BlockColor-Engine/src/inventorymanager.cpp

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/*
Minetest-c55
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 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 Lesser General Public License for more details.
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 "log.h"
#include "environment.h"
#include "scriptapi.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<<")"
/*
InventoryLocation
*/
std::string InventoryLocation::dump() const
{
std::ostringstream os(std::ios::binary);
serialize(os);
return os.str();
}
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);
}
}
void InventoryLocation::deSerialize(std::istream &is)
{
std::string tname;
std::getline(is, tname, ':');
if(tname == "undefined")
{
type = InventoryLocation::UNDEFINED;
}
else if(tname == "current_player")
{
type = InventoryLocation::CURRENT_PLAYER;
}
else if(tname == "player")
{
type = InventoryLocation::PLAYER;
std::getline(is, name, '\n');
}
else if(tname == "nodemeta")
{
type = InventoryLocation::NODEMETA;
std::string pos;
std::getline(is, pos, '\n');
Strfnd fn(pos);
p.X = stoi(fn.next(","));
p.Y = stoi(fn.next(","));
p.Z = stoi(fn.next(","));
}
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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)
{
std::istringstream is(s, std::ios::binary);
deSerialize(is);
}
/*
InventoryAction
*/
InventoryAction * InventoryAction::deSerialize(std::istream &is)
{
std::string type;
std::getline(is, type, ' ');
InventoryAction *a = NULL;
if(type == "Move")
{
a = new IMoveAction(is);
}
else if(type == "Drop")
{
a = new IDropAction(is);
}
else if(type == "Craft")
{
a = new ICraftAction(is);
}
return a;
}
/*
IMoveAction
*/
IMoveAction::IMoveAction(std::istream &is)
{
std::string ts;
std::getline(is, ts, ' ');
count = stoi(ts);
std::getline(is, ts, ' ');
from_inv.deSerialize(ts);
std::getline(is, from_list, ' ');
std::getline(is, ts, ' ');
from_i = stoi(ts);
std::getline(is, ts, ' ');
to_inv.deSerialize(ts);
std::getline(is, to_list, ' ');
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;
return;
}
if(!inv_to){
infostream<<"IMoveAction::apply(): FAIL: destination inventory not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""
<<", to_inv=\""<<to_inv.dump()<<"\""<<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
*/
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;
}
/*
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;
/* 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)
{
lua_State *L = player->getEnv()->getLua();
src_can_take_count = scriptapi_detached_inventory_allow_move(
L, from_inv.name, from_list, from_i,
to_list, to_i, try_take_count, player);
dst_can_put_count = src_can_take_count;
}
else
{
// 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);
}
// Source is detached
if(from_inv.type == InventoryLocation::DETACHED)
{
lua_State *L = player->getEnv()->getLua();
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ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
src_can_take_count = scriptapi_detached_inventory_allow_take(
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L, 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();
src_can_take_count = scriptapi_nodemeta_inventory_allow_move(
L, from_inv.p, from_list, from_i,
to_list, to_i, try_take_count, player);
dst_can_put_count = src_can_take_count;
}
else
{
// 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);
}
// Source is nodemeta
if(from_inv.type == InventoryLocation::NODEMETA)
{
lua_State *L = player->getEnv()->getLua();
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ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
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L, from_inv.p, from_list, from_i, 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)
{
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;
}
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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->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)
{
lua_State *L = player->getEnv()->getLua();
scriptapi_detached_inventory_on_move(
L, from_inv.name, from_list, from_i,
to_list, to_i, count, player);
}
else
{
// 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);
}
// Source is detached
if(from_inv.type == InventoryLocation::DETACHED)
{
lua_State *L = player->getEnv()->getLua();
scriptapi_detached_inventory_on_take(
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L, 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)
{
lua_State *L = player->getEnv()->getLua();
scriptapi_nodemeta_inventory_on_move(
L, 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);
}
// Source is nodemeta
else if(from_inv.type == InventoryLocation::NODEMETA)
{
lua_State *L = player->getEnv()->getLua();
scriptapi_nodemeta_inventory_on_take(
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L, from_inv.p, from_list, from_i, src_item, player);
}
}
mgr->setInventoryModified(from_inv);
if(inv_from != inv_to)
mgr->setInventoryModified(to_inv);
}
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;
list_from->moveItem(from_i, list_to, to_i, count);
mgr->setInventoryModified(from_inv);
if(inv_from != inv_to)
mgr->setInventoryModified(to_inv);
}
/*
IDropAction
*/
IDropAction::IDropAction(std::istream &is)
{
std::string ts;
std::getline(is, ts, ' ');
count = stoi(ts);
std::getline(is, ts, ' ');
from_inv.deSerialize(ts);
std::getline(is, from_list, ' ');
std::getline(is, ts, ' ');
from_i = stoi(ts);
}
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;
return;
}
InventoryList *list_from = inv_from->getList(from_list);
/*
If a list doesn't exist or the source item doesn't exist
*/
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())
{
infostream<<"IDropAction::apply(): FAIL: source item not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""
<<", from_list=\""<<from_list<<"\""
<<" from_i="<<from_i<<std::endl;
return;
}
/*
Do not handle rollback if inventory is player's
*/
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;
// Source is detached
if(from_inv.type == InventoryLocation::DETACHED)
{
lua_State *L = player->getEnv()->getLua();
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ItemStack src_item = list_from->getItem(from_i);
src_item.count = take_count;
src_can_take_count = scriptapi_detached_inventory_allow_take(
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L, 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();
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ItemStack src_item = list_from->getItem(from_i);
src_item.count = take_count;
src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
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L, from_inv.p, from_list, from_i, src_item, player);
}
if(src_can_take_count != -1 && src_can_take_count < take_count)
take_count = src_can_take_count;
int actually_dropped_count = 0;
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ItemStack src_item = list_from->getItem(from_i);
// Drop the item
ItemStack item1 = list_from->getItem(from_i);
item1.count = take_count;
if(scriptapi_item_on_drop(player->getEnv()->getLua(), item1, player,
player->getBasePosition() + v3f(0,1,0)))
{
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);
if(item2.count != actually_dropped_count)
errorstream<<"Could not take dropped count of items"<<std::endl;
mgr->setInventoryModified(from_inv);
}
}
infostream<<"IDropAction::apply(): dropped "
<<" from inv=\""<<from_inv.dump()<<"\""
<<" list=\""<<from_list<<"\""
<<" i="<<from_i
<<std::endl;
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src_item.count = actually_dropped_count;
/*
Report drop to endpoints
*/
// Source is detached
if(from_inv.type == InventoryLocation::DETACHED)
{
lua_State *L = player->getEnv()->getLua();
scriptapi_detached_inventory_on_take(
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L, 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(
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L, 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)
{
// 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");
/*
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;
int count_remaining = count;
bool found = getCraftingResult(inv_craft, crafted, false, gamedef);
while(found && list_craftresult->itemFits(0, crafted))
{
// Decrement input and add crafting output
getCraftingResult(inv_craft, crafted, true, gamedef);
list_craftresult->addItem(0, crafted);
mgr->setInventoryModified(craft_inv);
actionstream<<player->getDescription()
<<" crafts "
<<crafted.getItemString()
<<std::endl;
// Decrement counter
if(count_remaining == 1)
break;
else if(count_remaining > 1)
count_remaining--;
// Get next crafting result
found = getCraftingResult(inv_craft, crafted, false, gamedef);
}
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,
bool decrementInput, IGameDef *gamedef)
{
DSTACK(__FUNCTION_NAME);
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, 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;
}