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authorPerttu Ahola <celeron55@gmail.com>2012-09-02 22:51:38 +0300
committerPerttu Ahola <celeron55@gmail.com>2012-09-02 22:51:38 +0300
commite1a495ee306290b3bec2de9aa298aac1528e9243 (patch)
tree352db0aedb58fa4a26790227c388d0773f05279f
parent6495007924d8907ddfff14be09d38a4b1745b95a (diff)
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Make inventory GUI do sane things when server-side inventory acts unusually
-rw-r--r--src/guiFormSpecMenu.cpp68
-rw-r--r--src/guiFormSpecMenu.h6
-rw-r--r--src/inventorymanager.cpp12
-rw-r--r--src/inventorymanager.h23
4 files changed, 105 insertions, 4 deletions
diff --git a/src/guiFormSpecMenu.cpp b/src/guiFormSpecMenu.cpp
index 41ec0f3da..ed44e441b 100644
--- a/src/guiFormSpecMenu.cpp
+++ b/src/guiFormSpecMenu.cpp
@@ -733,6 +733,54 @@ void GUIFormSpecMenu::drawMenu()
void GUIFormSpecMenu::updateSelectedItem()
{
+ // WARNING: BLACK MAGIC
+ // See if there is a stack suited for our current guess.
+ // If such stack does not exist, clear the guess.
+ if(m_selected_content_guess.name != "")
+ {
+ bool found = false;
+ for(u32 i=0; i<m_inventorylists.size() && !found; i++){
+ const ListDrawSpec &s = m_inventorylists[i];
+ Inventory *inv = m_invmgr->getInventory(s.inventoryloc);
+ if(!inv)
+ continue;
+ InventoryList *list = inv->getList(s.listname);
+ if(!list)
+ continue;
+ for(s32 i=0; i<s.geom.X*s.geom.Y && !found; i++){
+ u32 item_i = i + s.start_item_i;
+ if(item_i >= list->getSize())
+ continue;
+ ItemStack stack = list->getItem(item_i);
+ if(stack.name == m_selected_content_guess.name &&
+ stack.count == m_selected_content_guess.count){
+ found = true;
+ if(m_selected_item){
+ // If guessed stack is already selected, all is fine
+ if(m_selected_item->inventoryloc == s.inventoryloc &&
+ m_selected_item->listname == s.listname &&
+ m_selected_item->i == (s32)item_i &&
+ m_selected_amount == stack.count){
+ break;
+ }
+ delete m_selected_item;
+ m_selected_item = NULL;
+ }
+ infostream<<"Client: Changing selected content guess to "
+ <<s.inventoryloc.dump()<<" "<<s.listname
+ <<" "<<item_i<<std::endl;
+ m_selected_item = new ItemSpec(s.inventoryloc, s.listname, item_i);
+ m_selected_amount = stack.count;
+ break;
+ }
+ }
+ }
+ if(!found){
+ infostream<<"Client: Discarding selected content guess: "
+ <<m_selected_content_guess.getItemString()<<std::endl;
+ m_selected_content_guess.name = "";
+ }
+ }
// If the selected stack has become empty for some reason, deselect it.
// If the selected stack has become smaller, adjust m_selected_amount.
if(m_selected_item)
@@ -1054,21 +1102,28 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
// Check how many items can be moved
move_amount = stack_from.count = MYMIN(move_amount, stack_from.count);
ItemStack leftover = stack_to.addItem(stack_from, m_gamedef->idef());
- if(leftover.count == stack_from.count)
+ // If source stack cannot be added to destination stack at all,
+ // they are swapped
+ if(leftover.count == stack_from.count && leftover.name == stack_from.name)
{
- // Swap the stacks
m_selected_amount = stack_to.count;
+ // In case the server doesn't directly swap them but instead
+ // moves stack_to somewhere else, set this
+ m_selected_content_guess = stack_to;
+ m_selected_content_guess_inventory = s.inventoryloc;
}
+ // Source stack goes fully into destination stack
else if(leftover.empty())
{
- // Item fits
m_selected_amount -= move_amount;
+ m_selected_content_guess = ItemStack(); // Clear
}
+ // Source stack goes partly into destination stack
else
{
- // Item only fits partially
move_amount -= leftover.count;
m_selected_amount -= move_amount;
+ m_selected_content_guess = ItemStack(); // Clear
}
infostream<<"Handing IACTION_MOVE to manager"<<std::endl;
@@ -1084,6 +1139,8 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
}
else if(drop_amount > 0)
{
+ m_selected_content_guess = ItemStack(); // Clear
+
// Send IACTION_DROP
assert(m_selected_item && m_selected_item->isValid());
@@ -1107,6 +1164,8 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
}
else if(craft_amount > 0)
{
+ m_selected_content_guess = ItemStack(); // Clear
+
// Send IACTION_CRAFT
assert(s.isValid());
@@ -1126,6 +1185,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
m_selected_item = NULL;
m_selected_amount = 0;
m_selected_dragging = false;
+ m_selected_content_guess = ItemStack();
}
}
if(event.EventType==EET_GUI_EVENT)
diff --git a/src/guiFormSpecMenu.h b/src/guiFormSpecMenu.h
index f0a5988e9..5c01bdcd2 100644
--- a/src/guiFormSpecMenu.h
+++ b/src/guiFormSpecMenu.h
@@ -212,6 +212,12 @@ protected:
ItemSpec *m_selected_item;
u32 m_selected_amount;
bool m_selected_dragging;
+
+ // WARNING: BLACK MAGIC
+ // Used to guess and keep up with some special things the server can do.
+ // If name is "", no guess exists.
+ ItemStack m_selected_content_guess;
+ InventoryLocation m_selected_content_guess_inventory;
v2s32 m_pointer;
gui::IGUIStaticText *m_tooltip_element;
diff --git a/src/inventorymanager.cpp b/src/inventorymanager.cpp
index e2e537838..1a7f56f31 100644
--- a/src/inventorymanager.cpp
+++ b/src/inventorymanager.cpp
@@ -332,6 +332,18 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
// If source is infinite, reset it's stack
if(src_can_take_count == -1){
+ // If destination stack is of different type and there are leftover
+ // items, attempt to put the leftover items to a different place in the
+ // destination inventory.
+ // The client-side GUI will try to guess if this happens.
+ if(from_stack_was.name != to_stack_was.name){
+ for(u32 i=0; i<list_to->getSize(); i++){
+ if(list_to->getItem(i).empty()){
+ list_to->changeItem(i, to_stack_was);
+ break;
+ }
+ }
+ }
list_from->deleteItem(from_i);
list_from->addItem(from_i, from_stack_was);
}
diff --git a/src/inventorymanager.h b/src/inventorymanager.h
index dae14f1a6..f81f5b972 100644
--- a/src/inventorymanager.h
+++ b/src/inventorymanager.h
@@ -66,6 +66,29 @@ struct InventoryLocation
name = name_;
}
+ bool operator==(const InventoryLocation &other) const
+ {
+ if(type != other.type)
+ return false;
+ switch(type){
+ case UNDEFINED:
+ return false;
+ case CURRENT_PLAYER:
+ return true;
+ case PLAYER:
+ return (name == other.name);
+ case NODEMETA:
+ return (p == other.p);
+ case DETACHED:
+ return (name == other.name);
+ }
+ return false;
+ }
+ bool operator!=(const InventoryLocation &other) const
+ {
+ return !(*this == other);
+ }
+
void applyCurrentPlayer(const std::string &name_)
{
if(type == CURRENT_PLAYER)