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-rw-r--r--src/inventorymanager.cpp365
1 files changed, 255 insertions, 110 deletions
diff --git a/src/inventorymanager.cpp b/src/inventorymanager.cpp
index 1369cb0d7..5412a5dca 100644
--- a/src/inventorymanager.cpp
+++ b/src/inventorymanager.cpp
@@ -41,25 +41,25 @@ std::string InventoryLocation::dump() const
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);
- }
+ 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)
@@ -198,77 +198,96 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
<<", to_list=\""<<to_list<<"\""<<std::endl;
return;
}
+
+ /*
+ 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;
- // Handle node metadata move
- if(from_inv.type == InventoryLocation::NODEMETA &&
- to_inv.type == InventoryLocation::NODEMETA &&
- from_inv.p != to_inv.p)
+ /* 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)
{
- errorstream<<"Directly moving items between two nodes is "
- <<"disallowed."<<std::endl;
- return;
+ 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();
+ src_can_take_count = scriptapi_detached_inventory_allow_take(
+ L, from_inv.name, from_list, from_i, try_take_count, player);
+ }
}
- else if(from_inv.type == InventoryLocation::NODEMETA &&
+
+ /* 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();
- int count0 = count;
- if(count0 == 0)
- count0 = list_from->getItem(from_i).count;
- infostream<<player->getDescription()<<" moving "<<count0
- <<" items inside node at "<<PP(from_inv.p)<<std::endl;
- scriptapi_node_on_metadata_inventory_move(L, from_inv.p,
- from_list, from_i, to_list, to_i, count0, player);
- }
- // Handle node metadata take
- else if(from_inv.type == InventoryLocation::NODEMETA)
- {
- lua_State *L = player->getEnv()->getLua();
- int count0 = count;
- if(count0 == 0)
- count0 = list_from->getItem(from_i).count;
- infostream<<player->getDescription()<<" taking "<<count0
- <<" items from node at "<<PP(from_inv.p)<<std::endl;
- ItemStack return_stack = scriptapi_node_on_metadata_inventory_take(
- L, from_inv.p, from_list, from_i, count0, player);
- if(return_stack.count == 0)
- infostream<<"Node metadata gave no items"<<std::endl;
- return_stack = list_to->addItem(to_i, return_stack);
- list_to->addItem(return_stack); // Force return of everything
- }
- // Handle node metadata offer
- else if(to_inv.type == InventoryLocation::NODEMETA)
- {
- lua_State *L = player->getEnv()->getLua();
- int count0 = count;
- if(count0 == 0)
- count0 = list_from->getItem(from_i).count;
- ItemStack offer_stack = list_from->takeItem(from_i, count0);
- infostream<<player->getDescription()<<" offering "
- <<offer_stack.count<<" items to node at "
- <<PP(to_inv.p)<<std::endl;
- ItemStack reject_stack = scriptapi_node_on_metadata_inventory_offer(
- L, to_inv.p, to_list, to_i, offer_stack, player);
- if(reject_stack.count == offer_stack.count)
- infostream<<"Node metadata rejected all items"<<std::endl;
- else if(reject_stack.count != 0)
- infostream<<"Node metadata rejected some items"<<std::endl;
- reject_stack = list_from->addItem(from_i, reject_stack);
- list_from->addItem(reject_stack); // Force return of everything
- }
- // Handle regular move
+ 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
{
- /*
- This performs the actual movement
-
- 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);
-
- infostream<<"IMoveAction::apply(): moved "
+ // 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();
+ src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
+ L, from_inv.p, from_list, from_i, try_take_count, player);
+ }
+ }
+
+ /* Modify count according to collected data */
+ int new_count = try_take_count;
+ if(new_count > src_can_take_count)
+ new_count = src_can_take_count;
+ if(new_count > dst_can_put_count)
+ new_count = dst_can_put_count;
+
+ /* If no items will be moved, don't go further */
+ if(new_count == 0)
+ {
+ infostream<<"IMoveAction::apply(): move was completely disallowed: "
<<" count="<<count
<<" from inv=\""<<from_inv.dump()<<"\""
<<" list=\""<<from_list<<"\""
@@ -277,6 +296,98 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
<<" list=\""<<to_list<<"\""
<<" i="<<to_i
<<std::endl;
+ return;
+ }
+
+ count = new_count;
+
+ /*
+ 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);
+
+ 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;
+
+ /*
+ 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();
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = count;
+ 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();
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = count;
+ scriptapi_detached_inventory_on_take(
+ L, from_inv.name, from_list, from_i, src_item.count, 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();
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = count;
+ 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();
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = count;
+ scriptapi_nodemeta_inventory_on_take(
+ L, from_inv.p, from_list, from_i, src_item.count, player);
+ }
}
mgr->setInventoryModified(from_inv);
@@ -361,47 +472,61 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
return;
}
- ItemStack item1;
+ /*
+ 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;
- // Handle node metadata take
- if(from_inv.type == InventoryLocation::NODEMETA)
+ // Source is detached
+ if(from_inv.type == InventoryLocation::DETACHED)
{
lua_State *L = player->getEnv()->getLua();
- int count0 = count;
- if(count0 == 0)
- count0 = list_from->getItem(from_i).count;
- infostream<<player->getDescription()<<" dropping "<<count0
- <<" items from node at "<<PP(from_inv.p)<<std::endl;
- ItemStack return_stack = scriptapi_node_on_metadata_inventory_take(
- L, from_inv.p, from_list, from_i, count0, player);
- if(return_stack.count == 0)
- infostream<<"Node metadata gave no items"<<std::endl;
- item1 = return_stack;
+ src_can_take_count = scriptapi_detached_inventory_allow_take(
+ L, from_inv.name, from_list, from_i, take_count, player);
}
- else
+
+ // Source is nodemeta
+ if(from_inv.type == InventoryLocation::NODEMETA)
{
- // Take item from source list
- if(count == 0)
- item1 = list_from->changeItem(from_i, ItemStack());
- else
- item1 = list_from->takeItem(from_i, count);
+ lua_State *L = player->getEnv()->getLua();
+ src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
+ L, from_inv.p, from_list, from_i, take_count, player);
}
- // Drop the item and apply the returned ItemStack
- ItemStack item2 = item1;
- if(scriptapi_item_on_drop(player->getEnv()->getLua(), item2, player,
+ if(src_can_take_count < take_count)
+ take_count = src_can_take_count;
+
+ int actually_dropped_count = 0;
+
+ // Drop the item
+ ItemStack item1 = list_from->getItem(from_i);
+ if(scriptapi_item_on_drop(player->getEnv()->getLua(), item1, player,
player->getBasePosition() + v3f(0,1,0)))
{
- if(g_settings->getBool("creative_mode") == true
- && from_inv.type == InventoryLocation::PLAYER)
- item2 = item1; // creative mode
+ actually_dropped_count = take_count - item1.count;
+
+ if(actually_dropped_count == 0){
+ infostream<<"Actually dropped no items"<<std::endl;
+ return;
+ }
- list_from->addItem(from_i, item2);
+ // Don't remove from inventory in creative mode
+ if(g_settings->getBool("creative_mode") == true
+ && from_inv.type == InventoryLocation::PLAYER){
+ }
+ else{
+ // Take item from source list
+ ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
- // Unless we have put the same amount back as we took in the first place,
- // set inventory modified flag
- if(item2.count != item1.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 "
@@ -409,6 +534,26 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
<<" list=\""<<from_list<<"\""
<<" i="<<from_i
<<std::endl;
+
+ /*
+ Report drop to endpoints
+ */
+
+ // Source is detached
+ if(from_inv.type == InventoryLocation::DETACHED)
+ {
+ lua_State *L = player->getEnv()->getLua();
+ scriptapi_detached_inventory_on_take(
+ L, from_inv.name, from_list, from_i, actually_dropped_count, player);
+ }
+
+ // Source is nodemeta
+ if(from_inv.type == InventoryLocation::NODEMETA)
+ {
+ lua_State *L = player->getEnv()->getLua();
+ scriptapi_nodemeta_inventory_on_take(
+ L, from_inv.p, from_list, from_i, actually_dropped_count, player);
+ }
}
void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)