Make inventory GUI do sane things when server-side inventory acts unusually

master
Perttu Ahola 2012-09-02 22:51:38 +03:00
parent 6495007924
commit e1a495ee30
4 changed files with 105 additions and 4 deletions

View File

@ -733,6 +733,54 @@ void GUIFormSpecMenu::drawMenu()
void GUIFormSpecMenu::updateSelectedItem() 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 empty for some reason, deselect it.
// If the selected stack has become smaller, adjust m_selected_amount. // If the selected stack has become smaller, adjust m_selected_amount.
if(m_selected_item) if(m_selected_item)
@ -1054,21 +1102,28 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
// Check how many items can be moved // Check how many items can be moved
move_amount = stack_from.count = MYMIN(move_amount, stack_from.count); move_amount = stack_from.count = MYMIN(move_amount, stack_from.count);
ItemStack leftover = stack_to.addItem(stack_from, m_gamedef->idef()); ItemStack leftover = stack_to.addItem(stack_from, m_gamedef->idef());
if(leftover.count == stack_from.count) // 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)
{ {
// Swap the stacks
m_selected_amount = stack_to.count; 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()) else if(leftover.empty())
{ {
// Item fits
m_selected_amount -= move_amount; m_selected_amount -= move_amount;
m_selected_content_guess = ItemStack(); // Clear
} }
// Source stack goes partly into destination stack
else else
{ {
// Item only fits partially
move_amount -= leftover.count; move_amount -= leftover.count;
m_selected_amount -= move_amount; m_selected_amount -= move_amount;
m_selected_content_guess = ItemStack(); // Clear
} }
infostream<<"Handing IACTION_MOVE to manager"<<std::endl; infostream<<"Handing IACTION_MOVE to manager"<<std::endl;
@ -1084,6 +1139,8 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
} }
else if(drop_amount > 0) else if(drop_amount > 0)
{ {
m_selected_content_guess = ItemStack(); // Clear
// Send IACTION_DROP // Send IACTION_DROP
assert(m_selected_item && m_selected_item->isValid()); assert(m_selected_item && m_selected_item->isValid());
@ -1107,6 +1164,8 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
} }
else if(craft_amount > 0) else if(craft_amount > 0)
{ {
m_selected_content_guess = ItemStack(); // Clear
// Send IACTION_CRAFT // Send IACTION_CRAFT
assert(s.isValid()); assert(s.isValid());
@ -1126,6 +1185,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
m_selected_item = NULL; m_selected_item = NULL;
m_selected_amount = 0; m_selected_amount = 0;
m_selected_dragging = false; m_selected_dragging = false;
m_selected_content_guess = ItemStack();
} }
} }
if(event.EventType==EET_GUI_EVENT) if(event.EventType==EET_GUI_EVENT)

View File

@ -212,6 +212,12 @@ protected:
ItemSpec *m_selected_item; ItemSpec *m_selected_item;
u32 m_selected_amount; u32 m_selected_amount;
bool m_selected_dragging; bool m_selected_dragging;
// WARNING: BLACK MAGIC
// Used to guess and keep up with some special things the server can do.
// If name is "", no guess exists.
ItemStack m_selected_content_guess;
InventoryLocation m_selected_content_guess_inventory;
v2s32 m_pointer; v2s32 m_pointer;
gui::IGUIStaticText *m_tooltip_element; gui::IGUIStaticText *m_tooltip_element;

View File

@ -332,6 +332,18 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
// If source is infinite, reset it's stack // If source is infinite, reset it's stack
if(src_can_take_count == -1){ 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;
}
}
}
list_from->deleteItem(from_i); list_from->deleteItem(from_i);
list_from->addItem(from_i, from_stack_was); list_from->addItem(from_i, from_stack_was);
} }

View File

@ -66,6 +66,29 @@ struct InventoryLocation
name = name_; name = name_;
} }
bool operator==(const InventoryLocation &other) const
{
if(type != other.type)
return false;
switch(type){
case UNDEFINED:
return false;
case CURRENT_PLAYER:
return true;
case PLAYER:
return (name == other.name);
case NODEMETA:
return (p == other.p);
case DETACHED:
return (name == other.name);
}
return false;
}
bool operator!=(const InventoryLocation &other) const
{
return !(*this == other);
}
void applyCurrentPlayer(const std::string &name_) void applyCurrentPlayer(const std::string &name_)
{ {
if(type == CURRENT_PLAYER) if(type == CURRENT_PLAYER)