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Detached inventory callbacks and reworked node metadata callbacks

This commit is contained in:
Perttu Ahola 2012-07-25 02:36:54 +03:00
parent 2ac20982e0
commit 9eaf93d41d
11 changed files with 827 additions and 247 deletions

View file

@ -215,10 +215,9 @@ void GUIFormSpecMenu::regenerateGui(v2u32 screensize)
}
else{
invsize.Y = stof(f.next(";"));
errorstream<<"WARNING: invsize is deprecated, use size"<<std::endl;
f.next("]");
}
infostream<<"size ("<<invsize.X<<","<<invsize.Y<<")"<<std::endl;
infostream<<"Form size ("<<invsize.X<<","<<invsize.Y<<")"<<std::endl;
padding = v2s32(screensize.Y/40, screensize.Y/40);
spacing = v2s32(screensize.Y/12, screensize.Y/13);

View file

@ -41,25 +41,25 @@ std::string InventoryLocation::dump() const
void InventoryLocation::serialize(std::ostream &os) const
{
switch(type){
case InventoryLocation::UNDEFINED:
os<<"undefined";
break;
case InventoryLocation::CURRENT_PLAYER:
os<<"current_player";
break;
case InventoryLocation::PLAYER:
os<<"player:"<<name;
break;
case InventoryLocation::NODEMETA:
os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
break;
case InventoryLocation::DETACHED:
os<<"detached:"<<name;
break;
default:
assert(0);
}
switch(type){
case InventoryLocation::UNDEFINED:
os<<"undefined";
break;
case InventoryLocation::CURRENT_PLAYER:
os<<"current_player";
break;
case InventoryLocation::PLAYER:
os<<"player:"<<name;
break;
case InventoryLocation::NODEMETA:
os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
break;
case InventoryLocation::DETACHED:
os<<"detached:"<<name;
break;
default:
assert(0);
}
}
void InventoryLocation::deSerialize(std::istream &is)
@ -198,77 +198,96 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
<<", to_list=\""<<to_list<<"\""<<std::endl;
return;
}
/*
Collect information of endpoints
*/
int try_take_count = count;
if(try_take_count == 0)
try_take_count = list_from->getItem(from_i).count;
int src_can_take_count = 0xffff;
int dst_can_put_count = 0xffff;
// Handle node metadata move
if(from_inv.type == InventoryLocation::NODEMETA &&
to_inv.type == InventoryLocation::NODEMETA &&
from_inv.p != to_inv.p)
/* Query detached inventories */
// Move occurs in the same detached inventory
if(from_inv.type == InventoryLocation::DETACHED &&
to_inv.type == InventoryLocation::DETACHED &&
from_inv.name == to_inv.name)
{
errorstream<<"Directly moving items between two nodes is "
<<"disallowed."<<std::endl;
return;
lua_State *L = player->getEnv()->getLua();
src_can_take_count = scriptapi_detached_inventory_allow_move(
L, from_inv.name, from_list, from_i,
to_list, to_i, try_take_count, player);
dst_can_put_count = src_can_take_count;
}
else if(from_inv.type == InventoryLocation::NODEMETA &&
else
{
// Destination is detached
if(to_inv.type == InventoryLocation::DETACHED)
{
lua_State *L = player->getEnv()->getLua();
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
dst_can_put_count = scriptapi_detached_inventory_allow_put(
L, to_inv.name, to_list, to_i, src_item, player);
}
// Source is detached
if(from_inv.type == InventoryLocation::DETACHED)
{
lua_State *L = player->getEnv()->getLua();
src_can_take_count = scriptapi_detached_inventory_allow_take(
L, from_inv.name, from_list, from_i, try_take_count, player);
}
}
/* Query node metadata inventories */
// Both endpoints are nodemeta
// Move occurs in the same nodemeta inventory
if(from_inv.type == InventoryLocation::NODEMETA &&
to_inv.type == InventoryLocation::NODEMETA &&
from_inv.p == to_inv.p)
{
lua_State *L = player->getEnv()->getLua();
int count0 = count;
if(count0 == 0)
count0 = list_from->getItem(from_i).count;
infostream<<player->getDescription()<<" moving "<<count0
<<" items inside node at "<<PP(from_inv.p)<<std::endl;
scriptapi_node_on_metadata_inventory_move(L, from_inv.p,
from_list, from_i, to_list, to_i, count0, player);
src_can_take_count = scriptapi_nodemeta_inventory_allow_move(
L, from_inv.p, from_list, from_i,
to_list, to_i, try_take_count, player);
dst_can_put_count = src_can_take_count;
}
// Handle node metadata take
else if(from_inv.type == InventoryLocation::NODEMETA)
{
lua_State *L = player->getEnv()->getLua();
int count0 = count;
if(count0 == 0)
count0 = list_from->getItem(from_i).count;
infostream<<player->getDescription()<<" taking "<<count0
<<" items from node at "<<PP(from_inv.p)<<std::endl;
ItemStack return_stack = scriptapi_node_on_metadata_inventory_take(
L, from_inv.p, from_list, from_i, count0, player);
if(return_stack.count == 0)
infostream<<"Node metadata gave no items"<<std::endl;
return_stack = list_to->addItem(to_i, return_stack);
list_to->addItem(return_stack); // Force return of everything
}
// Handle node metadata offer
else if(to_inv.type == InventoryLocation::NODEMETA)
{
lua_State *L = player->getEnv()->getLua();
int count0 = count;
if(count0 == 0)
count0 = list_from->getItem(from_i).count;
ItemStack offer_stack = list_from->takeItem(from_i, count0);
infostream<<player->getDescription()<<" offering "
<<offer_stack.count<<" items to node at "
<<PP(to_inv.p)<<std::endl;
ItemStack reject_stack = scriptapi_node_on_metadata_inventory_offer(
L, to_inv.p, to_list, to_i, offer_stack, player);
if(reject_stack.count == offer_stack.count)
infostream<<"Node metadata rejected all items"<<std::endl;
else if(reject_stack.count != 0)
infostream<<"Node metadata rejected some items"<<std::endl;
reject_stack = list_from->addItem(from_i, reject_stack);
list_from->addItem(reject_stack); // Force return of everything
}
// Handle regular move
else
{
/*
This performs the actual movement
If something is wrong (source item is empty, destination is the
same as source), nothing happens
*/
list_from->moveItem(from_i, list_to, to_i, count);
infostream<<"IMoveAction::apply(): moved "
// Destination is nodemeta
if(to_inv.type == InventoryLocation::NODEMETA)
{
lua_State *L = player->getEnv()->getLua();
ItemStack src_item = list_from->getItem(from_i);
src_item.count = try_take_count;
dst_can_put_count = scriptapi_nodemeta_inventory_allow_put(
L, to_inv.p, to_list, to_i, src_item, player);
}
// Source is nodemeta
if(from_inv.type == InventoryLocation::NODEMETA)
{
lua_State *L = player->getEnv()->getLua();
src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
L, from_inv.p, from_list, from_i, try_take_count, player);
}
}
/* Modify count according to collected data */
int new_count = try_take_count;
if(new_count > src_can_take_count)
new_count = src_can_take_count;
if(new_count > dst_can_put_count)
new_count = dst_can_put_count;
/* If no items will be moved, don't go further */
if(new_count == 0)
{
infostream<<"IMoveAction::apply(): move was completely disallowed: "
<<" count="<<count
<<" from inv=\""<<from_inv.dump()<<"\""
<<" list=\""<<from_list<<"\""
@ -277,6 +296,98 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
<<" list=\""<<to_list<<"\""
<<" i="<<to_i
<<std::endl;
return;
}
count = new_count;
/*
Perform actual move
If something is wrong (source item is empty, destination is the
same as source), nothing happens
*/
list_from->moveItem(from_i, list_to, to_i, count);
infostream<<"IMoveAction::apply(): moved "
<<" count="<<count
<<" from inv=\""<<from_inv.dump()<<"\""
<<" list=\""<<from_list<<"\""
<<" i="<<from_i
<<" to inv=\""<<to_inv.dump()<<"\""
<<" list=\""<<to_list<<"\""
<<" i="<<to_i
<<std::endl;
/*
Report move to endpoints
*/
/* Detached inventories */
// Both endpoints are same detached
if(from_inv.type == InventoryLocation::DETACHED &&
to_inv.type == InventoryLocation::DETACHED &&
from_inv.name == to_inv.name)
{
lua_State *L = player->getEnv()->getLua();
scriptapi_detached_inventory_on_move(
L, from_inv.name, from_list, from_i,
to_list, to_i, count, player);
}
else
{
// Destination is detached
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);
}
// Source is detached
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);
}
}
/* Node metadata inventories */
// Both endpoints are same nodemeta
if(from_inv.type == InventoryLocation::NODEMETA &&
to_inv.type == InventoryLocation::NODEMETA &&
from_inv.p == to_inv.p)
{
lua_State *L = player->getEnv()->getLua();
scriptapi_nodemeta_inventory_on_move(
L, from_inv.p, from_list, from_i,
to_list, to_i, count, player);
}
else{
// Destination is nodemeta
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);
}
// Source is nodemeta
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);
}
}
mgr->setInventoryModified(from_inv);
@ -361,47 +472,61 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
return;
}
ItemStack item1;
/*
Collect information of endpoints
*/
// Handle node metadata take
int take_count = list_from->getItem(from_i).count;
if(count != 0 && count < take_count)
take_count = count;
int src_can_take_count = take_count;
// Source is detached
if(from_inv.type == InventoryLocation::DETACHED)
{
lua_State *L = player->getEnv()->getLua();
src_can_take_count = scriptapi_detached_inventory_allow_take(
L, from_inv.name, from_list, from_i, take_count, player);
}
// Source is nodemeta
if(from_inv.type == InventoryLocation::NODEMETA)
{
lua_State *L = player->getEnv()->getLua();
int count0 = count;
if(count0 == 0)
count0 = list_from->getItem(from_i).count;
infostream<<player->getDescription()<<" dropping "<<count0
<<" items from node at "<<PP(from_inv.p)<<std::endl;
ItemStack return_stack = scriptapi_node_on_metadata_inventory_take(
L, from_inv.p, from_list, from_i, count0, player);
if(return_stack.count == 0)
infostream<<"Node metadata gave no items"<<std::endl;
item1 = return_stack;
}
else
{
// Take item from source list
if(count == 0)
item1 = list_from->changeItem(from_i, ItemStack());
else
item1 = list_from->takeItem(from_i, count);
src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
L, from_inv.p, from_list, from_i, take_count, player);
}
// Drop the item and apply the returned ItemStack
ItemStack item2 = item1;
if(scriptapi_item_on_drop(player->getEnv()->getLua(), item2, player,
if(src_can_take_count < take_count)
take_count = src_can_take_count;
int actually_dropped_count = 0;
// Drop the item
ItemStack item1 = list_from->getItem(from_i);
if(scriptapi_item_on_drop(player->getEnv()->getLua(), item1, player,
player->getBasePosition() + v3f(0,1,0)))
{
actually_dropped_count = take_count - item1.count;
if(actually_dropped_count == 0){
infostream<<"Actually dropped no items"<<std::endl;
return;
}
// Don't remove from inventory in creative mode
if(g_settings->getBool("creative_mode") == true
&& from_inv.type == InventoryLocation::PLAYER)
item2 = item1; // creative mode
&& from_inv.type == InventoryLocation::PLAYER){
}
else{
// Take item from source list
ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
list_from->addItem(from_i, item2);
// Unless we have put the same amount back as we took in the first place,
// set inventory modified flag
if(item2.count != item1.count)
if(item2.count != actually_dropped_count)
errorstream<<"Could not take dropped count of items"<<std::endl;
mgr->setInventoryModified(from_inv);
}
}
infostream<<"IDropAction::apply(): dropped "
@ -409,6 +534,26 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
<<" list=\""<<from_list<<"\""
<<" i="<<from_i
<<std::endl;
/*
Report drop to endpoints
*/
// Source is detached
if(from_inv.type == InventoryLocation::DETACHED)
{
lua_State *L = player->getEnv()->getLua();
scriptapi_detached_inventory_on_take(
L, from_inv.name, from_list, from_i, actually_dropped_count, player);
}
// Source is nodemeta
if(from_inv.type == InventoryLocation::NODEMETA)
{
lua_State *L = player->getEnv()->getLua();
scriptapi_nodemeta_inventory_on_take(
L, from_inv.p, from_list, from_i, actually_dropped_count, player);
}
}
void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)

View file

@ -4579,8 +4579,8 @@ static int l_get_inventory(lua_State *L)
return 1;
}
// create_detached_inventory(name)
static int l_create_detached_inventory(lua_State *L)
// create_detached_inventory_raw(name)
static int l_create_detached_inventory_raw(lua_State *L)
{
const char *name = luaL_checkstring(L, 1);
if(get_server(L)->createDetachedInventory(name) != NULL){
@ -4866,7 +4866,7 @@ static const struct luaL_Reg minetest_f [] = {
{"chat_send_player", l_chat_send_player},
{"get_player_privs", l_get_player_privs},
{"get_inventory", l_get_inventory},
{"create_detached_inventory", l_create_detached_inventory},
{"create_detached_inventory_raw", l_create_detached_inventory_raw},
{"get_dig_params", l_get_dig_params},
{"get_hit_params", l_get_hit_params},
{"get_current_modname", l_get_current_modname},
@ -5734,7 +5734,128 @@ void scriptapi_node_on_receive_fields(lua_State *L, v3s16 p,
script_error(L, "error: %s", lua_tostring(L, -1));
}
void scriptapi_node_on_metadata_inventory_move(lua_State *L, v3s16 p,
/*
Node metadata inventory callbacks
*/
// Return number of accepted items to be moved
int scriptapi_nodemeta_inventory_allow_move(lua_State *L, v3s16 p,
const std::string &from_list, int from_index,
const std::string &to_list, int to_index,
int count, ServerActiveObject *player)
{
realitycheck(L);
assert(lua_checkstack(L, 20));
StackUnroller stack_unroller(L);
INodeDefManager *ndef = get_server(L)->ndef();
// If node doesn't exist, we don't know what callback to call
MapNode node = get_env(L)->getMap().getNodeNoEx(p);
if(node.getContent() == CONTENT_IGNORE)
return 0;
// Push callback function on stack
if(!get_item_callback(L, ndef->get(node).name.c_str(),
"allow_metadata_inventory_move"))
return count;
// function(pos, from_list, from_index, to_list, to_index, count, player)
// pos
push_v3s16(L, p);
// from_list
lua_pushstring(L, from_list.c_str());
// from_index
lua_pushinteger(L, from_index + 1);
// to_list
lua_pushstring(L, to_list.c_str());
// to_index
lua_pushinteger(L, to_index + 1);
// count
lua_pushinteger(L, count);
// player
objectref_get_or_create(L, player);
if(lua_pcall(L, 7, 1, 0))
script_error(L, "error: %s", lua_tostring(L, -1));
return luaL_checkinteger(L, -1);
}
// Return number of accepted items to be put
int scriptapi_nodemeta_inventory_allow_put(lua_State *L, v3s16 p,
const std::string &listname, int index, ItemStack &stack,
ServerActiveObject *player)
{
realitycheck(L);
assert(lua_checkstack(L, 20));
StackUnroller stack_unroller(L);
INodeDefManager *ndef = get_server(L)->ndef();
// If node doesn't exist, we don't know what callback to call
MapNode node = get_env(L)->getMap().getNodeNoEx(p);
if(node.getContent() == CONTENT_IGNORE)
return 0;
// Push callback function on stack
if(!get_item_callback(L, ndef->get(node).name.c_str(),
"allow_metadata_inventory_put"))
return stack.count;
// Call function(pos, listname, index, stack, player)
// pos
push_v3s16(L, p);
// listname
lua_pushstring(L, listname.c_str());
// index
lua_pushinteger(L, index + 1);
// stack
LuaItemStack::create(L, stack);
// player
objectref_get_or_create(L, player);
if(lua_pcall(L, 5, 1, 0))
script_error(L, "error: %s", lua_tostring(L, -1));
return luaL_checkinteger(L, -1);
}
// Return number of accepted items to be taken
int scriptapi_nodemeta_inventory_allow_take(lua_State *L, v3s16 p,
const std::string &listname, int index, int count,
ServerActiveObject *player)
{
realitycheck(L);
assert(lua_checkstack(L, 20));
StackUnroller stack_unroller(L);
INodeDefManager *ndef = get_server(L)->ndef();
// If node doesn't exist, we don't know what callback to call
MapNode node = get_env(L)->getMap().getNodeNoEx(p);
if(node.getContent() == CONTENT_IGNORE)
return 0;
// Push callback function on stack
if(!get_item_callback(L, ndef->get(node).name.c_str(),
"allow_metadata_inventory_take"))
return count;
// Call function(pos, listname, index, count, player)
// pos
push_v3s16(L, p);
// listname
lua_pushstring(L, listname.c_str());
// index
lua_pushinteger(L, index + 1);
// count
lua_pushinteger(L, count);
// player
objectref_get_or_create(L, player);
if(lua_pcall(L, 5, 1, 0))
script_error(L, "error: %s", lua_tostring(L, -1));
return luaL_checkinteger(L, -1);
}
// Report moved items
void scriptapi_nodemeta_inventory_on_move(lua_State *L, v3s16 p,
const std::string &from_list, int from_index,
const std::string &to_list, int to_index,
int count, ServerActiveObject *player)
@ -5756,18 +5877,26 @@ void scriptapi_node_on_metadata_inventory_move(lua_State *L, v3s16 p,
return;
// function(pos, from_list, from_index, to_list, to_index, count, player)
// pos
push_v3s16(L, p);
// from_list
lua_pushstring(L, from_list.c_str());
// from_index
lua_pushinteger(L, from_index + 1);
// to_list
lua_pushstring(L, to_list.c_str());
// to_index
lua_pushinteger(L, to_index + 1);
// count
lua_pushinteger(L, count);
// player
objectref_get_or_create(L, player);
if(lua_pcall(L, 7, 0, 0))
script_error(L, "error: %s", lua_tostring(L, -1));
}
ItemStack scriptapi_node_on_metadata_inventory_offer(lua_State *L, v3s16 p,
// Report put items
void scriptapi_nodemeta_inventory_on_put(lua_State *L, v3s16 p,
const std::string &listname, int index, ItemStack &stack,
ServerActiveObject *player)
{
@ -5780,25 +5909,30 @@ ItemStack scriptapi_node_on_metadata_inventory_offer(lua_State *L, v3s16 p,
// If node doesn't exist, we don't know what callback to call
MapNode node = get_env(L)->getMap().getNodeNoEx(p);
if(node.getContent() == CONTENT_IGNORE)
return stack;
return;
// Push callback function on stack
if(!get_item_callback(L, ndef->get(node).name.c_str(),
"on_metadata_inventory_offer"))
return stack;
"on_metadata_inventory_put"))
return;
// Call function(pos, listname, index, stack, player)
// pos
push_v3s16(L, p);
// listname
lua_pushstring(L, listname.c_str());
// index
lua_pushinteger(L, index + 1);
// stack
LuaItemStack::create(L, stack);
// player
objectref_get_or_create(L, player);
if(lua_pcall(L, 5, 1, 0))
if(lua_pcall(L, 5, 0, 0))
script_error(L, "error: %s", lua_tostring(L, -1));
return read_item(L, -1);
}
ItemStack scriptapi_node_on_metadata_inventory_take(lua_State *L, v3s16 p,
// Report taken items
void scriptapi_nodemeta_inventory_on_take(lua_State *L, v3s16 p,
const std::string &listname, int index, int count,
ServerActiveObject *player)
{
@ -5811,22 +5945,270 @@ ItemStack scriptapi_node_on_metadata_inventory_take(lua_State *L, v3s16 p,
// If node doesn't exist, we don't know what callback to call
MapNode node = get_env(L)->getMap().getNodeNoEx(p);
if(node.getContent() == CONTENT_IGNORE)
return ItemStack();
return;
// Push callback function on stack
if(!get_item_callback(L, ndef->get(node).name.c_str(),
"on_metadata_inventory_take"))
return ItemStack();
return;
// Call function(pos, listname, index, count, player)
// pos
push_v3s16(L, p);
// listname
lua_pushstring(L, listname.c_str());
// index
lua_pushinteger(L, index + 1);
// count
lua_pushinteger(L, count);
// player
objectref_get_or_create(L, player);
if(lua_pcall(L, 5, 0, 0))
script_error(L, "error: %s", lua_tostring(L, -1));
}
/*
Detached inventory callbacks
*/
// Retrieves minetest.detached_inventories[name][callbackname]
// If that is nil or on error, return false and stack is unchanged
// If that is a function, returns true and pushes the
// function onto the stack
static bool get_detached_inventory_callback(lua_State *L,
const std::string &name, const char *callbackname)
{
lua_getglobal(L, "minetest");
lua_getfield(L, -1, "detached_inventories");
lua_remove(L, -2);
luaL_checktype(L, -1, LUA_TTABLE);
lua_getfield(L, -1, name.c_str());
lua_remove(L, -2);
// Should be a table
if(lua_type(L, -1) != LUA_TTABLE)
{
errorstream<<"Item \""<<name<<"\" not defined"<<std::endl;
lua_pop(L, 1);
return false;
}
lua_getfield(L, -1, callbackname);
lua_remove(L, -2);
// Should be a function or nil
if(lua_type(L, -1) == LUA_TFUNCTION)
{
return true;
}
else if(lua_isnil(L, -1))
{
lua_pop(L, 1);
return false;
}
else
{
errorstream<<"Detached inventory \""<<name<<"\" callback \""
<<callbackname<<"\" is not a function"<<std::endl;
lua_pop(L, 1);
return false;
}
}
// Return number of accepted items to be moved
int scriptapi_detached_inventory_allow_move(lua_State *L,
const std::string &name,
const std::string &from_list, int from_index,
const std::string &to_list, int to_index,
int count, ServerActiveObject *player)
{
realitycheck(L);
assert(lua_checkstack(L, 20));
StackUnroller stack_unroller(L);
// Push callback function on stack
if(!get_detached_inventory_callback(L, name, "allow_move"))
return count;
// function(inv, from_list, from_index, to_list, to_index, count, player)
// inv
InventoryLocation loc;
loc.setDetached(name);
InvRef::create(L, loc);
// from_list
lua_pushstring(L, from_list.c_str());
// from_index
lua_pushinteger(L, from_index + 1);
// to_list
lua_pushstring(L, to_list.c_str());
// to_index
lua_pushinteger(L, to_index + 1);
// count
lua_pushinteger(L, count);
// player
objectref_get_or_create(L, player);
if(lua_pcall(L, 7, 1, 0))
script_error(L, "error: %s", lua_tostring(L, -1));
return luaL_checkinteger(L, -1);
}
// Return number of accepted items to be put
int scriptapi_detached_inventory_allow_put(lua_State *L,
const std::string &name,
const std::string &listname, int index, ItemStack &stack,
ServerActiveObject *player)
{
realitycheck(L);
assert(lua_checkstack(L, 20));
StackUnroller stack_unroller(L);
// Push callback function on stack
if(!get_detached_inventory_callback(L, name, "allow_put"))
return stack.count; // All will be accepted
// Call function(inv, listname, index, stack, player)
// inv
InventoryLocation loc;
loc.setDetached(name);
InvRef::create(L, loc);
// listname
lua_pushstring(L, listname.c_str());
// index
lua_pushinteger(L, index + 1);
// stack
LuaItemStack::create(L, stack);
// player
objectref_get_or_create(L, player);
if(lua_pcall(L, 5, 1, 0))
script_error(L, "error: %s", lua_tostring(L, -1));
return read_item(L, -1);
return luaL_checkinteger(L, -1);
}
// Return number of accepted items to be taken
int scriptapi_detached_inventory_allow_take(lua_State *L,
const std::string &name,
const std::string &listname, int index, int count,
ServerActiveObject *player)
{
realitycheck(L);
assert(lua_checkstack(L, 20));
StackUnroller stack_unroller(L);
// Push callback function on stack
if(!get_detached_inventory_callback(L, name, "allow_take"))
return count; // All will be accepted
// Call function(inv, listname, index, count, player)
// inv
InventoryLocation loc;
loc.setDetached(name);
InvRef::create(L, loc);
// listname
lua_pushstring(L, listname.c_str());
// index
lua_pushinteger(L, index + 1);
// count
lua_pushinteger(L, count);
// player
objectref_get_or_create(L, player);
if(lua_pcall(L, 5, 1, 0))
script_error(L, "error: %s", lua_tostring(L, -1));
return luaL_checkinteger(L, -1);
}
// Report moved items
void scriptapi_detached_inventory_on_move(lua_State *L,
const std::string &name,
const std::string &from_list, int from_index,
const std::string &to_list, int to_index,
int count, ServerActiveObject *player)
{
realitycheck(L);
assert(lua_checkstack(L, 20));
StackUnroller stack_unroller(L);
// Push callback function on stack
if(!get_detached_inventory_callback(L, name, "on_move"))
return;
// function(inv, from_list, from_index, to_list, to_index, count, player)
// inv
InventoryLocation loc;
loc.setDetached(name);
InvRef::create(L, loc);
// from_list
lua_pushstring(L, from_list.c_str());
// from_index
lua_pushinteger(L, from_index + 1);
// to_list
lua_pushstring(L, to_list.c_str());
// to_index
lua_pushinteger(L, to_index + 1);
// count
lua_pushinteger(L, count);
// player
objectref_get_or_create(L, player);
if(lua_pcall(L, 7, 0, 0))
script_error(L, "error: %s", lua_tostring(L, -1));
}
// Report put items
void scriptapi_detached_inventory_on_put(lua_State *L,
const std::string &name,
const std::string &listname, int index, ItemStack &stack,
ServerActiveObject *player)
{
realitycheck(L);
assert(lua_checkstack(L, 20));
StackUnroller stack_unroller(L);
// Push callback function on stack
if(!get_detached_inventory_callback(L, name, "on_put"))
return;
// Call function(inv, listname, index, stack, player)
// inv
InventoryLocation loc;
loc.setDetached(name);
InvRef::create(L, loc);
// listname
lua_pushstring(L, listname.c_str());
// index
lua_pushinteger(L, index + 1);
// stack
LuaItemStack::create(L, stack);
// player
objectref_get_or_create(L, player);
if(lua_pcall(L, 5, 0, 0))
script_error(L, "error: %s", lua_tostring(L, -1));
}
// Report taken items
void scriptapi_detached_inventory_on_take(lua_State *L,
const std::string &name,
const std::string &listname, int index, int count,
ServerActiveObject *player)
{
realitycheck(L);
assert(lua_checkstack(L, 20));
StackUnroller stack_unroller(L);
// Push callback function on stack
if(!get_detached_inventory_callback(L, name, "on_take"))
return;
// Call function(inv, listname, index, count, player)
// inv
InventoryLocation loc;
loc.setDetached(name);
InvRef::create(L, loc);
// listname
lua_pushstring(L, listname.c_str());
// index
lua_pushinteger(L, index + 1);
// count
lua_pushinteger(L, count);
// player
objectref_get_or_create(L, player);
if(lua_pcall(L, 5, 0, 0))
script_error(L, "error: %s", lua_tostring(L, -1));
}
/*

View file

@ -101,17 +101,66 @@ void scriptapi_node_on_receive_fields(lua_State *L, v3s16 p,
const std::string &formname,
const std::map<std::string, std::string> &fields,
ServerActiveObject *sender);
// Moves items
void scriptapi_node_on_metadata_inventory_move(lua_State *L, v3s16 p,
/* Node metadata inventory callbacks */
// Return number of accepted items to be moved
int scriptapi_nodemeta_inventory_allow_move(lua_State *L, v3s16 p,
const std::string &from_list, int from_index,
const std::string &to_list, int to_index,
int count, ServerActiveObject *player);
// Inserts items, returns rejected items
ItemStack scriptapi_node_on_metadata_inventory_offer(lua_State *L, v3s16 p,
// Return number of accepted items to be put
int scriptapi_nodemeta_inventory_allow_put(lua_State *L, v3s16 p,
const std::string &listname, int index, ItemStack &stack,
ServerActiveObject *player);
// Takes items, returns taken items
ItemStack scriptapi_node_on_metadata_inventory_take(lua_State *L, v3s16 p,
// Return number of accepted items to be taken
int scriptapi_nodemeta_inventory_allow_take(lua_State *L, v3s16 p,
const std::string &listname, int index, int count,
ServerActiveObject *player);
// Report moved items
void scriptapi_nodemeta_inventory_on_move(lua_State *L, v3s16 p,
const std::string &from_list, int from_index,
const std::string &to_list, int to_index,
int count, ServerActiveObject *player);
// Report put items
void scriptapi_nodemeta_inventory_on_put(lua_State *L, v3s16 p,
const std::string &listname, int index, ItemStack &stack,
ServerActiveObject *player);
// Report taken items
void scriptapi_nodemeta_inventory_on_take(lua_State *L, v3s16 p,
const std::string &listname, int index, int count,
ServerActiveObject *player);
/* Detached inventory callbacks */
// Return number of accepted items to be moved
int scriptapi_detached_inventory_allow_move(lua_State *L,
const std::string &name,
const std::string &from_list, int from_index,
const std::string &to_list, int to_index,
int count, ServerActiveObject *player);
// Return number of accepted items to be put
int scriptapi_detached_inventory_allow_put(lua_State *L,
const std::string &name,
const std::string &listname, int index, ItemStack &stack,
ServerActiveObject *player);
// Return number of accepted items to be taken
int scriptapi_detached_inventory_allow_take(lua_State *L,
const std::string &name,
const std::string &listname, int index, int count,
ServerActiveObject *player);
// Report moved items
void scriptapi_detached_inventory_on_move(lua_State *L,
const std::string &name,
const std::string &from_list, int from_index,
const std::string &to_list, int to_index,
int count, ServerActiveObject *player);
// Report put items
void scriptapi_detached_inventory_on_put(lua_State *L,
const std::string &name,
const std::string &listname, int index, ItemStack &stack,
ServerActiveObject *player);
// Report taken items
void scriptapi_detached_inventory_on_take(lua_State *L,
const std::string &name,
const std::string &listname, int index, int count,
ServerActiveObject *player);