std::string dump() const;
void serialize(std::ostream &os) const;
void deSerialize(std::istream &is);
- void deSerialize(std::string s);
+ void deSerialize(const std::string &s);
};
struct InventoryAction;
// Get an inventory (server and client)
virtual Inventory* getInventory(const InventoryLocation &loc){return NULL;}
// Set modified (will be saved and sent over network; only on server)
- virtual void setInventoryModified(const InventoryLocation &loc, bool playerSend = true){}
+ virtual void setInventoryModified(const InventoryLocation &loc) {}
// Send inventory action to server (only on client)
virtual void inventoryAction(InventoryAction *a){}
};
virtual ~InventoryAction() = default;;
};
-struct IMoveAction : public InventoryAction
+struct MoveAction
{
- // count=0 means "everything"
- u16 count = 0;
InventoryLocation from_inv;
std::string from_list;
s16 from_i = -1;
InventoryLocation to_inv;
std::string to_list;
s16 to_i = -1;
+};
+
+struct IMoveAction : public InventoryAction, public MoveAction
+{
+ // count=0 means "everything"
+ u16 count = 0;
bool move_somewhere = false;
// treat these as private
void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
void clientApply(InventoryManager *mgr, IGameDef *gamedef);
+
+ void swapDirections();
+
+ void onPutAndOnTake(const ItemStack &src_item, ServerActiveObject *player) const;
+
+ void onMove(int count, ServerActiveObject *player) const;
+
+ int allowPut(const ItemStack &dst_item, ServerActiveObject *player) const;
+
+ int allowTake(const ItemStack &src_item, ServerActiveObject *player) const;
+
+ int allowMove(int try_take_count, ServerActiveObject *player) const;
};
-struct IDropAction : public InventoryAction
+struct IDropAction : public InventoryAction, public MoveAction
{
// count=0 means "everything"
u16 count = 0;
- InventoryLocation from_inv;
- std::string from_list;
- s16 from_i = -1;
IDropAction() = default;