ItemStack return_stack = scriptapi_node_on_metadata_inventory_take(
-                               L, from_inv.p, from_list, from_i, count0, player);
-               if(return_stack.count == 0)
-                       infostream<<"Node metadata gave no items"<<std::endl;
-               item1 = return_stack;
+               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);
        }
-       else
+
+       // Source is nodemeta
+       if(from_inv.type == InventoryLocation::NODEMETA)
        {
-               // Take item from source list
-               if(count == 0)
-                       item1 = list_from->changeItem(from_i, ItemStack());
-               else
-                       item1 = list_from->takeItem(from_i, count);
+               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);
        }
 
-       // Drop the item and apply the returned ItemStack
-       ItemStack item2 = item1;
-       if(scriptapi_item_on_drop(player->getEnv()->getLua(), item2, 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
+       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;
+
+               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);
 
-               list_from->addItem(from_i, item2);
+                       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 "
@@ -409,6 +605,48 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        <<" 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)
@@ -486,13 +724,19 @@ void ICraftAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGam
        }
 
        ItemStack crafted;
+       ItemStack craftresultitem;
        int count_remaining = count;
        bool found = getCraftingResult(inv_craft, crafted, false, gamedef);
+       PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
+       found = !crafted.empty();
 
        while(found && list_craftresult->itemFits(0, crafted))
        {
+               InventoryList saved_craft_list = *list_craft;
+               
                // Decrement input and add crafting output
                getCraftingResult(inv_craft, crafted, true, gamedef);
+               PLAYER_TO_SA(player)->item_OnCraft(crafted, player, &saved_craft_list, craft_inv);
                list_craftresult->addItem(0, crafted);
                mgr->setInventoryModified(craft_inv);
 
@@ -509,6 +753,8 @@ void ICraftAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGam
 
                // Get next crafting result
                found = getCraftingResult(inv_craft, crafted, false, gamedef);
+               PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
+               found = !crafted.empty();
        }
 
        infostream<<"ICraftAction::apply(): crafted "
@@ -531,18 +777,16 @@ 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
@@ -555,7 +799,7 @@ bool getCraftingResult(Inventory *inv, ItemStack& result,
        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]);
                }