Remove special handling of creative mode

This commit is contained in:
Perttu Ahola 2012-07-25 14:07:45 +03:00
parent 9eaf93d41d
commit 0a18dda158
8 changed files with 22 additions and 74 deletions

View File

@ -273,22 +273,20 @@ function minetest.node_dig(pos, node, digger)
minetest.log('action', digger:get_player_name() .. " digs "
.. node.name .. " at " .. minetest.pos_to_string(pos))
if not minetest.setting_getbool("creative_mode") then
local wielded = digger:get_wielded_item()
local drops = minetest.get_node_drops(node.name, wielded:get_name())
local wielded = digger:get_wielded_item()
local drops = minetest.get_node_drops(node.name, wielded:get_name())
-- Wear out tool
local tp = wielded:get_tool_capabilities()
local dp = minetest.get_dig_params(def.groups, tp)
wielded:add_wear(dp.wear)
digger:set_wielded_item(wielded)
-- Wear out tool
local tp = wielded:get_tool_capabilities()
local dp = minetest.get_dig_params(def.groups, tp)
wielded:add_wear(dp.wear)
digger:set_wielded_item(wielded)
-- Add dropped items to object's inventory
if digger:get_inventory() then
local _, dropped_item
for _, dropped_item in ipairs(drops) do
digger:get_inventory():add_item("main", dropped_item)
end
-- Add dropped items to object's inventory
if digger:get_inventory() then
local _, dropped_item
for _, dropped_item in ipairs(drops) do
digger:get_inventory():add_item("main", dropped_item)
end
end

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@ -292,13 +292,6 @@ public:
ServerActiveObject *puncher,
float time_from_last_punch)
{
// Directly delete item in creative mode
if(g_settings->getBool("creative_mode") == true)
{
m_removed = true;
return 0;
}
// Take item into inventory
ItemStack item = createItemStack();
Inventory *inv = puncher->getInventory();
@ -1143,16 +1136,6 @@ void PlayerSAO::disconnected()
}
}
void PlayerSAO::createCreativeInventory()
{
if(m_inventory != &m_player->inventory)
delete m_inventory;
m_inventory = new Inventory(m_player->inventory);
m_inventory->clearContents();
scriptapi_get_creative_inventory(m_env->getLua(), this);
}
std::string PlayerSAO::getPropertyPacket()
{
m_prop.is_visible = (getHP() != 0);

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@ -163,8 +163,6 @@ public:
void disconnected();
void createCreativeInventory();
Player* getPlayer()
{
return m_player;

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@ -514,19 +514,13 @@ void IDropAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
return;
}
// Don't remove from inventory in creative mode
if(g_settings->getBool("creative_mode") == true
&& from_inv.type == InventoryLocation::PLAYER){
}
else{
// Take item from source list
ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
// Take item from source list
ItemStack item2 = list_from->takeItem(from_i, actually_dropped_count);
if(item2.count != actually_dropped_count)
errorstream<<"Could not take dropped count of items"<<std::endl;
if(item2.count != actually_dropped_count)
errorstream<<"Could not take dropped count of items"<<std::endl;
mgr->setInventoryModified(from_inv);
}
mgr->setInventoryModified(from_inv);
}
infostream<<"IDropAction::apply(): dropped "

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@ -150,7 +150,6 @@ public:
u8 light;
// In creative mode, this is the invisible backup inventory
Inventory inventory;
u16 hp;

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@ -5326,21 +5326,6 @@ void scriptapi_on_leaveplayer(lua_State *L, ServerActiveObject *player)
scriptapi_run_callbacks(L, 1, RUN_CALLBACKS_MODE_FIRST);
}
void scriptapi_get_creative_inventory(lua_State *L, ServerActiveObject *player)
{
realitycheck(L);
assert(lua_checkstack(L, 20));
StackUnroller stack_unroller(L);
Inventory *inv = player->getInventory();
assert(inv);
lua_getglobal(L, "minetest");
lua_getfield(L, -1, "creative_inventory");
luaL_checktype(L, -1, LUA_TTABLE);
inventory_set_list_from_lua(inv, "main", L, -1, PLAYER_INVENTORY_SIZE);
}
static void get_auth_handler(lua_State *L)
{
lua_getglobal(L, "minetest");

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@ -61,7 +61,6 @@ void scriptapi_on_dieplayer(lua_State *L, ServerActiveObject *player);
bool scriptapi_on_respawnplayer(lua_State *L, ServerActiveObject *player);
void scriptapi_on_joinplayer(lua_State *L, ServerActiveObject *player);
void scriptapi_on_leaveplayer(lua_State *L, ServerActiveObject *player);
void scriptapi_get_creative_inventory(lua_State *L, ServerActiveObject *player);
bool scriptapi_get_auth(lua_State *L, const std::string &playername,
std::string *dst_password, std::set<std::string> *dst_privs);
void scriptapi_create_auth(lua_State *L, const std::string &playername,

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@ -3131,8 +3131,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
// Placement was handled in lua
// Apply returned ItemStack
if(g_settings->getBool("creative_mode") == false)
playersao->setWieldedItem(item);
playersao->setWieldedItem(item);
}
// If item has node placement prediction, always send the above
@ -3158,8 +3157,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
item, playersao, pointed))
{
// Apply returned ItemStack
if(g_settings->getBool("creative_mode") == false)
playersao->setWieldedItem(item);
playersao->setWieldedItem(item);
}
} // action == 4
@ -4380,9 +4378,7 @@ void Server::UpdateCrafting(u16 peer_id)
// Get a preview for crafting
ItemStack preview;
// No crafting in creative mode
if(g_settings->getBool("creative_mode") == false)
getCraftingResult(&player->inventory, preview, false, this);
getCraftingResult(&player->inventory, preview, false, this);
// Put the new preview in
InventoryList *plist = player->inventory.getList("craftpreview");
@ -4717,10 +4713,6 @@ PlayerSAO* Server::emergePlayer(const char *name, u16 peer_id)
scriptapi_on_joinplayer(m_lua, playersao);
/* Creative mode */
if(g_settings->getBool("creative_mode"))
playersao->createCreativeInventory();
return playersao;
}