void push_inventory_list(lua_State *L, Inventory *inv, const char *name)
{
	InventoryList *invlist = inv->getList(name);
	if(invlist == NULL){
		lua_pushnil(L);
		return;
	}
	std::vector<ItemStack> items;
	for(u32 i=0; i<invlist->getSize(); i++)
		items.push_back(invlist->getItem(i));
	push_items(L, items);
}
Example #2
0
// get_size(self, listname)
int InvRef::l_get_size(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	InvRef *ref = checkobject(L, 1);
	const char *listname = luaL_checkstring(L, 2);
	InventoryList *list = getlist(L, ref, listname);
	if(list){
		lua_pushinteger(L, list->getSize());
	} else {
		lua_pushinteger(L, 0);
	}
	return 1;
}
Example #3
0
// get_stack(self, listname, i) -> itemstack
int InvRef::l_get_stack(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	InvRef *ref = checkobject(L, 1);
	const char *listname = luaL_checkstring(L, 2);
	int i = luaL_checknumber(L, 3) - 1;
	InventoryList *list = getlist(L, ref, listname);
	ItemStack item;
	if(list != NULL && i >= 0 && i < (int) list->getSize())
		item = list->getItem(i);
	LuaItemStack::create(L, item);
	return 1;
}
// 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
	InventoryList *clist = inv->getList("craft");
	if(!clist)
		return false;

	// Mangle crafting grid to an another format
	CraftInput ci;
	ci.method = CRAFT_METHOD_NORMAL;
	ci.width = clist->getWidth() ? clist->getWidth() : 3;
	for(u16 i=0; i<clist->getSize(); 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, output_replacements, 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<clist->getSize(); i++)
		{
			clist->changeItem(i, ci.items[i]);
		}
	}

	return found;
}
Example #5
0
int ModApiClient::l_get_wielded_item(lua_State *L)
{
	Client *client = getClient(L);

	Inventory local_inventory(client->idef());
	client->getLocalInventory(local_inventory);

	InventoryList *mlist = local_inventory.getList("main");

	if (mlist && client->getPlayerItem() < mlist->getSize()) {
		LuaItemStack::create(L, mlist->getItem(client->getPlayerItem()));
	} else {
		LuaItemStack::create(L, ItemStack());
	}
	return 1;
}
Example #6
0
// set_stack(self, listname, i, stack) -> true/false
int InvRef::l_set_stack(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	InvRef *ref = checkobject(L, 1);
	const char *listname = luaL_checkstring(L, 2);
	int i = luaL_checknumber(L, 3) - 1;
	ItemStack newitem = read_item(L, 4, getServer(L)->idef());
	InventoryList *list = getlist(L, ref, listname);
	if(list != NULL && i >= 0 && i < (int) list->getSize()){
		list->changeItem(i, newitem);
		reportInventoryChange(L, ref);
		lua_pushboolean(L, true);
	} else {
		lua_pushboolean(L, false);
	}
	return 1;
}
Example #7
0
// set_list(self, listname, list)
int InvRef::l_set_list(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	InvRef *ref = checkobject(L, 1);
	const char *listname = luaL_checkstring(L, 2);
	Inventory *inv = getinv(L, ref);
	if(inv == NULL){
		return 0;
	}
	InventoryList *list = inv->getList(listname);
	if(list)
		read_inventory_list(L, 3, inv, listname,
				getServer(L), list->getSize());
	else
		read_inventory_list(L, 3, inv, listname, getServer(L));
	reportInventoryChange(L, ref);
	return 0;
}
Example #8
0
// set_lists(self, lists)
int InvRef::l_set_lists(lua_State *L)
{
    NO_MAP_LOCK_REQUIRED;
    InvRef *ref = checkobject(L, 1);
    Inventory *inv = getinv(L, ref);
    if (!inv) {
        return 0;
    }
    lua_pushnil(L);
    while (lua_next(L, 2)) {
        const char* listname = lua_tostring(L, -2);
        InventoryList *list = inv->getList(listname);
        if (list) {
            read_inventory_list(L, -1, inv, listname,
                                getServer(L), list->getSize());
        } else {
            read_inventory_list(L, -1, inv, listname,
                                getServer(L));
        }
        lua_pop(L, 1);
    }
    return 0;
}
Example #9
0
bool RollbackAction::applyRevert(Map *map, InventoryManager *imgr, IGameDef *gamedef) const
{
	try {
		switch (type) {
		case TYPE_NOTHING:
			return true;
		case TYPE_SET_NODE: {
			INodeDefManager *ndef = gamedef->ndef();
			// Make sure position is loaded from disk
			map->emergeBlock(getContainerPos(p, MAP_BLOCKSIZE), false);
			// Check current node
			MapNode current_node = map->getNodeNoEx(p);
			std::string current_name = ndef->get(current_node).name;
			// If current node not the new node, it's bad
			if (current_name != n_new.name) {
				return false;
			}
			// Create rollback node
			MapNode n(ndef, n_old.name, n_old.param1, n_old.param2);
			// Set rollback node
			try {
				if (!map->addNodeWithEvent(p, n)) {
					infostream << "RollbackAction::applyRevert(): "
						<< "AddNodeWithEvent failed at "
						<< PP(p) << " for " << n_old.name
						<< std::endl;
					return false;
				}
				if (n_old.meta.empty()) {
					map->removeNodeMetadata(p);
				} else {
					NodeMetadata *meta = map->getNodeMetadata(p);
					if (!meta) {
						meta = new NodeMetadata(gamedef);
						if (!map->setNodeMetadata(p, meta)) {
							delete meta;
							infostream << "RollbackAction::applyRevert(): "
								<< "setNodeMetadata failed at "
								<< PP(p) << " for " << n_old.name
								<< std::endl;
							return false;
						}
					}
					std::istringstream is(n_old.meta, std::ios::binary);
					meta->deSerialize(is);
				}
				// Inform other things that the meta data has changed
				v3s16 blockpos = getContainerPos(p, MAP_BLOCKSIZE);
				MapEditEvent event;
				event.type = MEET_BLOCK_NODE_METADATA_CHANGED;
				event.p = blockpos;
				map->dispatchEvent(&event);
				// Set the block to be saved
				MapBlock *block = map->getBlockNoCreateNoEx(blockpos);
				if (block) {
					block->raiseModified(MOD_STATE_WRITE_NEEDED,
						MOD_REASON_REPORT_META_CHANGE);
				}
			} catch (InvalidPositionException &e) {
				infostream << "RollbackAction::applyRevert(): "
					<< "InvalidPositionException: " << e.what()
					<< std::endl;
				return false;
			}
			// Success
			return true; }
		case TYPE_MODIFY_INVENTORY_STACK: {
			InventoryLocation loc;
			loc.deSerialize(inventory_location);
			std::string real_name = gamedef->idef()->getAlias(inventory_stack.name);
			Inventory *inv = imgr->getInventory(loc);
			if (!inv) {
				infostream << "RollbackAction::applyRevert(): Could not get "
					"inventory at " << inventory_location << std::endl;
				return false;
			}
			InventoryList *list = inv->getList(inventory_list);
			if (!list) {
				infostream << "RollbackAction::applyRevert(): Could not get "
					"inventory list \"" << inventory_list << "\" in "
					<< inventory_location << std::endl;
				return false;
			}
			if (list->getSize() <= inventory_index) {
				infostream << "RollbackAction::applyRevert(): List index "
					<< inventory_index << " too large in "
					<< "inventory list \"" << inventory_list << "\" in "
					<< inventory_location << std::endl;
			}
			// If item was added, take away item, otherwise add removed item
			if (inventory_add) {
				// Silently ignore different current item
				if (list->getItem(inventory_index).name != real_name)
					return false;
				list->takeItem(inventory_index, inventory_stack.count);
			} else {
				list->addItem(inventory_index, inventory_stack);
			}
			// Inventory was modified; send to clients
			imgr->setInventoryModified(loc);
			return true; }
		default:
			errorstream << "RollbackAction::applyRevert(): type not handled"
				<< std::endl;
			return false;
		}
	} catch(SerializationError &e) {
		errorstream << "RollbackAction::applyRevert(): n_old.name=" << n_old.name
				<< ", SerializationError: " << e.what() << std::endl;
	}
	return false;
}
bool GUIFormSpecMenu::OnEvent(const SEvent& event)
{
	if(event.EventType==EET_KEY_INPUT_EVENT)
	{
		KeyPress kp(event.KeyInput);
		if (event.KeyInput.PressedDown && (kp == EscapeKey ||
			kp == getKeySetting("keymap_inventory")))
		{
			quitMenu();
			return true;
		}
		if(event.KeyInput.Key==KEY_RETURN && event.KeyInput.PressedDown)
		{
			acceptInput();
			quitMenu();
			return true;
		}
	}
	if(event.EventType==EET_MOUSE_INPUT_EVENT
			&& event.MouseInput.Event == EMIE_MOUSE_MOVED)
	{
		// Mouse moved
		m_pointer = v2s32(event.MouseInput.X, event.MouseInput.Y);
	}
	if(event.EventType==EET_MOUSE_INPUT_EVENT
			&& event.MouseInput.Event != EMIE_MOUSE_MOVED)
	{
		// Mouse event other than movement

		v2s32 p(event.MouseInput.X, event.MouseInput.Y);
		m_pointer = p;

		// Get selected item and hovered/clicked item (s)

		updateSelectedItem();
		ItemSpec s = getItemAtPos(p);

		Inventory *inv_selected = NULL;
		Inventory *inv_s = NULL;

		if(m_selected_item)
		{
			inv_selected = m_invmgr->getInventory(m_selected_item->inventoryloc);
			assert(inv_selected);
			assert(inv_selected->getList(m_selected_item->listname) != NULL);
		}

		u32 s_count = 0;

		if(s.isValid())
		do{ // breakable
			inv_s = m_invmgr->getInventory(s.inventoryloc);

			if(!inv_s){
				errorstream<<"InventoryMenu: The selected inventory location "
						<<"\""<<s.inventoryloc.dump()<<"\" doesn't exist"
						<<std::endl;
				s.i = -1;  // make it invalid again
				break;
			}

			InventoryList *list = inv_s->getList(s.listname);
			if(list == NULL){
				verbosestream<<"InventoryMenu: The selected inventory list \""
						<<s.listname<<"\" does not exist"<<std::endl;
				s.i = -1;  // make it invalid again
				break;
			}

			if((u32)s.i >= list->getSize()){
				infostream<<"InventoryMenu: The selected inventory list \""
						<<s.listname<<"\" is too small (i="<<s.i<<", size="
						<<list->getSize()<<")"<<std::endl;
				s.i = -1;  // make it invalid again
				break;
			}

			s_count = list->getItem(s.i).count;
		}while(0);

		bool identical = (m_selected_item != NULL) && s.isValid() &&
			(inv_selected == inv_s) &&
			(m_selected_item->listname == s.listname) &&
			(m_selected_item->i == s.i);

		// buttons: 0 = left, 1 = right, 2 = middle
		// up/down: 0 = down (press), 1 = up (release), 2 = unknown event
		int button = 0;
		int updown = 2;
		if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
			{ button = 0; updown = 0; }
		else if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
			{ button = 1; updown = 0; }
		else if(event.MouseInput.Event == EMIE_MMOUSE_PRESSED_DOWN)
			{ button = 2; updown = 0; }
		else if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
			{ button = 0; updown = 1; }
		else if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
			{ button = 1; updown = 1; }
		else if(event.MouseInput.Event == EMIE_MMOUSE_LEFT_UP)
			{ button = 2; updown = 1; }

		// Set this number to a positive value to generate a move action
		// from m_selected_item to s.
		u32 move_amount = 0;

		// Set this number to a positive value to generate a drop action
		// from m_selected_item.
		u32 drop_amount = 0;

		// Set this number to a positive value to generate a craft action at s.
		u32 craft_amount = 0;

		if(updown == 0)
		{
			// Some mouse button has been pressed

			//infostream<<"Mouse button "<<button<<" pressed at p=("
			//	<<p.X<<","<<p.Y<<")"<<std::endl;

			m_selected_dragging = false;

			if(s.isValid() && s.listname == "craftpreview")
			{
				// Craft preview has been clicked: craft
				craft_amount = (button == 2 ? 10 : 1);
			}
			else if(m_selected_item == NULL)
			{
				if(s_count != 0)
				{
					// Non-empty stack has been clicked: select it
					m_selected_item = new ItemSpec(s);

					if(button == 1)  // right
						m_selected_amount = (s_count + 1) / 2;
					else if(button == 2)  // middle
						m_selected_amount = MYMIN(s_count, 10);
					else  // left
						m_selected_amount = s_count;

					m_selected_dragging = true;
				}
			}
			else  // m_selected_item != NULL
			{
				assert(m_selected_amount >= 1);

				if(s.isValid())
				{
					// Clicked a slot: move
					if(button == 1)  // right
						move_amount = 1;
					else if(button == 2)  // middle
						move_amount = MYMIN(m_selected_amount, 10);
					else  // left
						move_amount = m_selected_amount;

					if(identical)
					{
						if(move_amount >= m_selected_amount)
							m_selected_amount = 0;
						else
							m_selected_amount -= move_amount;
						move_amount = 0;
					}
				}
				else if(getAbsoluteClippingRect().isPointInside(m_pointer))
				{
					// Clicked somewhere else: deselect
					m_selected_amount = 0;
				}
				else
				{
					// Clicked outside of the window: drop
					if(button == 1)  // right
						drop_amount = 1;
					else if(button == 2)  // middle
						drop_amount = MYMIN(m_selected_amount, 10);
					else  // left
						drop_amount = m_selected_amount;
				}
			}
		}
		else if(updown == 1)
		{
			// Some mouse button has been released

			//infostream<<"Mouse button "<<button<<" released at p=("
			//	<<p.X<<","<<p.Y<<")"<<std::endl;

			if(m_selected_item != NULL && m_selected_dragging && s.isValid())
			{
				if(!identical)
				{
					// Dragged to different slot: move all selected
					move_amount = m_selected_amount;
				}
			}
			else if(m_selected_item != NULL && m_selected_dragging &&
				!(getAbsoluteClippingRect().isPointInside(m_pointer)))
			{
				// Dragged outside of window: drop all selected
				drop_amount = m_selected_amount;
			}

			m_selected_dragging = false;
		}

		// Possibly send inventory action to server
		if(move_amount > 0)
		{
			// Send IACTION_MOVE

			assert(m_selected_item && m_selected_item->isValid());
			assert(s.isValid());

			assert(inv_selected && inv_s);
			InventoryList *list_from = inv_selected->getList(m_selected_item->listname);
			InventoryList *list_to = inv_s->getList(s.listname);
			assert(list_from && list_to);
			ItemStack stack_from = list_from->getItem(m_selected_item->i);
			ItemStack stack_to = list_to->getItem(s.i);

			// Check how many items can be moved
			move_amount = stack_from.count = MYMIN(move_amount, stack_from.count);
			ItemStack leftover = stack_to.addItem(stack_from, m_gamedef->idef());
			// If source stack cannot be added to destination stack at all,
			// they are swapped
			if(leftover.count == stack_from.count && leftover.name == stack_from.name)
			{
				m_selected_amount = stack_to.count;
				// In case the server doesn't directly swap them but instead
				// moves stack_to somewhere else, set this
				m_selected_content_guess = stack_to;
				m_selected_content_guess_inventory = s.inventoryloc;
			}
			// Source stack goes fully into destination stack
			else if(leftover.empty())
			{
				m_selected_amount -= move_amount;
				m_selected_content_guess = ItemStack(); // Clear
			}
			// Source stack goes partly into destination stack
			else
			{
				move_amount -= leftover.count;
				m_selected_amount -= move_amount;
				m_selected_content_guess = ItemStack(); // Clear
			}

			infostream<<"Handing IACTION_MOVE to manager"<<std::endl;
			IMoveAction *a = new IMoveAction();
			a->count = move_amount;
			a->from_inv = m_selected_item->inventoryloc;
			a->from_list = m_selected_item->listname;
			a->from_i = m_selected_item->i;
			a->to_inv = s.inventoryloc;
			a->to_list = s.listname;
			a->to_i = s.i;
			m_invmgr->inventoryAction(a);
		}
		else if(drop_amount > 0)
		{
			m_selected_content_guess = ItemStack(); // Clear

			// Send IACTION_DROP

			assert(m_selected_item && m_selected_item->isValid());
			assert(inv_selected);
			InventoryList *list_from = inv_selected->getList(m_selected_item->listname);
			assert(list_from);
			ItemStack stack_from = list_from->getItem(m_selected_item->i);

			// Check how many items can be dropped
			drop_amount = stack_from.count = MYMIN(drop_amount, stack_from.count);
			assert(drop_amount > 0 && drop_amount <= m_selected_amount);
			m_selected_amount -= drop_amount;

			infostream<<"Handing IACTION_DROP to manager"<<std::endl;
			IDropAction *a = new IDropAction();
			a->count = drop_amount;
			a->from_inv = m_selected_item->inventoryloc;
			a->from_list = m_selected_item->listname;
			a->from_i = m_selected_item->i;
			m_invmgr->inventoryAction(a);
		}
		else if(craft_amount > 0)
		{
			m_selected_content_guess = ItemStack(); // Clear

			// Send IACTION_CRAFT

			assert(s.isValid());
			assert(inv_s);

			infostream<<"Handing IACTION_CRAFT to manager"<<std::endl;
			ICraftAction *a = new ICraftAction();
			a->count = craft_amount;
			a->craft_inv = s.inventoryloc;
			m_invmgr->inventoryAction(a);
		}

		// If m_selected_amount has been decreased to zero, deselect
		if(m_selected_amount == 0)
		{
			delete m_selected_item;
			m_selected_item = NULL;
			m_selected_amount = 0;
			m_selected_dragging = false;
			m_selected_content_guess = ItemStack();
		}
	}
	if(event.EventType==EET_GUI_EVENT)
	{
		if(event.GUIEvent.EventType==gui::EGET_ELEMENT_FOCUS_LOST
				&& isVisible())
		{
			if(!canTakeFocus(event.GUIEvent.Element))
			{
				infostream<<"GUIFormSpecMenu: Not allowing focus change."
						<<std::endl;
				// Returning true disables focus change
				return true;
			}
		}
		if(event.GUIEvent.EventType==gui::EGET_BUTTON_CLICKED)
		{
			switch(event.GUIEvent.Caller->getID())
			{
			case 257:
				acceptInput();
				quitMenu();
				// quitMenu deallocates menu
				return true;
			}
			// find the element that was clicked
			for(u32 i=0; i<m_fields.size(); i++)
			{
				FieldSpec &s = m_fields[i];
				// if its a button, set the send field so 
				// lua knows which button was pressed
				if (s.is_button && s.fid == event.GUIEvent.Caller->getID())
				{
					s.send = true;
					acceptInput();
					if(s.is_exit){
						quitMenu();
						return true;
					}else{
						s.send = false;
						// Restore focus to the full form
						Environment->setFocus(this);
						return true;
					}
				}
			}
		}
		if(event.GUIEvent.EventType==gui::EGET_EDITBOX_ENTER)
		{
			if(event.GUIEvent.Caller->getID() > 257)
			{
				acceptInput();
				quitMenu();
				// quitMenu deallocates menu
				return true;
			}
		}
	}

	return Parent ? Parent->OnEvent(event) : false;
}
void GUIFormSpecMenu::updateSelectedItem()
{
	// WARNING: BLACK MAGIC
	// See if there is a stack suited for our current guess.
	// If such stack does not exist, clear the guess.
	if(m_selected_content_guess.name != "")
	{
		bool found = false;
		for(u32 i=0; i<m_inventorylists.size() && !found; i++){
			const ListDrawSpec &s = m_inventorylists[i];
			Inventory *inv = m_invmgr->getInventory(s.inventoryloc);
			if(!inv)
				continue;
			InventoryList *list = inv->getList(s.listname);
			if(!list)
				continue;
			for(s32 i=0; i<s.geom.X*s.geom.Y && !found; i++){
				u32 item_i = i + s.start_item_i;
				if(item_i >= list->getSize())
					continue;
				ItemStack stack = list->getItem(item_i);
				if(stack.name == m_selected_content_guess.name &&
						stack.count == m_selected_content_guess.count){
					found = true;
					if(m_selected_item){
						// If guessed stack is already selected, all is fine
						if(m_selected_item->inventoryloc == s.inventoryloc &&
								m_selected_item->listname == s.listname &&
								m_selected_item->i == (s32)item_i &&
								m_selected_amount == stack.count){
							break;
						}
						delete m_selected_item;
						m_selected_item = NULL;
					}
					infostream<<"Client: Changing selected content guess to "
							<<s.inventoryloc.dump()<<" "<<s.listname
							<<" "<<item_i<<std::endl;
					m_selected_item = new ItemSpec(s.inventoryloc, s.listname, item_i);
					m_selected_amount = stack.count;
					break;
				}
			}
		}
		if(!found){
			infostream<<"Client: Discarding selected content guess: "
					<<m_selected_content_guess.getItemString()<<std::endl;
			m_selected_content_guess.name = "";
		}
	}
	// If the selected stack has become empty for some reason, deselect it.
	// If the selected stack has become smaller, adjust m_selected_amount.
	if(m_selected_item)
	{
		bool selection_valid = false;
		if(m_selected_item->isValid())
		{
			Inventory *inv = m_invmgr->getInventory(m_selected_item->inventoryloc);
			if(inv)
			{
				InventoryList *list = inv->getList(m_selected_item->listname);
				if(list && (u32) m_selected_item->i < list->getSize())
				{
					ItemStack stack = list->getItem(m_selected_item->i);
					if(m_selected_amount > stack.count)
						m_selected_amount = stack.count;
					if(!stack.empty())
						selection_valid = true;
				}
			}
		}
		if(!selection_valid)
		{
			delete m_selected_item;
			m_selected_item = NULL;
			m_selected_amount = 0;
			m_selected_dragging = false;
		}
	}

	// If craftresult is nonempty and nothing else is selected, select it now.
	if(!m_selected_item)
	{
		for(u32 i=0; i<m_inventorylists.size(); i++)
		{
			const ListDrawSpec &s = m_inventorylists[i];
			if(s.listname == "craftpreview")
			{
				Inventory *inv = m_invmgr->getInventory(s.inventoryloc);
				InventoryList *list = inv->getList("craftresult");
				if(list && list->getSize() >= 1 && !list->getItem(0).empty())
				{
					m_selected_item = new ItemSpec;
					m_selected_item->inventoryloc = s.inventoryloc;
					m_selected_item->listname = "craftresult";
					m_selected_item->i = 0;
					m_selected_amount = 0;
					m_selected_dragging = false;
					break;
				}
			}
		}
	}

	// If craftresult is selected, keep the whole stack selected
	if(m_selected_item && m_selected_item->listname == "craftresult")
	{
		Inventory *inv = m_invmgr->getInventory(m_selected_item->inventoryloc);
		assert(inv);
		InventoryList *list = inv->getList(m_selected_item->listname);
		assert(list);
		m_selected_amount = list->getItem(m_selected_item->i).count;
	}
}
void GUIFormSpecMenu::drawList(const ListDrawSpec &s, int phase)
{
	video::IVideoDriver* driver = Environment->getVideoDriver();

	// Get font
	gui::IGUIFont *font = NULL;
	gui::IGUISkin* skin = Environment->getSkin();
	if (skin)
		font = skin->getFont();
	
	Inventory *inv = m_invmgr->getInventory(s.inventoryloc);
	if(!inv){
		infostream<<"GUIFormSpecMenu::drawList(): WARNING: "
				<<"The inventory location "
				<<"\""<<s.inventoryloc.dump()<<"\" doesn't exist"
				<<std::endl;
		return;
	}
	InventoryList *ilist = inv->getList(s.listname);
	if(!ilist){
		infostream<<"GUIFormSpecMenu::drawList(): WARNING: "
				<<"The inventory list \""<<s.listname<<"\" @ \""
				<<s.inventoryloc.dump()<<"\" doesn't exist"
				<<std::endl;
		return;
	}
	
	core::rect<s32> imgrect(0,0,imgsize.X,imgsize.Y);
	
	for(s32 i=0; i<s.geom.X*s.geom.Y; i++)
	{
		u32 item_i = i + s.start_item_i;
		if(item_i >= ilist->getSize())
			break;
		s32 x = (i%s.geom.X) * spacing.X;
		s32 y = (i/s.geom.X) * spacing.Y;
		v2s32 p(x,y);
		core::rect<s32> rect = imgrect + s.pos + p;
		ItemStack item;
		if(ilist)
			item = ilist->getItem(item_i);

		bool selected = m_selected_item
			&& m_invmgr->getInventory(m_selected_item->inventoryloc) == inv
			&& m_selected_item->listname == s.listname
			&& m_selected_item->i == i;
		bool hovering = rect.isPointInside(m_pointer);

		if(phase == 0)
		{
			if(hovering && m_selected_item)
			{
				video::SColor bgcolor(255,192,192,192);
				driver->draw2DRectangle(bgcolor, rect, &AbsoluteClippingRect);
			}
			else
			{
				video::SColor bgcolor(255,128,128,128);
				driver->draw2DRectangle(bgcolor, rect, &AbsoluteClippingRect);
			}
		}

		if(phase == 1)
		{
			// Draw item stack
			if(selected)
			{
				item.takeItem(m_selected_amount);
			}
			if(!item.empty())
			{
				drawItemStack(driver, font, item,
						rect, &AbsoluteClippingRect, m_gamedef);
			}

			// Draw tooltip
			std::string tooltip_text = "";
			if(hovering && !m_selected_item)
				tooltip_text = item.getDefinition(m_gamedef->idef()).description;
			if(tooltip_text != "")
			{
				m_tooltip_element->setVisible(true);
				this->bringToFront(m_tooltip_element);
				m_tooltip_element->setText(narrow_to_wide(tooltip_text).c_str());
				s32 tooltip_x = m_pointer.X + 15;
				s32 tooltip_y = m_pointer.Y + 15;
				s32 tooltip_width = m_tooltip_element->getTextWidth() + 15;
				s32 tooltip_height = m_tooltip_element->getTextHeight() + 5;
				m_tooltip_element->setRelativePosition(core::rect<s32>(
						core::position2d<s32>(tooltip_x, tooltip_y),
						core::dimension2d<s32>(tooltip_width, tooltip_height)));
			}
		}
	}
}