mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Detached inventory callbacks and reworked node metadata callbacks
This commit is contained in:
parent
2ac20982e0
commit
9eaf93d41d
11 changed files with 827 additions and 247 deletions
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@ -41,25 +41,25 @@ std::string InventoryLocation::dump() const
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void InventoryLocation::serialize(std::ostream &os) const
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{
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switch(type){
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case InventoryLocation::UNDEFINED:
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os<<"undefined";
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break;
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case InventoryLocation::CURRENT_PLAYER:
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os<<"current_player";
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break;
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case InventoryLocation::PLAYER:
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os<<"player:"<<name;
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break;
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case InventoryLocation::NODEMETA:
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os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
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break;
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case InventoryLocation::DETACHED:
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os<<"detached:"<<name;
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break;
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default:
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assert(0);
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}
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switch(type){
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case InventoryLocation::UNDEFINED:
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os<<"undefined";
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break;
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case InventoryLocation::CURRENT_PLAYER:
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os<<"current_player";
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break;
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case InventoryLocation::PLAYER:
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os<<"player:"<<name;
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break;
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case InventoryLocation::NODEMETA:
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os<<"nodemeta:"<<p.X<<","<<p.Y<<","<<p.Z;
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break;
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case InventoryLocation::DETACHED:
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os<<"detached:"<<name;
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break;
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default:
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assert(0);
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}
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}
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void InventoryLocation::deSerialize(std::istream &is)
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@ -198,77 +198,96 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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<<", to_list=\""<<to_list<<"\""<<std::endl;
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return;
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}
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/*
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Collect information of endpoints
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*/
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int try_take_count = count;
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if(try_take_count == 0)
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try_take_count = list_from->getItem(from_i).count;
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int src_can_take_count = 0xffff;
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int dst_can_put_count = 0xffff;
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// Handle node metadata move
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if(from_inv.type == InventoryLocation::NODEMETA &&
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to_inv.type == InventoryLocation::NODEMETA &&
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from_inv.p != to_inv.p)
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/* Query detached inventories */
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// Move occurs in the same detached inventory
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if(from_inv.type == InventoryLocation::DETACHED &&
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to_inv.type == InventoryLocation::DETACHED &&
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from_inv.name == to_inv.name)
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{
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errorstream<<"Directly moving items between two nodes is "
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<<"disallowed."<<std::endl;
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return;
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lua_State *L = player->getEnv()->getLua();
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src_can_take_count = scriptapi_detached_inventory_allow_move(
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L, from_inv.name, from_list, from_i,
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to_list, to_i, try_take_count, player);
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dst_can_put_count = src_can_take_count;
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}
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else if(from_inv.type == InventoryLocation::NODEMETA &&
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else
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{
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// Destination is detached
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if(to_inv.type == InventoryLocation::DETACHED)
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{
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lua_State *L = player->getEnv()->getLua();
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = try_take_count;
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dst_can_put_count = scriptapi_detached_inventory_allow_put(
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L, to_inv.name, to_list, to_i, src_item, player);
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}
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// Source is detached
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if(from_inv.type == InventoryLocation::DETACHED)
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{
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lua_State *L = player->getEnv()->getLua();
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src_can_take_count = scriptapi_detached_inventory_allow_take(
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L, from_inv.name, from_list, from_i, try_take_count, player);
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}
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}
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/* Query node metadata inventories */
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// Both endpoints are nodemeta
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// Move occurs in the same nodemeta inventory
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if(from_inv.type == InventoryLocation::NODEMETA &&
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to_inv.type == InventoryLocation::NODEMETA &&
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from_inv.p == to_inv.p)
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{
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lua_State *L = player->getEnv()->getLua();
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int count0 = count;
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if(count0 == 0)
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count0 = list_from->getItem(from_i).count;
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infostream<<player->getDescription()<<" moving "<<count0
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<<" items inside node at "<<PP(from_inv.p)<<std::endl;
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scriptapi_node_on_metadata_inventory_move(L, from_inv.p,
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from_list, from_i, to_list, to_i, count0, player);
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src_can_take_count = scriptapi_nodemeta_inventory_allow_move(
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L, from_inv.p, from_list, from_i,
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to_list, to_i, try_take_count, player);
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dst_can_put_count = src_can_take_count;
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}
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// Handle node metadata take
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else if(from_inv.type == InventoryLocation::NODEMETA)
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{
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lua_State *L = player->getEnv()->getLua();
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int count0 = count;
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if(count0 == 0)
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count0 = list_from->getItem(from_i).count;
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infostream<<player->getDescription()<<" taking "<<count0
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<<" items from node at "<<PP(from_inv.p)<<std::endl;
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ItemStack return_stack = scriptapi_node_on_metadata_inventory_take(
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L, from_inv.p, from_list, from_i, count0, player);
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if(return_stack.count == 0)
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infostream<<"Node metadata gave no items"<<std::endl;
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return_stack = list_to->addItem(to_i, return_stack);
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list_to->addItem(return_stack); // Force return of everything
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}
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// Handle node metadata offer
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else if(to_inv.type == InventoryLocation::NODEMETA)
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{
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lua_State *L = player->getEnv()->getLua();
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int count0 = count;
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if(count0 == 0)
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count0 = list_from->getItem(from_i).count;
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ItemStack offer_stack = list_from->takeItem(from_i, count0);
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infostream<<player->getDescription()<<" offering "
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<<offer_stack.count<<" items to node at "
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<<PP(to_inv.p)<<std::endl;
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ItemStack reject_stack = scriptapi_node_on_metadata_inventory_offer(
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L, to_inv.p, to_list, to_i, offer_stack, player);
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if(reject_stack.count == offer_stack.count)
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infostream<<"Node metadata rejected all items"<<std::endl;
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else if(reject_stack.count != 0)
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infostream<<"Node metadata rejected some items"<<std::endl;
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reject_stack = list_from->addItem(from_i, reject_stack);
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list_from->addItem(reject_stack); // Force return of everything
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}
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// Handle regular move
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else
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{
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/*
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This performs the actual movement
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If something is wrong (source item is empty, destination is the
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same as source), nothing happens
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*/
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list_from->moveItem(from_i, list_to, to_i, count);
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infostream<<"IMoveAction::apply(): moved "
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// Destination is nodemeta
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if(to_inv.type == InventoryLocation::NODEMETA)
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{
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lua_State *L = player->getEnv()->getLua();
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = try_take_count;
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dst_can_put_count = scriptapi_nodemeta_inventory_allow_put(
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L, to_inv.p, to_list, to_i, src_item, player);
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}
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// Source is nodemeta
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if(from_inv.type == InventoryLocation::NODEMETA)
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{
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lua_State *L = player->getEnv()->getLua();
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src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
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L, from_inv.p, from_list, from_i, try_take_count, player);
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}
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}
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/* Modify count according to collected data */
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int new_count = try_take_count;
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if(new_count > src_can_take_count)
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new_count = src_can_take_count;
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if(new_count > dst_can_put_count)
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new_count = dst_can_put_count;
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/* If no items will be moved, don't go further */
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if(new_count == 0)
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{
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infostream<<"IMoveAction::apply(): move was completely disallowed: "
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<<" count="<<count
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<<" from inv=\""<<from_inv.dump()<<"\""
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<<" list=\""<<from_list<<"\""
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@ -277,6 +296,98 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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<<" list=\""<<to_list<<"\""
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<<" i="<<to_i
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<<std::endl;
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return;
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}
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count = new_count;
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/*
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Perform actual move
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If something is wrong (source item is empty, destination is the
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same as source), nothing happens
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*/
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list_from->moveItem(from_i, list_to, to_i, count);
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infostream<<"IMoveAction::apply(): moved "
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<<" count="<<count
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<<" from inv=\""<<from_inv.dump()<<"\""
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<<" list=\""<<from_list<<"\""
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<<" i="<<from_i
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<<" to inv=\""<<to_inv.dump()<<"\""
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<<" list=\""<<to_list<<"\""
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<<" i="<<to_i
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<<std::endl;
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/*
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Report move to endpoints
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*/
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/* Detached inventories */
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// Both endpoints are same detached
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if(from_inv.type == InventoryLocation::DETACHED &&
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to_inv.type == InventoryLocation::DETACHED &&
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from_inv.name == to_inv.name)
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{
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lua_State *L = player->getEnv()->getLua();
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scriptapi_detached_inventory_on_move(
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L, from_inv.name, from_list, from_i,
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to_list, to_i, count, player);
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}
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else
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{
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// Destination is detached
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if(to_inv.type == InventoryLocation::DETACHED)
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{
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lua_State *L = player->getEnv()->getLua();
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = count;
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scriptapi_detached_inventory_on_put(
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L, to_inv.name, to_list, to_i, src_item, player);
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}
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// Source is detached
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if(from_inv.type == InventoryLocation::DETACHED)
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{
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lua_State *L = player->getEnv()->getLua();
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = count;
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scriptapi_detached_inventory_on_take(
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L, from_inv.name, from_list, from_i, src_item.count, player);
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}
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}
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/* Node metadata inventories */
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// Both endpoints are same nodemeta
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if(from_inv.type == InventoryLocation::NODEMETA &&
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to_inv.type == InventoryLocation::NODEMETA &&
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from_inv.p == to_inv.p)
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{
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lua_State *L = player->getEnv()->getLua();
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scriptapi_nodemeta_inventory_on_move(
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L, from_inv.p, from_list, from_i,
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to_list, to_i, count, player);
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}
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else{
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// Destination is nodemeta
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if(to_inv.type == InventoryLocation::NODEMETA)
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{
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lua_State *L = player->getEnv()->getLua();
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = count;
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scriptapi_nodemeta_inventory_on_put(
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L, to_inv.p, to_list, to_i, src_item, player);
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}
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// Source is nodemeta
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else if(from_inv.type == InventoryLocation::NODEMETA)
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{
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lua_State *L = player->getEnv()->getLua();
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = count;
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scriptapi_nodemeta_inventory_on_take(
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L, from_inv.p, from_list, from_i, src_item.count, player);
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}
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}
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mgr->setInventoryModified(from_inv);
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@ -361,47 +472,61 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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return;
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}
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ItemStack item1;
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/*
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Collect information of endpoints
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*/
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// Handle node metadata take
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int take_count = list_from->getItem(from_i).count;
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if(count != 0 && count < take_count)
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take_count = count;
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int src_can_take_count = take_count;
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// Source is detached
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if(from_inv.type == InventoryLocation::DETACHED)
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{
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lua_State *L = player->getEnv()->getLua();
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src_can_take_count = scriptapi_detached_inventory_allow_take(
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L, from_inv.name, from_list, from_i, take_count, player);
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}
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// Source is nodemeta
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if(from_inv.type == InventoryLocation::NODEMETA)
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{
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lua_State *L = player->getEnv()->getLua();
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int count0 = count;
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if(count0 == 0)
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count0 = list_from->getItem(from_i).count;
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infostream<<player->getDescription()<<" dropping "<<count0
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<<" items from node at "<<PP(from_inv.p)<<std::endl;
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ItemStack return_stack = scriptapi_node_on_metadata_inventory_take(
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L, from_inv.p, from_list, from_i, count0, player);
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if(return_stack.count == 0)
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infostream<<"Node metadata gave no items"<<std::endl;
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item1 = return_stack;
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}
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else
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{
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// Take item from source list
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if(count == 0)
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item1 = list_from->changeItem(from_i, ItemStack());
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else
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item1 = list_from->takeItem(from_i, count);
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src_can_take_count = scriptapi_nodemeta_inventory_allow_take(
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L, from_inv.p, from_list, from_i, take_count, player);
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}
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// Drop the item and apply the returned ItemStack
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ItemStack item2 = item1;
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if(scriptapi_item_on_drop(player->getEnv()->getLua(), item2, player,
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if(src_can_take_count < take_count)
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take_count = src_can_take_count;
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int actually_dropped_count = 0;
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// Drop the item
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ItemStack item1 = list_from->getItem(from_i);
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if(scriptapi_item_on_drop(player->getEnv()->getLua(), item1, player,
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player->getBasePosition() + v3f(0,1,0)))
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{
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actually_dropped_count = take_count - item1.count;
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if(actually_dropped_count == 0){
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infostream<<"Actually dropped no items"<<std::endl;
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return;
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}
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// Don't remove from inventory in creative mode
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if(g_settings->getBool("creative_mode") == true
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&& from_inv.type == InventoryLocation::PLAYER)
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item2 = item1; // creative mode
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&& from_inv.type == InventoryLocation::PLAYER){
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}
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else{
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// Take item from source list
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ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
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list_from->addItem(from_i, item2);
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// Unless we have put the same amount back as we took in the first place,
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// set inventory modified flag
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if(item2.count != item1.count)
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if(item2.count != actually_dropped_count)
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errorstream<<"Could not take dropped count of items"<<std::endl;
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mgr->setInventoryModified(from_inv);
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}
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}
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infostream<<"IDropAction::apply(): dropped "
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@ -409,6 +534,26 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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<<" list=\""<<from_list<<"\""
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<<" i="<<from_i
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<<std::endl;
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/*
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Report drop to endpoints
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*/
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// Source is detached
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if(from_inv.type == InventoryLocation::DETACHED)
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{
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lua_State *L = player->getEnv()->getLua();
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scriptapi_detached_inventory_on_take(
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L, from_inv.name, from_list, from_i, actually_dropped_count, player);
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}
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// Source is nodemeta
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if(from_inv.type == InventoryLocation::NODEMETA)
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{
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lua_State *L = player->getEnv()->getLua();
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scriptapi_nodemeta_inventory_on_take(
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L, from_inv.p, from_list, from_i, actually_dropped_count, player);
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}
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}
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void IDropAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
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