Add special return value -1 to inventry callbacks
parent
db62c227c8
commit
0346e68deb
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@ -1370,10 +1370,12 @@ Node definition (register_node)
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allow_metadata_inventory_put = func(pos, listname, index, stack, player),
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^ Called when a player wants to put something into the inventory
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^ Return value: number of items allowed to put
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^ Return value: -1: Allow and don't modify item count in inventory
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allow_metadata_inventory_take = func(pos, listname, index, stack, player),
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^ Called when a player wants to take something out of the inventory
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^ Return value: number of items allowed to take
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^ Return value: -1: Allow and don't modify item count in inventory
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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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@ -1446,10 +1448,12 @@ Detached inventory callbacks
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allow_put = func(inv, listname, index, stack, player),
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^ Called when a player wants to put something into the inventory
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^ Return value: number of items allowed to put
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^ Return value: -1: Allow and don't modify item count in inventory
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allow_take = func(inv, listname, index, stack, player),
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^ Called when a player wants to take something out of the inventory
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^ Return value: number of items allowed to take
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^ Return value: -1: Allow and don't modify item count in inventory
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on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
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on_put = func(inv, listname, index, stack, player),
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@ -281,18 +281,23 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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}
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}
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int old_count = count;
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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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count = try_take_count;
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if(src_can_take_count != -1 && count > src_can_take_count)
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count = src_can_take_count;
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if(dst_can_put_count != -1 && count > dst_can_put_count)
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count = dst_can_put_count;
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/* Limit according to source item count */
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if(count > list_from->getItem(from_i).count)
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count = list_from->getItem(from_i).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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if(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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infostream<<"IMoveAction::apply(): move was completely disallowed:"
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<<" count="<<old_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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@ -303,10 +308,10 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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return;
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}
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count = new_count;
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ItemStack src_item = list_from->getItem(from_i);
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src_item.count = count;
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ItemStack from_stack_was = list_from->getItem(from_i);
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ItemStack to_stack_was = list_to->getItem(to_i);
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/*
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Perform actual move
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@ -316,7 +321,19 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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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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// If source is infinite, reset it's stack
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if(src_can_take_count == -1){
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list_from->deleteItem(from_i);
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list_from->addItem(from_i, from_stack_was);
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}
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// If destination is infinite, reset it's stack and take count from source
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if(dst_can_put_count == -1){
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list_to->deleteItem(to_i);
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list_to->addItem(to_i, to_stack_was);
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list_from->takeItem(from_i, count);
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}
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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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@ -500,7 +517,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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L, from_inv.p, from_list, from_i, src_item, player);
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}
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if(src_can_take_count < take_count)
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if(src_can_take_count != -1 && 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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@ -519,6 +536,8 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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return;
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}
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// If source isn't infinite
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if(src_can_take_count != -1){
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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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@ -527,6 +546,7 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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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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<<" from inv=\""<<from_inv.dump()<<"\""
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