on_metadata_inventory_{move,offer,take}
parent
d7447cdf9e
commit
aba7134301
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@ -262,6 +262,41 @@ function minetest.node_dig(pos, node, digger)
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end
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end
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function minetest.node_metadata_inventory_move_allow_all(pos, from_list,
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from_index, to_list, to_index, count, player)
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minetest.log("verbose", "node_metadata_inventory_move_allow_all")
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local meta = minetest.env:get_meta(pos)
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local inv = meta:get_inventory()
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local from_stack = inv:get_stack(from_list, from_index)
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local taken_items = from_stack:take_item(count)
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inv:set_stack(from_list, from_index, from_stack)
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local to_stack = inv:get_stack(to_list, to_index)
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to_stack:add_item(taken_items)
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inv:set_stack(to_list, to_index, to_stack)
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end
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function minetest.node_metadata_inventory_offer_allow_all(pos, listname, index, stack, player)
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minetest.log("verbose", "node_metadata_inventory_offer_allow_all")
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local meta = minetest.env:get_meta(pos)
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local inv = meta:get_inventory()
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local the_stack = inv:get_stack(listname, index)
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the_stack:add_item(stack)
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inv:set_stack(listname, index, the_stack)
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return ItemStack("")
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end
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function minetest.node_metadata_inventory_take_allow_all(pos, listname, index, count, player)
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minetest.log("verbose", "node_metadata_inventory_take_allow_all")
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local meta = minetest.env:get_meta(pos)
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local inv = meta:get_inventory()
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local the_stack = inv:get_stack(listname, index)
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local taken_items = the_stack:take_item(count)
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inv:set_stack(listname, index, the_stack)
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return taken_items
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end
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-- This is used to allow mods to redefine minetest.item_place and so on
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local function redef_wrapper(table, name)
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return function(...)
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@ -295,6 +330,12 @@ minetest.nodedef_default = {
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on_punch = redef_wrapper(minetest, 'node_punch'), -- minetest.node_punch
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on_dig = redef_wrapper(minetest, 'node_dig'), -- minetest.node_dig
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on_receive_fields = nil,
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on_metadata_inventory_move = minetest.node_metadata_inventory_move_allow_all,
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on_metadata_inventory_offer = minetest.node_metadata_inventory_offer_allow_all,
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on_metadata_inventory_take = minetest.node_metadata_inventory_take_allow_all,
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-- Node properties
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drawtype = "normal",
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visual_scale = 1.0,
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@ -1039,7 +1039,38 @@ Node definition (register_node)
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on_receive_fields = func(pos, formname, fields, sender),
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^ fields = {name1 = value1, name2 = value2, ...}
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^ Called when an UI form (eg. sign text input) returns data
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^ default: nil
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on_metadata_inventory_move = func(pos, from_list, from_index,
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to_list, to_index, count, player),
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^ Called when a player wants to move items inside the metadata
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^ Should move items, or some items, if permitted. If not, should do
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nothing.
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^ The engine ensures the action is valid, i.e. the stack fits at the
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given position
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^ default: minetest.node_metadata_inventory_move_allow_all
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on_metadata_inventory_offer = func(pos, listname, index, stack, player),
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^ Called when a player wants to put something into the metadata
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inventory
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^ Should check if the action is permitted (the engine ensures the
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action is valid, i.e. the stack fits at the given position)
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^ If permitted, modify the metadata inventory and return the
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"leftover" stack (normally nil).
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^ If not permitted, return itemstack.
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^ default: minetest.node_metadata_inventory_offer_allow_all
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on_metadata_inventory_take = func(pos, listname, index, count, player),
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^ Called when a player wants to take something out of the metadata
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inventory
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^ Should check if the action is permitted (the engine ensures the
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action is valid, i.e. there's a stack of at least “count” items at
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that position)
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^ If permitted, modify the metadata inventory and return the
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stack of items
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^ If not permitted, return nil.
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^ default: minetest.node_metadata_inventory_take_allow_all
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}
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Recipe: (register_craft)
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@ -526,24 +526,35 @@ bool GUIInventoryMenu::OnEvent(const SEvent& event)
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u32 s_count = 0;
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if(s.isValid())
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{
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do{ // breakable
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inv_s = m_invmgr->getInventory(s.inventoryloc);
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assert(inv_s);
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if(!inv_s){
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errorstream<<"InventoryMenu: The selected inventory location "
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<<"\""<<s.inventoryloc.dump()<<"\" doesn't exist"
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<<std::endl;
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s.i = -1; // make it invalid again
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break;
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}
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InventoryList *list = inv_s->getList(s.listname);
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if(list == NULL){
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errorstream<<"InventoryMenu: The selected inventory list \""
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<<s.listname<<"\" does not exist"<<std::endl;
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s.i = -1; // make it invalid again
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} else if((u32)s.i >= list->getSize()){
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break;
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}
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if((u32)s.i >= list->getSize()){
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errorstream<<"InventoryMenu: The selected inventory list \""
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<<s.listname<<"\" is too small (i="<<s.i<<", size="
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<<list->getSize()<<")"<<std::endl;
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s.i = -1; // make it invalid again
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} else{
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s_count = list->getItem(s.i).count;
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break;
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}
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}
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s_count = list->getItem(s.i).count;
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}while(0);
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bool identical = (m_selected_item != NULL) && s.isValid() &&
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(inv_selected == inv_s) &&
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@ -27,6 +27,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "utility.h"
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#include "craftdef.h"
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#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
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/*
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InventoryLocation
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*/
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@ -197,27 +199,82 @@ 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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This performs the actual movement
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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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{
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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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}
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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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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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mgr->setInventoryModified(from_inv);
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if(inv_from != inv_to)
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mgr->setInventoryModified(to_inv);
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infostream<<"IMoveAction::apply(): moved at "
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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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void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
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@ -1470,7 +1470,7 @@ private:
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ItemStack &item = o->m_stack;
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u32 takecount = 1;
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if(!lua_isnone(L, 2))
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takecount = lua_tointeger(L, 2);
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takecount = luaL_checkinteger(L, 2);
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ItemStack taken = item.takeItem(takecount);
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create(L, taken);
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return 1;
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@ -5014,6 +5014,101 @@ void scriptapi_node_on_receive_fields(lua_State *L, v3s16 p,
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script_error(L, "error: %s", lua_tostring(L, -1));
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}
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void scriptapi_node_on_metadata_inventory_move(lua_State *L, v3s16 p,
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const std::string &from_list, int from_index,
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const std::string &to_list, int to_index,
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int count, ServerActiveObject *player)
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{
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realitycheck(L);
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assert(lua_checkstack(L, 20));
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StackUnroller stack_unroller(L);
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INodeDefManager *ndef = get_server(L)->ndef();
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// If node doesn't exist, we don't know what callback to call
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MapNode node = get_env(L)->getMap().getNodeNoEx(p);
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if(node.getContent() == CONTENT_IGNORE)
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return;
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// Push callback function on stack
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if(!get_item_callback(L, ndef->get(node).name.c_str(),
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"on_metadata_inventory_move"))
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return;
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// function(pos, from_list, from_index, to_list, to_index, count, player)
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push_v3s16(L, p);
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lua_pushstring(L, from_list.c_str());
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lua_pushinteger(L, from_index + 1);
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lua_pushstring(L, to_list.c_str());
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lua_pushinteger(L, to_index + 1);
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lua_pushinteger(L, count);
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objectref_get_or_create(L, player);
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if(lua_pcall(L, 7, 0, 0))
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script_error(L, "error: %s", lua_tostring(L, -1));
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}
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ItemStack scriptapi_node_on_metadata_inventory_offer(lua_State *L, v3s16 p,
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const std::string &listname, int index, ItemStack &stack,
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ServerActiveObject *player)
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{
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realitycheck(L);
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assert(lua_checkstack(L, 20));
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StackUnroller stack_unroller(L);
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INodeDefManager *ndef = get_server(L)->ndef();
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// If node doesn't exist, we don't know what callback to call
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MapNode node = get_env(L)->getMap().getNodeNoEx(p);
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if(node.getContent() == CONTENT_IGNORE)
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return stack;
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// Push callback function on stack
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if(!get_item_callback(L, ndef->get(node).name.c_str(),
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"on_metadata_inventory_offer"))
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return stack;
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// Call function(pos, listname, index, stack, player)
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push_v3s16(L, p);
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lua_pushstring(L, listname.c_str());
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lua_pushinteger(L, index + 1);
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LuaItemStack::create(L, stack);
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objectref_get_or_create(L, player);
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if(lua_pcall(L, 5, 1, 0))
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script_error(L, "error: %s", lua_tostring(L, -1));
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return read_item(L, -1);
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}
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ItemStack scriptapi_node_on_metadata_inventory_take(lua_State *L, v3s16 p,
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const std::string &listname, int index, int count,
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ServerActiveObject *player)
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{
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realitycheck(L);
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assert(lua_checkstack(L, 20));
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StackUnroller stack_unroller(L);
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INodeDefManager *ndef = get_server(L)->ndef();
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// If node doesn't exist, we don't know what callback to call
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MapNode node = get_env(L)->getMap().getNodeNoEx(p);
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if(node.getContent() == CONTENT_IGNORE)
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return ItemStack();
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// Push callback function on stack
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if(!get_item_callback(L, ndef->get(node).name.c_str(),
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"on_metadata_inventory_take"))
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return ItemStack();
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// Call function(pos, listname, index, count, player)
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push_v3s16(L, p);
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lua_pushstring(L, listname.c_str());
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lua_pushinteger(L, index + 1);
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lua_pushinteger(L, count);
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objectref_get_or_create(L, player);
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if(lua_pcall(L, 5, 1, 0))
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script_error(L, "error: %s", lua_tostring(L, -1));
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return read_item(L, -1);
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}
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/*
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environment
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*/
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@ -82,12 +82,28 @@ bool scriptapi_node_on_punch(lua_State *L, v3s16 p, MapNode node,
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ServerActiveObject *puncher);
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bool scriptapi_node_on_dig(lua_State *L, v3s16 p, MapNode node,
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ServerActiveObject *digger);
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// Node constructor
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void scriptapi_node_on_construct(lua_State *L, v3s16 p, MapNode node);
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// Node destructor
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void scriptapi_node_on_destruct(lua_State *L, v3s16 p, MapNode node);
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// Called when a metadata form returns values
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void scriptapi_node_on_receive_fields(lua_State *L, v3s16 p,
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const std::string &formname,
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const std::map<std::string, std::string> &fields,
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ServerActiveObject *sender);
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// Moves items
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void scriptapi_node_on_metadata_inventory_move(lua_State *L, v3s16 p,
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const std::string &from_list, int from_index,
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const std::string &to_list, int to_index,
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int count, ServerActiveObject *player);
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// Inserts items, returns rejected items
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ItemStack scriptapi_node_on_metadata_inventory_offer(lua_State *L, v3s16 p,
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const std::string &listname, int index, ItemStack &stack,
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ServerActiveObject *player);
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// Takes items, returns taken items
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ItemStack scriptapi_node_on_metadata_inventory_take(lua_State *L, v3s16 p,
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const std::string &listname, int index, int count,
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ServerActiveObject *player);
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/* luaentity */
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// Returns true if succesfully added into Lua; false otherwise.
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