end
end
+function minetest.node_metadata_inventory_move_allow_all(pos, from_list,
+ from_index, to_list, to_index, count, player)
+ minetest.log("verbose", "node_metadata_inventory_move_allow_all")
+ local meta = minetest.env:get_meta(pos)
+ local inv = meta:get_inventory()
+
+ local from_stack = inv:get_stack(from_list, from_index)
+ local taken_items = from_stack:take_item(count)
+ inv:set_stack(from_list, from_index, from_stack)
+
+ local to_stack = inv:get_stack(to_list, to_index)
+ to_stack:add_item(taken_items)
+ inv:set_stack(to_list, to_index, to_stack)
+end
+
+function minetest.node_metadata_inventory_offer_allow_all(pos, listname, index, stack, player)
+ minetest.log("verbose", "node_metadata_inventory_offer_allow_all")
+ local meta = minetest.env:get_meta(pos)
+ local inv = meta:get_inventory()
+ local the_stack = inv:get_stack(listname, index)
+ the_stack:add_item(stack)
+ inv:set_stack(listname, index, the_stack)
+ return ItemStack("")
+end
+
+function minetest.node_metadata_inventory_take_allow_all(pos, listname, index, count, player)
+ minetest.log("verbose", "node_metadata_inventory_take_allow_all")
+ local meta = minetest.env:get_meta(pos)
+ local inv = meta:get_inventory()
+ local the_stack = inv:get_stack(listname, index)
+ local taken_items = the_stack:take_item(count)
+ inv:set_stack(listname, index, the_stack)
+ return taken_items
+end
+
-- This is used to allow mods to redefine minetest.item_place and so on
local function redef_wrapper(table, name)
return function(...)
on_punch = redef_wrapper(minetest, 'node_punch'), -- minetest.node_punch
on_dig = redef_wrapper(minetest, 'node_dig'), -- minetest.node_dig
+ on_receive_fields = nil,
+
+ on_metadata_inventory_move = minetest.node_metadata_inventory_move_allow_all,
+ on_metadata_inventory_offer = minetest.node_metadata_inventory_offer_allow_all,
+ on_metadata_inventory_take = minetest.node_metadata_inventory_take_allow_all,
+
-- Node properties
drawtype = "normal",
visual_scale = 1.0,
on_receive_fields = func(pos, formname, fields, sender),
^ fields = {name1 = value1, name2 = value2, ...}
+ ^ Called when an UI form (eg. sign text input) returns data
^ default: nil
+
+ on_metadata_inventory_move = func(pos, from_list, from_index,
+ to_list, to_index, count, player),
+ ^ Called when a player wants to move items inside the metadata
+ ^ Should move items, or some items, if permitted. If not, should do
+ nothing.
+ ^ The engine ensures the action is valid, i.e. the stack fits at the
+ given position
+ ^ default: minetest.node_metadata_inventory_move_allow_all
+
+ on_metadata_inventory_offer = func(pos, listname, index, stack, player),
+ ^ Called when a player wants to put something into the metadata
+ inventory
+ ^ Should check if the action is permitted (the engine ensures the
+ action is valid, i.e. the stack fits at the given position)
+ ^ If permitted, modify the metadata inventory and return the
+ "leftover" stack (normally nil).
+ ^ If not permitted, return itemstack.
+ ^ default: minetest.node_metadata_inventory_offer_allow_all
+
+ on_metadata_inventory_take = func(pos, listname, index, count, player),
+ ^ Called when a player wants to take something out of the metadata
+ inventory
+ ^ Should check if the action is permitted (the engine ensures the
+ action is valid, i.e. there's a stack of at least “count” items at
+ that position)
+ ^ If permitted, modify the metadata inventory and return the
+ stack of items
+ ^ If not permitted, return nil.
+ ^ default: minetest.node_metadata_inventory_take_allow_all
}
Recipe: (register_craft)
u32 s_count = 0;
if(s.isValid())
- {
+ do{ // breakable
inv_s = m_invmgr->getInventory(s.inventoryloc);
- assert(inv_s);
+
+ if(!inv_s){
+ errorstream<<"InventoryMenu: The selected inventory location "
+ <<"\""<<s.inventoryloc.dump()<<"\" doesn't exist"
+ <<std::endl;
+ s.i = -1; // make it invalid again
+ break;
+ }
InventoryList *list = inv_s->getList(s.listname);
if(list == NULL){
errorstream<<"InventoryMenu: The selected inventory list \""
<<s.listname<<"\" does not exist"<<std::endl;
s.i = -1; // make it invalid again
- } else if((u32)s.i >= list->getSize()){
+ break;
+ }
+
+ if((u32)s.i >= list->getSize()){
errorstream<<"InventoryMenu: The selected inventory list \""
<<s.listname<<"\" is too small (i="<<s.i<<", size="
<<list->getSize()<<")"<<std::endl;
s.i = -1; // make it invalid again
- } else{
- s_count = list->getItem(s.i).count;
+ break;
}
- }
+
+ s_count = list->getItem(s.i).count;
+ }while(0);
bool identical = (m_selected_item != NULL) && s.isValid() &&
(inv_selected == inv_s) &&
#include "utility.h"
#include "craftdef.h"
+#define PP(x) "("<<(x).X<<","<<(x).Y<<","<<(x).Z<<")"
+
/*
InventoryLocation
*/
<<", to_list=\""<<to_list<<"\""<<std::endl;
return;
}
- /*
- 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);
+
+ // Handle node metadata move
+ 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);
+ }
+ // 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 "
+ <<" 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;
+ }
mgr->setInventoryModified(from_inv);
if(inv_from != inv_to)
mgr->setInventoryModified(to_inv);
-
- infostream<<"IMoveAction::apply(): moved at "
- <<" 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;
}
void IMoveAction::clientApply(InventoryManager *mgr, IGameDef *gamedef)
ItemStack &item = o->m_stack;
u32 takecount = 1;
if(!lua_isnone(L, 2))
- takecount = lua_tointeger(L, 2);
+ takecount = luaL_checkinteger(L, 2);
ItemStack taken = item.takeItem(takecount);
create(L, taken);
return 1;
script_error(L, "error: %s", lua_tostring(L, -1));
}
+void scriptapi_node_on_metadata_inventory_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;
+
+ // Push callback function on stack
+ if(!get_item_callback(L, ndef->get(node).name.c_str(),
+ "on_metadata_inventory_move"))
+ return;
+
+ // function(pos, from_list, from_index, to_list, to_index, count, player)
+ push_v3s16(L, p);
+ lua_pushstring(L, from_list.c_str());
+ lua_pushinteger(L, from_index + 1);
+ lua_pushstring(L, to_list.c_str());
+ lua_pushinteger(L, to_index + 1);
+ lua_pushinteger(L, count);
+ 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,
+ 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 stack;
+
+ // Push callback function on stack
+ if(!get_item_callback(L, ndef->get(node).name.c_str(),
+ "on_metadata_inventory_offer"))
+ return stack;
+
+ // Call function(pos, listname, index, stack, player)
+ push_v3s16(L, p);
+ lua_pushstring(L, listname.c_str());
+ lua_pushinteger(L, index + 1);
+ LuaItemStack::create(L, stack);
+ 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);
+}
+
+ItemStack scriptapi_node_on_metadata_inventory_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 ItemStack();
+
+ // Push callback function on stack
+ if(!get_item_callback(L, ndef->get(node).name.c_str(),
+ "on_metadata_inventory_take"))
+ return ItemStack();
+
+ // Call function(pos, listname, index, count, player)
+ push_v3s16(L, p);
+ lua_pushstring(L, listname.c_str());
+ lua_pushinteger(L, index + 1);
+ lua_pushinteger(L, count);
+ 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);
+}
+
/*
environment
*/
ServerActiveObject *puncher);
bool scriptapi_node_on_dig(lua_State *L, v3s16 p, MapNode node,
ServerActiveObject *digger);
+// Node constructor
void scriptapi_node_on_construct(lua_State *L, v3s16 p, MapNode node);
+// Node destructor
void scriptapi_node_on_destruct(lua_State *L, v3s16 p, MapNode node);
+// Called when a metadata form returns values
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,
+ 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,
+ 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,
+ const std::string &listname, int index, int count,
+ ServerActiveObject *player);
/* luaentity */
// Returns true if succesfully added into Lua; false otherwise.