]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/inventorymanager.cpp
Fix codestyle since CSM Camera API
[dragonfireclient.git] / src / inventorymanager.cpp
index d23d1529dc8223950b81df6ed43d432c5ac68c03..c976bd037e557a5676c0642b2c7dcc3153084cf9 100644 (file)
@@ -19,15 +19,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #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()
 
@@ -171,7 +170,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 {
        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() << "\""
@@ -271,7 +270,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 
        int src_can_take_count = 0xffff;
        int dst_can_put_count = 0xffff;
-       
+
        /* Query detached inventories */
 
        // Move occurs in the same detached inventory
@@ -338,7 +337,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        }
 
        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)
@@ -348,7 +347,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        /* 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)
        {
@@ -375,25 +374,33 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                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){
@@ -416,6 +423,13 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        << " 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
        */
@@ -454,7 +468,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
        /*
                Report move to endpoints
        */
-       
+
        /* Detached inventories */
 
        // Both endpoints are same detached
@@ -507,7 +521,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                                        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);
@@ -567,7 +581,7 @@ IDropAction::IDropAction(std::istream &is)
 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;
@@ -627,7 +641,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
 
        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);
@@ -644,7 +658,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        infostream<<"Actually dropped no items"<<std::endl;
                        return;
                }
-               
+
                // If source isn't infinite
                if(src_can_take_count != -1){
                        // Take item from source list
@@ -662,13 +676,13 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
                        <<" 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)
        {
@@ -752,7 +766,7 @@ void ICraftAction::apply(InventoryManager *mgr,
        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;
@@ -803,9 +817,9 @@ void ICraftAction::apply(InventoryManager *mgr,
                // 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())
@@ -835,7 +849,7 @@ void ICraftAction::apply(InventoryManager *mgr,
        // 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())
@@ -871,8 +885,8 @@ bool getCraftingResult(Inventory *inv, ItemStack& result,
                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