Translated using Weblate (Russian)
[oweals/minetest.git] / src / inventorymanager.cpp
index 640e3395be684741017b46a34bcd727e9d5f470d..c976bd037e557a5676c0642b2c7dcc3153084cf9 100644 (file)
@@ -19,15 +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 "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()
 
@@ -121,16 +120,13 @@ InventoryAction * InventoryAction::deSerialize(std::istream &is)
 
        InventoryAction *a = NULL;
 
-       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")
-       {
+       } else if(type == "Craft") {
                a = new ICraftAction(is);
        }
 
@@ -141,9 +137,12 @@ InventoryAction * InventoryAction::deSerialize(std::istream &is)
        IMoveAction
 */
 
-IMoveAction::IMoveAction(std::istream &is)
+IMoveAction::IMoveAction(std::istream &is, bool somewhere)
 {
        std::string ts;
+       move_somewhere = somewhere;
+       caused_by_move_somewhere = false;
+       move_count = 0;
 
        std::getline(is, ts, ' ');
        count = stoi(ts);
@@ -161,25 +160,27 @@ IMoveAction::IMoveAction(std::istream &is)
 
        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, 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;
        }
 
@@ -189,19 +190,68 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        /*
                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;
                return;
        }
-       if(!list_to){
-               infostream<<"IMoveAction::apply(): FAIL: destination list not found: "
-                               <<"to_inv=\""<<to_inv.dump()<<"\""
-                               <<", to_list=\""<<to_list<<"\""<<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;
+       }
        /*
                Do not handle rollback if both inventories are that of the same player
        */
@@ -220,7 +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
@@ -287,7 +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)
@@ -297,7 +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)
        {
@@ -324,24 +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; i<list_to->getSize(); 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){
@@ -352,15 +411,24 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                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;
+       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
@@ -400,7 +468,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        /*
                Report move to endpoints
        */
-       
+
        /* Detached inventories */
 
        // Both endpoints are same detached
@@ -453,7 +521,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                                        from_inv.p, from_list, from_i, src_item, player);
                }
        }
-       
+
        mgr->setInventoryModified(from_inv, false);
        if(inv_from != inv_to)
                mgr->setInventoryModified(to_inv, false);
@@ -480,7 +548,10 @@ void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
        if(!list_from || !list_to)
                return;
 
-       list_from->moveItem(from_i, list_to, to_i, count);
+       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)
@@ -510,7 +581,7 @@ IDropAction::IDropAction(std::istream &is)
 void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
 {
        Inventory *inv_from = mgr->getInventory(from_inv);
-       
+
        if(!inv_from){
                infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
                                <<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
@@ -570,7 +641,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 
        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);
@@ -587,7 +658,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        infostream<<"Actually dropped no items"<<std::endl;
                        return;
                }
-               
+
                // If source isn't infinite
                if(src_can_take_count != -1){
                        // Take item from source list
@@ -605,13 +676,13 @@ 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)
        {
@@ -695,7 +766,7 @@ 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;
@@ -746,9 +817,9 @@ void ICraftAction::apply(InventoryManager *mgr,
                // Add the new replacements to the list
                IItemDefManager *itemdef = gamedef->getItemDefManager();
                for (std::vector<ItemStack>::iterator it = temp.begin();
-                               it != temp.end(); it++) {
+                               it != temp.end(); ++it) {
                        for (std::vector<ItemStack>::iterator jt = output_replacements.begin();
-                                       jt != output_replacements.end(); jt++) {
+                                       jt != output_replacements.end(); ++jt) {
                                if (it->name == jt->name) {
                                        *it = jt->addItem(*it, itemdef);
                                        if (it->empty())
@@ -778,7 +849,7 @@ void ICraftAction::apply(InventoryManager *mgr,
        // Put the replacements in the inventory or drop them on the floor, if
        // the invenotry is full
        for (std::vector<ItemStack>::iterator it = output_replacements.begin();
-                       it != output_replacements.end(); it++) {
+                       it != output_replacements.end(); ++it) {
                if (list_main)
                        *it = list_main->addItem(*it);
                if (it->empty())
@@ -814,8 +885,8 @@ bool getCraftingResult(Inventory *inv, ItemStack& result,
                std::vector<ItemStack> &output_replacements,
                bool decrementInput, IGameDef *gamedef)
 {
-       DSTACK(__FUNCTION_NAME);
-       
+       DSTACK(FUNCTION_NAME);
+
        result.clear();
 
        // Get the InventoryList in which we will operate