*/
#include "inventorymanager.h"
+#include "debug.h"
#include "log.h"
#include "serverenvironment.h"
#include "scripting_server.h"
}
}
-void InventoryLocation::deSerialize(std::string s)
+void InventoryLocation::deSerialize(const std::string &s)
{
std::istringstream is(s, std::ios::binary);
deSerialize(is);
*/
bool ignore_rollback = (
from_inv.type == InventoryLocation::PLAYER &&
- to_inv.type == InventoryLocation::PLAYER &&
- from_inv.name == to_inv.name);
+ from_inv == to_inv);
/*
Collect information of endpoints
// Move occurs in the same detached inventory
if (from_inv.type == InventoryLocation::DETACHED &&
- to_inv.type == InventoryLocation::DETACHED &&
- from_inv.name == to_inv.name) {
+ from_inv == to_inv) {
src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
- from_inv.name, from_list, from_i,
- to_list, to_i, try_take_count, player);
+ *this, try_take_count, player);
dst_can_put_count = src_can_take_count;
} else {
// Destination is detached
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
dst_can_put_count = PLAYER_TO_SA(player)->detached_inventory_AllowPut(
- to_inv.name, to_list, to_i, src_item, player);
+ *this, src_item, player);
}
// Source is detached
if (from_inv.type == InventoryLocation::DETACHED) {
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
- from_inv.name, from_list, from_i, src_item, player);
+ *this, src_item, player);
}
}
// Both endpoints are nodemeta
// Move occurs in the same nodemeta inventory
if (from_inv.type == InventoryLocation::NODEMETA &&
- to_inv.type == InventoryLocation::NODEMETA &&
- from_inv.p == to_inv.p) {
+ from_inv == to_inv) {
src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
- from_inv.p, from_list, from_i,
- to_list, to_i, try_take_count, player);
+ *this, try_take_count, player);
dst_can_put_count = src_can_take_count;
} else {
// Destination is nodemeta
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
- to_inv.p, to_list, to_i, src_item, player);
+ *this, src_item, player);
}
// Source is nodemeta
if (from_inv.type == InventoryLocation::NODEMETA) {
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
- from_inv.p, from_list, from_i, src_item, player);
+ *this, src_item, player);
+ }
+ }
+
+ // Query player inventories
+
+ // Move occurs in the same player inventory
+ if (from_inv.type == InventoryLocation::PLAYER &&
+ from_inv == to_inv) {
+ src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowMove(
+ *this, try_take_count, player);
+ dst_can_put_count = src_can_take_count;
+ } else {
+ // Destination is a player
+ if (to_inv.type == InventoryLocation::PLAYER) {
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = try_take_count;
+ dst_can_put_count = PLAYER_TO_SA(player)->player_inventory_AllowPut(
+ *this, src_item, player);
+ }
+ // Source is a player
+ if (from_inv.type == InventoryLocation::PLAYER) {
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = try_take_count;
+ src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
+ *this, src_item, player);
}
}
/* If no items will be moved, don't go further */
if (count == 0) {
+ // Undo client prediction. See 'clientApply'
+ if (from_inv.type == InventoryLocation::PLAYER)
+ list_from->setModified();
+
+ if (to_inv.type == InventoryLocation::PLAYER)
+ list_to->setModified();
+
infostream<<"IMoveAction::apply(): move was completely disallowed:"
<<" count="<<old_count
<<" from inv=\""<<from_inv.dump()<<"\""
// Both endpoints are same detached
if (from_inv.type == InventoryLocation::DETACHED &&
- to_inv.type == InventoryLocation::DETACHED &&
- from_inv.name == to_inv.name) {
+ from_inv == to_inv) {
PLAYER_TO_SA(player)->detached_inventory_OnMove(
- from_inv.name, from_list, from_i,
- to_list, to_i, count, player);
+ *this, count, player);
} else {
// Destination is detached
if (to_inv.type == InventoryLocation::DETACHED) {
PLAYER_TO_SA(player)->detached_inventory_OnPut(
- to_inv.name, to_list, to_i, src_item, player);
+ *this, src_item, player);
}
// Source is detached
if (from_inv.type == InventoryLocation::DETACHED) {
PLAYER_TO_SA(player)->detached_inventory_OnTake(
- from_inv.name, from_list, from_i, src_item, player);
+ *this, src_item, player);
}
}
// Both endpoints are same nodemeta
if (from_inv.type == InventoryLocation::NODEMETA &&
- to_inv.type == InventoryLocation::NODEMETA &&
- from_inv.p == to_inv.p) {
+ from_inv == to_inv) {
PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
- from_inv.p, from_list, from_i,
- to_list, to_i, count, player);
+ *this, count, player);
} else {
// Destination is nodemeta
if (to_inv.type == InventoryLocation::NODEMETA) {
PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
- to_inv.p, to_list, to_i, src_item, player);
+ *this, src_item, player);
}
// Source is nodemeta
- else 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);
+ *this, src_item, player);
+ }
+ }
+
+ // Player inventories
+
+ // Both endpoints are same player inventory
+ if (from_inv.type == InventoryLocation::PLAYER &&
+ from_inv == to_inv) {
+ PLAYER_TO_SA(player)->player_inventory_OnMove(
+ *this, count, player);
+ } else {
+ // Destination is player inventory
+ if (to_inv.type == InventoryLocation::PLAYER) {
+ PLAYER_TO_SA(player)->player_inventory_OnPut(
+ *this, src_item, player);
+ }
+ // Source is player inventory
+ if (from_inv.type == InventoryLocation::PLAYER) {
+ PLAYER_TO_SA(player)->player_inventory_OnTake(
+ *this, src_item, player);
}
}
- mgr->setInventoryModified(from_inv, false);
+ mgr->setInventoryModified(from_inv);
if (inv_from != inv_to)
- mgr->setInventoryModified(to_inv, false);
+ mgr->setInventoryModified(to_inv);
}
void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
take_count = count;
int src_can_take_count = take_count;
- // Source is 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(
- from_inv.name, from_list, from_i, src_item, player);
- }
+ ItemStack src_item = list_from->getItem(from_i);
+ src_item.count = take_count;
- // Source is nodemeta
- if (from_inv.type == InventoryLocation::NODEMETA) {
- ItemStack src_item = list_from->getItem(from_i);
- src_item.count = take_count;
+ // Run callbacks depending on source inventory
+ switch (from_inv.type) {
+ case InventoryLocation::DETACHED:
+ src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
+ *this, src_item, player);
+ break;
+ case InventoryLocation::NODEMETA:
src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
- from_inv.p, from_list, from_i, src_item, player);
+ *this, src_item, player);
+ break;
+ case InventoryLocation::PLAYER:
+ src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
+ *this, src_item, player);
+ break;
+ default:
+ break;
}
if (src_can_take_count != -1 && src_can_take_count < take_count)
take_count = src_can_take_count;
- int actually_dropped_count = 0;
-
- ItemStack src_item = list_from->getItem(from_i);
+ // Update item due executed callbacks
+ src_item = list_from->getItem(from_i);
// 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))) {
- actually_dropped_count = take_count - item1.count;
+ if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
+ player->getBasePosition())) {
+ int actually_dropped_count = take_count - item1.count;
if (actually_dropped_count == 0) {
infostream<<"Actually dropped no items"<<std::endl;
+
+ // Revert client prediction. See 'clientApply'
+ if (from_inv.type == InventoryLocation::PLAYER)
+ list_from->setModified();
return;
}
if (item2.count != actually_dropped_count)
errorstream<<"Could not take dropped count of items"<<std::endl;
-
- mgr->setInventoryModified(from_inv, false);
}
+
+ src_item.count = actually_dropped_count;
+ mgr->setInventoryModified(from_inv);
}
infostream<<"IDropAction::apply(): dropped "
<<" i="<<from_i
<<std::endl;
- src_item.count = actually_dropped_count;
/*
Report drop to endpoints
*/
- // Source is detached
- if (from_inv.type == InventoryLocation::DETACHED) {
+ switch (from_inv.type) {
+ case 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) {
+ *this, src_item, player);
+ break;
+ case InventoryLocation::NODEMETA:
PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
- from_inv.p, from_list, from_i, src_item, player);
+ *this, src_item, player);
+ break;
+ case InventoryLocation::PLAYER:
+ PLAYER_TO_SA(player)->player_inventory_OnTake(
+ *this, src_item, player);
+ break;
+ default:
+ break;
}
/*
// Add the new replacements to the list
IItemDefManager *itemdef = gamedef->getItemDefManager();
- for (std::vector<ItemStack>::iterator it = temp.begin();
- it != temp.end(); ++it) {
- for (std::vector<ItemStack>::iterator jt = output_replacements.begin();
- jt != output_replacements.end(); ++jt) {
- if (it->name == jt->name) {
- *it = jt->addItem(*it, itemdef);
- if (it->empty())
+ for (auto &itemstack : temp) {
+ for (auto &output_replacement : output_replacements) {
+ if (itemstack.name == output_replacement.name) {
+ itemstack = output_replacement.addItem(itemstack, itemdef);
+ if (itemstack.empty())
continue;
}
}
- output_replacements.push_back(*it);
+ output_replacements.push_back(itemstack);
}
actionstream << player->getDescription()
// Decrement counter
if (count_remaining == 1)
break;
- else if (count_remaining > 1)
+
+ if (count_remaining > 1)
count_remaining--;
// Get next crafting result
- found = getCraftingResult(inv_craft, crafted, temp, false, gamedef);
+ getCraftingResult(inv_craft, crafted, temp, false, gamedef);
PLAYER_TO_SA(player)->item_CraftPredict(crafted, player, list_craft, craft_inv);
found = !crafted.empty();
}
// Put the replacements in the inventory or drop them on the floor, if
- // the invenotry is full
- for (std::vector<ItemStack>::iterator it = output_replacements.begin();
- it != output_replacements.end(); ++it) {
+ // the inventory is full
+ for (auto &output_replacement : output_replacements) {
if (list_main)
- *it = list_main->addItem(*it);
- if (it->empty())
+ output_replacement = list_main->addItem(output_replacement);
+ if (output_replacement.empty())
continue;
- u16 count = it->count;
+ u16 count = output_replacement.count;
do {
- PLAYER_TO_SA(player)->item_OnDrop(*it, player,
- player->getBasePosition() + v3f(0,1,0));
- if (count >= it->count) {
+ PLAYER_TO_SA(player)->item_OnDrop(output_replacement, player,
+ player->getBasePosition());
+ if (count >= output_replacement.count) {
errorstream << "Couldn't drop replacement stack " <<
- it->getItemString() << " because drop loop didn't "
+ output_replacement.getItemString() << " because drop loop didn't "
"decrease count." << std::endl;
break;
}
- } while (!it->empty());
+ } while (!output_replacement.empty());
}
infostream<<"ICraftAction::apply(): crafted "
std::vector<ItemStack> &output_replacements,
bool decrementInput, IGameDef *gamedef)
{
- DSTACK(FUNCTION_NAME);
-
result.clear();
// Get the InventoryList in which we will operate