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Add list-rings
Adds list-rings, a method to implement item sending between inventories via shift-click. Nice insider feature: a ring consisting of a single inventory list serves as nice clean-up method. Also adds them to minimal game, and the standard inventory. Craft output slots are not supported.
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@ -1340,6 +1340,17 @@ examples.
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#### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
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* Show an inventory list
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#### `listring[<inventory location>;<list name>]`
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* Allows to create a ring of inventory lists
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* Shift-clicking on items in one element of the ring
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* will send them to the next inventory list inside the ring
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* The first occurrence of an element inside the ring will
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* determine the inventory where items will be sent to
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#### `listring[]`
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* Shorthand for doing `listring[<inventory location>;<list name>]`
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* for the last two inventory lists added by list[...]
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#### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
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* Sets background color of slots as `ColorString`
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* Sets background color of slots on mouse hovering
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@ -1158,7 +1158,8 @@ minetest.register_node("default:chest", {
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meta:set_string("formspec",
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"size[8,9]"..
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"list[current_name;main;0,0;8,4;]"..
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"list[current_player;main;0,5;8,4;]")
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"list[current_player;main;0,5;8,4;]" ..
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"listring[]")
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meta:set_string("infotext", "Chest")
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local inv = meta:get_inventory()
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inv:set_size("main", 8*4)
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@ -1197,7 +1198,8 @@ minetest.register_node("default:chest_locked", {
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meta:set_string("formspec",
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"size[8,9]"..
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"list[current_name;main;0,0;8,4;]"..
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"list[current_player;main;0,5;8,4;]")
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"list[current_player;main;0,5;8,4;]" ..
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"listring[]")
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meta:set_string("infotext", "Locked Chest")
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meta:set_string("owner", "")
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local inv = meta:get_inventory()
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@ -1261,7 +1263,11 @@ default.furnace_inactive_formspec =
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"list[current_name;fuel;2,3;1,1;]"..
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"list[current_name;src;2,1;1,1;]"..
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"list[current_name;dst;5,1;2,2;]"..
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"list[current_player;main;0,5;8,4;]"
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"list[current_player;main;0,5;8,4;]" ..
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"listring[current_name;dst]" ..
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"listring[current_player;main]" ..
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"listring[current_name;src]" ..
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"listring[current_player;main]"
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minetest.register_node("default:furnace", {
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description = "Furnace",
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@ -1398,7 +1404,11 @@ minetest.register_abm({
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"list[current_name;fuel;2,3;1,1;]"..
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"list[current_name;src;2,1;1,1;]"..
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"list[current_name;dst;5,1;2,2;]"..
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"list[current_player;main;0,5;8,4;]")
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"list[current_player;main;0,5;8,4;]" ..
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"listring[current_name;dst]" ..
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"listring[current_player;main]" ..
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"listring[current_name;src]" ..
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"listring[current_player;main]")
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return
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end
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@ -352,6 +352,40 @@ void GUIFormSpecMenu::parseList(parserData* data,std::string element)
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errorstream<< "Invalid list element(" << parts.size() << "): '" << element << "'" << std::endl;
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}
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void GUIFormSpecMenu::parseListRing(parserData* data, std::string element)
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{
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if (m_gamedef == 0) {
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errorstream << "WARNING: invalid use of 'listring' with m_gamedef==0" << std::endl;
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return;
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}
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std::vector<std::string> parts = split(element, ';');
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if (parts.size() == 2) {
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std::string location = parts[0];
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std::string listname = parts[1];
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InventoryLocation loc;
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if (location == "context" || location == "current_name")
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loc = m_current_inventory_location;
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else
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loc.deSerialize(location);
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m_inventory_rings.push_back(ListRingSpec(loc, listname));
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return;
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} else if ((element == "") && (m_inventorylists.size() > 1)) {
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size_t siz = m_inventorylists.size();
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// insert the last two inv list elements into the list ring
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const ListDrawSpec &spa = m_inventorylists[siz - 2];
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const ListDrawSpec &spb = m_inventorylists[siz - 1];
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m_inventory_rings.push_back(ListRingSpec(spa.inventoryloc, spa.listname));
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m_inventory_rings.push_back(ListRingSpec(spb.inventoryloc, spb.listname));
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}
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errorstream<< "Invalid list ring element(" << parts.size() << ", "
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<< m_inventorylists.size() << "): '" << element << "'" << std::endl;
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}
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void GUIFormSpecMenu::parseCheckbox(parserData* data,std::string element)
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{
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std::vector<std::string> parts = split(element,';');
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@ -1661,6 +1695,11 @@ void GUIFormSpecMenu::parseElement(parserData* data, std::string element)
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return;
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}
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if (type == "listring") {
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parseListRing(data, description);
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return;
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}
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if (type == "checkbox") {
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parseCheckbox(data,description);
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return;
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@ -3145,6 +3184,10 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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// from m_selected_item to s.
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u32 move_amount = 0;
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// Set this number to a positive value to generate a move action
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// from s to the next inventory ring.
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u32 shift_move_amount = 0;
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// Set this number to a positive value to generate a drop action
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// from m_selected_item.
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u32 drop_amount = 0;
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@ -3166,18 +3209,29 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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}
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else if(m_selected_item == NULL) {
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if(s_count != 0) {
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// Non-empty stack has been clicked: select it
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// Non-empty stack has been clicked: select or shift-move it
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m_selected_item = new ItemSpec(s);
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u32 count;
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if(button == 1) // right
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m_selected_amount = (s_count + 1) / 2;
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count = (s_count + 1) / 2;
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else if(button == 2) // middle
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m_selected_amount = MYMIN(s_count, 10);
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count = MYMIN(s_count, 10);
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else // left
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m_selected_amount = s_count;
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count = s_count;
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m_selected_dragging = true;
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m_rmouse_auto_place = false;
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if (!event.MouseInput.Shift) {
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// no shift: select item
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m_selected_amount = count;
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m_selected_dragging = true;
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m_rmouse_auto_place = false;
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} else {
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// shift pressed: move item
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if (button != 1)
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shift_move_amount = count;
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else // count of 1 at left click like after drag & drop
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shift_move_amount = 1;
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}
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}
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}
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else { // m_selected_item != NULL
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@ -3259,8 +3313,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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}
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// Possibly send inventory action to server
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if(move_amount > 0)
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{
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if (move_amount > 0) {
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// Send IACTION_MOVE
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assert(m_selected_item && m_selected_item->isValid());
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@ -3308,8 +3361,57 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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a->to_list = s.listname;
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a->to_i = s.i;
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m_invmgr->inventoryAction(a);
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}
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else if(drop_amount > 0) {
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} else if (shift_move_amount > 0) {
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u32 mis = m_inventory_rings.size();
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u32 i = 0;
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for (; i < mis; i++) {
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const ListRingSpec &sp = m_inventory_rings[i];
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if (sp.inventoryloc == s.inventoryloc
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&& sp.listname == s.listname)
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break;
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}
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do {
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if (i >= mis) // if not found
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break;
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u32 to_inv_ind = (i + 1) % mis;
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const ListRingSpec &to_inv_sp = m_inventory_rings[to_inv_ind];
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InventoryList *list_from = inv_s->getList(s.listname);
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if (!list_from)
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break;
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Inventory *inv_to = m_invmgr->getInventory(to_inv_sp.inventoryloc);
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if (!inv_to)
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break;
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InventoryList *list_to = inv_to->getList(to_inv_sp.listname);
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if (!list_to)
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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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// find a place (or more than one) to add the new item
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u32 slot_to = 0;
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u32 ilt_size = list_to->getSize();
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ItemStack leftover;
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for (; slot_to < ilt_size && shift_move_amount > 0; slot_to++) {
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list_to->itemFits(slot_to, stack_from, &leftover);
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if (leftover.count < stack_from.count) {
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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 = MYMIN(shift_move_amount,
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(u32) (stack_from.count - leftover.count));
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shift_move_amount -= a->count;
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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->to_i = slot_to;
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m_invmgr->inventoryAction(a);
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stack_from = leftover;
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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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// Send IACTION_DROP
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@ -121,6 +121,22 @@ class GUIFormSpecMenu : public GUIModalMenu
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s32 start_item_i;
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};
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struct ListRingSpec
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{
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ListRingSpec()
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{
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}
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ListRingSpec(const InventoryLocation &a_inventoryloc,
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const std::string &a_listname):
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inventoryloc(a_inventoryloc),
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listname(a_listname)
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{
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}
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InventoryLocation inventoryloc;
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std::string listname;
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};
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struct ImageDrawSpec
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{
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ImageDrawSpec()
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@ -306,6 +322,7 @@ protected:
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std::vector<ListDrawSpec> m_inventorylists;
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std::vector<ListRingSpec> m_inventory_rings;
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std::vector<ImageDrawSpec> m_backgrounds;
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std::vector<ImageDrawSpec> m_images;
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std::vector<ImageDrawSpec> m_itemimages;
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@ -384,6 +401,7 @@ private:
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void parseSize(parserData* data,std::string element);
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void parseList(parserData* data,std::string element);
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void parseListRing(parserData* data,std::string element);
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void parseCheckbox(parserData* data,std::string element);
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void parseImage(parserData* data,std::string element);
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void parseItemImage(parserData* data,std::string element);
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@ -71,6 +71,7 @@ Player::Player(IGameDef *gamedef, const char *name):
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//"image[1,0.6;1,2;player.png]"
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"list[current_player;main;0,3.5;8,4;]"
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"list[current_player;craft;3,0;3,3;]"
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"listring[]"
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"list[current_player;craftpreview;7,1;1,1;]";
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// Initialize movement settings at default values, so movement can work if the server fails to send them
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