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-rw-r--r--doc/lua_api.txt25
-rw-r--r--src/inventory.cpp9
-rw-r--r--src/inventorymanager.cpp303
-rw-r--r--src/inventorymanager.h12
4 files changed, 210 insertions, 139 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index cc4af970c..86627c19e 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -5888,6 +5888,31 @@ An `InvRef` is a reference to an inventory.
`minetest.get_inventory(location)`.
* returns `{type="undefined"}` in case location is not known
+### Callbacks
+
+Detached & nodemeta inventories provide the following callbacks for move actions:
+
+#### Before
+
+The `allow_*` callbacks return how many items can be moved.
+
+* `allow_move`/`allow_metadata_inventory_move`: Moving items in the inventory
+* `allow_take`/`allow_metadata_inventory_take`: Taking items from the inventory
+* `allow_put`/`allow_metadata_inventory_put`: Putting items to the inventory
+
+#### After
+
+The `on_*` callbacks are called after the items have been placed in the inventories.
+
+* `on_move`/`on_metadata_inventory_move`: Moving items in the inventory
+* `on_take`/`on_metadata_inventory_take`: Taking items from the inventory
+* `on_put`/`on_metadata_inventory_put`: Putting items to the inventory
+
+#### Swapping
+
+When a player tries to put an item to a place where another item is, the items are *swapped*.
+This means that all callbacks will be called twice (once for each action).
+
`ItemStack`
-----------
diff --git a/src/inventory.cpp b/src/inventory.cpp
index 349ee503d..cf72cb005 100644
--- a/src/inventory.cpp
+++ b/src/inventory.cpp
@@ -732,17 +732,17 @@ void InventoryList::moveItemSomewhere(u32 i, InventoryList *dest, u32 count)
u32 InventoryList::moveItem(u32 i, InventoryList *dest, u32 dest_i,
u32 count, bool swap_if_needed, bool *did_swap)
{
- if(this == dest && i == dest_i)
+ if (this == dest && i == dest_i)
return count;
// Take item from source list
ItemStack item1;
- if(count == 0)
+ if (count == 0)
item1 = changeItem(i, ItemStack());
else
item1 = takeItem(i, count);
- if(item1.empty())
+ if (item1.empty())
return 0;
// Try to add the item to destination list
@@ -750,8 +750,7 @@ u32 InventoryList::moveItem(u32 i, InventoryList *dest, u32 dest_i,
item1 = dest->addItem(dest_i, item1);
// If something is returned, the item was not fully added
- if(!item1.empty())
- {
+ if (!item1.empty()) {
// If olditem is returned, nothing was added.
bool nothing_added = (item1.count == oldcount);
diff --git a/src/inventorymanager.cpp b/src/inventorymanager.cpp
index b6f464901..635bd2e4b 100644
--- a/src/inventorymanager.cpp
+++ b/src/inventorymanager.cpp
@@ -154,6 +154,93 @@ IMoveAction::IMoveAction(std::istream &is, bool somewhere) :
}
}
+void IMoveAction::swapDirections()
+{
+ std::swap(from_inv, to_inv);
+ std::swap(from_list, to_list);
+ std::swap(from_i, to_i);
+}
+
+void IMoveAction::onPutAndOnTake(const ItemStack &src_item, ServerActiveObject *player) const
+{
+ ServerScripting *sa = PLAYER_TO_SA(player);
+ if (to_inv.type == InventoryLocation::DETACHED)
+ sa->detached_inventory_OnPut(*this, src_item, player);
+ else if (to_inv.type == InventoryLocation::NODEMETA)
+ sa->nodemeta_inventory_OnPut(*this, src_item, player);
+ else if (to_inv.type == InventoryLocation::PLAYER)
+ sa->player_inventory_OnPut(*this, src_item, player);
+ else
+ assert(false);
+
+ if (from_inv.type == InventoryLocation::DETACHED)
+ sa->detached_inventory_OnTake(*this, src_item, player);
+ else if (from_inv.type == InventoryLocation::NODEMETA)
+ sa->nodemeta_inventory_OnTake(*this, src_item, player);
+ else if (from_inv.type == InventoryLocation::PLAYER)
+ sa->player_inventory_OnTake(*this, src_item, player);
+ else
+ assert(false);
+}
+
+void IMoveAction::onMove(int count, ServerActiveObject *player) const
+{
+ ServerScripting *sa = PLAYER_TO_SA(player);
+ if (from_inv.type == InventoryLocation::DETACHED)
+ sa->detached_inventory_OnMove(*this, count, player);
+ else if (from_inv.type == InventoryLocation::NODEMETA)
+ sa->nodemeta_inventory_OnMove(*this, count, player);
+ else if (from_inv.type == InventoryLocation::PLAYER)
+ sa->player_inventory_OnMove(*this, count, player);
+ else
+ assert(false);
+}
+
+int IMoveAction::allowPut(const ItemStack &dst_item, ServerActiveObject *player) const
+{
+ ServerScripting *sa = PLAYER_TO_SA(player);
+ int dst_can_put_count = 0xffff;
+ if (to_inv.type == InventoryLocation::DETACHED)
+ dst_can_put_count = sa->detached_inventory_AllowPut(*this, dst_item, player);
+ else if (to_inv.type == InventoryLocation::NODEMETA)
+ dst_can_put_count = sa->nodemeta_inventory_AllowPut(*this, dst_item, player);
+ else if (to_inv.type == InventoryLocation::PLAYER)
+ dst_can_put_count = sa->player_inventory_AllowPut(*this, dst_item, player);
+ else
+ assert(false);
+ return dst_can_put_count;
+}
+
+int IMoveAction::allowTake(const ItemStack &src_item, ServerActiveObject *player) const
+{
+ ServerScripting *sa = PLAYER_TO_SA(player);
+ int src_can_take_count = 0xffff;
+ if (from_inv.type == InventoryLocation::DETACHED)
+ src_can_take_count = sa->detached_inventory_AllowTake(*this, src_item, player);
+ else if (from_inv.type == InventoryLocation::NODEMETA)
+ src_can_take_count = sa->nodemeta_inventory_AllowTake(*this, src_item, player);
+ else if (from_inv.type == InventoryLocation::PLAYER)
+ src_can_take_count = sa->player_inventory_AllowTake(*this, src_item, player);
+ else
+ assert(false);
+ return src_can_take_count;
+}
+
+int IMoveAction::allowMove(int try_take_count, ServerActiveObject *player) const
+{
+ ServerScripting *sa = PLAYER_TO_SA(player);
+ int src_can_take_count = 0xffff;
+ if (from_inv.type == InventoryLocation::DETACHED)
+ src_can_take_count = sa->detached_inventory_AllowMove(*this, try_take_count, player);
+ else if (from_inv.type == InventoryLocation::NODEMETA)
+ src_can_take_count = sa->nodemeta_inventory_AllowMove(*this, try_take_count, player);
+ else if (from_inv.type == InventoryLocation::PLAYER)
+ src_can_take_count = sa->player_inventory_AllowMove(*this, try_take_count, player);
+ else
+ assert(false);
+ return src_can_take_count;
+}
+
void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef)
{
Inventory *inv_from = mgr->getInventory(from_inv);
@@ -251,93 +338,80 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
Collect information of endpoints
*/
- int try_take_count = count;
- if (try_take_count == 0)
- try_take_count = list_from->getItem(from_i).count;
+ ItemStack src_item = list_from->getItem(from_i);
+ if (count > 0)
+ src_item.count = count;
+ if (src_item.empty())
+ return;
int src_can_take_count = 0xffff;
int dst_can_put_count = 0xffff;
- /* Query detached inventories */
+ // this is needed for swapping items inside one inventory to work
+ ItemStack restitem;
+ bool allow_swap = !list_to->itemFits(to_i, src_item, &restitem)
+ && restitem.count == src_item.count
+ && !caused_by_move_somewhere;
- // Move occurs in the same detached inventory
- if (from_inv.type == InventoryLocation::DETACHED &&
- from_inv == to_inv) {
- src_can_take_count = PLAYER_TO_SA(player)->detached_inventory_AllowMove(
- *this, try_take_count, player);
- dst_can_put_count = src_can_take_count;
- } else {
- // Destination is 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(
- *this, src_item, player);
- }
- // Source is 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(
- *this, src_item, player);
- }
- }
-
- /* Query node metadata inventories */
+ // Shift-click: Cannot fill this stack, proceed with next slot
+ if (caused_by_move_somewhere && restitem.count == src_item.count)
+ return;
- // Both endpoints are nodemeta
- // Move occurs in the same nodemeta inventory
- if (from_inv.type == InventoryLocation::NODEMETA &&
- from_inv == to_inv) {
- src_can_take_count = PLAYER_TO_SA(player)->nodemeta_inventory_AllowMove(
- *this, try_take_count, player);
- dst_can_put_count = src_can_take_count;
- } else {
- // Destination is 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(
- *this, src_item, player);
+ if (allow_swap) {
+ // Swap will affect the entire stack if it can performed.
+ src_item = list_from->getItem(from_i);
+ count = src_item.count;
+ }
+
+ if (from_inv == to_inv) {
+ // Move action within the same inventory
+ src_can_take_count = allowMove(src_item.count, player);
+
+ bool swap_expected = allow_swap;
+ allow_swap = allow_swap
+ && (src_can_take_count == -1 || src_can_take_count >= src_item.count);
+ if (allow_swap) {
+ int try_put_count = list_to->getItem(to_i).count;
+ swapDirections();
+ dst_can_put_count = allowMove(try_put_count, player);
+ allow_swap = allow_swap
+ && (dst_can_put_count == -1 || dst_can_put_count >= try_put_count);
+ swapDirections();
+ } else {
+ dst_can_put_count = src_can_take_count;
}
- // Source is 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(
- *this, src_item, player);
- }
- }
-
- // Query player inventories
-
- // Move occurs in the same player inventory
- if (from_inv.type == InventoryLocation::PLAYER &&
- from_inv == to_inv) {
- src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowMove(
- *this, try_take_count, player);
- dst_can_put_count = src_can_take_count;
+ if (swap_expected != allow_swap)
+ src_can_take_count = dst_can_put_count = 0;
} else {
- // Destination is a player
- if (to_inv.type == InventoryLocation::PLAYER) {
- ItemStack src_item = list_from->getItem(from_i);
- src_item.count = try_take_count;
- dst_can_put_count = PLAYER_TO_SA(player)->player_inventory_AllowPut(
- *this, src_item, player);
- }
- // Source is a player
- if (from_inv.type == InventoryLocation::PLAYER) {
- ItemStack src_item = list_from->getItem(from_i);
- src_item.count = try_take_count;
- src_can_take_count = PLAYER_TO_SA(player)->player_inventory_AllowTake(
- *this, src_item, player);
+ // Take from one inventory, put into another
+ dst_can_put_count = allowPut(src_item, player);
+ src_can_take_count = allowTake(src_item, player);
+
+ bool swap_expected = allow_swap;
+ allow_swap = allow_swap
+ && (src_can_take_count == -1 || src_can_take_count >= src_item.count)
+ && (dst_can_put_count == -1 || dst_can_put_count >= src_item.count);
+ // A swap is expected, which means that we have to
+ // run the "allow" callbacks a second time with swapped inventories
+ if (allow_swap) {
+ ItemStack dst_item = list_to->getItem(to_i);
+ swapDirections();
+
+ int src_can_take = allowPut(dst_item, player);
+ int dst_can_put = allowTake(dst_item, player);
+ allow_swap = allow_swap
+ && (src_can_take == -1 || src_can_take >= dst_item.count)
+ && (dst_can_put == -1 || dst_can_put >= dst_item.count);
+ swapDirections();
}
+ if (swap_expected != allow_swap)
+ src_can_take_count = dst_can_put_count = 0;
}
int old_count = count;
/* Modify count according to collected data */
- count = try_take_count;
+ count = src_item.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)
@@ -367,7 +441,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
return;
}
- ItemStack src_item = list_from->getItem(from_i);
+ src_item = list_from->getItem(from_i);
src_item.count = count;
ItemStack from_stack_was = list_from->getItem(from_i);
ItemStack to_stack_was = list_to->getItem(to_i);
@@ -380,7 +454,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
*/
bool did_swap = false;
move_count = list_from->moveItem(from_i,
- list_to, to_i, count, !caused_by_move_somewhere, &did_swap);
+ list_to, to_i, count, allow_swap, &did_swap);
+ assert(allow_swap == did_swap);
// If source is infinite, reset it's stack
if (src_can_take_count == -1) {
@@ -471,69 +546,29 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
Report move to endpoints
*/
- /* Detached inventories */
-
- // Both endpoints are same detached
- if (from_inv.type == InventoryLocation::DETACHED &&
- from_inv == to_inv) {
- PLAYER_TO_SA(player)->detached_inventory_OnMove(
- *this, count, player);
- } else {
- // Destination is detached
- if (to_inv.type == InventoryLocation::DETACHED) {
- PLAYER_TO_SA(player)->detached_inventory_OnPut(
- *this, src_item, player);
- }
- // Source is detached
- if (from_inv.type == InventoryLocation::DETACHED) {
- PLAYER_TO_SA(player)->detached_inventory_OnTake(
- *this, src_item, player);
+ // Source = destination => move
+ if (from_inv == to_inv) {
+ onMove(count, player);
+ if (did_swap) {
+ // Item is now placed in source list
+ src_item = list_from->getItem(from_i);
+ swapDirections();
+ onMove(src_item.count, player);
+ swapDirections();
}
- }
-
- /* Node metadata inventories */
-
- // Both endpoints are same nodemeta
- if (from_inv.type == InventoryLocation::NODEMETA &&
- from_inv == to_inv) {
- PLAYER_TO_SA(player)->nodemeta_inventory_OnMove(
- *this, count, player);
- } else {
- // Destination is nodemeta
- if (to_inv.type == InventoryLocation::NODEMETA) {
- PLAYER_TO_SA(player)->nodemeta_inventory_OnPut(
- *this, src_item, player);
- }
- // Source is nodemeta
- if (from_inv.type == InventoryLocation::NODEMETA) {
- PLAYER_TO_SA(player)->nodemeta_inventory_OnTake(
- *this, src_item, player);
- }
- }
-
- // Player inventories
-
- // Both endpoints are same player inventory
- if (from_inv.type == InventoryLocation::PLAYER &&
- from_inv == to_inv) {
- PLAYER_TO_SA(player)->player_inventory_OnMove(
- *this, count, player);
+ mgr->setInventoryModified(from_inv);
} else {
- // Destination is player inventory
- if (to_inv.type == InventoryLocation::PLAYER) {
- PLAYER_TO_SA(player)->player_inventory_OnPut(
- *this, src_item, player);
+ onPutAndOnTake(src_item, player);
+ if (did_swap) {
+ // Item is now placed in source list
+ src_item = list_from->getItem(from_i);
+ swapDirections();
+ onPutAndOnTake(src_item, player);
+ swapDirections();
}
- // Source is player inventory
- if (from_inv.type == InventoryLocation::PLAYER) {
- PLAYER_TO_SA(player)->player_inventory_OnTake(
- *this, src_item, player);
- }
- }
-
- mgr->setInventoryModified(from_inv);
- if (inv_from != inv_to)
mgr->setInventoryModified(to_inv);
+ mgr->setInventoryModified(from_inv);
+ }
}
void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
diff --git a/src/inventorymanager.h b/src/inventorymanager.h
index 69bf30169..4ad5d3f49 100644
--- a/src/inventorymanager.h
+++ b/src/inventorymanager.h
@@ -183,6 +183,18 @@ struct IMoveAction : public InventoryAction, public MoveAction
void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
void clientApply(InventoryManager *mgr, IGameDef *gamedef);
+
+ void swapDirections();
+
+ void onPutAndOnTake(const ItemStack &src_item, ServerActiveObject *player) const;
+
+ void onMove(int count, ServerActiveObject *player) const;
+
+ int allowPut(const ItemStack &dst_item, ServerActiveObject *player) const;
+
+ int allowTake(const ItemStack &src_item, ServerActiveObject *player) const;
+
+ int allowMove(int try_take_count, ServerActiveObject *player) const;
};
struct IDropAction : public InventoryAction, public MoveAction