yl_speak_up/inventory.lua

238 lines
8.0 KiB
Lua

-- inventory management, trading and handling of quest items for talking to NPCs
-- cache the inventory of NPCs for easier access
yl_speak_up.npc_inventory = {}
-- where are they stored on the disk?
yl_speak_up.get_inventory_save_path = function(n_id)
return yl_speak_up.worldpath .. yl_speak_up.inventory_path .. DIR_DELIM .. "inv_" .. n_id .. ".json"
end
-- check if stack contains any metadata; return true if it does
-- (trade_simple does not allow used items or those with metadata)
yl_speak_up.check_stack_has_meta = function(player, stack)
local meta = stack:get_meta()
for k, v in pairs(meta:to_table()) do
-- the name "fields" is allowed - as long as it is empty
if(k ~= "fields") then
return true
end
for k2, v2 in pairs(v) do
if(k2) then
return true
end
end
end
return false
end
-- the player has closed the inventory formspec of the NPC - save it
yl_speak_up.input_inventory = function(player, formname, fields)
local pname = player:get_player_name()
local d_id = yl_speak_up.speak_to[pname].d_id
local n_id = yl_speak_up.speak_to[pname].n_id
-- after closing the inventory formspec:
-- ..save the (very probably) modified inventory
yl_speak_up.save_npc_inventory(n_id)
-- show inventory again?
if(fields.back_from_error_msg) then
yl_speak_up.show_fs(player, "inventory")
return
end
-- show the trade list?
if(fields.inventory_show_tradelist) then
yl_speak_up.show_fs(player, "trade_list")
return
end
-- ..and go back to the normal talk formspec
yl_speak_up.show_fs(player, "talk", {n_id = n_id, d_id = d_id})
end
-- access the inventory of the NPC (only possible for players with the right priv)
yl_speak_up.get_fs_inventory = function(player)
if(not(player)) then
return ""
end
local pname = player:get_player_name()
-- which NPC is the player talking to?
local n_id = yl_speak_up.speak_to[pname].n_id
local dialog = yl_speak_up.speak_to[pname].dialog
-- do we have all the necessary data?
if(not(n_id) or not(dialog.n_npc)) then
return "size[6,2]"..
"label[0.2,0.5;Ups! This NPC lacks ID or name.]"..
"button_exit[2,1.5;1,0.9;exit;Exit]"
end
-- only players which can edit this npc can see its inventory
if(not(yl_speak_up.may_edit_npc(player, n_id))) then
return "size[6,2]"..
"label[0.2,0.5;Sorry. You lack the privileges.]"..
"button_exit[2,1.5;1,0.9;exit;Exit]"
end
return "size[12,11]" ..
"label[2,-0.2;Inventory of "..minetest.formspec_escape(dialog.n_npc)..
" (ID: "..tostring(n_id).."):]"..
"list[detached:yl_speak_up_npc_"..tostring(n_id)..";npc_main;0,0.3;12,6;]" ..
"list[current_player;main;2,7.05;8,1;]" ..
"list[current_player;main;2,8.28;8,3;8]" ..
"listring[detached:yl_speak_up_npc_"..tostring(n_id)..";npc_main]" ..
"listring[current_player;main]" ..
"button[3.5,6.35;5,0.6;inventory_show_tradelist;Show trade list trades (player view)]"..
"button[10.0,10.4;2,0.9;back_from_inventory;Back]"
end
-- save the inventory of the NPC with the id n_id
yl_speak_up.save_npc_inventory = function( n_id )
-- only save something if we actually can
if(not(n_id) or not(yl_speak_up.npc_inventory[ n_id ])) then
return
end
-- convert the inventory data to something we can actually store
local inv = yl_speak_up.npc_inventory[ n_id ]
local inv_as_table = {}
for i=1, inv:get_size("npc_main") do
local stack = inv:get_stack("npc_main", i)
-- only save those slots that are not empty
if(not(stack:is_empty())) then
inv_as_table[ i ] = stack:to_table()
end
end
-- convert the table into json
local json = minetest.write_json( inv_as_table )
-- get a file name for storing the data
local file_name = yl_speak_up.get_inventory_save_path(n_id)
-- actually store it on disk
minetest.safe_file_write(file_name, json)
end
-- helper function for yl_speak_up.load_npc_inventory and
-- for yl_speak_up.player_joined_add_trade_inv
yl_speak_up.inventory_allow_item = function(player, stack, input_to)
if(not(player) or not(stack) or not(input_to)) then
return 0
end
local pname = player:get_player_name()
local n_id = yl_speak_up.speak_to[pname].n_id
if(not(n_id) or not(yl_speak_up.may_edit_npc(player, n_id))) then
return 0
end
-- are we editing an action of the type trade?
if( yl_speak_up.speak_to[pname][ "tmp_action" ]
and yl_speak_up.speak_to[pname][ "tmp_action" ].what == 3) then
input_to = "yl_speak_up:edit_actions"
end
local error_msg = nil
if(stack:get_wear() > 0) then
error_msg = "Your NPC accepts only undammaged items.\n"..
"Trading dammaged items would be unfair."
-- items with metadata cannot be traded
elseif(yl_speak_up.check_stack_has_meta(player, stack)) then
error_msg = "Your NPC cannot sell items that contain\n"..
"additional (meta-) data."
end
if(error_msg) then
yl_speak_up.show_fs(player, "msg", {
input_to = input_to,
formspec = "size[6,2]"..
"label[0.2,-0.2;"..tostring(error_msg).."]"..
"button[2,1.5;1,0.9;back_from_error_msg;"..
"OK]"})
return 0
end
return stack:get_count()
end
-- create and load the detached inventory in yl_speak_up.after_activate;
-- direct access to this inventory is only possible for players with the right privs
-- (this is an inventory for the *NPC*, which is stored to disk sometimes)
yl_speak_up.load_npc_inventory = function(n_id)
if(not(n_id)) then
return
end
-- the inventory is already loaded
if( yl_speak_up.npc_inventory[ n_id ]) then
return
end
-- create the detached inventory (it is empty for now)
local npc_inv = minetest.create_detached_inventory("yl_speak_up_npc_"..tostring(n_id), {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if(not(yl_speak_up.may_edit_npc(player, n_id))) then
return 0
end
return count
end,
-- Called when a player wants to move items inside the inventory.
-- Return value: number of items allowed to move.
allow_put = function(inv, listname, index, stack, player)
-- check if player can edit NPC, item is undammaged and contains no metadata
return yl_speak_up.inventory_allow_item(player, stack, "yl_speak_up:inventory")
end,
-- Called when a player wants to put something into the inventory.
-- Return value: number of items allowed to put.
-- Return value -1: Allow and don't modify item count in inventory.
allow_take = function(inv, listname, index, stack, player)
if(not(yl_speak_up.may_edit_npc(player, n_id))) then
return 0
end
return stack:get_count()
end,
-- Called when a player wants to take something out of the inventory.
-- Return value: number of items allowed to take.
-- Return value -1: Allow and don't modify item count in inventory.
-- log inventory changes (same way as modifications to chest inventories)
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
yl_speak_up.log_change(player:get_player_name(), n_id,
"moves stuff inside inventory of NPC")
end,
on_put = function(inv, listname, index, stack, player)
yl_speak_up.log_change(player:get_player_name(), n_id,
"adds "..tostring(stack:to_string()).." to inventory of NPC")
end,
on_take = function(inv, listname, index, stack, player)
yl_speak_up.log_change(player:get_player_name(), n_id,
"takes "..tostring(stack:to_string()).." from inventory of NPC")
end,
})
-- the NPC needs enough room for trade items, payment and questitems
npc_inv:set_size("npc_main", 6*12)
-- cache a pointer to this inventory for easier access
yl_speak_up.npc_inventory[ n_id ] = npc_inv
-- find out where the inventory of the NPC is stored
local file_name = yl_speak_up.get_inventory_save_path(n_id)
-- load the data from the file
local file, err = io.open(file_name, "r")
if err then
return
end
io.input(file)
local text = io.read()
local inv_as_table = minetest.parse_json(text)
io.close(file)
if(type(inv_as_table) ~= "table") then
return
end
-- restore the inventory
for i=1, npc_inv:get_size("npc_main") do
npc_inv:set_stack("npc_main", i, ItemStack( inv_as_table[ i ]))
end
end