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[CSM] Add callback on open inventory (#5793)
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@ -73,3 +73,4 @@ core.registered_on_placenode, core.register_on_placenode = make_registration()
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core.registered_on_item_use, core.register_on_item_use = make_registration()
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core.registered_on_item_use, core.register_on_item_use = make_registration()
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core.registered_on_modchannel_message, core.register_on_modchannel_message = make_registration()
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core.registered_on_modchannel_message, core.register_on_modchannel_message = make_registration()
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core.registered_on_modchannel_signal, core.register_on_modchannel_signal = make_registration()
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core.registered_on_modchannel_signal, core.register_on_modchannel_signal = make_registration()
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core.registered_on_inventory_open, core.register_on_inventory_open = make_registration()
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@ -38,6 +38,12 @@ core.register_on_modchannel_signal(function(channel, signal)
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.. channel)
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.. channel)
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end)
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end)
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core.register_on_inventory_open(function(inventory)
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print("INVENTORY OPEN")
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print(dump(inventory))
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return false
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end)
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core.register_on_placenode(function(pointed_thing, node)
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core.register_on_placenode(function(pointed_thing, node)
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print("The local player place a node!")
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print("The local player place a node!")
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print("pointed_thing :" .. dump(pointed_thing))
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print("pointed_thing :" .. dump(pointed_thing))
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@ -689,6 +689,10 @@ Call these functions only at load time!
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join request.
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join request.
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* If message comes from a server mod, `sender` field is an empty string.
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* If message comes from a server mod, `sender` field is an empty string.
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* `minetest.register_on_inventory_open(func(inventory))`
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* Called when the local player open inventory
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* Newest functions are called first
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* If any function returns true, inventory doesn't open
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### Sounds
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### Sounds
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* `minetest.sound_play(spec, parameters)`: returns a handle
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* `minetest.sound_play(spec, parameters)`: returns a handle
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* `spec` is a `SimpleSoundSpec`
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* `spec` is a `SimpleSoundSpec`
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11
src/game.cpp
11
src/game.cpp
@ -2671,14 +2671,17 @@ void Game::openInventory()
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infostream << "the_game: " << "Launching inventory" << std::endl;
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infostream << "the_game: " << "Launching inventory" << std::endl;
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PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
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PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
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TextDest *txt_dst = new TextDestPlayerInventory(client);
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create_formspec_menu(¤t_formspec, client, &input->joystick, fs_src, txt_dst);
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cur_formname = "";
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InventoryLocation inventoryloc;
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InventoryLocation inventoryloc;
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inventoryloc.setCurrentPlayer();
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inventoryloc.setCurrentPlayer();
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if (!client->moddingEnabled()
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|| !client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
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TextDest *txt_dst = new TextDestPlayerInventory(client);
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create_formspec_menu(¤t_formspec, client, &input->joystick, fs_src, txt_dst);
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cur_formname = "";
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current_formspec->setFormSpec(fs_src->getForm(), inventoryloc);
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current_formspec->setFormSpec(fs_src->getForm(), inventoryloc);
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}
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}
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}
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@ -224,6 +224,27 @@ bool ScriptApiClient::on_item_use(const ItemStack &item, const PointedThing &poi
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return lua_toboolean(L, -1);
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return lua_toboolean(L, -1);
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}
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}
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bool ScriptApiClient::on_inventory_open(Inventory *inventory)
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{
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SCRIPTAPI_PRECHECKHEADER
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lua_getglobal(L, "core");
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lua_getfield(L, -1, "registered_on_inventory_open");
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std::vector<const InventoryList*> lists = inventory->getLists();
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std::vector<const InventoryList*>::iterator iter = lists.begin();
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lua_createtable(L, 0, lists.size());
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for (; iter != lists.end(); iter++) {
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const char* name = (*iter)->getName().c_str();
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lua_pushstring(L, name);
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push_inventory_list(L, inventory, name);
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lua_rawset(L, -3);
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}
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runCallbacks(1, RUN_CALLBACKS_MODE_OR);
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return lua_toboolean(L, -1);
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}
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void ScriptApiClient::setEnv(ClientEnvironment *env)
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void ScriptApiClient::setEnv(ClientEnvironment *env)
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{
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{
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ScriptApiBase::setEnv(env);
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ScriptApiBase::setEnv(env);
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@ -57,5 +57,7 @@ public:
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bool on_placenode(const PointedThing &pointed, const ItemDefinition &item);
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bool on_placenode(const PointedThing &pointed, const ItemDefinition &item);
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bool on_item_use(const ItemStack &item, const PointedThing &pointed);
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bool on_item_use(const ItemStack &item, const PointedThing &pointed);
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bool on_inventory_open(Inventory *inventory);
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void setEnv(ClientEnvironment *env);
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void setEnv(ClientEnvironment *env);
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};
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};
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