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Improve inventory callbacks a bit

This commit is contained in:
Perttu Ahola 2012-07-25 14:35:59 +03:00
parent 0a18dda158
commit 983e45ae92
6 changed files with 65 additions and 46 deletions

View file

@ -238,8 +238,10 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
if(from_inv.type == InventoryLocation::DETACHED)
{
lua_State *L = player->getEnv()->getLua();
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
src_can_take_count = scriptapi_detached_inventory_allow_take(
L, from_inv.name, from_list, from_i, try_take_count, player);
L, from_inv.name, from_list, from_i, src_item, player);
}
}
@ -272,8 +274,10 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
if(from_inv.type == InventoryLocation::NODEMETA)
{
lua_State *L = player->getEnv()->getLua();
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
L, from_inv.p, from_list, from_i, try_take_count, player);
L, from_inv.p, from_list, from_i, src_item, player);
}
}
@ -300,6 +304,9 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
}
count = new_count;
ItemStack src_item = list_from->getItem(from_i);
src_item.count = count;
/*
Perform actual move
@ -341,8 +348,6 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
if(to_inv.type == InventoryLocation::DETACHED)
{
lua_State *L = player->getEnv()->getLua();
ItemStack src_item = list_from->getItem(from_i);
src_item.count = count;
scriptapi_detached_inventory_on_put(
L, to_inv.name, to_list, to_i, src_item, player);
}
@ -350,10 +355,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
if(from_inv.type == InventoryLocation::DETACHED)
{
lua_State *L = player->getEnv()->getLua();
ItemStack src_item = list_from->getItem(from_i);
src_item.count = count;
scriptapi_detached_inventory_on_take(
L, from_inv.name, from_list, from_i, src_item.count, player);
L, from_inv.name, from_list, from_i, src_item, player);
}
}
@ -374,8 +377,6 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
if(to_inv.type == InventoryLocation::NODEMETA)
{
lua_State *L = player->getEnv()->getLua();
ItemStack src_item = list_from->getItem(from_i);
src_item.count = count;
scriptapi_nodemeta_inventory_on_put(
L, to_inv.p, to_list, to_i, src_item, player);
}
@ -383,10 +384,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
else if(from_inv.type == InventoryLocation::NODEMETA)
{
lua_State *L = player->getEnv()->getLua();
ItemStack src_item = list_from->getItem(from_i);
src_item.count = count;
scriptapi_nodemeta_inventory_on_take(
L, from_inv.p, from_list, from_i, src_item.count, player);
L, from_inv.p, from_list, from_i, src_item, player);
}
}
@ -485,16 +484,20 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
if(from_inv.type == InventoryLocation::DETACHED)
{
lua_State *L = player->getEnv()->getLua();
ItemStack src_item = list_from->getItem(from_i);
src_item.count = take_count;
src_can_take_count = scriptapi_detached_inventory_allow_take(
L, from_inv.name, from_list, from_i, take_count, player);
L, from_inv.name, from_list, from_i, src_item, player);
}
// Source is nodemeta
if(from_inv.type == InventoryLocation::NODEMETA)
{
lua_State *L = player->getEnv()->getLua();
ItemStack src_item = list_from->getItem(from_i);
src_item.count = take_count;
src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
L, from_inv.p, from_list, from_i, take_count, player);
L, from_inv.p, from_list, from_i, src_item, player);
}
if(src_can_take_count < take_count)
@ -502,6 +505,8 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
int actually_dropped_count = 0;
ItemStack src_item = list_from->getItem(from_i);
// Drop the item
ItemStack item1 = list_from->getItem(from_i);
if(scriptapi_item_on_drop(player->getEnv()->getLua(), item1, player,
@ -528,6 +533,8 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
<<" list=\""<<from_list<<"\""
<<" i="<<from_i
<<std::endl;
src_item.count = actually_dropped_count;
/*
Report drop to endpoints
@ -538,7 +545,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
{
lua_State *L = player->getEnv()->getLua();
scriptapi_detached_inventory_on_take(
L, from_inv.name, from_list, from_i, actually_dropped_count, player);
L, from_inv.name, from_list, from_i, src_item, player);
}
// Source is nodemeta
@ -546,7 +553,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
{
lua_State *L = player->getEnv()->getLua();
scriptapi_nodemeta_inventory_on_take(
L, from_inv.p, from_list, from_i, actually_dropped_count, player);
L, from_inv.p, from_list, from_i, src_item, player);
}
}