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-rw-r--r--src/inventorymanager.cpp302
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());