#include "inventorymanager.h"
#include "log.h"
-#include "environment.h"
-#include "scripting_game.h"
+#include "serverenvironment.h"
+#include "scripting_server.h"
#include "serverobject.h"
#include "settings.h"
#include "craftdef.h"
#include "rollback_interface.h"
-#include "strfnd.h"
-
-#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
+#include "util/strfnd.h"
+#include "util/basic_macros.h"
#define PLAYER_TO_SA(p) p->getEnv()->getScriptIface()
{
Inventory *inv_from = mgr->getInventory(from_inv);
Inventory *inv_to = mgr->getInventory(to_inv);
-
+
if (!inv_from) {
infostream << "IMoveAction::apply(): FAIL: source inventory not found: "
<< "from_inv=\""<<from_inv.dump() << "\""
int src_can_take_count = 0xffff;
int dst_can_put_count = 0xffff;
-
+
/* Query detached inventories */
// Move occurs in the same detached inventory
}
int old_count = count;
-
+
/* Modify count according to collected data */
count = try_take_count;
if(src_can_take_count != -1 && count > src_can_take_count)
/* Limit according to source item count */
if(count > list_from->getItem(from_i).count)
count = list_from->getItem(from_i).count;
-
+
/* If no items will be moved, don't go further */
if(count == 0)
{
If something is wrong (source item is empty, destination is the
same as source), nothing happens
*/
+ bool did_swap = false;
move_count = list_from->moveItem(from_i,
- list_to, to_i, count, !caused_by_move_somewhere);
+ list_to, to_i, count, !caused_by_move_somewhere, &did_swap);
// If source is infinite, reset it's stack
- 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;
+ if (src_can_take_count == -1) {
+ // For the caused_by_move_somewhere == true case we didn't force-put the item,
+ // which guarantees there is no leftover, and code below would duplicate the
+ // (not replaced) to_stack_was item.
+ if (!caused_by_move_somewhere) {
+ // 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->addItem(from_i, from_stack_was);
+ if (move_count > 0 || did_swap) {
+ list_from->deleteItem(from_i);
+ list_from->addItem(from_i, from_stack_was);
+ }
}
// If destination is infinite, reset it's stack and take count from source
if(dst_can_put_count == -1){
<< " i=" << to_i
<< std::endl;
+ // If we are inside the move somewhere loop, we don't need to report
+ // anything if nothing happened (perhaps we don't need to report
+ // anything for caused_by_move_somewhere == true, but this way its safer)
+ if (caused_by_move_somewhere && move_count == 0) {
+ return;
+ }
+
/*
Record rollback information
*/
/*
Report move to endpoints
*/
-
+
/* Detached inventories */
// Both endpoints are same detached
from_inv.p, from_list, from_i, src_item, player);
}
}
-
+
mgr->setInventoryModified(from_inv, false);
if(inv_from != inv_to)
mgr->setInventoryModified(to_inv, false);
void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
Inventory *inv_from = mgr->getInventory(from_inv);
-
+
if(!inv_from){
infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
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);
infostream<<"Actually dropped no items"<<std::endl;
return;
}
-
+
// If source isn't infinite
if(src_can_take_count != -1){
// Take item from source list
<<" list=\""<<from_list<<"\""
<<" i="<<from_i
<<std::endl;
-
+
src_item.count = actually_dropped_count;
/*
Report drop to endpoints
*/
-
+
// Source is detached
if(from_inv.type == InventoryLocation::DETACHED)
{
ServerActiveObject *player, IGameDef *gamedef)
{
Inventory *inv_craft = mgr->getInventory(craft_inv);
-
+
if (!inv_craft) {
infostream << "ICraftAction::apply(): FAIL: inventory not found: "
<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
// Add the new replacements to the list
IItemDefManager *itemdef = gamedef->getItemDefManager();
for (std::vector<ItemStack>::iterator it = temp.begin();
- it != temp.end(); it++) {
+ it != temp.end(); ++it) {
for (std::vector<ItemStack>::iterator jt = output_replacements.begin();
- jt != output_replacements.end(); jt++) {
+ jt != output_replacements.end(); ++jt) {
if (it->name == jt->name) {
*it = jt->addItem(*it, itemdef);
if (it->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++) {
+ it != output_replacements.end(); ++it) {
if (list_main)
*it = list_main->addItem(*it);
if (it->empty())
std::vector<ItemStack> &output_replacements,
bool decrementInput, IGameDef *gamedef)
{
- DSTACK(__FUNCTION_NAME);
-
+ DSTACK(FUNCTION_NAME);
+
result.clear();
// Get the InventoryList in which we will operate