X-Git-Url: https://git.librecmc.org/?a=blobdiff_plain;f=src%2Finventorymanager.cpp;h=1c511e9cbe69f7659e70e8a7a1d5e172285af73b;hb=58e6d25e033c76dc91aaac18fdeda92ac23fe0e1;hp=06978fbb9e39216de4aa2a56f71d4f772dd59611;hpb=0346e68debc73c20be1220177bab4da8716ae402;p=oweals%2Fminetest.git diff --git a/src/inventorymanager.cpp b/src/inventorymanager.cpp index 06978fbb9..1c511e9cb 100644 --- a/src/inventorymanager.cpp +++ b/src/inventorymanager.cpp @@ -1,6 +1,6 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola 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 */ @@ -199,6 +202,14 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame 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 */ @@ -217,9 +228,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame to_inv.type == InventoryLocation::DETACHED && from_inv.name == to_inv.name) { - lua_State *L = player->getEnv()->getLua(); - src_can_take_count = scriptapi_detached_inventory_allow_move( - L, from_inv.name, from_list, from_i, + 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; } @@ -228,20 +238,18 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame // Destination is detached if(to_inv.type == InventoryLocation::DETACHED) { - lua_State *L = player->getEnv()->getLua(); ItemStack src_item = list_from->getItem(from_i); src_item.count = try_take_count; - dst_can_put_count = scriptapi_detached_inventory_allow_put( - L, to_inv.name, to_list, to_i, src_item, player); + 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) { - lua_State *L = player->getEnv()->getLua(); ItemStack src_item = list_from->getItem(from_i); src_item.count = try_take_count; - src_can_take_count = scriptapi_detached_inventory_allow_take( - L, from_inv.name, from_list, from_i, src_item, player); + src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake( + from_inv.name, from_list, from_i, src_item, player); } } @@ -253,9 +261,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame to_inv.type == InventoryLocation::NODEMETA && from_inv.p == to_inv.p) { - lua_State *L = player->getEnv()->getLua(); - src_can_take_count = scriptapi_nodemeta_inventory_allow_move( - L, from_inv.p, from_list, from_i, + 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; } @@ -264,20 +271,18 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame // Destination is nodemeta if(to_inv.type == InventoryLocation::NODEMETA) { - lua_State *L = player->getEnv()->getLua(); ItemStack src_item = list_from->getItem(from_i); src_item.count = try_take_count; - dst_can_put_count = scriptapi_nodemeta_inventory_allow_put( - L, to_inv.p, to_list, to_i, src_item, player); + 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) { - lua_State *L = player->getEnv()->getLua(); ItemStack src_item = list_from->getItem(from_i); src_item.count = try_take_count; - src_can_take_count = scriptapi_nodemeta_inventory_allow_take( - L, from_inv.p, from_list, from_i, src_item, player); + src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake( + from_inv.p, from_list, from_i, src_item, player); } } @@ -323,6 +328,18 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame // 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; igetSize(); 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); } @@ -330,6 +347,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame 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); } @@ -343,6 +362,41 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame <<" i="<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 */ @@ -354,9 +408,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame to_inv.type == InventoryLocation::DETACHED && from_inv.name == to_inv.name) { - lua_State *L = player->getEnv()->getLua(); - scriptapi_detached_inventory_on_move( - L, from_inv.name, from_list, from_i, + PLAYER_TO_SA(player)->detached_inventory_OnMove( + from_inv.name, from_list, from_i, to_list, to_i, count, player); } else @@ -364,16 +417,14 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame // Destination is detached if(to_inv.type == InventoryLocation::DETACHED) { - lua_State *L = player->getEnv()->getLua(); - scriptapi_detached_inventory_on_put( - L, to_inv.name, to_list, to_i, src_item, player); + 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) { - lua_State *L = player->getEnv()->getLua(); - scriptapi_detached_inventory_on_take( - L, from_inv.name, from_list, from_i, src_item, player); + PLAYER_TO_SA(player)->detached_inventory_OnTake( + from_inv.name, from_list, from_i, src_item, player); } } @@ -384,28 +435,25 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame to_inv.type == InventoryLocation::NODEMETA && from_inv.p == to_inv.p) { - lua_State *L = player->getEnv()->getLua(); - scriptapi_nodemeta_inventory_on_move( - L, from_inv.p, from_list, from_i, + 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) { - lua_State *L = player->getEnv()->getLua(); - scriptapi_nodemeta_inventory_on_put( - L, to_inv.p, to_list, to_i, src_item, player); + 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) { - lua_State *L = player->getEnv()->getLua(); - scriptapi_nodemeta_inventory_on_take( - L, from_inv.p, from_list, from_i, src_item, player); + 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); @@ -488,6 +536,11 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame return; } + /* + Do not handle rollback if inventory is player's + */ + bool ignore_src_rollback = (from_inv.type == InventoryLocation::PLAYER); + /* Collect information of endpoints */ @@ -500,21 +553,19 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame // Source is detached if(from_inv.type == InventoryLocation::DETACHED) { - lua_State *L = player->getEnv()->getLua(); ItemStack src_item = list_from->getItem(from_i); src_item.count = take_count; - src_can_take_count = scriptapi_detached_inventory_allow_take( - L, from_inv.name, from_list, from_i, src_item, player); + src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake( + from_inv.name, from_list, from_i, src_item, player); } // Source is nodemeta if(from_inv.type == InventoryLocation::NODEMETA) { - lua_State *L = player->getEnv()->getLua(); ItemStack src_item = list_from->getItem(from_i); src_item.count = take_count; - src_can_take_count = scriptapi_nodemeta_inventory_allow_take( - L, from_inv.p, from_list, from_i, src_item, player); + src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake( + from_inv.p, from_list, from_i, src_item, player); } if(src_can_take_count != -1 && src_can_take_count < take_count) @@ -526,7 +577,8 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame // Drop the item ItemStack item1 = list_from->getItem(from_i); - if(scriptapi_item_on_drop(player->getEnv()->getLua(), item1, player, + item1.count = take_count; + if(PLAYER_TO_SA(player)->item_OnDrop(item1, player, player->getBasePosition() + v3f(0,1,0))) { actually_dropped_count = take_count - item1.count; @@ -563,17 +615,37 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame // Source is detached if(from_inv.type == InventoryLocation::DETACHED) { - lua_State *L = player->getEnv()->getLua(); - scriptapi_detached_inventory_on_take( - L, from_inv.name, from_list, from_i, src_item, player); + 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) { - lua_State *L = player->getEnv()->getLua(); - scriptapi_nodemeta_inventory_on_take( - L, from_inv.p, from_list, from_i, src_item, player); + 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); + } } } @@ -652,13 +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); @@ -675,6 +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 " @@ -697,18 +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; igetSize(); i++) ci.items.push_back(clist->getItem(i)); // Find out what is crafted and add it to result item slot @@ -721,7 +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; igetSize(); i++) { clist->changeItem(i, ci.items[i]); }