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Wieldhand: Specify which ItemStack to use (#8961)
Makes 'get_wield_item' to return the "main" ItemStack
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47da640d77
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@ -2556,8 +2556,7 @@ Player Inventory lists
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* `craftresult`: list containing the crafted output
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* `hand`: list containing an override for the empty hand
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* Is not created automatically, use `InvRef:set_size`
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* Is only used to enhance the empty hand's tool capabilities
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Colors
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@ -638,12 +638,13 @@ int LuaEntitySAO::punch(v3f dir,
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FATAL_ERROR_IF(!puncher, "Punch action called without SAO");
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s32 old_hp = getHP();
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const ItemStack &punchitem = puncher->getWieldedItem();
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ItemStack selected_item, hand_item;
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ItemStack tool_item = puncher->getWieldedItem(&selected_item, &hand_item);
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PunchDamageResult result = getPunchDamage(
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m_armor_groups,
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toolcap,
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&punchitem,
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&tool_item,
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time_from_last_punch);
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bool damage_handled = m_env->getScriptIface()->luaentity_Punch(m_id, puncher,
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@ -1376,10 +1377,9 @@ u16 PlayerSAO::getWieldIndex() const
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return m_player->getWieldIndex();
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}
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ItemStack PlayerSAO::getWieldedItem() const
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ItemStack PlayerSAO::getWieldedItem(ItemStack *selected, ItemStack *hand) const
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{
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ItemStack selected_item, hand_item;
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return m_player->getWieldedItem(&selected_item, &hand_item);
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return m_player->getWieldedItem(selected, hand);
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}
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bool PlayerSAO::setWieldedItem(const ItemStack &item)
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@ -277,7 +277,7 @@ public:
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void setInventoryModified() {}
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std::string getWieldList() const { return "main"; }
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u16 getWieldIndex() const;
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ItemStack getWieldedItem() const;
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ItemStack getWieldedItem(ItemStack *selected, ItemStack *hand = nullptr) const;
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bool setWieldedItem(const ItemStack &item);
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/*
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@ -1150,9 +1150,10 @@ void Server::handleCommand_Interact(NetworkPacket *pkt)
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if (pointed_object->isGone())
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return;
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ItemStack punchitem = playersao->getWieldedItem();
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ItemStack selected_item, hand_item;
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ItemStack tool_item = playersao->getWieldedItem(&selected_item, &hand_item);
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ToolCapabilities toolcap =
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punchitem.getToolCapabilities(m_itemdef);
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tool_item.getToolCapabilities(m_itemdef);
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v3f dir = (pointed_object->getBasePosition() -
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(playersao->getBasePosition() + playersao->getEyeOffset())
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).normalize();
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@ -1291,11 +1292,12 @@ void Server::handleCommand_Interact(NetworkPacket *pkt)
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3: place block or right-click object
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*/
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else if (action == INTERACT_PLACE) {
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ItemStack item = playersao->getWieldedItem();
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ItemStack selected_item;
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playersao->getWieldedItem(&selected_item, nullptr);
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// Reset build time counter
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if (pointed.type == POINTEDTHING_NODE &&
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item.getDefinition(m_itemdef).type == ITEM_NODE)
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selected_item.getDefinition(m_itemdef).type == ITEM_NODE)
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getClient(pkt->getPeerId())->m_time_from_building = 0.0;
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if (pointed.type == POINTEDTHING_OBJECT) {
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@ -1311,13 +1313,12 @@ void Server::handleCommand_Interact(NetworkPacket *pkt)
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// Do stuff
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pointed_object->rightClick(playersao);
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}
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else if (m_script->item_OnPlace(
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item, playersao, pointed)) {
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} else if (m_script->item_OnPlace(
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selected_item, playersao, pointed)) {
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// Placement was handled in lua
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// Apply returned ItemStack
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if (playersao->setWieldedItem(item)) {
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if (playersao->setWieldedItem(selected_item)) {
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SendInventory(playersao, true);
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}
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}
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@ -1327,7 +1328,7 @@ void Server::handleCommand_Interact(NetworkPacket *pkt)
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RemoteClient *client = getClient(pkt->getPeerId());
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v3s16 blockpos = getNodeBlockPos(floatToInt(pointed_pos_above, BS));
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v3s16 blockpos2 = getNodeBlockPos(floatToInt(pointed_pos_under, BS));
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if (!item.getDefinition(m_itemdef).node_placement_prediction.empty()) {
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if (!selected_item.getDefinition(m_itemdef).node_placement_prediction.empty()) {
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client->SetBlockNotSent(blockpos);
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if (blockpos2 != blockpos) {
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client->SetBlockNotSent(blockpos2);
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@ -1345,15 +1346,16 @@ void Server::handleCommand_Interact(NetworkPacket *pkt)
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4: use
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*/
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else if (action == INTERACT_USE) {
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ItemStack item = playersao->getWieldedItem();
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ItemStack selected_item;
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playersao->getWieldedItem(&selected_item, nullptr);
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actionstream << player->getName() << " uses " << item.name
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actionstream << player->getName() << " uses " << selected_item.name
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<< ", pointing at " << pointed.dump() << std::endl;
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if (m_script->item_OnUse(
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item, playersao, pointed)) {
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selected_item, playersao, pointed)) {
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// Apply returned ItemStack
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if (playersao->setWieldedItem(item)) {
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if (playersao->setWieldedItem(selected_item)) {
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SendInventory(playersao, true);
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}
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}
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@ -1364,14 +1366,15 @@ void Server::handleCommand_Interact(NetworkPacket *pkt)
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5: rightclick air
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*/
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else if (action == INTERACT_ACTIVATE) {
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ItemStack item = playersao->getWieldedItem();
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ItemStack selected_item;
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playersao->getWieldedItem(&selected_item, nullptr);
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actionstream << player->getName() << " activates "
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<< item.name << std::endl;
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<< selected_item.name << std::endl;
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if (m_script->item_OnSecondaryUse(
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item, playersao)) {
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if( playersao->setWieldedItem(item)) {
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selected_item, playersao)) {
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if (playersao->setWieldedItem(selected_item)) {
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SendInventory(playersao, true);
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}
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}
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@ -340,7 +340,9 @@ int ObjectRef::l_get_wielded_item(lua_State *L)
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return 1;
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}
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LuaItemStack::create(L, co->getWieldedItem());
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ItemStack selected_item;
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co->getWieldedItem(&selected_item, nullptr);
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LuaItemStack::create(L, selected_item);
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return 1;
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}
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@ -68,25 +68,16 @@ float ServerActiveObject::getMinimumSavedMovement()
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return 2.0*BS;
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}
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ItemStack ServerActiveObject::getWieldedItem() const
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ItemStack ServerActiveObject::getWieldedItem(ItemStack *selected, ItemStack *hand) const
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{
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const Inventory *inv = getInventory();
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if(inv)
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{
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const InventoryList *list = inv->getList(getWieldList());
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if(list && (getWieldIndex() < (s32)list->getSize()))
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return list->getItem(getWieldIndex());
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}
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*selected = ItemStack();
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if (hand)
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*hand = ItemStack();
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return ItemStack();
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}
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bool ServerActiveObject::setWieldedItem(const ItemStack &item)
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{
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if(Inventory *inv = getInventory()) {
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if (InventoryList *list = inv->getList(getWieldList())) {
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list->changeItem(getWieldIndex(), item);
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return true;
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}
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}
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return false;
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}
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@ -180,7 +180,8 @@ public:
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{ return ""; }
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virtual u16 getWieldIndex() const
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{ return 0; }
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virtual ItemStack getWieldedItem() const;
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virtual ItemStack getWieldedItem(ItemStack *selected,
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ItemStack *hand = nullptr) const;
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virtual bool setWieldedItem(const ItemStack &item);
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inline void attachParticleSpawner(u32 id)
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{
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