C++11 cleanup inventorymanager (#6077)

* C++11 cleanup inventorymanager
This commit is contained in:
Vincent Glize 2017-07-01 14:07:40 +02:00 committed by Loïc Blot
parent 6e5588c8e1
commit c772e0e18c
4 changed files with 111 additions and 168 deletions

@ -3526,7 +3526,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
// Possibly send inventory action to server
if (move_amount > 0) {
// Send IACTION_MOVE
// Send IAction::Move
assert(m_selected_item && m_selected_item->isValid());
assert(s.isValid());
@ -3563,7 +3563,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
m_selected_content_guess = ItemStack(); // Clear
}
infostream << "Handing IACTION_MOVE to manager" << std::endl;
infostream << "Handing IAction::Move to manager" << std::endl;
IMoveAction *a = new IMoveAction();
a->count = move_amount;
a->from_inv = m_selected_item->inventoryloc;
@ -3599,7 +3599,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
ItemStack stack_from = list_from->getItem(s.i);
assert(shift_move_amount <= stack_from.count);
if (m_client->getProtoVersion() >= 25) {
infostream << "Handing IACTION_MOVE to manager" << std::endl;
infostream << "Handing IAction::Move to manager" << std::endl;
IMoveAction *a = new IMoveAction();
a->count = shift_move_amount;
a->from_inv = s.inventoryloc;
@ -3617,7 +3617,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
&& shift_move_amount > 0; slot_to++) {
list_to->itemFits(slot_to, stack_from, &leftover);
if (leftover.count < stack_from.count) {
infostream << "Handing IACTION_MOVE to manager" << std::endl;
infostream << "Handing IAction::Move to manager" << std::endl;
IMoveAction *a = new IMoveAction();
a->count = MYMIN(shift_move_amount,
(u32) (stack_from.count - leftover.count));
@ -3637,7 +3637,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
} else if (drop_amount > 0) {
m_selected_content_guess = ItemStack(); // Clear
// Send IACTION_DROP
// Send IAction::Drop
assert(m_selected_item && m_selected_item->isValid());
assert(inv_selected);
@ -3650,7 +3650,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
assert(drop_amount > 0 && drop_amount <= m_selected_amount);
m_selected_amount -= drop_amount;
infostream << "Handing IACTION_DROP to manager" << std::endl;
infostream << "Handing IAction::Drop to manager" << std::endl;
IDropAction *a = new IDropAction();
a->count = drop_amount;
a->from_inv = m_selected_item->inventoryloc;
@ -3660,12 +3660,12 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
} else if (craft_amount > 0) {
m_selected_content_guess = ItemStack(); // Clear
// Send IACTION_CRAFT
// Send IAction::Craft
assert(s.isValid());
assert(inv_s);
infostream << "Handing IACTION_CRAFT to manager" << std::endl;
infostream << "Handing IAction::Craft to manager" << std::endl;
ICraftAction *a = new ICraftAction();
a->count = craft_amount;
a->craft_inv = s.inventoryloc;

@ -43,7 +43,7 @@ std::string InventoryLocation::dump() const
void InventoryLocation::serialize(std::ostream &os) const
{
switch(type){
switch (type) {
case InventoryLocation::UNDEFINED:
os<<"undefined";
break;
@ -68,21 +68,14 @@ void InventoryLocation::deSerialize(std::istream &is)
{
std::string tname;
std::getline(is, tname, ':');
if(tname == "undefined")
{
if (tname == "undefined") {
type = InventoryLocation::UNDEFINED;
}
else if(tname == "current_player")
{
} else if (tname == "current_player") {
type = InventoryLocation::CURRENT_PLAYER;
}
else if(tname == "player")
{
} else if (tname == "player") {
type = InventoryLocation::PLAYER;
std::getline(is, name, '\n');
}
else if(tname == "nodemeta")
{
} else if (tname == "nodemeta") {
type = InventoryLocation::NODEMETA;
std::string pos;
std::getline(is, pos, '\n');
@ -90,14 +83,10 @@ void InventoryLocation::deSerialize(std::istream &is)
p.X = stoi(fn.next(","));
p.Y = stoi(fn.next(","));
p.Z = stoi(fn.next(","));
}
else if(tname == "detached")
{
} else if (tname == "detached") {
type = InventoryLocation::DETACHED;
std::getline(is, name, '\n');
}
else
{
} else {
infostream<<"Unknown InventoryLocation type=\""<<tname<<"\""<<std::endl;
throw SerializationError("Unknown InventoryLocation type");
}
@ -113,12 +102,12 @@ void InventoryLocation::deSerialize(std::string s)
InventoryAction
*/
InventoryAction * InventoryAction::deSerialize(std::istream &is)
InventoryAction *InventoryAction::deSerialize(std::istream &is)
{
std::string type;
std::getline(is, type, ' ');
InventoryAction *a = NULL;
InventoryAction *a = nullptr;
if (type == "Move") {
a = new IMoveAction(is, false);
@ -126,7 +115,7 @@ InventoryAction * InventoryAction::deSerialize(std::istream &is)
a = new IMoveAction(is, true);
} else if (type == "Drop") {
a = new IDropAction(is);
} else if(type == "Craft") {
} else if (type == "Craft") {
a = new ICraftAction(is);
}
@ -137,12 +126,10 @@ InventoryAction * InventoryAction::deSerialize(std::istream &is)
IMoveAction
*/
IMoveAction::IMoveAction(std::istream &is, bool somewhere)
IMoveAction::IMoveAction(std::istream &is, bool somewhere) :
move_somewhere(somewhere)
{
std::string ts;
move_somewhere = somewhere;
caused_by_move_somewhere = false;
move_count = 0;
std::getline(is, ts, ' ');
count = stoi(ts);
@ -265,7 +252,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
*/
int try_take_count = count;
if(try_take_count == 0)
if (try_take_count == 0)
try_take_count = list_from->getItem(from_i).count;
int src_can_take_count = 0xffff;
@ -274,28 +261,23 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
/* Query detached inventories */
// Move occurs in the same detached inventory
if(from_inv.type == InventoryLocation::DETACHED &&
if (from_inv.type == InventoryLocation::DETACHED &&
to_inv.type == InventoryLocation::DETACHED &&
from_inv.name == to_inv.name)
{
from_inv.name == to_inv.name) {
src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
from_inv.name, from_list, from_i,
to_list, to_i, try_take_count, player);
dst_can_put_count = src_can_take_count;
}
else
{
} else {
// Destination is detached
if(to_inv.type == InventoryLocation::DETACHED)
{
if (to_inv.type == InventoryLocation::DETACHED) {
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
dst_can_put_count = PLAYER_TO_SA(player)->detached_inventory_AllowPut(
to_inv.name, to_list, to_i, src_item, player);
}
// Source is detached
if(from_inv.type == InventoryLocation::DETACHED)
{
if (from_inv.type == InventoryLocation::DETACHED) {
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
@ -307,28 +289,23 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
// Both endpoints are nodemeta
// Move occurs in the same nodemeta inventory
if(from_inv.type == InventoryLocation::NODEMETA &&
if (from_inv.type == InventoryLocation::NODEMETA &&
to_inv.type == InventoryLocation::NODEMETA &&
from_inv.p == to_inv.p)
{
from_inv.p == to_inv.p) {
src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
from_inv.p, from_list, from_i,
to_list, to_i, try_take_count, player);
dst_can_put_count = src_can_take_count;
}
else
{
} else {
// Destination is nodemeta
if(to_inv.type == InventoryLocation::NODEMETA)
{
if (to_inv.type == InventoryLocation::NODEMETA) {
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
dst_can_put_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowPut(
to_inv.p, to_list, to_i, src_item, player);
}
// Source is nodemeta
if(from_inv.type == InventoryLocation::NODEMETA)
{
if (from_inv.type == InventoryLocation::NODEMETA) {
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
@ -340,17 +317,16 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
/* Modify count according to collected data */
count = try_take_count;
if(src_can_take_count != -1 && count > src_can_take_count)
if (src_can_take_count != -1 && count > src_can_take_count)
count = src_can_take_count;
if(dst_can_put_count != -1 && count > dst_can_put_count)
if (dst_can_put_count != -1 && count > dst_can_put_count)
count = dst_can_put_count;
/* Limit according to source item count */
if(count > list_from->getItem(from_i).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)
{
if (count == 0) {
infostream<<"IMoveAction::apply(): move was completely disallowed:"
<<" count="<<old_count
<<" from inv=\""<<from_inv.dump()<<"\""
@ -403,7 +379,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
}
}
// If destination is infinite, reset it's stack and take count from source
if(dst_can_put_count == -1){
if (dst_can_put_count == -1) {
list_to->deleteItem(to_i);
list_to->addItem(to_i, to_stack_was);
list_from->deleteItem(from_i);
@ -426,19 +402,17 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
// 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) {
if (caused_by_move_somewhere && move_count == 0)
return;
}
/*
Record rollback information
*/
if(!ignore_rollback && gamedef->rollback())
{
if (!ignore_rollback && gamedef->rollback()) {
IRollbackManager *rollback = gamedef->rollback();
// If source is not infinite, record item take
if(src_can_take_count != -1){
if (src_can_take_count != -1) {
RollbackAction action;
std::string loc;
{
@ -451,7 +425,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
rollback->reportAction(action);
}
// If destination is not infinite, record item put
if(dst_can_put_count != -1){
if (dst_can_put_count != -1) {
RollbackAction action;
std::string loc;
{
@ -472,25 +446,20 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
/* Detached inventories */
// Both endpoints are same detached
if(from_inv.type == InventoryLocation::DETACHED &&
if (from_inv.type == InventoryLocation::DETACHED &&
to_inv.type == InventoryLocation::DETACHED &&
from_inv.name == to_inv.name)
{
from_inv.name == to_inv.name) {
PLAYER_TO_SA(player)->detached_inventory_OnMove(
from_inv.name, from_list, from_i,
to_list, to_i, count, player);
}
else
{
} else {
// Destination is detached
if(to_inv.type == InventoryLocation::DETACHED)
{
if (to_inv.type == InventoryLocation::DETACHED) {
PLAYER_TO_SA(player)->detached_inventory_OnPut(
to_inv.name, to_list, to_i, src_item, player);
}
// Source is detached
if(from_inv.type == InventoryLocation::DETACHED)
{
if (from_inv.type == InventoryLocation::DETACHED) {
PLAYER_TO_SA(player)->detached_inventory_OnTake(
from_inv.name, from_list, from_i, src_item, player);
}
@ -499,31 +468,27 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
/* Node metadata inventories */
// Both endpoints are same nodemeta
if(from_inv.type == InventoryLocation::NODEMETA &&
if (from_inv.type == InventoryLocation::NODEMETA &&
to_inv.type == InventoryLocation::NODEMETA &&
from_inv.p == to_inv.p)
{
from_inv.p == to_inv.p) {
PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
from_inv.p, from_list, from_i,
to_list, to_i, count, player);
}
else{
} else {
// Destination is nodemeta
if(to_inv.type == InventoryLocation::NODEMETA)
{
if (to_inv.type == InventoryLocation::NODEMETA) {
PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
to_inv.p, to_list, to_i, src_item, player);
}
// Source is nodemeta
else if(from_inv.type == InventoryLocation::NODEMETA)
{
else if (from_inv.type == InventoryLocation::NODEMETA) {
PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
from_inv.p, from_list, from_i, src_item, player);
}
}
mgr->setInventoryModified(from_inv, false);
if(inv_from != inv_to)
if (inv_from != inv_to)
mgr->setInventoryModified(to_inv, false);
}
@ -534,18 +499,18 @@ void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
Inventory *inv_from = mgr->getInventory(from_inv);
Inventory *inv_to = mgr->getInventory(to_inv);
if(!inv_from || !inv_to)
if (!inv_from || !inv_to)
return;
InventoryLocation current_player;
current_player.setCurrentPlayer();
Inventory *inv_player = mgr->getInventory(current_player);
if(inv_from != inv_player || inv_to != inv_player)
if (inv_from != inv_player || inv_to != inv_player)
return;
InventoryList *list_from = inv_from->getList(from_list);
InventoryList *list_to = inv_to->getList(to_list);
if(!list_from || !list_to)
if (!list_from || !list_to)
return;
if (!move_somewhere)
@ -554,7 +519,7 @@ void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
list_from->moveItemSomewhere(from_i, list_to, count);
mgr->setInventoryModified(from_inv);
if(inv_from != inv_to)
if (inv_from != inv_to)
mgr->setInventoryModified(to_inv);
}
@ -582,7 +547,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
{
Inventory *inv_from = mgr->getInventory(from_inv);
if(!inv_from){
if (!inv_from) {
infostream<<"IDropAction::apply(): FAIL: source inventory not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
return;
@ -593,13 +558,12 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
/*
If a list doesn't exist or the source item doesn't exist
*/
if(!list_from){
if (!list_from) {
infostream<<"IDropAction::apply(): FAIL: source list not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""<<std::endl;
return;
}
if(list_from->getItem(from_i).empty())
{
if (list_from->getItem(from_i).empty()) {
infostream<<"IDropAction::apply(): FAIL: source item not found: "
<<"from_inv=\""<<from_inv.dump()<<"\""
<<", from_list=\""<<from_list<<"\""
@ -617,13 +581,12 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
*/
int take_count = list_from->getItem(from_i).count;
if(count != 0 && count < take_count)
if (count != 0 && count < take_count)
take_count = count;
int src_can_take_count = take_count;
// Source is detached
if(from_inv.type == InventoryLocation::DETACHED)
{
if (from_inv.type == InventoryLocation::DETACHED) {
ItemStack src_item = list_from->getItem(from_i);
src_item.count = take_count;
src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowTake(
@ -631,15 +594,14 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
}
// Source is nodemeta
if(from_inv.type == InventoryLocation::NODEMETA)
{
if (from_inv.type == InventoryLocation::NODEMETA) {
ItemStack src_item = list_from->getItem(from_i);
src_item.count = take_count;
src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowTake(
from_inv.p, from_list, from_i, src_item, player);
}
if(src_can_take_count != -1 && src_can_take_count < take_count)
if (src_can_take_count != -1 && src_can_take_count < take_count)
take_count = src_can_take_count;
int actually_dropped_count = 0;
@ -649,22 +611,21 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
// Drop the item
ItemStack item1 = list_from->getItem(from_i);
item1.count = take_count;
if(PLAYER_TO_SA(player)->item_OnDrop(item1, player,
player->getBasePosition() + v3f(0,1,0)))
{
if (PLAYER_TO_SA(player)->item_OnDrop(item1, player,
player->getBasePosition() + v3f(0,1,0))) {
actually_dropped_count = take_count - item1.count;
if(actually_dropped_count == 0){
if (actually_dropped_count == 0) {
infostream<<"Actually dropped no items"<<std::endl;
return;
}
// If source isn't infinite
if(src_can_take_count != -1){
if (src_can_take_count != -1) {
// Take item from source list
ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
if(item2.count != actually_dropped_count)
if (item2.count != actually_dropped_count)
errorstream<<"Could not take dropped count of items"<<std::endl;
mgr->setInventoryModified(from_inv, false);
@ -684,15 +645,13 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
*/
// Source is detached
if(from_inv.type == InventoryLocation::DETACHED)
{
if (from_inv.type == InventoryLocation::DETACHED) {
PLAYER_TO_SA(player)->detached_inventory_OnTake(
from_inv.name, from_list, from_i, src_item, player);
}
// Source is nodemeta
if(from_inv.type == InventoryLocation::NODEMETA)
{
if (from_inv.type == InventoryLocation::NODEMETA) {
PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
from_inv.p, from_list, from_i, src_item, player);
}
@ -700,12 +659,11 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
/*
Record rollback information
*/
if(!ignore_src_rollback && gamedef->rollback())
{
if (!ignore_src_rollback && gamedef->rollback()) {
IRollbackManager *rollback = gamedef->rollback();
// If source is not infinite, record item take
if(src_can_take_count != -1){
if (src_can_take_count != -1) {
RollbackAction action;
std::string loc;
{
@ -726,20 +684,20 @@ void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
// to make lag less apparent.
Inventory *inv_from = mgr->getInventory(from_inv);
if(!inv_from)
if (!inv_from)
return;
InventoryLocation current_player;
current_player.setCurrentPlayer();
Inventory *inv_player = mgr->getInventory(current_player);
if(inv_from != inv_player)
if (inv_from != inv_player)
return;
InventoryList *list_from = inv_from->getList(from_list);
if(!list_from)
if (!list_from)
return;
if(count == 0)
if (count == 0)
list_from->changeItem(from_i, ItemStack());
else
list_from->takeItem(from_i, count);
@ -881,7 +839,7 @@ void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
// Crafting helper
bool getCraftingResult(Inventory *inv, ItemStack& result,
bool getCraftingResult(Inventory *inv, ItemStack &result,
std::vector<ItemStack> &output_replacements,
bool decrementInput, IGameDef *gamedef)
{
@ -891,28 +849,26 @@ bool getCraftingResult(Inventory *inv, ItemStack& result,
// Get the InventoryList in which we will operate
InventoryList *clist = inv->getList("craft");
if(!clist)
if (!clist)
return false;
// Mangle crafting grid to an another format
CraftInput ci;
ci.method = CRAFT_METHOD_NORMAL;
ci.width = clist->getWidth() ? clist->getWidth() : 3;
for(u16 i=0; i<clist->getSize(); i++)
for (u16 i=0; i < clist->getSize(); i++)
ci.items.push_back(clist->getItem(i));
// Find out what is crafted and add it to result item slot
CraftOutput co;
bool found = gamedef->getCraftDefManager()->getCraftResult(
ci, co, output_replacements, decrementInput, gamedef);
if(found)
if (found)
result.deSerialize(co.item, gamedef->getItemDefManager());
if(found && decrementInput)
{
if (found && decrementInput) {
// CraftInput has been changed, apply changes in clist
for(u16 i=0; i<clist->getSize(); i++)
{
for (u16 i=0; i < clist->getSize(); i++) {
clist->changeItem(i, ci.items[i]);
}
}

@ -117,15 +117,17 @@ public:
virtual void inventoryAction(InventoryAction *a){}
};
#define IACTION_MOVE 0
#define IACTION_DROP 1
#define IACTION_CRAFT 2
enum class IAction : u16 {
Move,
Drop,
Craft
};
struct InventoryAction
{
static InventoryAction * deSerialize(std::istream &is);
static InventoryAction *deSerialize(std::istream &is);
virtual u16 getType() const = 0;
virtual IAction getType() const = 0;
virtual void serialize(std::ostream &os) const = 0;
virtual void apply(InventoryManager *mgr, ServerActiveObject *player,
IGameDef *gamedef) = 0;
@ -136,35 +138,27 @@ struct InventoryAction
struct IMoveAction : public InventoryAction
{
// count=0 means "everything"
u16 count;
u16 count = 0;
InventoryLocation from_inv;
std::string from_list;
s16 from_i;
s16 from_i = -1;
InventoryLocation to_inv;
std::string to_list;
s16 to_i;
bool move_somewhere;
s16 to_i = -1;
bool move_somewhere = false;
// treat these as private
// related to movement to somewhere
bool caused_by_move_somewhere;
u32 move_count;
bool caused_by_move_somewhere = false;
u32 move_count = 0;
IMoveAction()
{
count = 0;
from_i = -1;
to_i = -1;
move_somewhere = false;
caused_by_move_somewhere = false;
move_count = 0;
}
IMoveAction() {}
IMoveAction(std::istream &is, bool somewhere);
u16 getType() const
IAction getType() const
{
return IACTION_MOVE;
return IAction::Move;
}
void serialize(std::ostream &os) const
@ -191,22 +185,18 @@ struct IMoveAction : public InventoryAction
struct IDropAction : public InventoryAction
{
// count=0 means "everything"
u16 count;
u16 count = 0;
InventoryLocation from_inv;
std::string from_list;
s16 from_i;
s16 from_i = -1;
IDropAction()
{
count = 0;
from_i = -1;
}
IDropAction() {}
IDropAction(std::istream &is);
u16 getType() const
IAction getType() const
{
return IACTION_DROP;
return IAction::Drop;
}
void serialize(std::ostream &os) const
@ -226,19 +216,16 @@ struct IDropAction : public InventoryAction
struct ICraftAction : public InventoryAction
{
// count=0 means "everything"
u16 count;
u16 count = 0;
InventoryLocation craft_inv;
ICraftAction()
{
count = 0;
}
ICraftAction() {}
ICraftAction(std::istream &is);
u16 getType() const
IAction getType() const
{
return IACTION_CRAFT;
return IAction::Craft;
}
void serialize(std::ostream &os) const
@ -254,7 +241,7 @@ struct ICraftAction : public InventoryAction
};
// Crafting helper
bool getCraftingResult(Inventory *inv, ItemStack& result,
bool getCraftingResult(Inventory *inv, ItemStack &result,
std::vector<ItemStack> &output_replacements,
bool decrementInput, IGameDef *gamedef);

@ -908,7 +908,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
std::istringstream is(datastring, std::ios_base::binary);
// Create an action
InventoryAction *a = InventoryAction::deSerialize(is);
if (a == NULL) {
if (!a) {
infostream << "TOSERVER_INVENTORY_ACTION: "
<< "InventoryAction::deSerialize() returned NULL"
<< std::endl;
@ -927,7 +927,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
/*
Handle restrictions and special cases of the move action
*/
if (a->getType() == IACTION_MOVE) {
if (a->getType() == IAction::Move) {
IMoveAction *ma = (IMoveAction*)a;
ma->from_inv.applyCurrentPlayer(player->getName());
@ -982,7 +982,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
/*
Handle restrictions and special cases of the drop action
*/
else if (a->getType() == IACTION_DROP) {
else if (a->getType() == IAction::Drop) {
IDropAction *da = (IDropAction*)a;
da->from_inv.applyCurrentPlayer(player->getName());
@ -1018,7 +1018,7 @@ void Server::handleCommand_InventoryAction(NetworkPacket* pkt)
/*
Handle restrictions and special cases of the craft action
*/
else if (a->getType() == IACTION_CRAFT) {
else if (a->getType() == IAction::Craft) {
ICraftAction *ca = (ICraftAction*)a;
ca->craft_inv.applyCurrentPlayer(player->getName());