aboutsummaryrefslogtreecommitdiff
path: root/games/minimal/mods/default/textures/default_steel_ingot.png
blob: ad133bc124e1c46e7e4aa398ad4bf5cdc475c869 (plain)
ofshex dumpascii
0000 89 50 4e 47 0d 0a 1a 0a 00 00 00 0d 49 48 44 52 00 00 00 10 00 00 00 11 08 03 00 00 00 e3 71 dc .PNG........IHDR..............q.
0020 f6 00 00 00 0c 50 4c 54 45 00 00 00 66 66 66 80 80 80 c0 c0 c0 67 4c 8e 94 00 00 00 01 74 52 4e .....PLTE...fff......gL......tRN
0040 53 00 40 e6 d8 66 00 00 00 32 49 44 41 54 78 da ad c8 41 0e 00 20 08 c4 40 17 fe ff 67 e3 06 6a S.@..f...2IDATx...A.....@...g..j
0060 b8 1a 7b 9b ae af 65 4e ba 4b 2a 92 a6 25 8f 88 26 e3 2c 61 8f 80 bd 9a 2c f8 d0 06 6f a6 00 c4 ..{...eN.K*..%..&.,a....,...o...
0080 17 42 c8 f4 00 00 00 00 49 45 4e 44 ae 42 60 82 .B......IEND.B`.
n69' href='#n69'>69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567
/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "inventorymanager.h"
#include "log.h"
#include "environment.h"
#include "scriptapi.h"
#include "serverobject.h"
#include "main.h"  // for g_settings
#include "settings.h"
#include "utility.h"
#include "craftdef.h"

#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"

/*
	InventoryLocation
*/

std::string InventoryLocation::dump() const
{
	std::ostringstream os(std::ios::binary);
	serialize(os);
	return os.str();
}

void InventoryLocation::serialize(std::ostream &os) const
{
        switch(type){
        case InventoryLocation::UNDEFINED:
        {
		os<<"undefined";
	}
        break;
        case InventoryLocation::CURRENT_PLAYER:
        {
		os<<"current_player";
        }
        break;
        case InventoryLocation::PLAYER:
        {
		os<<"player:"<<name;
        }
        break;
        case InventoryLocation::NODEMETA:
        {
		os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
        }
        break;
        default:
                assert(0);
        }
}

void InventoryLocation::deSerialize(std::istream &is)
{
	std::string tname;
	std::getline(is, tname, ':');
	if(tname == "undefined")
	{
		type = InventoryLocation::UNDEFINED;
	}
	else if(tname == "current_player")
	{
		type = InventoryLocation::CURRENT_PLAYER;
	}
	else if(tname == "player")
	{
		type = InventoryLocation::PLAYER;
		std::getline(is, name, '\n');
	}
	else if(tname == "nodemeta")
	{
		type = InventoryLocation::NODEMETA;
		std::string pos;
		std::getline(is, pos, '\n');
		Strfnd fn(pos);
		p.X = stoi(fn.next(","));
		p.Y = stoi(fn.next(","));
		p.Z = stoi(fn.next(","));
	}
	else
	{
		infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
		throw SerializationError("Unknown InventoryLocation type");
	}
}

void InventoryLocation::deSerialize(std::string s)
{
	std::istringstream is(s, std::ios::binary);
	deSerialize(is);
}

/*
	InventoryAction
*/

InventoryAction * InventoryAction::deSerialize(std::istream &is)
{
	std::string type;
	std::getline(is, type, ' ');

	InventoryAction *a = NULL;

	if(type == "Move")
	{
		a = new IMoveAction(is);
	}
	else if(type == "Drop")
	{
		a = new IDropAction(is);
	}
	else if(type == "Craft")
	{
		a = new ICraftAction(is);
	}

	return a;
}

/*
	IMoveAction
*/

IMoveAction::IMoveAction(std::istream &is)
{
	std::string ts;

	std::getline(is, ts, ' ');
	count = stoi(ts);

	std::getline(is, ts, ' ');
	from_inv.deSerialize(ts);

	std::getline(is, from_list, ' ');

	std::getline(is, ts, ' ');
	from_i = stoi(ts);

	std::getline(is, ts, ' ');
	to_inv.deSerialize(ts);

	std::getline(is, to_list, ' ');

	std::getline(is, ts, ' ');
	to_i = stoi(ts);
}

void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
	Inventory *inv_from = mgr->getInventory(from_inv);
	Inventory *inv_to = mgr->getInventory(to_inv);
	
	if(!inv_from){
		infostream<<"IMoveAction::apply(): FAIL: source inventory not found: "
				<<"from_inv=\""<<from_inv.dump()<<"\""
				<<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl;
		return;
	}
	if(!inv_to){
		infostream<<"IMoveAction::apply(): FAIL: destination inventory not found: "
				<<"from_inv=\""<<from_inv.dump()<<"\""
				<<", to_inv=\""<<to_inv.dump()<<"\""<<std::endl;
		return;
	}

	InventoryList *list_from = inv_from->getList(from_list);
	InventoryList *list_to = inv_to->getList(to_list);

	/*
		If a list doesn't exist or the source item doesn't exist
	*/
	if(!list_from){
		infostream<<"IMoveAction::apply(): FAIL: source list not found: "
				<<"from_inv=\""<<from_inv.dump()<<"\""
				<<", from_list=\""<<from_list<<"\""<<std::endl;
		return;
	}
	if(!list_to){
		infostream<<"IMoveAction::apply(): FAIL: destination list not found: "
				<<"to_inv=\""<<to_inv.dump()<<"\""
				<<", to_list=\""<<to_list<<"\""<<std::endl;
		return;
	}
	
	// Handle node metadata move
	if(from_inv.type == InventoryLocation::NODEMETA &&
			to_inv.type == InventoryLocation::NODEMETA &&
			from_inv.p != to_inv.p)
	{
		errorstream<<"Directly moving items between two nodes is "
				<<"disallowed."<<std::endl;
		return;
	}
	else 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
	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 "
				<<" 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;
	}

	mgr->setInventoryModified(from_inv);
	if(inv_from != inv_to)
		mgr->setInventoryModified(to_inv);
}

void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
	// Optional InventoryAction operation that is run on the client
	// to make lag less apparent.

	Inventory *inv_from = mgr->getInventory(from_inv);
	Inventory *inv_to = mgr->getInventory(to_inv);
	if(!inv_from || !inv_to)
		return;

	InventoryLocation current_player;
	current_player.setCurrentPlayer();
	Inventory *inv_player = mgr->getInventory(current_player);
	if(inv_from != inv_player || inv_to != inv_player)
		return;

	InventoryList *list_from = inv_from->getList(from_list);
	InventoryList *list_to = inv_to->getList(to_list);
	if(!list_from || !list_to)
		return;

	list_from->moveItem(from_i, list_to, to_i, count);

	mgr->setInventoryModified(from_inv);
	if(inv_from != inv_to)
		mgr->setInventoryModified(to_inv);
}

/*
	IDropAction
*/

IDropAction::IDropAction(std::istream &is)
{
	std::string ts;

	std::getline(is, ts, ' ');
	count = stoi(ts);

	std::getline(is, ts, ' ');
	from_inv.deSerialize(ts);

	std::getline(is, from_list, ' ');

	std::getline(is, ts, ' ');
	from_i = stoi(ts);
}

void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
	Inventory *inv_from = mgr->getInventory(from_inv);
	
	if(!inv_from){
		infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
				<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
		return;
	}

	InventoryList *list_from = inv_from->getList(from_list);

	/*
		If a list doesn't exist or the source item doesn't exist
	*/
	if(!list_from){
		infostream<<"IDropAction::apply(): FAIL: source list not found: "
				<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
		return;
	}
	if(list_from->getItem(from_i).empty())
	{
		infostream<<"IDropAction::apply(): FAIL: source item not found: "
				<<"from_inv=\""<<from_inv.dump()<<"\""
				<<", from_list=\""<<from_list<<"\""
				<<" from_i="<<from_i<<std::endl;
		return;
	}

	ItemStack item1;

	// Handle node metadata take
	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()<<" 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;
	}
	else
	{
		// Take item from source list
		if(count == 0)
			item1 = list_from->changeItem(from_i, ItemStack());
		else
			item1 = list_from->takeItem(from_i, count);
	}

	// Drop the item and apply the returned ItemStack
	ItemStack item2 = item1;
	if(scriptapi_item_on_drop(player->getEnv()->getLua(), item2, player,
				player->getBasePosition() + v3f(0,1,0)))
	{
		if(g_settings->getBool("creative_mode") == true
				&& from_inv.type == InventoryLocation::PLAYER)
			item2 = item1;  // creative mode

		list_from->addItem(from_i, item2);

		// Unless we have put the same amount back as we took in the first place,
		// set inventory modified flag
		if(item2.count != item1.count)
			mgr->setInventoryModified(from_inv);
	}

	infostream<<"IDropAction::apply(): dropped "
			<<" from inv=\""<<from_inv.dump()<<"\""
			<<" list=\""<<from_list<<"\""
			<<" i="<<from_i
			<<std::endl;
}

void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
	// Optional InventoryAction operation that is run on the client
	// to make lag less apparent.

	Inventory *inv_from = mgr->getInventory(from_inv);
	if(!inv_from)
		return;

	InventoryLocation current_player;
	current_player.setCurrentPlayer();
	Inventory *inv_player = mgr->getInventory(current_player);
	if(inv_from != inv_player)
		return;

	InventoryList *list_from = inv_from->getList(from_list);
	if(!list_from)
		return;

	if(count == 0)
		list_from->changeItem(from_i, ItemStack());
	else
		list_from->takeItem(from_i, count);

	mgr->setInventoryModified(from_inv);
}

/*
	ICraftAction
*/

ICraftAction::ICraftAction(std::istream &is)
{
	std::string ts;

	std::getline(is, ts, ' ');
	count = stoi(ts);

	std::getline(is, ts, ' ');
	craft_inv.deSerialize(ts);
}

void ICraftAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
	Inventory *inv_craft = mgr->getInventory(craft_inv);
	
	if(!inv_craft){
		infostream<<"ICraftAction::apply(): FAIL: inventory not found: "
				<<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
		return;
	}

	InventoryList *list_craft = inv_craft->getList("craft");
	InventoryList *list_craftresult = inv_craft->getList("craftresult");

	/*
		If a list doesn't exist or the source item doesn't exist
	*/
	if(!list_craft){
		infostream<<"ICraftAction::apply(): FAIL: craft list not found: "
				<<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
		return;
	}
	if(!list_craftresult){
		infostream<<"ICraftAction::apply(): FAIL: craftresult list not found: "
				<<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
		return;
	}
	if(list_craftresult->getSize() < 1){
		infostream<<"ICraftAction::apply(): FAIL: craftresult list too short: "
				<<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
		return;
	}

	ItemStack crafted;
	int count_remaining = count;
	bool found = getCraftingResult(inv_craft, crafted, false, gamedef);

	while(found && list_craftresult->itemFits(0, crafted))
	{
		// Decrement input and add crafting output
		getCraftingResult(inv_craft, crafted, true, gamedef);
		list_craftresult->addItem(0, crafted);
		mgr->setInventoryModified(craft_inv);

		actionstream<<player->getDescription()
				<<" crafts "
				<<crafted.getItemString()
				<<std::endl;

		// Decrement counter
		if(count_remaining == 1)
			break;
		else if(count_remaining > 1)
			count_remaining--;

		// Get next crafting result
		found = getCraftingResult(inv_craft, crafted, false, gamedef);
	}

	infostream<<"ICraftAction::apply(): crafted "
			<<" craft_inv=\""<<craft_inv.dump()<<"\""
			<<std::endl;
}

void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
{
	// Optional InventoryAction operation that is run on the client
	// to make lag less apparent.
}


// Crafting helper
bool getCraftingResult(Inventory *inv, ItemStack& result,
		bool decrementInput, IGameDef *gamedef)
{
	DSTACK(__FUNCTION_NAME);
	
	result.clear();

	// TODO: Allow different sizes of crafting grids

	// Get the InventoryList in which we will operate
	InventoryList *clist = inv->getList("craft");
	if(!clist || clist->getSize() != 9)
		return false;

	// Mangle crafting grid to an another format
	CraftInput ci;
	ci.method = CRAFT_METHOD_NORMAL;
	ci.width = 3;
	for(u16 i=0; i<9; i++)
		ci.items.push_back(clist->getItem(i));

	// Find out what is crafted and add it to result item slot
	CraftOutput co;
	bool found = gamedef->getCraftDefManager()->getCraftResult(
			ci, co, decrementInput, gamedef);
	if(found)
		result.deSerialize(co.item, gamedef->getItemDefManager());

	if(found && decrementInput)
	{
		// CraftInput has been changed, apply changes in clist
		for(u16 i=0; i<9; i++)
		{
			clist->changeItem(i, ci.items[i]);
		}
	}

	return found;
}