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Fix inventory swapping not calling all callbacks (#9923)
"Predicts" whether something will be swapped for allow callbacks, then calls callbacks a second time with swapped properties. Co-authored-by: SmallJoker <SmallJoker@users.noreply.github.com>
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@ -5888,6 +5888,31 @@ An `InvRef` is a reference to an inventory.
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`minetest.get_inventory(location)`.
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* returns `{type="undefined"}` in case location is not known
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### Callbacks
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Detached & nodemeta inventories provide the following callbacks for move actions:
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#### Before
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The `allow_*` callbacks return how many items can be moved.
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* `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
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* `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
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* `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
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#### After
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The `on_*` callbacks are called after the items have been placed in the inventories.
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* `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
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* `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
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* `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
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#### Swapping
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When a player tries to put an item to a place where another item is, the items are *swapped*.
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This means that all callbacks will be called twice (once for each action).
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`ItemStack`
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-----------
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@ -732,17 +732,17 @@ void InventoryList::moveItemSomewhere(u32 i, InventoryList *dest, u32 count)
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u32 InventoryList::moveItem(u32 i, InventoryList *dest, u32 dest_i,
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u32 count, bool swap_if_needed, bool *did_swap)
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{
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if(this == dest && i == dest_i)
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if (this == dest && i == dest_i)
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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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if(count == 0)
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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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if (item1.empty())
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return 0;
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// Try to add the item to destination list
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@ -750,8 +750,7 @@ u32 InventoryList::moveItem(u32 i, InventoryList *dest, u32 dest_i,
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item1 = dest->addItem(dest_i, item1);
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// If something is returned, the item was not fully added
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if(!item1.empty())
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{
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if (!item1.empty()) {
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// If olditem is returned, nothing was added.
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bool nothing_added = (item1.count == oldcount);
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@ -154,6 +154,93 @@ IMoveAction::IMoveAction(std::istream &is, bool somewhere) :
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}
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}
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void IMoveAction::swapDirections()
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{
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std::swap(from_inv, to_inv);
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std::swap(from_list, to_list);
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std::swap(from_i, to_i);
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}
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void IMoveAction::onPutAndOnTake(const ItemStack &src_item, ServerActiveObject *player) const
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{
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ServerScripting *sa = PLAYER_TO_SA(player);
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if (to_inv.type == InventoryLocation::DETACHED)
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sa->detached_inventory_OnPut(*this, src_item, player);
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else if (to_inv.type == InventoryLocation::NODEMETA)
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sa->nodemeta_inventory_OnPut(*this, src_item, player);
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else if (to_inv.type == InventoryLocation::PLAYER)
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sa->player_inventory_OnPut(*this, src_item, player);
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else
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assert(false);
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if (from_inv.type == InventoryLocation::DETACHED)
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sa->detached_inventory_OnTake(*this, src_item, player);
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else if (from_inv.type == InventoryLocation::NODEMETA)
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sa->nodemeta_inventory_OnTake(*this, src_item, player);
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else if (from_inv.type == InventoryLocation::PLAYER)
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sa->player_inventory_OnTake(*this, src_item, player);
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else
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assert(false);
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}
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void IMoveAction::onMove(int count, ServerActiveObject *player) const
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{
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ServerScripting *sa = PLAYER_TO_SA(player);
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if (from_inv.type == InventoryLocation::DETACHED)
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sa->detached_inventory_OnMove(*this, count, player);
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else if (from_inv.type == InventoryLocation::NODEMETA)
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sa->nodemeta_inventory_OnMove(*this, count, player);
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else if (from_inv.type == InventoryLocation::PLAYER)
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sa->player_inventory_OnMove(*this, count, player);
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else
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assert(false);
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}
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int IMoveAction::allowPut(const ItemStack &dst_item, ServerActiveObject *player) const
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{
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ServerScripting *sa = PLAYER_TO_SA(player);
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int dst_can_put_count = 0xffff;
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if (to_inv.type == InventoryLocation::DETACHED)
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dst_can_put_count = sa->detached_inventory_AllowPut(*this, dst_item, player);
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else if (to_inv.type == InventoryLocation::NODEMETA)
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dst_can_put_count = sa->nodemeta_inventory_AllowPut(*this, dst_item, player);
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else if (to_inv.type == InventoryLocation::PLAYER)
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dst_can_put_count = sa->player_inventory_AllowPut(*this, dst_item, player);
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else
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assert(false);
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return dst_can_put_count;
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}
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int IMoveAction::allowTake(const ItemStack &src_item, ServerActiveObject *player) const
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{
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ServerScripting *sa = PLAYER_TO_SA(player);
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int src_can_take_count = 0xffff;
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if (from_inv.type == InventoryLocation::DETACHED)
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src_can_take_count = sa->detached_inventory_AllowTake(*this, src_item, player);
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else if (from_inv.type == InventoryLocation::NODEMETA)
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src_can_take_count = sa->nodemeta_inventory_AllowTake(*this, src_item, player);
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else if (from_inv.type == InventoryLocation::PLAYER)
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src_can_take_count = sa->player_inventory_AllowTake(*this, src_item, player);
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else
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assert(false);
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return src_can_take_count;
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}
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int IMoveAction::allowMove(int try_take_count, ServerActiveObject *player) const
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{
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ServerScripting *sa = PLAYER_TO_SA(player);
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int src_can_take_count = 0xffff;
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if (from_inv.type == InventoryLocation::DETACHED)
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src_can_take_count = sa->detached_inventory_AllowMove(*this, try_take_count, player);
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else if (from_inv.type == InventoryLocation::NODEMETA)
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src_can_take_count = sa->nodemeta_inventory_AllowMove(*this, try_take_count, player);
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else if (from_inv.type == InventoryLocation::PLAYER)
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src_can_take_count = sa->player_inventory_AllowMove(*this, try_take_count, player);
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else
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assert(false);
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return src_can_take_count;
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}
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void IMoveAction::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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@ -251,93 +338,80 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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Collect information of endpoints
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*/
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int try_take_count = count;
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if (try_take_count == 0)
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try_take_count = list_from->getItem(from_i).count;
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ItemStack src_item = list_from->getItem(from_i);
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if (count > 0)
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src_item.count = count;
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if (src_item.empty())
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return;
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int src_can_take_count = 0xffff;
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int dst_can_put_count = 0xffff;
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/* Query detached inventories */
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// this is needed for swapping items inside one inventory to work
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ItemStack restitem;
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bool allow_swap = !list_to->itemFits(to_i, src_item, &restitem)
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&& restitem.count == src_item.count
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&& !caused_by_move_somewhere;
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// Move occurs in the same detached inventory
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if (from_inv.type == InventoryLocation::DETACHED &&
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from_inv == to_inv) {
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src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
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*this, try_take_count, player);
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dst_can_put_count = src_can_take_count;
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} else {
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// Destination is detached
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if (to_inv.type == InventoryLocation::DETACHED) {
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = try_take_count;
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dst_can_put_count = PLAYER_TO_SA(player)->detached_inventory_AllowPut(
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*this, src_item, player);
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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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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = try_take_count;
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src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
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*this, src_item, player);
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}
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// Shift-click: Cannot fill this stack, proceed with next slot
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if (caused_by_move_somewhere && restitem.count == src_item.count)
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return;
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if (allow_swap) {
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// Swap will affect the entire stack if it can performed.
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src_item = list_from->getItem(from_i);
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count = src_item.count;
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}
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/* Query node metadata inventories */
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if (from_inv == to_inv) {
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// Move action within the same inventory
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src_can_take_count = allowMove(src_item.count, player);
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// Both endpoints are nodemeta
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// Move occurs in the same nodemeta inventory
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if (from_inv.type == InventoryLocation::NODEMETA &&
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from_inv == to_inv) {
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src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
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*this, try_take_count, player);
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dst_can_put_count = src_can_take_count;
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bool swap_expected = allow_swap;
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allow_swap = allow_swap
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&& (src_can_take_count == -1 || src_can_take_count >= src_item.count);
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if (allow_swap) {
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int try_put_count = list_to->getItem(to_i).count;
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swapDirections();
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dst_can_put_count = allowMove(try_put_count, player);
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allow_swap = allow_swap
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&& (dst_can_put_count == -1 || dst_can_put_count >= try_put_count);
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swapDirections();
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} else {
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dst_can_put_count = src_can_take_count;
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}
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if (swap_expected != allow_swap)
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src_can_take_count = dst_can_put_count = 0;
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} else {
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// Destination is nodemeta
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if (to_inv.type == InventoryLocation::NODEMETA) {
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = try_take_count;
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dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
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*this, src_item, player);
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}
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// Source is nodemeta
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if (from_inv.type == InventoryLocation::NODEMETA) {
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = try_take_count;
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src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
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*this, src_item, player);
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}
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}
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// Take from one inventory, put into another
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dst_can_put_count = allowPut(src_item, player);
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src_can_take_count = allowTake(src_item, player);
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bool swap_expected = allow_swap;
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allow_swap = allow_swap
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&& (src_can_take_count == -1 || src_can_take_count >= src_item.count)
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&& (dst_can_put_count == -1 || dst_can_put_count >= src_item.count);
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// A swap is expected, which means that we have to
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// run the "allow" callbacks a second time with swapped inventories
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if (allow_swap) {
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ItemStack dst_item = list_to->getItem(to_i);
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swapDirections();
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// Query player inventories
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// Move occurs in the same player inventory
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if (from_inv.type == InventoryLocation::PLAYER &&
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from_inv == to_inv) {
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src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowMove(
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*this, try_take_count, player);
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dst_can_put_count = src_can_take_count;
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} else {
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// Destination is a player
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if (to_inv.type == InventoryLocation::PLAYER) {
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = try_take_count;
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dst_can_put_count = PLAYER_TO_SA(player)->player_inventory_AllowPut(
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*this, src_item, player);
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}
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// Source is a player
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if (from_inv.type == InventoryLocation::PLAYER) {
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = try_take_count;
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src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
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*this, src_item, player);
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int src_can_take = allowPut(dst_item, player);
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int dst_can_put = allowTake(dst_item, player);
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allow_swap = allow_swap
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&& (src_can_take == -1 || src_can_take >= dst_item.count)
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&& (dst_can_put == -1 || dst_can_put >= dst_item.count);
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swapDirections();
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}
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if (swap_expected != allow_swap)
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src_can_take_count = dst_can_put_count = 0;
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}
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int old_count = count;
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/* Modify count according to collected data */
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count = try_take_count;
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count = src_item.count;
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if (src_can_take_count != -1 && count > src_can_take_count)
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count = src_can_take_count;
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if (dst_can_put_count != -1 && count > dst_can_put_count)
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@ -367,7 +441,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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return;
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}
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ItemStack src_item = list_from->getItem(from_i);
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src_item = list_from->getItem(from_i);
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src_item.count = count;
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ItemStack from_stack_was = list_from->getItem(from_i);
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ItemStack to_stack_was = list_to->getItem(to_i);
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@ -380,7 +454,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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*/
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bool did_swap = false;
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move_count = list_from->moveItem(from_i,
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list_to, to_i, count, !caused_by_move_somewhere, &did_swap);
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list_to, to_i, count, allow_swap, &did_swap);
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assert(allow_swap == did_swap);
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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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@ -471,69 +546,29 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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Report move to endpoints
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*/
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/* Detached inventories */
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// Both endpoints are same detached
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if (from_inv.type == InventoryLocation::DETACHED &&
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from_inv == to_inv) {
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PLAYER_TO_SA(player)->detached_inventory_OnMove(
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*this, count, player);
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// Source = destination => move
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if (from_inv == to_inv) {
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onMove(count, player);
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if (did_swap) {
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// Item is now placed in source list
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src_item = list_from->getItem(from_i);
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swapDirections();
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onMove(src_item.count, player);
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swapDirections();
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}
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mgr->setInventoryModified(from_inv);
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} else {
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// Destination is detached
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if (to_inv.type == InventoryLocation::DETACHED) {
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PLAYER_TO_SA(player)->detached_inventory_OnPut(
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*this, src_item, player);
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onPutAndOnTake(src_item, player);
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if (did_swap) {
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// Item is now placed in source list
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src_item = list_from->getItem(from_i);
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swapDirections();
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onPutAndOnTake(src_item, player);
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swapDirections();
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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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PLAYER_TO_SA(player)->detached_inventory_OnTake(
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*this, src_item, player);
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}
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}
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/* Node metadata inventories */
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// Both endpoints are same nodemeta
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if (from_inv.type == InventoryLocation::NODEMETA &&
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from_inv == to_inv) {
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PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
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*this, count, player);
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} else {
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// Destination is nodemeta
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if (to_inv.type == InventoryLocation::NODEMETA) {
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PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
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*this, src_item, player);
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}
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// Source is nodemeta
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if (from_inv.type == InventoryLocation::NODEMETA) {
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PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
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*this, src_item, player);
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}
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}
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// Player inventories
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// Both endpoints are same player inventory
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if (from_inv.type == InventoryLocation::PLAYER &&
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from_inv == to_inv) {
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PLAYER_TO_SA(player)->player_inventory_OnMove(
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*this, count, player);
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} else {
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// Destination is player inventory
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if (to_inv.type == InventoryLocation::PLAYER) {
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PLAYER_TO_SA(player)->player_inventory_OnPut(
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*this, src_item, player);
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}
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// Source is player inventory
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if (from_inv.type == InventoryLocation::PLAYER) {
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PLAYER_TO_SA(player)->player_inventory_OnTake(
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*this, src_item, player);
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}
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}
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mgr->setInventoryModified(from_inv);
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if (inv_from != inv_to)
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mgr->setInventoryModified(to_inv);
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mgr->setInventoryModified(from_inv);
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}
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}
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void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
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@ -183,6 +183,18 @@ struct IMoveAction : public InventoryAction, public MoveAction
|
||||
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, public MoveAction
|
||||
|
Loading…
Reference in New Issue
Block a user