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authorLars Müller <34514239+appgurueu@users.noreply.github.com>2021-02-21 20:02:23 +0100
committerGitHub <noreply@github.com>2021-02-21 20:02:23 +0100
commit051e4c2b00a30c496b5545a6f0b01c9a14e937a4 (patch)
tree760607f2f8033c1c066fa313a73555ee941b00ee /src
parentc12e9cdcba6b4183de6df4fd05f61a06f804642c (diff)
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Fix wrong reported item counts for inventory actions using Shift-Move (#10930)
Diffstat (limited to 'src')
-rw-r--r--src/inventorymanager.cpp33
1 files changed, 29 insertions, 4 deletions
diff --git a/src/inventorymanager.cpp b/src/inventorymanager.cpp
index 635bd2e4b..554708e8e 100644
--- a/src/inventorymanager.cpp
+++ b/src/inventorymanager.cpp
@@ -301,6 +301,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
if (!list_to->getItem(dest_i).empty()) {
to_i = dest_i;
apply(mgr, player, gamedef);
+ assert(move_count <= count);
count -= move_count;
}
}
@@ -352,10 +353,12 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
bool allow_swap = !list_to->itemFits(to_i, src_item, &restitem)
&& restitem.count == src_item.count
&& !caused_by_move_somewhere;
+ move_count = src_item.count - restitem.count;
// Shift-click: Cannot fill this stack, proceed with next slot
- if (caused_by_move_somewhere && restitem.count == src_item.count)
+ if (caused_by_move_somewhere && move_count == 0) {
return;
+ }
if (allow_swap) {
// Swap will affect the entire stack if it can performed.
@@ -384,9 +387,16 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
src_can_take_count = dst_can_put_count = 0;
} else {
// Take from one inventory, put into another
+ int src_item_count = src_item.count;
+ if (caused_by_move_somewhere)
+ // When moving somewhere: temporarily use the actual movable stack
+ // size to ensure correct callback execution.
+ src_item.count = move_count;
dst_can_put_count = allowPut(src_item, player);
src_can_take_count = allowTake(src_item, player);
-
+ if (caused_by_move_somewhere)
+ // Reset source item count
+ src_item.count = src_item_count;
bool swap_expected = allow_swap;
allow_swap = allow_swap
&& (src_can_take_count == -1 || src_can_take_count >= src_item.count)
@@ -416,12 +426,17 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
count = src_can_take_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)
count = list_from->getItem(from_i).count;
/* If no items will be moved, don't go further */
if (count == 0) {
+ if (caused_by_move_somewhere)
+ // Set move count to zero, as no items have been moved
+ move_count = 0;
+
// Undo client prediction. See 'clientApply'
if (from_inv.type == InventoryLocation::PLAYER)
list_from->setModified();
@@ -438,6 +453,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
<<" list=\""<<to_list<<"\""
<<" i="<<to_i
<<std::endl;
+
return;
}
@@ -455,6 +471,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
bool did_swap = false;
move_count = list_from->moveItem(from_i,
list_to, to_i, count, allow_swap, &did_swap);
+ if (caused_by_move_somewhere)
+ count = old_count;
assert(allow_swap == did_swap);
// If source is infinite, reset it's stack
@@ -503,8 +521,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
<< std::endl;
// 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)
+ // anything if nothing happened
if (caused_by_move_somewhere && move_count == 0)
return;
@@ -558,7 +575,15 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
}
mgr->setInventoryModified(from_inv);
} else {
+ int src_item_count = src_item.count;
+ if (caused_by_move_somewhere)
+ // When moving somewhere: temporarily use the actual movable stack
+ // size to ensure correct callback execution.
+ src_item.count = move_count;
onPutAndOnTake(src_item, player);
+ if (caused_by_move_somewhere)
+ // Reset source item count
+ src_item.count = src_item_count;
if (did_swap) {
// Item is now placed in source list
src_item = list_from->getItem(from_i);