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@@ -171,7 +171,7 @@ void IMoveAction::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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Inventory *inv_to = mgr->getInventory(to_inv);
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-
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+
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if (!inv_from) {
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infostream << "IMoveAction::apply(): FAIL: source inventory not found: "
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<< "from_inv=\""<<from_inv.dump() << "\""
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@@ -271,7 +271,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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int src_can_take_count = 0xffff;
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int dst_can_put_count = 0xffff;
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-
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+
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/* Query detached inventories */
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// Move occurs in the same detached inventory
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@@ -338,7 +338,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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}
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int old_count = count;
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-
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+
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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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@@ -348,7 +348,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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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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count = list_from->getItem(from_i).count;
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-
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+
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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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@@ -379,21 +379,28 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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list_to, to_i, count, !caused_by_move_somewhere);
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// If source is infinite, reset it's stack
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- if(src_can_take_count == -1){
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- // If destination stack is of different type and there are leftover
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- // items, attempt to put the leftover items to a different place in the
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- // destination inventory.
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- // The client-side GUI will try to guess if this happens.
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- if(from_stack_was.name != to_stack_was.name){
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- for(u32 i=0; i<list_to->getSize(); i++){
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- if(list_to->getItem(i).empty()){
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- list_to->changeItem(i, to_stack_was);
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- break;
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+ if (src_can_take_count == -1) {
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+ // For the caused_by_move_somewhere == true case we didn't force-put the item,
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+ // which guarantees there is no leftover, and code below would duplicate the
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+ // (not replaced) to_stack_was item.
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+ if (!caused_by_move_somewhere) {
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+ // If destination stack is of different type and there are leftover
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+ // items, attempt to put the leftover items to a different place in the
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+ // destination inventory.
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+ // The client-side GUI will try to guess if this happens.
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+ if (from_stack_was.name != to_stack_was.name) {
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+ for (u32 i = 0; i < list_to->getSize(); i++) {
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+ if (list_to->getItem(i).empty()) {
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+ list_to->changeItem(i, to_stack_was);
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+ break;
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+ }
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}
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}
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}
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- list_from->deleteItem(from_i);
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- list_from->addItem(from_i, from_stack_was);
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+ if (move_count > 0) {
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+ list_from->deleteItem(from_i);
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+ list_from->addItem(from_i, from_stack_was);
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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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@@ -416,6 +423,13 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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<< " i=" << to_i
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<< std::endl;
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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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+ return;
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+ }
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+
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/*
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Record rollback information
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*/
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@@ -454,7 +468,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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/*
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Report move to endpoints
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*/
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-
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+
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/* Detached inventories */
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// Both endpoints are same detached
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@@ -507,7 +521,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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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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-
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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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mgr->setInventoryModified(to_inv, false);
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@@ -567,7 +581,7 @@ IDropAction::IDropAction(std::istream &is)
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void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
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{
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Inventory *inv_from = mgr->getInventory(from_inv);
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-
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+
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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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@@ -627,7 +641,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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if(src_can_take_count != -1 && src_can_take_count < take_count)
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take_count = src_can_take_count;
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-
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+
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int actually_dropped_count = 0;
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ItemStack src_item = list_from->getItem(from_i);
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@@ -644,7 +658,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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infostream<<"Actually dropped no items"<<std::endl;
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return;
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}
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-
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+
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// If source isn't infinite
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if(src_can_take_count != -1){
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// Take item from source list
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@@ -662,13 +676,13 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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<<" list=\""<<from_list<<"\""
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<<" i="<<from_i
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<<std::endl;
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-
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+
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src_item.count = actually_dropped_count;
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/*
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Report drop to endpoints
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*/
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-
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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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@@ -752,7 +766,7 @@ void ICraftAction::apply(InventoryManager *mgr,
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ServerActiveObject *player, IGameDef *gamedef)
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{
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Inventory *inv_craft = mgr->getInventory(craft_inv);
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-
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+
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if (!inv_craft) {
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infostream << "ICraftAction::apply(): FAIL: inventory not found: "
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<< "craft_inv=\"" << craft_inv.dump() << "\"" << std::endl;
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@@ -872,7 +886,7 @@ bool getCraftingResult(Inventory *inv, ItemStack& result,
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bool decrementInput, IGameDef *gamedef)
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{
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DSTACK(__FUNCTION_NAME);
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-
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+
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result.clear();
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// Get the InventoryList in which we will operate
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