forked from Mirrorlandia_minetest/minetest
050964bed6
"Predicts" whether something will be swapped for allow callbacks, then calls callbacks a second time with swapped properties. Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
967 lines
27 KiB
C++
967 lines
27 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "inventorymanager.h"
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#include "debug.h"
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#include "log.h"
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#include "serverenvironment.h"
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#include "scripting_server.h"
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#include "server/serveractiveobject.h"
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#include "settings.h"
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#include "craftdef.h"
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#include "rollback_interface.h"
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#include "util/strfnd.h"
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#include "util/basic_macros.h"
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#define PLAYER_TO_SA(p) p->getEnv()->getScriptIface()
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/*
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InventoryLocation
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*/
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std::string InventoryLocation::dump() const
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{
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std::ostringstream os(std::ios::binary);
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serialize(os);
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return os.str();
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}
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void InventoryLocation::serialize(std::ostream &os) const
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{
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switch (type) {
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case InventoryLocation::UNDEFINED:
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os<<"undefined";
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break;
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case InventoryLocation::CURRENT_PLAYER:
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os<<"current_player";
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break;
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case InventoryLocation::PLAYER:
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os<<"player:"<<name;
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break;
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case InventoryLocation::NODEMETA:
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os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
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break;
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case InventoryLocation::DETACHED:
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os<<"detached:"<<name;
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break;
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default:
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FATAL_ERROR("Unhandled inventory location type");
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}
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}
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void InventoryLocation::deSerialize(std::istream &is)
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{
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std::string tname;
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std::getline(is, tname, ':');
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if (tname == "undefined") {
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type = InventoryLocation::UNDEFINED;
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} else if (tname == "current_player") {
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type = InventoryLocation::CURRENT_PLAYER;
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} else if (tname == "player") {
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type = InventoryLocation::PLAYER;
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std::getline(is, name, '\n');
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} else if (tname == "nodemeta") {
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type = InventoryLocation::NODEMETA;
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std::string pos;
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std::getline(is, pos, '\n');
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Strfnd fn(pos);
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p.X = stoi(fn.next(","));
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p.Y = stoi(fn.next(","));
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p.Z = stoi(fn.next(","));
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} else if (tname == "detached") {
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type = InventoryLocation::DETACHED;
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std::getline(is, name, '\n');
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} else {
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infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
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throw SerializationError("Unknown InventoryLocation type");
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}
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}
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void InventoryLocation::deSerialize(const std::string &s)
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{
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std::istringstream is(s, std::ios::binary);
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deSerialize(is);
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}
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/*
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InventoryAction
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*/
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InventoryAction *InventoryAction::deSerialize(std::istream &is)
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{
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std::string type;
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std::getline(is, type, ' ');
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InventoryAction *a = nullptr;
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if (type == "Move") {
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a = new IMoveAction(is, false);
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} else if (type == "MoveSomewhere") {
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a = new IMoveAction(is, true);
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} else if (type == "Drop") {
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a = new IDropAction(is);
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} else if (type == "Craft") {
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a = new ICraftAction(is);
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}
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return a;
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}
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/*
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IMoveAction
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*/
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IMoveAction::IMoveAction(std::istream &is, bool somewhere) :
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move_somewhere(somewhere)
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{
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std::string ts;
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std::getline(is, ts, ' ');
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count = stoi(ts);
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std::getline(is, ts, ' ');
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from_inv.deSerialize(ts);
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std::getline(is, from_list, ' ');
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std::getline(is, ts, ' ');
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from_i = stoi(ts);
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std::getline(is, ts, ' ');
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to_inv.deSerialize(ts);
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std::getline(is, to_list, ' ');
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if (!somewhere) {
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std::getline(is, ts, ' ');
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to_i = stoi(ts);
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}
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}
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void IMoveAction::swapDirections()
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{
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std::swap(from_inv, to_inv);
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std::swap(from_list, to_list);
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std::swap(from_i, to_i);
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}
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void IMoveAction::onPutAndOnTake(const ItemStack &src_item, ServerActiveObject *player) const
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{
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ServerScripting *sa = PLAYER_TO_SA(player);
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if (to_inv.type == InventoryLocation::DETACHED)
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sa->detached_inventory_OnPut(*this, src_item, player);
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else if (to_inv.type == InventoryLocation::NODEMETA)
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sa->nodemeta_inventory_OnPut(*this, src_item, player);
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else if (to_inv.type == InventoryLocation::PLAYER)
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sa->player_inventory_OnPut(*this, src_item, player);
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else
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assert(false);
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if (from_inv.type == InventoryLocation::DETACHED)
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sa->detached_inventory_OnTake(*this, src_item, player);
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else if (from_inv.type == InventoryLocation::NODEMETA)
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sa->nodemeta_inventory_OnTake(*this, src_item, player);
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else if (from_inv.type == InventoryLocation::PLAYER)
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sa->player_inventory_OnTake(*this, src_item, player);
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else
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assert(false);
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}
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void IMoveAction::onMove(int count, ServerActiveObject *player) const
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{
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ServerScripting *sa = PLAYER_TO_SA(player);
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if (from_inv.type == InventoryLocation::DETACHED)
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sa->detached_inventory_OnMove(*this, count, player);
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else if (from_inv.type == InventoryLocation::NODEMETA)
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sa->nodemeta_inventory_OnMove(*this, count, player);
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else if (from_inv.type == InventoryLocation::PLAYER)
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sa->player_inventory_OnMove(*this, count, player);
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else
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assert(false);
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}
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int IMoveAction::allowPut(const ItemStack &dst_item, ServerActiveObject *player) const
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{
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ServerScripting *sa = PLAYER_TO_SA(player);
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int dst_can_put_count = 0xffff;
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if (to_inv.type == InventoryLocation::DETACHED)
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dst_can_put_count = sa->detached_inventory_AllowPut(*this, dst_item, player);
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else if (to_inv.type == InventoryLocation::NODEMETA)
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dst_can_put_count = sa->nodemeta_inventory_AllowPut(*this, dst_item, player);
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else if (to_inv.type == InventoryLocation::PLAYER)
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dst_can_put_count = sa->player_inventory_AllowPut(*this, dst_item, player);
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else
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assert(false);
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return dst_can_put_count;
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}
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int IMoveAction::allowTake(const ItemStack &src_item, ServerActiveObject *player) const
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{
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ServerScripting *sa = PLAYER_TO_SA(player);
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int src_can_take_count = 0xffff;
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if (from_inv.type == InventoryLocation::DETACHED)
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src_can_take_count = sa->detached_inventory_AllowTake(*this, src_item, player);
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else if (from_inv.type == InventoryLocation::NODEMETA)
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src_can_take_count = sa->nodemeta_inventory_AllowTake(*this, src_item, player);
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else if (from_inv.type == InventoryLocation::PLAYER)
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src_can_take_count = sa->player_inventory_AllowTake(*this, src_item, player);
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else
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assert(false);
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return src_can_take_count;
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}
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int IMoveAction::allowMove(int try_take_count, ServerActiveObject *player) const
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{
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ServerScripting *sa = PLAYER_TO_SA(player);
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int src_can_take_count = 0xffff;
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if (from_inv.type == InventoryLocation::DETACHED)
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src_can_take_count = sa->detached_inventory_AllowMove(*this, try_take_count, player);
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else if (from_inv.type == InventoryLocation::NODEMETA)
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src_can_take_count = sa->nodemeta_inventory_AllowMove(*this, try_take_count, player);
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else if (from_inv.type == InventoryLocation::PLAYER)
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src_can_take_count = sa->player_inventory_AllowMove(*this, try_take_count, player);
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else
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assert(false);
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return src_can_take_count;
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}
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void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
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{
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Inventory *inv_from = mgr->getInventory(from_inv);
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Inventory *inv_to = mgr->getInventory(to_inv);
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if (!inv_from) {
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infostream << "IMoveAction::apply(): FAIL: source inventory not found: "
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<< "from_inv=\""<<from_inv.dump() << "\""
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<< ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
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return;
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}
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if (!inv_to) {
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infostream << "IMoveAction::apply(): FAIL: destination inventory not found: "
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<< "from_inv=\"" << from_inv.dump() << "\""
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<< ", to_inv=\"" << to_inv.dump() << "\"" << std::endl;
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return;
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}
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InventoryList *list_from = inv_from->getList(from_list);
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InventoryList *list_to = inv_to->getList(to_list);
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/*
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If a list doesn't exist or the source item doesn't exist
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*/
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if (!list_from) {
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infostream << "IMoveAction::apply(): FAIL: source list not found: "
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<< "from_inv=\"" << from_inv.dump() << "\""
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<< ", from_list=\"" << from_list << "\"" << std::endl;
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return;
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}
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if (!list_to) {
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infostream << "IMoveAction::apply(): FAIL: destination list not found: "
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<< "to_inv=\""<<to_inv.dump() << "\""
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<< ", to_list=\"" << to_list << "\"" << std::endl;
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return;
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}
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if (move_somewhere) {
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s16 old_to_i = to_i;
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u16 old_count = count;
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caused_by_move_somewhere = true;
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move_somewhere = false;
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infostream << "IMoveAction::apply(): moving item somewhere"
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<< " msom=" << move_somewhere
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<< " count=" << count
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<< " from inv=\"" << from_inv.dump() << "\""
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<< " list=\"" << from_list << "\""
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<< " i=" << from_i
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<< " to inv=\"" << to_inv.dump() << "\""
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<< " list=\"" << to_list << "\""
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<< std::endl;
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// Try to add the item to destination list
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s16 dest_size = list_to->getSize();
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// First try all the non-empty slots
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for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
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if (!list_to->getItem(dest_i).empty()) {
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to_i = dest_i;
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apply(mgr, player, gamedef);
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count -= move_count;
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}
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}
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// Then try all the empty ones
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for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
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if (list_to->getItem(dest_i).empty()) {
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to_i = dest_i;
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apply(mgr, player, gamedef);
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count -= move_count;
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}
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}
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to_i = old_to_i;
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count = old_count;
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caused_by_move_somewhere = false;
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move_somewhere = true;
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return;
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}
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if ((u16)to_i > list_to->getSize()) {
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infostream << "IMoveAction::apply(): FAIL: destination index out of bounds: "
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<< "to_i=" << to_i
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<< ", size=" << list_to->getSize() << std::endl;
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return;
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}
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/*
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Do not handle rollback if both inventories are that of the same player
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*/
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bool ignore_rollback = (
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from_inv.type == InventoryLocation::PLAYER &&
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from_inv == to_inv);
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/*
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Collect information of endpoints
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*/
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ItemStack src_item = list_from->getItem(from_i);
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if (count > 0)
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src_item.count = count;
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if (src_item.empty())
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return;
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int src_can_take_count = 0xffff;
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int dst_can_put_count = 0xffff;
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// this is needed for swapping items inside one inventory to work
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ItemStack restitem;
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bool allow_swap = !list_to->itemFits(to_i, src_item, &restitem)
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&& restitem.count == src_item.count
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&& !caused_by_move_somewhere;
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// Shift-click: Cannot fill this stack, proceed with next slot
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if (caused_by_move_somewhere && restitem.count == src_item.count)
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return;
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if (allow_swap) {
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// Swap will affect the entire stack if it can performed.
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src_item = list_from->getItem(from_i);
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count = src_item.count;
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}
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if (from_inv == to_inv) {
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// Move action within the same inventory
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src_can_take_count = allowMove(src_item.count, player);
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bool swap_expected = allow_swap;
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allow_swap = allow_swap
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&& (src_can_take_count == -1 || src_can_take_count >= src_item.count);
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if (allow_swap) {
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int try_put_count = list_to->getItem(to_i).count;
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swapDirections();
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dst_can_put_count = allowMove(try_put_count, player);
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allow_swap = allow_swap
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&& (dst_can_put_count == -1 || dst_can_put_count >= try_put_count);
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swapDirections();
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} else {
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dst_can_put_count = src_can_take_count;
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}
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if (swap_expected != allow_swap)
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src_can_take_count = dst_can_put_count = 0;
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} else {
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// Take from one inventory, put into another
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dst_can_put_count = allowPut(src_item, player);
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src_can_take_count = allowTake(src_item, player);
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bool swap_expected = allow_swap;
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allow_swap = allow_swap
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&& (src_can_take_count == -1 || src_can_take_count >= src_item.count)
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&& (dst_can_put_count == -1 || dst_can_put_count >= src_item.count);
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// A swap is expected, which means that we have to
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// run the "allow" callbacks a second time with swapped inventories
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if (allow_swap) {
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ItemStack dst_item = list_to->getItem(to_i);
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swapDirections();
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int src_can_take = allowPut(dst_item, player);
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int dst_can_put = allowTake(dst_item, player);
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allow_swap = allow_swap
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&& (src_can_take == -1 || src_can_take >= dst_item.count)
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&& (dst_can_put == -1 || dst_can_put >= dst_item.count);
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swapDirections();
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}
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if (swap_expected != allow_swap)
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src_can_take_count = dst_can_put_count = 0;
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}
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int old_count = count;
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/* Modify count according to collected data */
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count = src_item.count;
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if (src_can_take_count != -1 && count > src_can_take_count)
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count = src_can_take_count;
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if (dst_can_put_count != -1 && count > dst_can_put_count)
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count = dst_can_put_count;
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/* Limit according to source item count */
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if (count > list_from->getItem(from_i).count)
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count = list_from->getItem(from_i).count;
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/* If no items will be moved, don't go further */
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if (count == 0) {
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// Undo client prediction. See 'clientApply'
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if (from_inv.type == InventoryLocation::PLAYER)
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list_from->setModified();
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if (to_inv.type == InventoryLocation::PLAYER)
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list_to->setModified();
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infostream<<"IMoveAction::apply(): move was completely disallowed:"
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<<" count="<<old_count
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<<" from inv=\""<<from_inv.dump()<<"\""
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<<" list=\""<<from_list<<"\""
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<<" i="<<from_i
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<<" to inv=\""<<to_inv.dump()<<"\""
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<<" list=\""<<to_list<<"\""
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<<" i="<<to_i
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<<std::endl;
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return;
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}
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src_item = list_from->getItem(from_i);
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src_item.count = count;
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ItemStack from_stack_was = list_from->getItem(from_i);
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ItemStack to_stack_was = list_to->getItem(to_i);
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/*
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Perform actual move
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If something is wrong (source item is empty, destination is the
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same as source), nothing happens
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*/
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bool did_swap = false;
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move_count = list_from->moveItem(from_i,
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list_to, to_i, count, allow_swap, &did_swap);
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assert(allow_swap == did_swap);
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// If source is infinite, reset it's stack
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if (src_can_take_count == -1) {
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// For the caused_by_move_somewhere == true case we didn't force-put the item,
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// which guarantees there is no leftover, and code below would duplicate the
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// (not replaced) to_stack_was item.
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if (!caused_by_move_somewhere) {
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// If destination stack is of different type and there are leftover
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// items, attempt to put the leftover items to a different place in the
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// destination inventory.
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// The client-side GUI will try to guess if this happens.
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if (from_stack_was.name != to_stack_was.name) {
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for (u32 i = 0; i < list_to->getSize(); i++) {
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if (list_to->getItem(i).empty()) {
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list_to->changeItem(i, to_stack_was);
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break;
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}
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}
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}
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}
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if (move_count > 0 || did_swap) {
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list_from->deleteItem(from_i);
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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
|
|
*/
|
|
|
|
// Source = destination => move
|
|
if (from_inv == to_inv) {
|
|
onMove(count, player);
|
|
if (did_swap) {
|
|
// Item is now placed in source list
|
|
src_item = list_from->getItem(from_i);
|
|
swapDirections();
|
|
onMove(src_item.count, player);
|
|
swapDirections();
|
|
}
|
|
mgr->setInventoryModified(from_inv);
|
|
} else {
|
|
onPutAndOnTake(src_item, player);
|
|
if (did_swap) {
|
|
// Item is now placed in source list
|
|
src_item = list_from->getItem(from_i);
|
|
swapDirections();
|
|
onPutAndOnTake(src_item, player);
|
|
swapDirections();
|
|
}
|
|
mgr->setInventoryModified(to_inv);
|
|
mgr->setInventoryModified(from_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;
|
|
|
|
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;
|
|
|
|
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;
|
|
|
|
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);
|
|
}
|
|
|
|
infostream<<"IDropAction::apply(): dropped "
|
|
<<" from inv=\""<<from_inv.dump()<<"\""
|
|
<<" 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;
|
|
}
|
|
|