mirror of
https://github.com/minetest/minetest.git
synced 2024-11-27 10:03:45 +01:00
ObjectRef:get_player_name, ObjectRef:inventory_set_list, ObjectRef:inventory_get_list
This commit is contained in:
parent
cd563473fa
commit
1b61ca412b
@ -97,6 +97,10 @@
|
||||
-- - settexturemod(mod)
|
||||
-- - setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
|
||||
-- - select_horiz_by_yawpitch=false)
|
||||
-- Player-only:
|
||||
-- - get_player_name(): will return nil if is not a player
|
||||
-- - inventory_set_list(name, {item1, item2, ...})
|
||||
-- - inventory_get_list(name)
|
||||
--
|
||||
-- Registered entities:
|
||||
-- - Functions receive a "luaentity" as self:
|
||||
|
@ -386,6 +386,79 @@ static int getenumfield(lua_State *L, int table,
|
||||
return result;
|
||||
}
|
||||
|
||||
/*
|
||||
Inventory stuff
|
||||
*/
|
||||
|
||||
static void inventory_set_list_from_lua(Inventory *inv, const char *name,
|
||||
lua_State *L, int tableindex, IGameDef *gamedef)
|
||||
{
|
||||
// If nil, delete list
|
||||
if(lua_isnil(L, tableindex)){
|
||||
inv->deleteList(name);
|
||||
return;
|
||||
}
|
||||
// Otherwise set list
|
||||
std::list<std::string> items;
|
||||
luaL_checktype(L, tableindex, LUA_TTABLE);
|
||||
int table = tableindex;
|
||||
lua_pushnil(L);
|
||||
while(lua_next(L, table) != 0){
|
||||
// key at index -2 and value at index -1
|
||||
luaL_checktype(L, -1, LUA_TSTRING);
|
||||
std::string itemstring = lua_tostring(L, -1);
|
||||
items.push_back(itemstring);
|
||||
// removes value, keeps key for next iteration
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
InventoryList *invlist = inv->addList(name, items.size());
|
||||
int index = 0;
|
||||
for(std::list<std::string>::const_iterator
|
||||
i = items.begin(); i != items.end(); i++){
|
||||
const std::string &itemstring = *i;
|
||||
InventoryItem *newitem = NULL;
|
||||
if(itemstring != "")
|
||||
newitem = InventoryItem::deSerialize(itemstring,
|
||||
gamedef);
|
||||
InventoryItem *olditem = invlist->changeItem(index, newitem);
|
||||
delete olditem;
|
||||
index++;
|
||||
}
|
||||
}
|
||||
|
||||
static void inventory_get_list_to_lua(Inventory *inv, const char *name,
|
||||
lua_State *L)
|
||||
{
|
||||
InventoryList *invlist = inv->getList(name);
|
||||
if(invlist == NULL){
|
||||
lua_pushnil(L);
|
||||
return;
|
||||
}
|
||||
// Get the table insert function
|
||||
lua_getglobal(L, "table");
|
||||
lua_getfield(L, -1, "insert");
|
||||
int table_insert = lua_gettop(L);
|
||||
// Create and fill table
|
||||
lua_newtable(L);
|
||||
int table = lua_gettop(L);
|
||||
for(u32 i=0; i<invlist->getSize(); i++){
|
||||
InventoryItem *item = invlist->getItem(i);
|
||||
lua_pushvalue(L, table_insert);
|
||||
lua_pushvalue(L, table);
|
||||
if(item == NULL){
|
||||
lua_pushnil(L);
|
||||
} else {
|
||||
lua_pushstring(L, item->getItemString().c_str());
|
||||
}
|
||||
if(lua_pcall(L, 2, 0, 0))
|
||||
script_error(L, "error: %s\n", lua_tostring(L, -1));
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
EnumString definitions
|
||||
*/
|
||||
|
||||
struct EnumString es_DrawType[] =
|
||||
{
|
||||
{NDT_NORMAL, "normal"},
|
||||
@ -1252,41 +1325,9 @@ private:
|
||||
if(meta == NULL) return 0;
|
||||
// Do it
|
||||
Inventory *inv = meta->getInventory();
|
||||
std::string name = lua_tostring(L, 2);
|
||||
// If nil, delete list
|
||||
if(lua_isnil(L, 3)){
|
||||
inv->deleteList(name);
|
||||
return 0;
|
||||
}
|
||||
// Otherwise set list
|
||||
std::list<std::string> items;
|
||||
luaL_checktype(L, 3, LUA_TTABLE);
|
||||
int table = 3;
|
||||
lua_pushnil(L);
|
||||
infostream<<"items: ";
|
||||
while(lua_next(L, table) != 0){
|
||||
// key at index -2 and value at index -1
|
||||
luaL_checktype(L, -1, LUA_TSTRING);
|
||||
std::string itemstring = lua_tostring(L, -1);
|
||||
infostream<<"\""<<itemstring<<"\" ";
|
||||
items.push_back(itemstring);
|
||||
// removes value, keeps key for next iteration
|
||||
lua_pop(L, 1);
|
||||
}
|
||||
infostream<<std::endl;
|
||||
InventoryList *invlist = inv->addList(name, items.size());
|
||||
int index = 0;
|
||||
for(std::list<std::string>::const_iterator
|
||||
i = items.begin(); i != items.end(); i++){
|
||||
const std::string &itemstring = *i;
|
||||
InventoryItem *newitem = NULL;
|
||||
if(itemstring != "")
|
||||
newitem = InventoryItem::deSerialize(itemstring,
|
||||
const char *name = lua_tostring(L, 2);
|
||||
inventory_set_list_from_lua(inv, name, L, 3,
|
||||
ref->m_env->getGameDef());
|
||||
InventoryItem *olditem = invlist->changeItem(index, newitem);
|
||||
delete olditem;
|
||||
index++;
|
||||
}
|
||||
reportMetadataChange(ref);
|
||||
return 0;
|
||||
}
|
||||
@ -1299,31 +1340,8 @@ private:
|
||||
if(meta == NULL) return 0;
|
||||
// Do it
|
||||
Inventory *inv = meta->getInventory();
|
||||
std::string name = lua_tostring(L, 2);
|
||||
InventoryList *invlist = inv->getList(name);
|
||||
if(invlist == NULL){
|
||||
lua_pushnil(L);
|
||||
return 1;
|
||||
}
|
||||
// Get the table insert function
|
||||
lua_getglobal(L, "table");
|
||||
lua_getfield(L, -1, "insert");
|
||||
int table_insert = lua_gettop(L);
|
||||
// Create and fill table
|
||||
lua_newtable(L);
|
||||
int table = lua_gettop(L);
|
||||
for(u32 i=0; i<invlist->getSize(); i++){
|
||||
InventoryItem *item = invlist->getItem(i);
|
||||
lua_pushvalue(L, table_insert);
|
||||
lua_pushvalue(L, table);
|
||||
if(item == NULL){
|
||||
lua_pushnil(L);
|
||||
} else {
|
||||
lua_pushstring(L, item->getItemString().c_str());
|
||||
}
|
||||
if(lua_pcall(L, 2, 0, 0))
|
||||
script_error(L, "error: %s\n", lua_tostring(L, -1));
|
||||
}
|
||||
const char *name = lua_tostring(L, 2);
|
||||
inventory_get_list_to_lua(inv, name, L);
|
||||
return 1;
|
||||
}
|
||||
|
||||
@ -1914,6 +1932,48 @@ private:
|
||||
return 0;
|
||||
}
|
||||
|
||||
/* Player-only */
|
||||
|
||||
// get_player_name(self)
|
||||
static int l_get_player_name(lua_State *L)
|
||||
{
|
||||
ObjectRef *ref = checkobject(L, 1);
|
||||
ServerRemotePlayer *player = getplayer(ref);
|
||||
if(player == NULL){
|
||||
lua_pushnil(L);
|
||||
return 1;
|
||||
}
|
||||
// Do it
|
||||
lua_pushstring(L, player->getName());
|
||||
return 1;
|
||||
}
|
||||
|
||||
// inventory_set_list(self, name, {item1, item2, ...})
|
||||
static int l_inventory_set_list(lua_State *L)
|
||||
{
|
||||
ObjectRef *ref = checkobject(L, 1);
|
||||
ServerRemotePlayer *player = getplayer(ref);
|
||||
if(player == NULL) return 0;
|
||||
const char *name = lua_tostring(L, 2);
|
||||
// Do it
|
||||
inventory_set_list_from_lua(&player->inventory, name, L, 3,
|
||||
player->getEnv()->getGameDef());
|
||||
player->m_inventory_not_sent = true;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// inventory_get_list(self, name)
|
||||
static int l_inventory_get_list(lua_State *L)
|
||||
{
|
||||
ObjectRef *ref = checkobject(L, 1);
|
||||
ServerRemotePlayer *player = getplayer(ref);
|
||||
if(player == NULL) return 0;
|
||||
const char *name = lua_tostring(L, 2);
|
||||
// Do it
|
||||
inventory_get_list_to_lua(&player->inventory, name, L);
|
||||
return 1;
|
||||
}
|
||||
|
||||
public:
|
||||
ObjectRef(ServerActiveObject *object):
|
||||
m_object(object)
|
||||
@ -1997,6 +2057,10 @@ const luaL_reg ObjectRef::methods[] = {
|
||||
method(ObjectRef, getacceleration),
|
||||
method(ObjectRef, settexturemod),
|
||||
method(ObjectRef, setsprite),
|
||||
// Player-only
|
||||
method(ObjectRef, get_player_name),
|
||||
method(ObjectRef, inventory_set_list),
|
||||
method(ObjectRef, inventory_get_list),
|
||||
{0,0}
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user