core.registered_on_item_use, core.register_on_item_use = make_registration()
core.registered_on_modchannel_message, core.register_on_modchannel_message = make_registration()
core.registered_on_modchannel_signal, core.register_on_modchannel_signal = make_registration()
+core.registered_on_inventory_open, core.register_on_inventory_open = make_registration()
.. channel)
end)
+core.register_on_inventory_open(function(inventory)
+ print("INVENTORY OPEN")
+ print(dump(inventory))
+ return false
+end)
+
core.register_on_placenode(function(pointed_thing, node)
print("The local player place a node!")
print("pointed_thing :" .. dump(pointed_thing))
join request.
* If message comes from a server mod, `sender` field is an empty string.
+* `minetest.register_on_inventory_open(func(inventory))`
+ * Called when the local player open inventory
+ * Newest functions are called first
+ * If any function returns true, inventory doesn't open
### Sounds
* `minetest.sound_play(spec, parameters)`: returns a handle
* `spec` is a `SimpleSoundSpec`
infostream << "the_game: " << "Launching inventory" << std::endl;
PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
- TextDest *txt_dst = new TextDestPlayerInventory(client);
-
- create_formspec_menu(¤t_formspec, client, &input->joystick, fs_src, txt_dst);
- cur_formname = "";
InventoryLocation inventoryloc;
inventoryloc.setCurrentPlayer();
- current_formspec->setFormSpec(fs_src->getForm(), inventoryloc);
+
+ if (!client->moddingEnabled()
+ || !client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
+ TextDest *txt_dst = new TextDestPlayerInventory(client);
+ create_formspec_menu(¤t_formspec, client, &input->joystick, fs_src, txt_dst);
+ cur_formname = "";
+ current_formspec->setFormSpec(fs_src->getForm(), inventoryloc);
+ }
}
return lua_toboolean(L, -1);
}
+bool ScriptApiClient::on_inventory_open(Inventory *inventory)
+{
+ SCRIPTAPI_PRECHECKHEADER
+
+ lua_getglobal(L, "core");
+ lua_getfield(L, -1, "registered_on_inventory_open");
+
+ std::vector<const InventoryList*> lists = inventory->getLists();
+ std::vector<const InventoryList*>::iterator iter = lists.begin();
+ lua_createtable(L, 0, lists.size());
+ for (; iter != lists.end(); iter++) {
+ const char* name = (*iter)->getName().c_str();
+ lua_pushstring(L, name);
+ push_inventory_list(L, inventory, name);
+ lua_rawset(L, -3);
+ }
+
+ runCallbacks(1, RUN_CALLBACKS_MODE_OR);
+ return lua_toboolean(L, -1);
+}
+
void ScriptApiClient::setEnv(ClientEnvironment *env)
{
ScriptApiBase::setEnv(env);
bool on_placenode(const PointedThing &pointed, const ItemDefinition &item);
bool on_item_use(const ItemStack &item, const PointedThing &pointed);
+ bool on_inventory_open(Inventory *inventory);
+
void setEnv(ClientEnvironment *env);
};