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authorKahrl <kahrl@gmx.net>2012-01-22 00:49:02 +0100
committerPerttu Ahola <celeron55@gmail.com>2012-01-22 17:31:20 +0200
commitb4dd5d3bd7d2152fdf02e0e7422b1305caf151f2 (patch)
treeb47e57a55e6a2787464e49ffe172592b956c5a96 /src/inventorymanager.cpp
parent1efdc36b22532807d21a0beac94524e3eacfe7bc (diff)
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Client-side prediction of inventory changes, and some inventory menu fixes
Diffstat (limited to 'src/inventorymanager.cpp')
-rw-r--r--src/inventorymanager.cpp129
1 files changed, 78 insertions, 51 deletions
diff --git a/src/inventorymanager.cpp b/src/inventorymanager.cpp
index b42a80673..b04a1c177 100644
--- a/src/inventorymanager.cpp
+++ b/src/inventorymanager.cpp
@@ -133,6 +133,10 @@ InventoryAction * InventoryAction::deSerialize(std::istream &is)
return a;
}
+/*
+ IMoveAction
+*/
+
IMoveAction::IMoveAction(std::istream &is)
{
std::string ts;
@@ -193,59 +197,13 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
<<", to_list=\""<<to_list<<"\""<<std::endl;
return;
}
- if(list_from->getItem(from_i).empty())
- {
- infostream<<"IMoveAction::apply(): FAIL: source item not found: "
- <<"from_inv=\""<<from_inv.dump()<<"\""
- <<", from_list=\""<<from_list<<"\""
- <<" from_i="<<from_i<<std::endl;
- return;
- }
/*
- If the source and the destination slots are the same
- */
- if(inv_from == inv_to && list_from == list_to && from_i == to_i)
- {
- infostream<<"IMoveAction::apply(): FAIL: source and destination slots "
- <<"are the same: inv=\""<<from_inv.dump()
- <<"\" list=\""<<from_list
- <<"\" i="<<from_i<<std::endl;
- return;
- }
-
- // Take item from source list
- ItemStack item1;
- if(count == 0)
- item1 = list_from->changeItem(from_i, ItemStack());
- else
- item1 = list_from->takeItem(from_i, count);
+ This performs the actual movement
- // Try to add the item to destination list
- int oldcount = item1.count;
- item1 = list_to->addItem(to_i, item1);
-
- // If something is returned, the item was not fully added
- if(!item1.empty())
- {
- // If olditem is returned, nothing was added.
- bool nothing_added = (item1.count == oldcount);
-
- // If something else is returned, part of the item was left unadded.
- // Add the other part back to the source item
- list_from->addItem(from_i, item1);
-
- // If olditem is returned, nothing was added.
- // Swap the items
- if(nothing_added)
- {
- // Take item from source list
- item1 = list_from->changeItem(from_i, ItemStack());
- // Adding was not possible, swap the items.
- ItemStack item2 = list_to->changeItem(to_i, item1);
- // Put item from destination list to the source list
- list_from->changeItem(from_i, item2);
- }
- }
+ If something is wrong (source item is empty, destination is the
+ same as source), nothing happens
+ */
+ list_from->moveItem(from_i, list_to, to_i, count);
mgr->setInventoryModified(from_inv);
if(inv_from != inv_to)
@@ -262,6 +220,38 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
<<std::endl;
}
+void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
+{
+ // Optional InventoryAction operation that is run on the client
+ // to make lag less apparent.
+
+ Inventory *inv_from = mgr->getInventory(from_inv);
+ Inventory *inv_to = mgr->getInventory(to_inv);
+ 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)
+ return;
+
+ InventoryList *list_from = inv_from->getList(from_list);
+ InventoryList *list_to = inv_to->getList(to_list);
+ if(!list_from || !list_to)
+ return;
+
+ list_from->moveItem(from_i, list_to, to_i, count);
+
+ mgr->setInventoryModified(from_inv);
+ if(inv_from != inv_to)
+ mgr->setInventoryModified(to_inv);
+}
+
+/*
+ IDropAction
+*/
+
IDropAction::IDropAction(std::istream &is)
{
std::string ts;
@@ -338,6 +328,37 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
<<std::endl;
}
+void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
+{
+ // Optional InventoryAction operation that is run on the client
+ // to make lag less apparent.
+
+ Inventory *inv_from = mgr->getInventory(from_inv);
+ if(!inv_from)
+ return;
+
+ InventoryLocation current_player;
+ current_player.setCurrentPlayer();
+ Inventory *inv_player = mgr->getInventory(current_player);
+ if(inv_from != inv_player)
+ return;
+
+ InventoryList *list_from = inv_from->getList(from_list);
+ if(!list_from)
+ return;
+
+ if(count == 0)
+ list_from->changeItem(from_i, ItemStack());
+ else
+ list_from->takeItem(from_i, count);
+
+ mgr->setInventoryModified(from_inv);
+}
+
+/*
+ ICraftAction
+*/
+
ICraftAction::ICraftAction(std::istream &is)
{
std::string ts;
@@ -412,6 +433,12 @@ void ICraftAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGam
<<std::endl;
}
+void ICraftAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
+{
+ // Optional InventoryAction operation that is run on the client
+ // to make lag less apparent.
+}
+
// Crafting helper
bool getCraftingResult(Inventory *inv, ItemStack& result,