Enforce PLAYER_INVENTORY_SIZE in ObjectRef::l_inventory_set_list
parent
09010410cf
commit
a416cf7c45
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@ -400,7 +400,7 @@ static void setfloatfield(lua_State *L, int table,
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*/
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*/
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static void inventory_set_list_from_lua(Inventory *inv, const char *name,
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static void inventory_set_list_from_lua(Inventory *inv, const char *name,
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lua_State *L, int tableindex, IGameDef *gamedef)
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lua_State *L, int tableindex, IGameDef *gamedef, int forcesize=-1)
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{
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{
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// If nil, delete list
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// If nil, delete list
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if(lua_isnil(L, tableindex)){
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if(lua_isnil(L, tableindex)){
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@ -424,6 +424,8 @@ static void inventory_set_list_from_lua(Inventory *inv, const char *name,
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int index = 0;
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int index = 0;
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for(std::list<std::string>::const_iterator
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for(std::list<std::string>::const_iterator
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i = items.begin(); i != items.end(); i++){
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i = items.begin(); i != items.end(); i++){
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if(forcesize != -1 && index == forcesize)
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break;
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const std::string &itemstring = *i;
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const std::string &itemstring = *i;
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InventoryItem *newitem = NULL;
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InventoryItem *newitem = NULL;
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if(itemstring != "")
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if(itemstring != "")
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@ -433,6 +435,11 @@ static void inventory_set_list_from_lua(Inventory *inv, const char *name,
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delete olditem;
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delete olditem;
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index++;
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index++;
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}
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}
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while(forcesize != -1 && index < forcesize){
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InventoryItem *olditem = invlist->changeItem(index, NULL);
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delete olditem;
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index++;
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}
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}
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}
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static void inventory_get_list_to_lua(Inventory *inv, const char *name,
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static void inventory_get_list_to_lua(Inventory *inv, const char *name,
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@ -455,7 +462,7 @@ static void inventory_get_list_to_lua(Inventory *inv, const char *name,
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lua_pushvalue(L, table_insert);
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lua_pushvalue(L, table_insert);
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lua_pushvalue(L, table);
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lua_pushvalue(L, table);
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if(item == NULL){
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if(item == NULL){
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lua_pushnil(L);
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lua_pushstring(L, "");
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} else {
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} else {
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lua_pushstring(L, item->getItemString().c_str());
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lua_pushstring(L, item->getItemString().c_str());
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}
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}
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@ -1970,7 +1977,7 @@ private:
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const char *name = lua_tostring(L, 2);
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const char *name = lua_tostring(L, 2);
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// Do it
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// Do it
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inventory_set_list_from_lua(&player->inventory, name, L, 3,
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inventory_set_list_from_lua(&player->inventory, name, L, 3,
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player->getEnv()->getGameDef());
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player->getEnv()->getGameDef(), PLAYER_INVENTORY_SIZE);
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player->m_inventory_not_sent = true;
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player->m_inventory_not_sent = true;
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return 0;
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return 0;
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}
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}
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