diff options
Diffstat (limited to 'src/inventorymanager.cpp')
-rw-r--r-- | src/inventorymanager.cpp | 302 |
1 files changed, 207 insertions, 95 deletions
diff --git a/src/inventorymanager.cpp b/src/inventorymanager.cpp index ed18126d0..476768b8c 100644 --- a/src/inventorymanager.cpp +++ b/src/inventorymanager.cpp @@ -22,7 +22,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "environment.h" #include "scripting_game.h" #include "serverobject.h" -#include "main.h" // for g_settings #include "settings.h" #include "craftdef.h" #include "rollback_interface.h" @@ -62,7 +61,7 @@ void InventoryLocation::serialize(std::ostream &os) const os<<"detached:"<<name; break; default: - assert(0); + FATAL_ERROR("Unhandled inventory location type"); } } @@ -122,16 +121,13 @@ 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); } @@ -142,9 +138,12 @@ 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); @@ -162,25 +161,27 @@ 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; } @@ -190,19 +191,68 @@ 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; + if (!list_to) { + infostream << "IMoveAction::apply(): FAIL: destination list not found: " + << "to_inv=\""<<to_inv.dump() << "\"" + << ", to_list=\"" << to_list << "\"" << std::endl; return; } + 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 */ @@ -221,7 +271,7 @@ 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 @@ -288,7 +338,7 @@ 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) @@ -298,7 +348,7 @@ 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) { @@ -325,24 +375,33 @@ 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){ @@ -353,15 +412,24 @@ 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 @@ -401,7 +469,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame /* Report move to endpoints */ - + /* Detached inventories */ // Both endpoints are same detached @@ -454,10 +522,10 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame from_inv.p, from_list, from_i, src_item, player); } } - - mgr->setInventoryModified(from_inv); + + mgr->setInventoryModified(from_inv, false); if(inv_from != inv_to) - mgr->setInventoryModified(to_inv); + mgr->setInventoryModified(to_inv, false); } void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef) @@ -481,7 +549,10 @@ 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) @@ -511,7 +582,7 @@ 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; @@ -571,7 +642,7 @@ 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); @@ -588,7 +659,7 @@ 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 @@ -597,7 +668,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame if(item2.count != actually_dropped_count) errorstream<<"Could not take dropped count of items"<<std::endl; - mgr->setInventoryModified(from_inv); + mgr->setInventoryModified(from_inv, false); } } @@ -606,13 +677,13 @@ 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) { @@ -692,72 +763,112 @@ ICraftAction::ICraftAction(std::istream &is) craft_inv.deSerialize(ts); } -void ICraftAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef) +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; + + 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; + 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; + 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; + 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; - getCraftingResult(inv_craft, crafted, false, gamedef); + 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)) - { + 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, true, gamedef); + 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); - actionstream<<player->getDescription() - <<" crafts " - <<crafted.getItemString() - <<std::endl; + // Add the new replacements to the list + IItemDefManager *itemdef = gamedef->getItemDefManager(); + for (std::vector<ItemStack>::iterator it = temp.begin(); + it != temp.end(); it++) { + for (std::vector<ItemStack>::iterator jt = output_replacements.begin(); + jt != output_replacements.end(); jt++) { + if (it->name == jt->name) { + *it = jt->addItem(*it, itemdef); + if (it->empty()) + continue; + } + } + output_replacements.push_back(*it); + } + + actionstream << player->getDescription() + << " crafts " + << crafted.getItemString() + << std::endl; // Decrement counter - if(count_remaining == 1) + if (count_remaining == 1) break; - else if(count_remaining > 1) + else if (count_remaining > 1) count_remaining--; // Get next crafting result - found = getCraftingResult(inv_craft, crafted, false, gamedef); + found = 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 invenotry is full + for (std::vector<ItemStack>::iterator it = output_replacements.begin(); + it != output_replacements.end(); it++) { + if (list_main) + *it = list_main->addItem(*it); + if (it->empty()) + continue; + u16 count = it->count; + do { + PLAYER_TO_SA(player)->item_OnDrop(*it, player, + player->getBasePosition() + v3f(0,1,0)); + if (count >= it->count) { + errorstream << "Couldn't drop replacement stack " << + it->getItemString() << " because drop loop didn't " + "decrease count." << std::endl; + + break; + } + } while (!it->empty()); + } + infostream<<"ICraftAction::apply(): crafted " <<" craft_inv=\""<<craft_inv.dump()<<"\"" <<std::endl; @@ -772,10 +883,11 @@ void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef) // Crafting helper bool getCraftingResult(Inventory *inv, ItemStack& result, + std::vector<ItemStack> &output_replacements, bool decrementInput, IGameDef *gamedef) { DSTACK(__FUNCTION_NAME); - + result.clear(); // Get the InventoryList in which we will operate @@ -793,7 +905,7 @@ bool getCraftingResult(Inventory *inv, ItemStack& result, // Find out what is crafted and add it to result item slot CraftOutput co; bool found = gamedef->getCraftDefManager()->getCraftResult( - ci, co, decrementInput, gamedef); + ci, co, output_replacements, decrementInput, gamedef); if(found) result.deSerialize(co.item, gamedef->getItemDefManager()); |