forked from Mirrorlandia_minetest/minetest
Add MoveSomewhere inventory action
Improve shift+click experience
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@ -493,6 +493,9 @@ public:
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bool mediaReceived()
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{ return m_media_downloader == NULL; }
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u8 getProtoVersion()
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{ return m_proto_ver; }
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float mediaReceiveProgress();
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void afterContentReceived(IrrlichtDevice *device);
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@ -3384,7 +3384,18 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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break;
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ItemStack stack_from = list_from->getItem(s.i);
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assert(shift_move_amount <= stack_from.count);
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if (m_client->getProtoVersion() >= 25) {
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infostream << "Handing IACTION_MOVE to manager" << std::endl;
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IMoveAction *a = new IMoveAction();
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a->count = shift_move_amount;
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a->from_inv = s.inventoryloc;
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a->from_list = s.listname;
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a->from_i = s.i;
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a->to_inv = to_inv_sp.inventoryloc;
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a->to_list = to_inv_sp.listname;
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a->move_somewhere = true;
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m_invmgr->inventoryAction(a);
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} else {
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// find a place (or more than one) to add the new item
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u32 ilt_size = list_to->getSize();
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ItemStack leftover;
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@ -3407,8 +3418,8 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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stack_from = leftover;
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}
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}
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}
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} while (0);
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} else if (drop_amount > 0) {
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m_selected_content_guess = ItemStack(); // Clear
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@ -782,10 +782,47 @@ ItemStack InventoryList::peekItem(u32 i, u32 peekcount) const
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return m_items[i].peekItem(peekcount);
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}
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void InventoryList::moveItem(u32 i, InventoryList *dest, u32 dest_i, u32 count)
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void InventoryList::moveItemSomewhere(u32 i, InventoryList *dest, u32 count)
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{
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// Take item from source list
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ItemStack item1;
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if (count == 0)
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item1 = changeItem(i, ItemStack());
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else
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item1 = takeItem(i, count);
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if (item1.empty())
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return;
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// Try to add the item to destination list
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u32 oldcount = item1.count;
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u32 dest_size = dest->getSize();
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// First try all the non-empty slots
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for (u32 dest_i = 0; dest_i < dest_size; dest_i++) {
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if (!m_items[dest_i].empty()) {
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item1 = dest->addItem(dest_i, item1);
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if (item1.empty()) return;
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}
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}
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// Then try all the empty ones
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for (u32 dest_i = 0; dest_i < dest_size; dest_i++) {
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if (m_items[dest_i].empty()) {
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item1 = dest->addItem(dest_i, item1);
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if (item1.empty()) return;
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}
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}
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// If we reach this, the item was not fully added
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// Add the remaining part back to the source item
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addItem(i, item1);
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}
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u32 InventoryList::moveItem(u32 i, InventoryList *dest, u32 dest_i,
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u32 count, bool swap_if_needed)
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{
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if(this == dest && i == dest_i)
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return;
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return count;
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// Take item from source list
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ItemStack item1;
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@ -795,7 +832,7 @@ void InventoryList::moveItem(u32 i, InventoryList *dest, u32 dest_i, u32 count)
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item1 = takeItem(i, count);
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if(item1.empty())
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return;
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return 0;
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// Try to add the item to destination list
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u32 oldcount = item1.count;
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@ -813,8 +850,7 @@ void InventoryList::moveItem(u32 i, InventoryList *dest, u32 dest_i, u32 count)
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// If olditem is returned, nothing was added.
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// Swap the items
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if(nothing_added)
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{
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if (nothing_added && swap_if_needed) {
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// Take item from source list
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item1 = changeItem(i, ItemStack());
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// Adding was not possible, swap the items.
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@ -823,6 +859,7 @@ void InventoryList::moveItem(u32 i, InventoryList *dest, u32 dest_i, u32 count)
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changeItem(i, item2);
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}
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}
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return (oldcount - item1.count);
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}
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/*
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@ -244,7 +244,13 @@ public:
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// Move an item to a different list (or a different stack in the same list)
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// count is the maximum number of items to move (0 for everything)
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void moveItem(u32 i, InventoryList *dest, u32 dest_i, u32 count = 0);
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// returns number of moved items
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u32 moveItem(u32 i, InventoryList *dest, u32 dest_i,
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u32 count = 0, bool swap_if_needed = true);
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// like moveItem, but without a fixed destination index
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// also with optional rollback recording
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void moveItemSomewhere(u32 i, InventoryList *dest, u32 count);
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private:
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std::vector<ItemStack> m_items;
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@ -121,16 +121,13 @@ InventoryAction * InventoryAction::deSerialize(std::istream &is)
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InventoryAction *a = NULL;
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if(type == "Move")
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{
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a = new IMoveAction(is);
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}
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else if(type == "Drop")
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{
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if (type == "Move") {
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a = new IMoveAction(is, false);
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} else if (type == "MoveSomewhere") {
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a = new IMoveAction(is, true);
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} else if (type == "Drop") {
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a = new IDropAction(is);
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}
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else if(type == "Craft")
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{
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} else if(type == "Craft") {
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a = new ICraftAction(is);
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}
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@ -141,9 +138,12 @@ InventoryAction * InventoryAction::deSerialize(std::istream &is)
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IMoveAction
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*/
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IMoveAction::IMoveAction(std::istream &is)
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IMoveAction::IMoveAction(std::istream &is, bool somewhere)
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{
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std::string ts;
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move_somewhere = somewhere;
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caused_by_move_somewhere = false;
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move_count = 0;
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std::getline(is, ts, ' ');
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count = stoi(ts);
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@ -161,8 +161,10 @@ IMoveAction::IMoveAction(std::istream &is)
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std::getline(is, to_list, ' ');
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if (!somewhere) {
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std::getline(is, ts, ' ');
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to_i = stoi(ts);
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}
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}
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void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
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@ -202,6 +204,48 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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return;
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}
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if (move_somewhere) {
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s16 old_to_i = to_i;
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u16 old_count = count;
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caused_by_move_somewhere = true;
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move_somewhere = false;
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infostream << "IMoveAction::apply(): moving item somewhere"
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<< " msom=" << move_somewhere
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<< " count=" << count
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<< " from inv=\"" << from_inv.dump() << "\""
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<< " list=\"" << from_list << "\""
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<< " i=" << from_i
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<< " to inv=\"" << to_inv.dump() << "\""
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<< " list=\"" << to_list << "\""
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<< std::endl;
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// Try to add the item to destination list
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s16 dest_size = list_to->getSize();
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// First try all the non-empty slots
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for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
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if (!list_to->getItem(dest_i).empty()) {
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to_i = dest_i;
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apply(mgr, player, gamedef);
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count -= move_count;
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}
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}
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// Then try all the empty ones
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for (s16 dest_i = 0; dest_i < dest_size && count > 0; dest_i++) {
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if (list_to->getItem(dest_i).empty()) {
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to_i = dest_i;
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apply(mgr, player, gamedef);
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count -= move_count;
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}
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}
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to_i = old_to_i;
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count = old_count;
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caused_by_move_somewhere = false;
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move_somewhere = true;
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return;
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}
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/*
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Do not handle rollback if both inventories are that of the same player
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*/
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@ -324,7 +368,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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If something is wrong (source item is empty, destination is the
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same as source), nothing happens
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*/
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list_from->moveItem(from_i, list_to, to_i, count);
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move_count = list_from->moveItem(from_i,
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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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@ -352,15 +397,17 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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list_from->takeItem(from_i, count);
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}
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infostream<<"IMoveAction::apply(): moved"
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<<" count="<<count
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<<" from inv=\""<<from_inv.dump()<<"\""
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<<" list=\""<<from_list<<"\""
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<<" i="<<from_i
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<<" to inv=\""<<to_inv.dump()<<"\""
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<<" list=\""<<to_list<<"\""
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<<" i="<<to_i
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<<std::endl;
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infostream << "IMoveAction::apply(): moved"
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<< " msom=" << move_somewhere
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<< " caused=" << caused_by_move_somewhere
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<< " count=" << count
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<< " from inv=\"" << from_inv.dump() << "\""
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<< " list=\"" << from_list << "\""
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<< " i=" << from_i
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<< " to inv=\"" << to_inv.dump() << "\""
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<< " list=\"" << to_list << "\""
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<< " i=" << to_i
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<< std::endl;
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/*
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Record rollback information
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@ -480,7 +527,10 @@ void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
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if(!list_from || !list_to)
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return;
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if (!move_somewhere)
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list_from->moveItem(from_i, list_to, to_i, count);
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else
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list_from->moveItemSomewhere(from_i, list_to, count);
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mgr->setInventoryModified(from_inv);
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if(inv_from != inv_to)
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@ -143,15 +143,24 @@ struct IMoveAction : public InventoryAction
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InventoryLocation to_inv;
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std::string to_list;
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s16 to_i;
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bool move_somewhere;
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// treat these as private
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// related to movement to somewhere
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bool caused_by_move_somewhere;
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u32 move_count;
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IMoveAction()
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{
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count = 0;
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from_i = -1;
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to_i = -1;
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move_somewhere = false;
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caused_by_move_somewhere = false;
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move_count = 0;
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}
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IMoveAction(std::istream &is);
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IMoveAction(std::istream &is, bool somewhere);
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u16 getType() const
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{
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@ -160,14 +169,18 @@ struct IMoveAction : public InventoryAction
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void serialize(std::ostream &os) const
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{
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os<<"Move ";
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os<<count<<" ";
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os<<from_inv.dump()<<" ";
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os<<from_list<<" ";
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os<<from_i<<" ";
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os<<to_inv.dump()<<" ";
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os<<to_list<<" ";
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os<<to_i;
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if (!move_somewhere)
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os << "Move ";
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else
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os << "MoveSomewhere ";
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os << count << " ";
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os << from_inv.dump() << " ";
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os << from_list << " ";
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os << from_i << " ";
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os << to_inv.dump() << " ";
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os << to_list;
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if (!move_somewhere)
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os << " " << to_i;
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}
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void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
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