parent
6e5588c8e1
commit
c772e0e18c
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@ -3526,7 +3526,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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// Possibly send inventory action to server
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if (move_amount > 0) {
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// Send IACTION_MOVE
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// Send IAction::Move
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assert(m_selected_item && m_selected_item->isValid());
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assert(s.isValid());
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@ -3563,7 +3563,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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m_selected_content_guess = ItemStack(); // Clear
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}
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infostream << "Handing IACTION_MOVE to manager" << std::endl;
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infostream << "Handing IAction::Move to manager" << std::endl;
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IMoveAction *a = new IMoveAction();
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a->count = move_amount;
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a->from_inv = m_selected_item->inventoryloc;
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@ -3599,7 +3599,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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ItemStack stack_from = list_from->getItem(s.i);
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assert(shift_move_amount <= stack_from.count);
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if (m_client->getProtoVersion() >= 25) {
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infostream << "Handing IACTION_MOVE to manager" << std::endl;
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infostream << "Handing IAction::Move to manager" << std::endl;
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IMoveAction *a = new IMoveAction();
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a->count = shift_move_amount;
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a->from_inv = s.inventoryloc;
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@ -3617,7 +3617,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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&& shift_move_amount > 0; slot_to++) {
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list_to->itemFits(slot_to, stack_from, &leftover);
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if (leftover.count < stack_from.count) {
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infostream << "Handing IACTION_MOVE to manager" << std::endl;
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infostream << "Handing IAction::Move to manager" << std::endl;
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IMoveAction *a = new IMoveAction();
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a->count = MYMIN(shift_move_amount,
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(u32) (stack_from.count - leftover.count));
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@ -3637,7 +3637,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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} else if (drop_amount > 0) {
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m_selected_content_guess = ItemStack(); // Clear
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// Send IACTION_DROP
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// Send IAction::Drop
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assert(m_selected_item && m_selected_item->isValid());
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assert(inv_selected);
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@ -3650,7 +3650,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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assert(drop_amount > 0 && drop_amount <= m_selected_amount);
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m_selected_amount -= drop_amount;
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infostream << "Handing IACTION_DROP to manager" << std::endl;
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infostream << "Handing IAction::Drop to manager" << std::endl;
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IDropAction *a = new IDropAction();
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a->count = drop_amount;
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a->from_inv = m_selected_item->inventoryloc;
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@ -3660,12 +3660,12 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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} else if (craft_amount > 0) {
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m_selected_content_guess = ItemStack(); // Clear
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// Send IACTION_CRAFT
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// Send IAction::Craft
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assert(s.isValid());
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assert(inv_s);
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infostream << "Handing IACTION_CRAFT to manager" << std::endl;
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infostream << "Handing IAction::Craft to manager" << std::endl;
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ICraftAction *a = new ICraftAction();
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a->count = craft_amount;
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a->craft_inv = s.inventoryloc;
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@ -43,7 +43,7 @@ std::string InventoryLocation::dump() const
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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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switch (type) {
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case InventoryLocation::UNDEFINED:
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os<<"undefined";
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break;
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@ -68,21 +68,14 @@ 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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if (tname == "undefined") {
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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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} else if (tname == "current_player") {
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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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} else if (tname == "player") {
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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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} else if (tname == "nodemeta") {
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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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@ -90,14 +83,10 @@ void InventoryLocation::deSerialize(std::istream &is)
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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 if(tname == "detached")
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{
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} else if (tname == "detached") {
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type = InventoryLocation::DETACHED;
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std::getline(is, name, '\n');
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}
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else
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{
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} else {
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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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@ -113,12 +102,12 @@ void InventoryLocation::deSerialize(std::string s)
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InventoryAction
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*/
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InventoryAction * InventoryAction::deSerialize(std::istream &is)
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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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InventoryAction *a = nullptr;
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if (type == "Move") {
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a = new IMoveAction(is, false);
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@ -126,7 +115,7 @@ InventoryAction * InventoryAction::deSerialize(std::istream &is)
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a = new IMoveAction(is, true);
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} else if (type == "Drop") {
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a = new IDropAction(is);
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} else if(type == "Craft") {
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} else if (type == "Craft") {
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a = new ICraftAction(is);
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}
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@ -137,12 +126,10 @@ InventoryAction * InventoryAction::deSerialize(std::istream &is)
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IMoveAction
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*/
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IMoveAction::IMoveAction(std::istream &is, bool somewhere)
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IMoveAction::IMoveAction(std::istream &is, bool somewhere) :
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move_somewhere(somewhere)
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{
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std::string ts;
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move_somewhere = somewhere;
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caused_by_move_somewhere = false;
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move_count = 0;
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std::getline(is, ts, ' ');
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count = stoi(ts);
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@ -265,7 +252,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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*/
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int try_take_count = count;
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if(try_take_count == 0)
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if (try_take_count == 0)
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try_take_count = list_from->getItem(from_i).count;
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int src_can_take_count = 0xffff;
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@ -274,28 +261,23 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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/* Query detached inventories */
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// Move occurs in the same detached inventory
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if(from_inv.type == InventoryLocation::DETACHED &&
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if (from_inv.type == InventoryLocation::DETACHED &&
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to_inv.type == InventoryLocation::DETACHED &&
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from_inv.name == to_inv.name)
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{
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from_inv.name == to_inv.name) {
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src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
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from_inv.name, from_list, from_i,
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to_list, to_i, try_take_count, player);
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dst_can_put_count = src_can_take_count;
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}
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else
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{
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} else {
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// Destination is detached
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if(to_inv.type == InventoryLocation::DETACHED)
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{
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if (to_inv.type == InventoryLocation::DETACHED) {
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = try_take_count;
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dst_can_put_count = PLAYER_TO_SA(player)->detached_inventory_AllowPut(
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to_inv.name, to_list, to_i, src_item, player);
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}
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// Source is detached
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if(from_inv.type == InventoryLocation::DETACHED)
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{
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if (from_inv.type == InventoryLocation::DETACHED) {
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = try_take_count;
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src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
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@ -307,28 +289,23 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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// Both endpoints are nodemeta
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// Move occurs in the same nodemeta inventory
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if(from_inv.type == InventoryLocation::NODEMETA &&
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if (from_inv.type == InventoryLocation::NODEMETA &&
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to_inv.type == InventoryLocation::NODEMETA &&
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from_inv.p == to_inv.p)
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{
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from_inv.p == to_inv.p) {
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src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
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from_inv.p, from_list, from_i,
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to_list, to_i, try_take_count, player);
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dst_can_put_count = src_can_take_count;
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}
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else
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{
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} else {
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// Destination is nodemeta
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if(to_inv.type == InventoryLocation::NODEMETA)
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{
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if (to_inv.type == InventoryLocation::NODEMETA) {
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = try_take_count;
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dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
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to_inv.p, to_list, to_i, src_item, player);
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}
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// Source is nodemeta
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if(from_inv.type == InventoryLocation::NODEMETA)
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{
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if (from_inv.type == InventoryLocation::NODEMETA) {
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = try_take_count;
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src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
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/* Modify count according to collected data */
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count = try_take_count;
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if(src_can_take_count != -1 && count > src_can_take_count)
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if (src_can_take_count != -1 && count > src_can_take_count)
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count = src_can_take_count;
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if(dst_can_put_count != -1 && count > dst_can_put_count)
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if (dst_can_put_count != -1 && count > dst_can_put_count)
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count = dst_can_put_count;
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/* Limit according to source item count */
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if(count > list_from->getItem(from_i).count)
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if (count > list_from->getItem(from_i).count)
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count = list_from->getItem(from_i).count;
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/* If no items will be moved, don't go further */
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if(count == 0)
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{
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if (count == 0) {
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infostream<<"IMoveAction::apply(): move was completely disallowed:"
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<<" count="<<old_count
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<<" from inv=\""<<from_inv.dump()<<"\""
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}
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}
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// If destination is infinite, reset it's stack and take count from source
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if(dst_can_put_count == -1){
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if (dst_can_put_count == -1) {
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list_to->deleteItem(to_i);
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list_to->addItem(to_i, to_stack_was);
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list_from->deleteItem(from_i);
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@ -426,19 +402,17 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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// If we are inside the move somewhere loop, we don't need to report
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// anything if nothing happened (perhaps we don't need to report
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// anything for caused_by_move_somewhere == true, but this way its safer)
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if (caused_by_move_somewhere && move_count == 0) {
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if (caused_by_move_somewhere && move_count == 0)
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return;
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}
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/*
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Record rollback information
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*/
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if(!ignore_rollback && gamedef->rollback())
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{
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if (!ignore_rollback && gamedef->rollback()) {
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IRollbackManager *rollback = gamedef->rollback();
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// If source is not infinite, record item take
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if(src_can_take_count != -1){
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if (src_can_take_count != -1) {
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RollbackAction action;
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std::string loc;
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{
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rollback->reportAction(action);
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}
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// If destination is not infinite, record item put
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if(dst_can_put_count != -1){
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if (dst_can_put_count != -1) {
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RollbackAction action;
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std::string loc;
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{
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@ -472,25 +446,20 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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/* Detached inventories */
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// Both endpoints are same detached
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if(from_inv.type == InventoryLocation::DETACHED &&
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if (from_inv.type == InventoryLocation::DETACHED &&
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to_inv.type == InventoryLocation::DETACHED &&
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from_inv.name == to_inv.name)
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{
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from_inv.name == to_inv.name) {
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PLAYER_TO_SA(player)->detached_inventory_OnMove(
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from_inv.name, from_list, from_i,
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to_list, to_i, count, player);
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}
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else
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{
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} else {
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// Destination is detached
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if(to_inv.type == InventoryLocation::DETACHED)
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{
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if (to_inv.type == InventoryLocation::DETACHED) {
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PLAYER_TO_SA(player)->detached_inventory_OnPut(
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to_inv.name, to_list, to_i, src_item, player);
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}
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// Source is detached
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if(from_inv.type == InventoryLocation::DETACHED)
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{
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if (from_inv.type == InventoryLocation::DETACHED) {
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PLAYER_TO_SA(player)->detached_inventory_OnTake(
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from_inv.name, from_list, from_i, src_item, player);
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}
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/* Node metadata inventories */
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// Both endpoints are same nodemeta
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if(from_inv.type == InventoryLocation::NODEMETA &&
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if (from_inv.type == InventoryLocation::NODEMETA &&
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to_inv.type == InventoryLocation::NODEMETA &&
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from_inv.p == to_inv.p)
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{
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from_inv.p == to_inv.p) {
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PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
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from_inv.p, from_list, from_i,
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to_list, to_i, count, player);
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}
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else{
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} else {
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// Destination is nodemeta
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if(to_inv.type == InventoryLocation::NODEMETA)
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{
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if (to_inv.type == InventoryLocation::NODEMETA) {
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PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
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to_inv.p, to_list, to_i, src_item, player);
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}
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// Source is nodemeta
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else if(from_inv.type == InventoryLocation::NODEMETA)
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{
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else if (from_inv.type == InventoryLocation::NODEMETA) {
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PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
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from_inv.p, from_list, from_i, src_item, player);
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}
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}
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mgr->setInventoryModified(from_inv, false);
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if(inv_from != inv_to)
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if (inv_from != inv_to)
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mgr->setInventoryModified(to_inv, false);
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}
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@ -534,18 +499,18 @@ void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
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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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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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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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if (!list_from || !list_to)
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return;
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if (!move_somewhere)
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@ -554,7 +519,7 @@ void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
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list_from->moveItemSomewhere(from_i, list_to, count);
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mgr->setInventoryModified(from_inv);
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if(inv_from != inv_to)
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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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@ -582,7 +547,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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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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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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@ -593,13 +558,12 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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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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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;
|
||||
return;
|
||||
}
|
||||
if(list_from->getItem(from_i).empty())
|
||||
{
|
||||
if (list_from->getItem(from_i).empty()) {
|
||||
infostream<<"IDropAction::apply(): FAIL: source item not found: "
|
||||
<<"from_inv=\""<<from_inv.dump()<<"\""
|
||||
<<", from_list=\""<<from_list<<"\""
|
||||
|
@ -617,13 +581,12 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
|
|||
*/
|
||||
|
||||
int take_count = list_from->getItem(from_i).count;
|
||||
if(count != 0 && count < take_count)
|
||||
if (count != 0 && count < take_count)
|
||||
take_count = count;
|
||||
int src_can_take_count = take_count;
|
||||
|
||||
// Source is detached
|
||||
if(from_inv.type == InventoryLocation::DETACHED)
|
||||
{
|
||||
if (from_inv.type == InventoryLocation::DETACHED) {
|
||||
ItemStack src_item = list_from->getItem(from_i);
|
||||
src_item.count = take_count;
|
||||
src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
|
||||
|
@ -631,15 +594,14 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
|
|||
}
|
||||
|
||||
// Source is nodemeta
|
||||
if(from_inv.type == InventoryLocation::NODEMETA)
|
||||
{
|
||||
if (from_inv.type == InventoryLocation::NODEMETA) {
|
||||
ItemStack src_item = list_from->getItem(from_i);
|
||||
src_item.count = take_count;
|
||||
src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
|
||||
from_inv.p, from_list, from_i, src_item, player);
|
||||
}
|
||||
|
||||
if(src_can_take_count != -1 && src_can_take_count < take_count)
|
||||
if (src_can_take_count != -1 && src_can_take_count < take_count)
|
||||
take_count = src_can_take_count;
|
||||
|
||||
int actually_dropped_count = 0;
|
||||
|
@ -649,22 +611,21 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
|
|||
// Drop the item
|
||||
ItemStack item1 = list_from->getItem(from_i);
|
||||
item1.count = take_count;
|
||||
if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
|
||||
player->getBasePosition() + v3f(0,1,0)))
|
||||
{
|
||||
if (PLAYER_TO_SA(player)->item_OnDrop(item1, player,
|
||||
player->getBasePosition() + v3f(0,1,0))) {
|
||||
actually_dropped_count = take_count - item1.count;
|
||||
|
||||
if(actually_dropped_count == 0){
|
||||
if (actually_dropped_count == 0) {
|
||||
infostream<<"Actually dropped no items"<<std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
// If source isn't infinite
|
||||
if(src_can_take_count != -1){
|
||||
if (src_can_take_count != -1) {
|
||||
// Take item from source list
|
||||
ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
|
||||
|
||||
if(item2.count != actually_dropped_count)
|
||||
if (item2.count != actually_dropped_count)
|
||||
errorstream<<"Could not take dropped count of items"<<std::endl;
|
||||
|
||||
mgr->setInventoryModified(from_inv, false);
|
||||
|
@ -684,15 +645,13 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
|
|||
*/
|
||||
|
||||
// Source is detached
|
||||
if(from_inv.type == InventoryLocation::DETACHED)
|
||||
{
|
||||
if (from_inv.type == InventoryLocation::DETACHED) {
|
||||
PLAYER_TO_SA(player)->detached_inventory_OnTake(
|
||||
from_inv.name, from_list, from_i, src_item, player);
|
||||
}
|
||||
|
||||
// Source is nodemeta
|
||||
if(from_inv.type == InventoryLocation::NODEMETA)
|
||||
{
|
||||
if (from_inv.type == InventoryLocation::NODEMETA) {
|
||||
PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
|
||||
from_inv.p, from_list, from_i, src_item, player);
|
||||
}
|
||||
|
@ -700,12 +659,11 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
|
|||
/*
|
||||
Record rollback information
|
||||
*/
|
||||
if(!ignore_src_rollback && gamedef->rollback())
|
||||
{
|
||||
if (!ignore_src_rollback && gamedef->rollback()) {
|
||||
IRollbackManager *rollback = gamedef->rollback();
|
||||
|
||||
// If source is not infinite, record item take
|
||||
if(src_can_take_count != -1){
|
||||
if (src_can_take_count != -1) {
|
||||
RollbackAction action;
|
||||
std::string loc;
|
||||
{
|
||||
|
@ -726,20 +684,20 @@ void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
|
|||
// to make lag less apparent.
|
||||
|
||||
Inventory *inv_from = mgr->getInventory(from_inv);
|
||||
if(!inv_from)
|
||||
if (!inv_from)
|
||||
return;
|
||||
|
||||
InventoryLocation current_player;
|
||||
current_player.setCurrentPlayer();
|
||||
Inventory *inv_player = mgr->getInventory(current_player);
|
||||
if(inv_from != inv_player)
|
||||
if (inv_from != inv_player)
|
||||
return;
|
||||
|
||||
InventoryList *list_from = inv_from->getList(from_list);
|
||||
if(!list_from)
|
||||
if (!list_from)
|
||||
return;
|
||||
|
||||
if(count == 0)
|
||||
if (count == 0)
|
||||
list_from->changeItem(from_i, ItemStack());
|
||||
else
|
||||
list_from->takeItem(from_i, count);
|
||||
|
@ -881,7 +839,7 @@ void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
|
|||
|
||||
|
||||
// Crafting helper
|
||||
bool getCraftingResult(Inventory *inv, ItemStack& result,
|
||||
bool getCraftingResult(Inventory *inv, ItemStack &result,
|
||||
std::vector<ItemStack> &output_replacements,
|
||||
bool decrementInput, IGameDef *gamedef)
|
||||
{
|
||||
|
@ -891,28 +849,26 @@ bool getCraftingResult(Inventory *inv, ItemStack& result,
|
|||
|
||||
// Get the InventoryList in which we will operate
|
||||
InventoryList *clist = inv->getList("craft");
|
||||
if(!clist)
|
||||
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++)
|
||||
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)
|
||||
if (found)
|
||||
result.deSerialize(co.item, gamedef->getItemDefManager());
|
||||
|
||||
if(found && decrementInput)
|
||||
{
|
||||
if (found && decrementInput) {
|
||||
// CraftInput has been changed, apply changes in clist
|
||||
for(u16 i=0; i<clist->getSize(); i++)
|
||||
{
|
||||
for (u16 i=0; i < clist->getSize(); i++) {
|
||||
clist->changeItem(i, ci.items[i]);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -117,15 +117,17 @@ public:
|
|||
virtual void inventoryAction(InventoryAction *a){}
|
||||
};
|
||||
|
||||
#define IACTION_MOVE 0
|
||||
#define IACTION_DROP 1
|
||||
#define IACTION_CRAFT 2
|
||||
enum class IAction : u16 {
|
||||
Move,
|
||||
Drop,
|
||||
Craft
|
||||
};
|
||||
|
||||
struct InventoryAction
|
||||
{
|
||||
static InventoryAction * deSerialize(std::istream &is);
|
||||
static InventoryAction *deSerialize(std::istream &is);
|
||||
|
||||
virtual u16 getType() const = 0;
|
||||
virtual IAction getType() const = 0;
|
||||
virtual void serialize(std::ostream &os) const = 0;
|
||||
virtual void apply(InventoryManager *mgr, ServerActiveObject *player,
|
||||
IGameDef *gamedef) = 0;
|
||||
|
@ -136,35 +138,27 @@ struct InventoryAction
|
|||
struct IMoveAction : public InventoryAction
|
||||
{
|
||||
// count=0 means "everything"
|
||||
u16 count;
|
||||
u16 count = 0;
|
||||
InventoryLocation from_inv;
|
||||
std::string from_list;
|
||||
s16 from_i;
|
||||
s16 from_i = -1;
|
||||
InventoryLocation to_inv;
|
||||
std::string to_list;
|
||||
s16 to_i;
|
||||
bool move_somewhere;
|
||||
s16 to_i = -1;
|
||||
bool move_somewhere = false;
|
||||
|
||||
// treat these as private
|
||||
// related to movement to somewhere
|
||||
bool caused_by_move_somewhere;
|
||||
u32 move_count;
|
||||
bool caused_by_move_somewhere = false;
|
||||
u32 move_count = 0;
|
||||
|
||||
IMoveAction()
|
||||
{
|
||||
count = 0;
|
||||
from_i = -1;
|
||||
to_i = -1;
|
||||
move_somewhere = false;
|
||||
caused_by_move_somewhere = false;
|
||||
move_count = 0;
|
||||
}
|
||||
IMoveAction() {}
|
||||
|
||||
IMoveAction(std::istream &is, bool somewhere);
|
||||
|
||||
u16 getType() const
|
||||
IAction getType() const
|
||||
{
|
||||
return IACTION_MOVE;
|
||||
return IAction::Move;
|
||||
}
|
||||
|
||||
void serialize(std::ostream &os) const
|
||||
|
@ -191,22 +185,18 @@ struct IMoveAction : public InventoryAction
|
|||
struct IDropAction : public InventoryAction
|
||||
{
|
||||
// count=0 means "everything"
|
||||
u16 count;
|
||||
u16 count = 0;
|
||||
InventoryLocation from_inv;
|
||||
std::string from_list;
|
||||
s16 from_i;
|
||||
s16 from_i = -1;
|
||||
|
||||
IDropAction()
|
||||
{
|
||||
count = 0;
|
||||
from_i = -1;
|
||||
}
|
||||
IDropAction() {}
|
||||
|
||||
IDropAction(std::istream &is);
|
||||
|
||||
u16 getType() const
|
||||
IAction getType() const
|
||||
{
|
||||
return IACTION_DROP;
|
||||
return IAction::Drop;
|
||||
}
|
||||
|
||||
void serialize(std::ostream &os) const
|
||||
|
@ -226,19 +216,16 @@ struct IDropAction : public InventoryAction
|
|||
struct ICraftAction : public InventoryAction
|
||||
{
|
||||
// count=0 means "everything"
|
||||
u16 count;
|
||||
u16 count = 0;
|
||||
InventoryLocation craft_inv;
|
||||
|
||||
ICraftAction()
|
||||
{
|
||||
count = 0;
|
||||
}
|
||||
ICraftAction() {}
|
||||
|
||||
ICraftAction(std::istream &is);
|
||||
|
||||
u16 getType() const
|
||||
IAction getType() const
|
||||
{
|
||||
return IACTION_CRAFT;
|
||||
return IAction::Craft;
|
||||
}
|
||||
|
||||
void serialize(std::ostream &os) const
|
||||
|
@ -254,7 +241,7 @@ struct ICraftAction : public InventoryAction
|
|||
};
|
||||
|
||||
// Crafting helper
|
||||
bool getCraftingResult(Inventory *inv, ItemStack& result,
|
||||
bool getCraftingResult(Inventory *inv, ItemStack &result,
|
||||
std::vector<ItemStack> &output_replacements,
|
||||
bool decrementInput, IGameDef *gamedef);
|
||||
|
||||
|
|
|
@ -908,7 +908,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
|
|||
std::istringstream is(datastring, std::ios_base::binary);
|
||||
// Create an action
|
||||
InventoryAction *a = InventoryAction::deSerialize(is);
|
||||
if (a == NULL) {
|
||||
if (!a) {
|
||||
infostream << "TOSERVER_INVENTORY_ACTION: "
|
||||
<< "InventoryAction::deSerialize() returned NULL"
|
||||
<< std::endl;
|
||||
|
@ -927,7 +927,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
|
|||
/*
|
||||
Handle restrictions and special cases of the move action
|
||||
*/
|
||||
if (a->getType() == IACTION_MOVE) {
|
||||
if (a->getType() == IAction::Move) {
|
||||
IMoveAction *ma = (IMoveAction*)a;
|
||||
|
||||
ma->from_inv.applyCurrentPlayer(player->getName());
|
||||
|
@ -982,7 +982,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
|
|||
/*
|
||||
Handle restrictions and special cases of the drop action
|
||||
*/
|
||||
else if (a->getType() == IACTION_DROP) {
|
||||
else if (a->getType() == IAction::Drop) {
|
||||
IDropAction *da = (IDropAction*)a;
|
||||
|
||||
da->from_inv.applyCurrentPlayer(player->getName());
|
||||
|
@ -1018,7 +1018,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
|
|||
/*
|
||||
Handle restrictions and special cases of the craft action
|
||||
*/
|
||||
else if (a->getType() == IACTION_CRAFT) {
|
||||
else if (a->getType() == IAction::Craft) {
|
||||
ICraftAction *ca = (ICraftAction*)a;
|
||||
|
||||
ca->craft_inv.applyCurrentPlayer(player->getName());
|
||||
|
|
Loading…
Reference in New Issue