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Add get_wielded_item

This commit is contained in:
red-001 2017-01-31 13:18:52 +00:00 committed by Loïc Blot
parent 44ca9c9cb2
commit 88df9fb5b6
15 changed files with 92 additions and 33 deletions

View file

@ -43,6 +43,12 @@ Client *ModApiBase::getClient(lua_State *L)
return getScriptApiBase(L)->getClient();
}
#endif
IGameDef *ModApiBase::getGameDef(lua_State *L)
{
return getScriptApiBase(L)->getGameDef();
}
Environment *ModApiBase::getEnv(lua_State *L)
{
return getScriptApiBase(L)->getEnv();

View file

@ -22,6 +22,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "common/c_types.h"
#include "common/c_internal.h"
#include "gamedef.h"
extern "C" {
#include <lua.h>
@ -46,6 +47,8 @@ public:
static Client* getClient(lua_State *L);
#endif // !SERVER
static IGameDef* getGameDef(lua_State *L);
static Environment* getEnv(lua_State *L);
static GUIEngine* getGuiEngine(lua_State *L);
// When we are not loading the mod, this function returns "."

View file

@ -25,6 +25,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "gettext.h"
#include "common/c_converter.h"
#include "common/c_content.h"
#include "lua_api/l_item.h"
int ModApiClient::l_get_current_modname(lua_State *L)
{
@ -132,6 +133,23 @@ int ModApiClient::l_get_node_or_nil(lua_State *L)
return 1;
}
int ModApiClient::l_get_wielded_item(lua_State *L)
{
Client *client = getClient(L);
Inventory local_inventory(client->idef());
client->getLocalInventory(local_inventory);
InventoryList *mlist = local_inventory.getList("main");
if (mlist && client->getPlayerItem() < mlist->getSize()) {
LuaItemStack::create(L, mlist->getItem(client->getPlayerItem()));
} else {
LuaItemStack::create(L, ItemStack());
}
return 1;
}
void ModApiClient::Initialize(lua_State *L, int top)
{
API_FCT(get_current_modname);
@ -143,4 +161,5 @@ void ModApiClient::Initialize(lua_State *L, int top)
API_FCT(gettext);
API_FCT(get_node);
API_FCT(get_node_or_nil);
API_FCT(get_wielded_item);
}

View file

@ -53,7 +53,8 @@ private:
// get_node_or_nil(pos)
static int l_get_node_or_nil(lua_State *L);
// get_wielded_item()
static int l_get_wielded_item(lua_State *L);
public:
static void Initialize(lua_State *L, int top);

View file

@ -472,7 +472,7 @@ int ModApiEnvMod::l_add_item(lua_State *L)
// pos
//v3f pos = checkFloatPos(L, 1);
// item
ItemStack item = read_item(L, 2,getServer(L));
ItemStack item = read_item(L, 2,getServer(L)->idef());
if(item.empty() || !item.isKnown(getServer(L)->idef()))
return 0;

View file

@ -194,7 +194,7 @@ int InvRef::l_set_stack(lua_State *L)
InvRef *ref = checkobject(L, 1);
const char *listname = luaL_checkstring(L, 2);
int i = luaL_checknumber(L, 3) - 1;
ItemStack newitem = read_item(L, 4, getServer(L));
ItemStack newitem = read_item(L, 4, getServer(L)->idef());
InventoryList *list = getlist(L, ref, listname);
if(list != NULL && i >= 0 && i < (int) list->getSize()){
list->changeItem(i, newitem);
@ -295,7 +295,7 @@ int InvRef::l_add_item(lua_State *L)
NO_MAP_LOCK_REQUIRED;
InvRef *ref = checkobject(L, 1);
const char *listname = luaL_checkstring(L, 2);
ItemStack item = read_item(L, 3, getServer(L));
ItemStack item = read_item(L, 3, getServer(L)->idef());
InventoryList *list = getlist(L, ref, listname);
if(list){
ItemStack leftover = list->addItem(item);
@ -315,7 +315,7 @@ int InvRef::l_room_for_item(lua_State *L)
NO_MAP_LOCK_REQUIRED;
InvRef *ref = checkobject(L, 1);
const char *listname = luaL_checkstring(L, 2);
ItemStack item = read_item(L, 3, getServer(L));
ItemStack item = read_item(L, 3, getServer(L)->idef());
InventoryList *list = getlist(L, ref, listname);
if(list){
lua_pushboolean(L, list->roomForItem(item));
@ -332,7 +332,7 @@ int InvRef::l_contains_item(lua_State *L)
NO_MAP_LOCK_REQUIRED;
InvRef *ref = checkobject(L, 1);
const char *listname = luaL_checkstring(L, 2);
ItemStack item = read_item(L, 3, getServer(L));
ItemStack item = read_item(L, 3, getServer(L)->idef());
InventoryList *list = getlist(L, ref, listname);
if(list){
lua_pushboolean(L, list->containsItem(item));
@ -349,7 +349,7 @@ int InvRef::l_remove_item(lua_State *L)
NO_MAP_LOCK_REQUIRED;
InvRef *ref = checkobject(L, 1);
const char *listname = luaL_checkstring(L, 2);
ItemStack item = read_item(L, 3, getServer(L));
ItemStack item = read_item(L, 3, getServer(L)->idef());
InventoryList *list = getlist(L, ref, listname);
if(list){
ItemStack removed = list->removeItem(item);

View file

@ -190,7 +190,7 @@ int LuaItemStack::l_replace(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
o->m_stack = read_item(L,2,getServer(L));
o->m_stack = read_item(L, 2, getGameDef(L)->idef());
lua_pushboolean(L, true);
return 1;
}
@ -250,7 +250,7 @@ int LuaItemStack::l_get_stack_max(lua_State *L)
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
lua_pushinteger(L, item.getStackMax(getServer(L)->idef()));
lua_pushinteger(L, item.getStackMax(getGameDef(L)->idef()));
return 1;
}
@ -260,7 +260,7 @@ int LuaItemStack::l_get_free_space(lua_State *L)
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
lua_pushinteger(L, item.freeSpace(getServer(L)->idef()));
lua_pushinteger(L, item.freeSpace(getGameDef(L)->idef()));
return 1;
}
@ -271,7 +271,7 @@ int LuaItemStack::l_is_known(lua_State *L)
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
bool is_known = item.isKnown(getServer(L)->idef());
bool is_known = item.isKnown(getGameDef(L)->idef());
lua_pushboolean(L, is_known);
return 1;
}
@ -307,7 +307,7 @@ int LuaItemStack::l_get_tool_capabilities(lua_State *L)
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
const ToolCapabilities &prop =
item.getToolCapabilities(getServer(L)->idef());
item.getToolCapabilities(getGameDef(L)->idef());
push_tool_capabilities(L, prop);
return 1;
}
@ -322,7 +322,7 @@ int LuaItemStack::l_add_wear(lua_State *L)
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
int amount = lua_tointeger(L, 2);
bool result = item.addWear(amount, getServer(L)->idef());
bool result = item.addWear(amount, getGameDef(L)->idef());
lua_pushboolean(L, result);
return 1;
}
@ -334,8 +334,8 @@ int LuaItemStack::l_add_item(lua_State *L)
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
ItemStack newitem = read_item(L,-1, getServer(L));
ItemStack leftover = item.addItem(newitem, getServer(L)->idef());
ItemStack newitem = read_item(L, -1, getGameDef(L)->idef());
ItemStack leftover = item.addItem(newitem, getGameDef(L)->idef());
create(L, leftover);
return 1;
}
@ -348,9 +348,9 @@ int LuaItemStack::l_item_fits(lua_State *L)
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkobject(L, 1);
ItemStack &item = o->m_stack;
ItemStack newitem = read_item(L, 2, getServer(L));
ItemStack newitem = read_item(L, 2, getGameDef(L)->idef());
ItemStack restitem;
bool fits = item.itemFits(newitem, &restitem, getServer(L)->idef());
bool fits = item.itemFits(newitem, &restitem, getGameDef(L)->idef());
lua_pushboolean(L, fits); // first return value
create(L, restitem); // second return value
return 2;
@ -407,7 +407,7 @@ ItemStack& LuaItemStack::getItem()
int LuaItemStack::create_object(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ItemStack item = read_item(L, 1, getServer(L));
ItemStack item = read_item(L, 1, getGameDef(L)->idef());
LuaItemStack *o = new LuaItemStack(item);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
@ -596,7 +596,7 @@ int ModApiItemMod::l_get_content_id(lua_State *L)
NO_MAP_LOCK_REQUIRED;
std::string name = luaL_checkstring(L, 1);
INodeDefManager *ndef = getServer(L)->getNodeDefManager();
INodeDefManager *ndef = getGameDef(L)->getNodeDefManager();
content_t c = ndef->getId(name);
lua_pushinteger(L, c);
@ -609,7 +609,7 @@ int ModApiItemMod::l_get_name_from_content_id(lua_State *L)
NO_MAP_LOCK_REQUIRED;
content_t c = luaL_checkint(L, 1);
INodeDefManager *ndef = getServer(L)->getNodeDefManager();
INodeDefManager *ndef = getGameDef(L)->getNodeDefManager();
const char *name = ndef->get(c).name.c_str();
lua_pushstring(L, name);

View file

@ -364,7 +364,7 @@ int ObjectRef::l_set_wielded_item(lua_State *L)
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
// Do it
ItemStack item = read_item(L, 2, getServer(L));
ItemStack item = read_item(L, 2, getServer(L)->idef());
bool success = co->setWieldedItem(item);
if (success && co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
getServer(L)->SendInventory(((PlayerSAO*)co));