mirror of
https://github.com/moparisthebest/minetest
synced 2024-11-07 01:45:08 -05:00
484 lines
11 KiB
C++
484 lines
11 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 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 General Public License as published by
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the Free Software Foundation; either version 2 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 General Public License for more details.
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You should have received a copy of the GNU 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 "log.h"
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#include "environment.h"
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#include "scriptapi.h"
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#include "serverobject.h"
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#include "main.h" // for g_settings
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#include "settings.h"
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#include "utility.h"
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#include "craftdef.h"
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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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{
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os<<"undefined";
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}
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break;
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case InventoryLocation::CURRENT_PLAYER:
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{
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os<<"current_player";
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}
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break;
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case InventoryLocation::PLAYER:
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{
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os<<"player:"<<name;
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}
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break;
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case InventoryLocation::NODEMETA:
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{
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os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
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}
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break;
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default:
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assert(0);
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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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{
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type = InventoryLocation::UNDEFINED;
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}
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else if(tname == "current_player")
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{
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type = InventoryLocation::CURRENT_PLAYER;
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}
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else if(tname == "player")
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{
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type = InventoryLocation::PLAYER;
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std::getline(is, name, '\n');
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}
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else if(tname == "nodemeta")
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{
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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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}
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else
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{
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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(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 = NULL;
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if(type == "Move")
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{
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a = new IMoveAction(is);
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}
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else if(type == "Drop")
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{
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a = new IDropAction(is);
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}
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else if(type == "Craft")
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{
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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)
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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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std::getline(is, ts, ' ');
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to_i = stoi(ts);
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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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/*
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This performs the actual movement
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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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list_from->moveItem(from_i, list_to, to_i, count);
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mgr->setInventoryModified(from_inv);
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if(inv_from != inv_to)
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mgr->setInventoryModified(to_inv);
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infostream<<"IMoveAction::apply(): moved at "
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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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<<" i="<<to_i
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<<std::endl;
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}
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void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
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{
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// Optional InventoryAction operation that is run on the client
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// to make lag less apparent.
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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 || !inv_to)
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return;
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InventoryLocation current_player;
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current_player.setCurrentPlayer();
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Inventory *inv_player = mgr->getInventory(current_player);
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if(inv_from != inv_player || inv_to != inv_player)
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return;
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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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if(!list_from || !list_to)
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return;
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list_from->moveItem(from_i, list_to, to_i, count);
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mgr->setInventoryModified(from_inv);
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if(inv_from != inv_to)
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mgr->setInventoryModified(to_inv);
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}
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/*
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IDropAction
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*/
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IDropAction::IDropAction(std::istream &is)
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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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}
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void IDropAction::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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if(!inv_from){
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infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
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<<"from_inv=\""<<from_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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/*
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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<<"IDropAction::apply(): FAIL: source list not found: "
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<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
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return;
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}
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if(list_from->getItem(from_i).empty())
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{
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infostream<<"IDropAction::apply(): FAIL: source item not found: "
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<<"from_inv=\""<<from_inv.dump()<<"\""
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<<", from_list=\""<<from_list<<"\""
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<<" from_i="<<from_i<<std::endl;
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return;
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}
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// Take item from source list
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ItemStack item1;
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if(count == 0)
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item1 = list_from->changeItem(from_i, ItemStack());
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else
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item1 = list_from->takeItem(from_i, count);
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// Drop the item and apply the returned ItemStack
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ItemStack item2 = item1;
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if(scriptapi_item_on_drop(player->getEnv()->getLua(), item2, player,
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player->getBasePosition() + v3f(0,1,0)))
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{
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if(g_settings->getBool("creative_mode") == true
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&& from_inv.type == InventoryLocation::PLAYER)
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item2 = item1; // creative mode
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list_from->addItem(from_i, item2);
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// Unless we have put the same amount back as we took in the first place,
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// set inventory modified flag
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if(item2.count != item1.count)
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mgr->setInventoryModified(from_inv);
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}
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infostream<<"IDropAction::apply(): dropped "
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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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<<std::endl;
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}
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void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
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{
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// Optional InventoryAction operation that is run on the client
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// to make lag less apparent.
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Inventory *inv_from = mgr->getInventory(from_inv);
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if(!inv_from)
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return;
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InventoryLocation current_player;
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current_player.setCurrentPlayer();
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Inventory *inv_player = mgr->getInventory(current_player);
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if(inv_from != inv_player)
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return;
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InventoryList *list_from = inv_from->getList(from_list);
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if(!list_from)
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return;
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if(count == 0)
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list_from->changeItem(from_i, ItemStack());
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else
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list_from->takeItem(from_i, count);
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mgr->setInventoryModified(from_inv);
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}
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/*
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ICraftAction
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*/
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ICraftAction::ICraftAction(std::istream &is)
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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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craft_inv.deSerialize(ts);
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}
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void ICraftAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
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{
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Inventory *inv_craft = mgr->getInventory(craft_inv);
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if(!inv_craft){
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infostream<<"ICraftAction::apply(): FAIL: inventory not found: "
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<<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
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return;
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}
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InventoryList *list_craft = inv_craft->getList("craft");
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InventoryList *list_craftresult = inv_craft->getList("craftresult");
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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_craft){
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infostream<<"ICraftAction::apply(): FAIL: craft list not found: "
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<<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
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return;
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}
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if(!list_craftresult){
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infostream<<"ICraftAction::apply(): FAIL: craftresult list not found: "
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<<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
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return;
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}
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if(list_craftresult->getSize() < 1){
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infostream<<"ICraftAction::apply(): FAIL: craftresult list too short: "
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<<"craft_inv=\""<<craft_inv.dump()<<"\""<<std::endl;
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return;
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}
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ItemStack crafted;
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int count_remaining = count;
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bool found = getCraftingResult(inv_craft, crafted, false, gamedef);
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while(found && list_craftresult->itemFits(0, crafted))
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{
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// Decrement input and add crafting output
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getCraftingResult(inv_craft, crafted, true, gamedef);
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list_craftresult->addItem(0, crafted);
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mgr->setInventoryModified(craft_inv);
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actionstream<<player->getDescription()
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<<" crafts "
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<<crafted.getItemString()
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<<std::endl;
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// Decrement counter
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if(count_remaining == 1)
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break;
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else if(count_remaining > 1)
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count_remaining--;
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// Get next crafting result
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found = getCraftingResult(inv_craft, crafted, false, gamedef);
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}
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infostream<<"ICraftAction::apply(): crafted "
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<<" craft_inv=\""<<craft_inv.dump()<<"\""
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<<std::endl;
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}
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void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
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{
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// Optional InventoryAction operation that is run on the client
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// to make lag less apparent.
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}
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// Crafting helper
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bool getCraftingResult(Inventory *inv, ItemStack& result,
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bool decrementInput, IGameDef *gamedef)
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{
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DSTACK(__FUNCTION_NAME);
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result.clear();
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// TODO: Allow different sizes of crafting grids
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// Get the InventoryList in which we will operate
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InventoryList *clist = inv->getList("craft");
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if(!clist || clist->getSize() != 9)
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return false;
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// Mangle crafting grid to an another format
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CraftInput ci;
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ci.method = CRAFT_METHOD_NORMAL;
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ci.width = 3;
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for(u16 i=0; i<9; i++)
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ci.items.push_back(clist->getItem(i));
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// Find out what is crafted and add it to result item slot
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CraftOutput co;
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bool found = gamedef->getCraftDefManager()->getCraftResult(
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ci, co, decrementInput, gamedef);
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if(found)
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result.deSerialize(co.item, gamedef->getItemDefManager());
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if(found && decrementInput)
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{
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// CraftInput has been changed, apply changes in clist
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for(u16 i=0; i<9; i++)
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{
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clist->changeItem(i, ci.items[i]);
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}
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}
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return found;
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}
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