/*
-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 General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#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 "utility.h"
+#include "craftdef.h"
+#include "rollback_interface.h"
+#include "util/strfnd.h"
+#include "util/basic_macros.h"
+
+#define PLAYER_TO_SA(p) p->getEnv()->getScriptIface()
/*
InventoryLocation
void InventoryLocation::serialize(std::ostream &os) const
{
- switch(type){
- case InventoryLocation::UNDEFINED:
- {
+ switch (type) {
+ case InventoryLocation::UNDEFINED:
os<<"undefined";
- }
- break;
- case InventoryLocation::CURRENT_PLAYER:
- {
+ break;
+ case InventoryLocation::CURRENT_PLAYER:
os<<"current_player";
- }
- break;
- case InventoryLocation::PLAYER:
- {
+ break;
+ case InventoryLocation::PLAYER:
os<<"player:"<<name;
- }
- break;
- case InventoryLocation::NODEMETA:
- {
+ break;
+ case InventoryLocation::NODEMETA:
os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
- }
- break;
- default:
- assert(0);
- }
+ break;
+ case InventoryLocation::DETACHED:
+ os<<"detached:"<<name;
+ break;
+ default:
+ FATAL_ERROR("Unhandled inventory location type");
+ }
}
void InventoryLocation::deSerialize(std::istream &is)
{
std::string tname;
std::getline(is, tname, ':');
- if(tname == "undefined")
- {
+ if (tname == "undefined") {
type = InventoryLocation::UNDEFINED;
- }
- else if(tname == "current_player")
- {
+ } else if (tname == "current_player") {
type = InventoryLocation::CURRENT_PLAYER;
- }
- else if(tname == "player")
- {
+ } else if (tname == "player") {
type = InventoryLocation::PLAYER;
std::getline(is, name, '\n');
- }
- else if(tname == "nodemeta")
- {
+ } else if (tname == "nodemeta") {
type = InventoryLocation::NODEMETA;
std::string pos;
std::getline(is, pos, '\n');
p.X = stoi(fn.next(","));
p.Y = stoi(fn.next(","));
p.Z = stoi(fn.next(","));
- }
- else
- {
+ } else if (tname == "detached") {
+ type = InventoryLocation::DETACHED;
+ std::getline(is, name, '\n');
+ } else {
infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
throw SerializationError("Unknown InventoryLocation type");
}
}
-void InventoryLocation::deSerialize(std::string s)
+void InventoryLocation::deSerialize(const std::string &s)
{
std::istringstream is(s, std::ios::binary);
deSerialize(is);
InventoryAction
*/
-InventoryAction * InventoryAction::deSerialize(std::istream &is)
+InventoryAction *InventoryAction::deSerialize(std::istream &is)
{
std::string type;
std::getline(is, type, ' ');
- InventoryAction *a = NULL;
+ InventoryAction *a = nullptr;
- if(type == "Move")
- {
- a = new IMoveAction(is);
- }
- else if(type == "Drop")
- {
+ if (type == "Move") {
+ a = new IMoveAction(is, false);
+ } else if (type == "MoveSomewhere") {
+ a = new IMoveAction(is, true);
+ } else if (type == "Drop") {
a = new IDropAction(is);
+ } else if (type == "Craft") {
+ a = new ICraftAction(is);
}
return a;
}
-IMoveAction::IMoveAction(std::istream &is)
+/*
+ IMoveAction
+*/
+
+IMoveAction::IMoveAction(std::istream &is, bool somewhere) :
+ move_somewhere(somewhere)
{
std::string ts;
std::getline(is, to_list, ' ');
- std::getline(is, ts, ' ');
- to_i = stoi(ts);
+ if (!somewhere) {
+ std::getline(is, ts, ' ');
+ to_i = stoi(ts);
+ }
}
-void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player)
+void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
Inventory *inv_from = mgr->getInventory(from_inv);
Inventory *inv_to = mgr->getInventory(to_inv);
-
- if(!inv_from){
- infostream<<"IMoveAction::apply(): FAIL: source inventory not found: "
- <<"from_inv=\""<<from_inv.dump()<<"\""
- <<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl;
+
+ if (!inv_from) {
+ infostream << "IMoveAction::apply(): FAIL: source inventory not found: "
+ << "from_inv=\""<<from_inv.dump() << "\""
+ << ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
return;
}
- if(!inv_to){
- infostream<<"IMoveAction::apply(): FAIL: destination inventory not found: "
- <<"from_inv=\""<<from_inv.dump()<<"\""
- <<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl;
+ if (!inv_to) {
+ infostream << "IMoveAction::apply(): FAIL: destination inventory not found: "
+ << "from_inv=\"" << from_inv.dump() << "\""
+ << ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
return;
}
/*
If a list doesn't exist or the source item doesn't exist
*/
- if(!list_from){
- infostream<<"IMoveAction::apply(): FAIL: source list not found: "
- <<"from_inv=\""<<from_inv.dump()<<"\""
- <<", from_list=\""<<from_list<<"\""<<std::endl;
+ if (!list_from) {
+ infostream << "IMoveAction::apply(): FAIL: source list not found: "
+ << "from_inv=\"" << from_inv.dump() << "\""
+ << ", from_list=\"" << from_list << "\"" << std::endl;
return;
}
- if(!list_to){
- infostream<<"IMoveAction::apply(): FAIL: destination list not found: "
- <<"to_inv=\""<<to_inv.dump()<<"\""
- <<", to_list=\""<<to_list<<"\""<<std::endl;
+ if (!list_to) {
+ infostream << "IMoveAction::apply(): FAIL: destination list not found: "
+ << "to_inv=\""<<to_inv.dump() << "\""
+ << ", to_list=\"" << to_list << "\"" << std::endl;
return;
}
- if(list_from->getItem(from_i).empty())
- {
- infostream<<"IMoveAction::apply(): FAIL: source item not found: "
- <<"from_inv=\""<<from_inv.dump()<<"\""
- <<", from_list=\""<<from_list<<"\""
- <<" from_i="<<from_i<<std::endl;
+
+ if (move_somewhere) {
+ s16 old_to_i = to_i;
+ u16 old_count = count;
+ caused_by_move_somewhere = true;
+ move_somewhere = false;
+
+ infostream << "IMoveAction::apply(): moving item somewhere"
+ << " msom=" << move_somewhere
+ << " count=" << count
+ << " from inv=\"" << from_inv.dump() << "\""
+ << " list=\"" << from_list << "\""
+ << " i=" << from_i
+ << " to inv=\"" << to_inv.dump() << "\""
+ << " list=\"" << to_list << "\""
+ << std::endl;
+
+ // Try to add the item to destination list
+ s16 dest_size = list_to->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;
}
/*
- If the source and the destination slots are the same
+ Do not handle rollback if both inventories are that of the same player
*/
- if(inv_from == inv_to && list_from == list_to && from_i == to_i)
- {
- infostream<<"IMoveAction::apply(): FAIL: source and destination slots "
- <<"are the same: inv=\""<<from_inv.dump()
- <<"\" list=\""<<from_list
- <<"\" i="<<from_i<<std::endl;
+ bool ignore_rollback = (
+ from_inv.type == InventoryLocation::PLAYER &&
+ from_inv == to_inv);
+
+ /*
+ 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;
+
+ /* Query detached inventories */
+
+ // Move occurs in the same detached inventory
+ if (from_inv.type == InventoryLocation::DETACHED &&
+ from_inv == to_inv) {
+ src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
+ *this, try_take_count, player);
+ dst_can_put_count = src_can_take_count;
+ } 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(
+ *this, 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(
+ *this, src_item, player);
+ }
+ }
+
+ /* Query node metadata inventories */
+
+ // Both endpoints are nodemeta
+ // Move occurs in the same nodemeta inventory
+ if (from_inv.type == InventoryLocation::NODEMETA &&
+ from_inv == to_inv) {
+ src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
+ *this, try_take_count, player);
+ dst_can_put_count = src_can_take_count;
+ } else {
+ // 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(
+ *this, 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(
+ *this, src_item, player);
+ }
+ }
+
+ // Query player inventories
+
+ // Move occurs in the same player inventory
+ if (from_inv.type == InventoryLocation::PLAYER &&
+ from_inv == to_inv) {
+ src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowMove(
+ *this, try_take_count, player);
+ dst_can_put_count = src_can_take_count;
+ } else {
+ // Destination is a player
+ if (to_inv.type == InventoryLocation::PLAYER) {
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = try_take_count;
+ dst_can_put_count = PLAYER_TO_SA(player)->player_inventory_AllowPut(
+ *this, src_item, player);
+ }
+ // Source is a player
+ if (from_inv.type == InventoryLocation::PLAYER) {
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = try_take_count;
+ src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
+ *this, src_item, player);
+ }
+ }
+
+ 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) {
+ // Undo client prediction. See 'clientApply'
+ if (from_inv.type == InventoryLocation::PLAYER)
+ list_from->setModified();
+
+ if (to_inv.type == InventoryLocation::PLAYER)
+ list_to->setModified();
+
+ infostream<<"IMoveAction::apply(): move was completely disallowed:"
+ <<" count="<<old_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;
return;
}
-
- // Take item from source list
- ItemStack item1;
- if(count == 0)
- item1 = list_from->changeItem(from_i, ItemStack());
- else
- item1 = list_from->takeItem(from_i, count);
-
- // Try to add the item to destination list
- int oldcount = item1.count;
- item1 = list_to->addItem(to_i, item1);
-
- // If something is returned, the item was not fully added
- if(!item1.empty())
- {
- // If olditem is returned, nothing was added.
- bool nothing_added = (item1.count == oldcount);
-
- // 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, ItemStack());
- // Adding was not possible, swap the items.
- ItemStack item2 = list_to->changeItem(to_i, item1);
- // Put item from destination list to the source list
- list_from->changeItem(from_i, item2);
+
+ 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
+ */
+ 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) {
+ // 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;
+ }
+ }
+ }
+ }
+ 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) {
+ 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"
+ << " msom=" << move_somewhere
+ << " caused=" << caused_by_move_somewhere
+ << " 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;
+
+ // If we are inside the move somewhere loop, we don't need to report
+ // anything if nothing happened (perhaps we don't need to report
+ // anything for caused_by_move_somewhere == true, but this way its safer)
+ if (caused_by_move_somewhere && move_count == 0)
+ return;
+
+ /*
+ Record rollback information
+ */
+ if (!ignore_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);
+ }
+ // 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);
+ rollback->reportAction(action);
+ }
+ }
+
+ /*
+ Report move to endpoints
+ */
+
+ /* Detached inventories */
+
+ // Both endpoints are same detached
+ if (from_inv.type == InventoryLocation::DETACHED &&
+ from_inv == to_inv) {
+ PLAYER_TO_SA(player)->detached_inventory_OnMove(
+ *this, count, player);
+ } else {
+ // Destination is detached
+ if (to_inv.type == InventoryLocation::DETACHED) {
+ PLAYER_TO_SA(player)->detached_inventory_OnPut(
+ *this, src_item, player);
+ }
+ // Source is detached
+ if (from_inv.type == InventoryLocation::DETACHED) {
+ PLAYER_TO_SA(player)->detached_inventory_OnTake(
+ *this, src_item, player);
+ }
+ }
+
+ /* Node metadata inventories */
+
+ // Both endpoints are same nodemeta
+ if (from_inv.type == InventoryLocation::NODEMETA &&
+ from_inv == to_inv) {
+ PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
+ *this, count, player);
+ } else {
+ // Destination is nodemeta
+ if (to_inv.type == InventoryLocation::NODEMETA) {
+ PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
+ *this, src_item, player);
+ }
+ // Source is nodemeta
+ if (from_inv.type == InventoryLocation::NODEMETA) {
+ PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
+ *this, src_item, player);
+ }
+ }
+
+ // Player inventories
+
+ // Both endpoints are same player inventory
+ if (from_inv.type == InventoryLocation::PLAYER &&
+ from_inv == to_inv) {
+ PLAYER_TO_SA(player)->player_inventory_OnMove(
+ *this, count, player);
+ } else {
+ // Destination is player inventory
+ if (to_inv.type == InventoryLocation::PLAYER) {
+ PLAYER_TO_SA(player)->player_inventory_OnPut(
+ *this, src_item, player);
+ }
+ // Source is player inventory
+ if (from_inv.type == InventoryLocation::PLAYER) {
+ PLAYER_TO_SA(player)->player_inventory_OnTake(
+ *this, src_item, player);
}
}
mgr->setInventoryModified(from_inv);
- if(inv_from != inv_to)
+ if (inv_from != inv_to)
mgr->setInventoryModified(to_inv);
-
- infostream<<"IMoveAction::apply(): moved at "
- <<" 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;
}
+void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
+{
+ // Optional InventoryAction operation that is run on the client
+ // to make lag less apparent.
+
+ Inventory *inv_from = mgr->getInventory(from_inv);
+ Inventory *inv_to = mgr->getInventory(to_inv);
+ if (!inv_from || !inv_to)
+ return;
+
+ InventoryLocation current_player;
+ current_player.setCurrentPlayer();
+ Inventory *inv_player = mgr->getInventory(current_player);
+ if (inv_from != inv_player || inv_to != inv_player)
+ return;
+
+ InventoryList *list_from = inv_from->getList(from_list);
+ InventoryList *list_to = inv_to->getList(to_list);
+ if (!list_from || !list_to)
+ return;
+
+ if (!move_somewhere)
+ list_from->moveItem(from_i, list_to, to_i, count);
+ else
+ list_from->moveItemSomewhere(from_i, list_to, count);
+
+ mgr->setInventoryModified(from_inv);
+ if (inv_from != inv_to)
+ mgr->setInventoryModified(to_inv);
+}
+
+/*
+ IDropAction
+*/
+
IDropAction::IDropAction(std::istream &is)
{
std::string ts;
from_i = stoi(ts);
}
-void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player)
+void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
Inventory *inv_from = mgr->getInventory(from_inv);
-
- if(!inv_from){
+
+ if (!inv_from) {
infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
return;
/*
If a list doesn't exist or the source item doesn't exist
*/
- if(!list_from){
+ if (!list_from) {
infostream<<"IDropAction::apply(): FAIL: source list not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
return;
}
- if(list_from->getItem(from_i).empty())
- {
+ if (list_from->getItem(from_i).empty()) {
infostream<<"IDropAction::apply(): FAIL: source item not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""
<<", from_list=\""<<from_list<<"\""
}
/*
- Drop the item
+ Do not handle rollback if inventory is player's
*/
- ItemStack item = list_from->getItem(from_i);
- if(scriptapi_item_on_drop(player->getEnv()->getLua(), item, player,
- player->getBasePosition() + v3f(0,1,0)))
- {
- // Apply returned ItemStack
- if(g_settings->getBool("creative_mode") == false
- || from_inv.type != InventoryLocation::PLAYER)
- list_from->changeItem(from_i, item);
+ bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER);
+
+ /*
+ 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;
+
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = take_count;
+
+ // Run callbacks depending on source inventory
+ switch (from_inv.type) {
+ case InventoryLocation::DETACHED:
+ src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
+ *this, src_item, player);
+ break;
+ case InventoryLocation::NODEMETA:
+ src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
+ *this, src_item, player);
+ break;
+ case InventoryLocation::PLAYER:
+ src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
+ *this, src_item, player);
+ break;
+ default:
+ break;
+ }
+
+ if (src_can_take_count != -1 && src_can_take_count < take_count)
+ take_count = src_can_take_count;
+
+ // Update item due executed callbacks
+ 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())) {
+ int actually_dropped_count = take_count - item1.count;
+
+ if (actually_dropped_count == 0) {
+ infostream<<"Actually dropped no items"<<std::endl;
+
+ // Revert client prediction. See 'clientApply'
+ if (from_inv.type == InventoryLocation::PLAYER)
+ list_from->setModified();
+ 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);
+
+ if (item2.count != actually_dropped_count)
+ errorstream<<"Could not take dropped count of items"<<std::endl;
+ }
+
+ src_item.count = actually_dropped_count;
mgr->setInventoryModified(from_inv);
}
<<" list=\""<<from_list<<"\""
<<" i="<<from_i
<<std::endl;
+
+
+ /*
+ Report drop to endpoints
+ */
+
+ switch (from_inv.type) {
+ case InventoryLocation::DETACHED:
+ PLAYER_TO_SA(player)->detached_inventory_OnTake(
+ *this, src_item, player);
+ break;
+ case InventoryLocation::NODEMETA:
+ PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
+ *this, src_item, player);
+ break;
+ case InventoryLocation::PLAYER:
+ PLAYER_TO_SA(player)->player_inventory_OnTake(
+ *this, src_item, player);
+ break;
+ default:
+ break;
+ }
+
+ /*
+ 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);
+ }
+ }
+}
+
+void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
+{
+ // Optional InventoryAction operation that is run on the client
+ // to make lag less apparent.
+
+ Inventory *inv_from = mgr->getInventory(from_inv);
+ if (!inv_from)
+ return;
+
+ InventoryLocation current_player;
+ current_player.setCurrentPlayer();
+ Inventory *inv_player = mgr->getInventory(current_player);
+ if (inv_from != inv_player)
+ return;
+
+ InventoryList *list_from = inv_from->getList(from_list);
+ if (!list_from)
+ return;
+
+ if (count == 0)
+ list_from->changeItem(from_i, ItemStack());
+ else
+ list_from->takeItem(from_i, count);
+
+ mgr->setInventoryModified(from_inv);
+}
+
+/*
+ ICraftAction
+*/
+
+ICraftAction::ICraftAction(std::istream &is)
+{
+ std::string ts;
+
+ std::getline(is, ts, ' ');
+ count = stoi(ts);
+
+ std::getline(is, ts, ' ');
+ craft_inv.deSerialize(ts);
+}
+
+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=\"" << craft_inv.dump() << "\"" << std::endl;
+ return;
+ }
+
+ InventoryList *list_craft = inv_craft->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=\"" << craft_inv.dump() << "\"" << std::endl;
+ return;
+ }
+ if (!list_craftresult) {
+ infostream << "ICraftAction::apply(): FAIL: craftresult list not found: "
+ << "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
+ return;
+ }
+ if (list_craftresult->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;
+ std::vector<ItemStack> 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;
+
+ std::vector<ItemStack> temp;
+ // Decrement input and add crafting output
+ 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);
+
+ // Add the new replacements to the list
+ IItemDefManager *itemdef = gamedef->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)
+ break;
+
+ if (count_remaining > 1)
+ count_remaining--;
+
+ // Get next crafting result
+ 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 inventory 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 "
+ <<" craft_inv=\""<<craft_inv.dump()<<"\""
+ <<std::endl;
+}
+
+void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
+{
+ // Optional InventoryAction operation that is run on the client
+ // to make lag less apparent.
+}
+
+
+// Crafting helper
+bool getCraftingResult(Inventory *inv, ItemStack &result,
+ std::vector<ItemStack> &output_replacements,
+ bool decrementInput, IGameDef *gamedef)
+{
+ result.clear();
+
+ // Get the InventoryList in which we will operate
+ InventoryList *clist = inv->getList("craft");
+ if (!clist)
+ return false;
+
+ // Mangle crafting grid to an another format
+ CraftInput ci;
+ ci.method = CRAFT_METHOD_NORMAL;
+ 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, output_replacements, decrementInput, gamedef);
+ if (found)
+ result.deSerialize(co.item, gamedef->getItemDefManager());
+
+ if (found && decrementInput) {
+ // CraftInput has been changed, apply changes in clist
+ for (u16 i=0; i < clist->getSize(); i++) {
+ clist->changeItem(i, ci.items[i]);
+ }
+ }
+
+ return found;
}
+