From bdbdeab0053d9ebbaffea17effeba777b710d390 Mon Sep 17 00:00:00 2001 From: sapier Date: Sat, 23 Feb 2013 18:06:57 +0000 Subject: split scriptapi.cpp Remerge some files in order to reduce number of additional files Make necessary changes for split, rename files, reorganize some bits --- src/scriptapi_inventory.cpp | 726 ++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 726 insertions(+) create mode 100644 src/scriptapi_inventory.cpp (limited to 'src/scriptapi_inventory.cpp') diff --git a/src/scriptapi_inventory.cpp b/src/scriptapi_inventory.cpp new file mode 100644 index 000000000..bb40748db --- /dev/null +++ b/src/scriptapi_inventory.cpp @@ -0,0 +1,726 @@ +/* +Minetest +Copyright (C) 2013 celeron55, Perttu Ahola + +This program is free software; you can redistribute it and/or modify +it under the terms of the GNU Lesser General Public License as published by +the Free Software Foundation; either version 2.1 of the License, or +(at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU Lesser General Public License for more details. + +You should have received a copy of the GNU Lesser General Public License along +with this program; if not, write to the Free Software Foundation, Inc., +51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. +*/ + +#include "scriptapi.h" +#include "scriptapi_inventory.h" +#include "server.h" +#include "script.h" +#include "log.h" +#include "scriptapi_types.h" +#include "scriptapi_common.h" +#include "scriptapi_inventory.h" +#include "scriptapi_item.h" +#include "scriptapi_object.h" + + +/* + InvRef +*/ +InvRef* InvRef::checkobject(lua_State *L, int narg) +{ + luaL_checktype(L, narg, LUA_TUSERDATA); + void *ud = luaL_checkudata(L, narg, className); + if(!ud) luaL_typerror(L, narg, className); + return *(InvRef**)ud; // unbox pointer +} + +Inventory* InvRef::getinv(lua_State *L, InvRef *ref) +{ + return get_server(L)->getInventory(ref->m_loc); +} + +InventoryList* InvRef::getlist(lua_State *L, InvRef *ref, + const char *listname) +{ + Inventory *inv = getinv(L, ref); + if(!inv) + return NULL; + return inv->getList(listname); +} + +void InvRef::reportInventoryChange(lua_State *L, InvRef *ref) +{ + // Inform other things that the inventory has changed + get_server(L)->setInventoryModified(ref->m_loc); +} + +// Exported functions + +// garbage collector +int InvRef::gc_object(lua_State *L) { + InvRef *o = *(InvRef **)(lua_touserdata(L, 1)); + delete o; + return 0; +} + +// is_empty(self, listname) -> true/false +int InvRef::l_is_empty(lua_State *L) +{ + InvRef *ref = checkobject(L, 1); + const char *listname = luaL_checkstring(L, 2); + InventoryList *list = getlist(L, ref, listname); + if(list && list->getUsedSlots() > 0){ + lua_pushboolean(L, false); + } else { + lua_pushboolean(L, true); + } + return 1; +} + +// get_size(self, listname) +int InvRef::l_get_size(lua_State *L) +{ + InvRef *ref = checkobject(L, 1); + const char *listname = luaL_checkstring(L, 2); + InventoryList *list = getlist(L, ref, listname); + if(list){ + lua_pushinteger(L, list->getSize()); + } else { + lua_pushinteger(L, 0); + } + return 1; +} + +// get_width(self, listname) +int InvRef::l_get_width(lua_State *L) +{ + InvRef *ref = checkobject(L, 1); + const char *listname = luaL_checkstring(L, 2); + InventoryList *list = getlist(L, ref, listname); + if(list){ + lua_pushinteger(L, list->getWidth()); + } else { + lua_pushinteger(L, 0); + } + return 1; +} + +// set_size(self, listname, size) +int InvRef::l_set_size(lua_State *L) +{ + InvRef *ref = checkobject(L, 1); + const char *listname = luaL_checkstring(L, 2); + int newsize = luaL_checknumber(L, 3); + Inventory *inv = getinv(L, ref); + if(newsize == 0){ + inv->deleteList(listname); + reportInventoryChange(L, ref); + return 0; + } + InventoryList *list = inv->getList(listname); + if(list){ + list->setSize(newsize); + } else { + list = inv->addList(listname, newsize); + } + reportInventoryChange(L, ref); + return 0; +} + +// set_width(self, listname, size) +int InvRef::l_set_width(lua_State *L) +{ + InvRef *ref = checkobject(L, 1); + const char *listname = luaL_checkstring(L, 2); + int newwidth = luaL_checknumber(L, 3); + Inventory *inv = getinv(L, ref); + InventoryList *list = inv->getList(listname); + if(list){ + list->setWidth(newwidth); + } else { + return 0; + } + reportInventoryChange(L, ref); + return 0; +} + +// get_stack(self, listname, i) -> itemstack +int InvRef::l_get_stack(lua_State *L) +{ + InvRef *ref = checkobject(L, 1); + const char *listname = luaL_checkstring(L, 2); + int i = luaL_checknumber(L, 3) - 1; + InventoryList *list = getlist(L, ref, listname); + ItemStack item; + if(list != NULL && i >= 0 && i < (int) list->getSize()) + item = list->getItem(i); + LuaItemStack::create(L, item); + return 1; +} + +// set_stack(self, listname, i, stack) -> true/false +int InvRef::l_set_stack(lua_State *L) +{ + InvRef *ref = checkobject(L, 1); + const char *listname = luaL_checkstring(L, 2); + int i = luaL_checknumber(L, 3) - 1; + ItemStack newitem = read_item(L, 4); + InventoryList *list = getlist(L, ref, listname); + if(list != NULL && i >= 0 && i < (int) list->getSize()){ + list->changeItem(i, newitem); + reportInventoryChange(L, ref); + lua_pushboolean(L, true); + } else { + lua_pushboolean(L, false); + } + return 1; +} + +// get_list(self, listname) -> list or nil +int InvRef::l_get_list(lua_State *L) +{ + InvRef *ref = checkobject(L, 1); + const char *listname = luaL_checkstring(L, 2); + Inventory *inv = getinv(L, ref); + inventory_get_list_to_lua(inv, listname, L); + return 1; +} + +// set_list(self, listname, list) +int InvRef::l_set_list(lua_State *L) +{ + InvRef *ref = checkobject(L, 1); + const char *listname = luaL_checkstring(L, 2); + Inventory *inv = getinv(L, ref); + InventoryList *list = inv->getList(listname); + if(list) + inventory_set_list_from_lua(inv, listname, L, 3, + list->getSize()); + else + inventory_set_list_from_lua(inv, listname, L, 3); + reportInventoryChange(L, ref); + return 0; +} + +// add_item(self, listname, itemstack or itemstring or table or nil) -> itemstack +// Returns the leftover stack +int InvRef::l_add_item(lua_State *L) +{ + InvRef *ref = checkobject(L, 1); + const char *listname = luaL_checkstring(L, 2); + ItemStack item = read_item(L, 3); + InventoryList *list = getlist(L, ref, listname); + if(list){ + ItemStack leftover = list->addItem(item); + if(leftover.count != item.count) + reportInventoryChange(L, ref); + LuaItemStack::create(L, leftover); + } else { + LuaItemStack::create(L, item); + } + return 1; +} + +// room_for_item(self, listname, itemstack or itemstring or table or nil) -> true/false +// Returns true if the item completely fits into the list +int InvRef::l_room_for_item(lua_State *L) +{ + InvRef *ref = checkobject(L, 1); + const char *listname = luaL_checkstring(L, 2); + ItemStack item = read_item(L, 3); + InventoryList *list = getlist(L, ref, listname); + if(list){ + lua_pushboolean(L, list->roomForItem(item)); + } else { + lua_pushboolean(L, false); + } + return 1; +} + +// contains_item(self, listname, itemstack or itemstring or table or nil) -> true/false +// Returns true if the list contains the given count of the given item name +int InvRef::l_contains_item(lua_State *L) +{ + InvRef *ref = checkobject(L, 1); + const char *listname = luaL_checkstring(L, 2); + ItemStack item = read_item(L, 3); + InventoryList *list = getlist(L, ref, listname); + if(list){ + lua_pushboolean(L, list->containsItem(item)); + } else { + lua_pushboolean(L, false); + } + return 1; +} + +// remove_item(self, listname, itemstack or itemstring or table or nil) -> itemstack +// Returns the items that were actually removed +int InvRef::l_remove_item(lua_State *L) +{ + InvRef *ref = checkobject(L, 1); + const char *listname = luaL_checkstring(L, 2); + ItemStack item = read_item(L, 3); + InventoryList *list = getlist(L, ref, listname); + if(list){ + ItemStack removed = list->removeItem(item); + if(!removed.empty()) + reportInventoryChange(L, ref); + LuaItemStack::create(L, removed); + } else { + LuaItemStack::create(L, ItemStack()); + } + return 1; +} + +// get_location() -> location (like minetest.get_inventory(location)) +int InvRef::l_get_location(lua_State *L) +{ + InvRef *ref = checkobject(L, 1); + const InventoryLocation &loc = ref->m_loc; + switch(loc.type){ + case InventoryLocation::PLAYER: + lua_newtable(L); + lua_pushstring(L, "player"); + lua_setfield(L, -2, "type"); + lua_pushstring(L, loc.name.c_str()); + lua_setfield(L, -2, "name"); + return 1; + case InventoryLocation::NODEMETA: + lua_newtable(L); + lua_pushstring(L, "nodemeta"); + lua_setfield(L, -2, "type"); + push_v3s16(L, loc.p); + lua_setfield(L, -2, "name"); + return 1; + case InventoryLocation::DETACHED: + lua_newtable(L); + lua_pushstring(L, "detached"); + lua_setfield(L, -2, "type"); + lua_pushstring(L, loc.name.c_str()); + lua_setfield(L, -2, "name"); + return 1; + case InventoryLocation::UNDEFINED: + case InventoryLocation::CURRENT_PLAYER: + break; + } + lua_newtable(L); + lua_pushstring(L, "undefined"); + lua_setfield(L, -2, "type"); + return 1; +} + + +InvRef::InvRef(const InventoryLocation &loc): + m_loc(loc) +{ +} + +InvRef::~InvRef() +{ +} + +// Creates an InvRef and leaves it on top of stack +// Not callable from Lua; all references are created on the C side. +void InvRef::create(lua_State *L, const InventoryLocation &loc) +{ + InvRef *o = new InvRef(loc); + *(void **)(lua_newuserdata(L, sizeof(void *))) = o; + luaL_getmetatable(L, className); + lua_setmetatable(L, -2); +} +void InvRef::createPlayer(lua_State *L, Player *player) +{ + InventoryLocation loc; + loc.setPlayer(player->getName()); + create(L, loc); +} +void InvRef::createNodeMeta(lua_State *L, v3s16 p) +{ + InventoryLocation loc; + loc.setNodeMeta(p); + create(L, loc); +} + +void InvRef::Register(lua_State *L) +{ + lua_newtable(L); + int methodtable = lua_gettop(L); + luaL_newmetatable(L, className); + int metatable = lua_gettop(L); + + lua_pushliteral(L, "__metatable"); + lua_pushvalue(L, methodtable); + lua_settable(L, metatable); // hide metatable from Lua getmetatable() + + lua_pushliteral(L, "__index"); + lua_pushvalue(L, methodtable); + lua_settable(L, metatable); + + lua_pushliteral(L, "__gc"); + lua_pushcfunction(L, gc_object); + lua_settable(L, metatable); + + lua_pop(L, 1); // drop metatable + + luaL_openlib(L, 0, methods, 0); // fill methodtable + lua_pop(L, 1); // drop methodtable + + // Cannot be created from Lua + //lua_register(L, className, create_object); +} + +const char InvRef::className[] = "InvRef"; +const luaL_reg InvRef::methods[] = { + luamethod(InvRef, is_empty), + luamethod(InvRef, get_size), + luamethod(InvRef, set_size), + luamethod(InvRef, get_width), + luamethod(InvRef, set_width), + luamethod(InvRef, get_stack), + luamethod(InvRef, set_stack), + luamethod(InvRef, get_list), + luamethod(InvRef, set_list), + luamethod(InvRef, add_item), + luamethod(InvRef, room_for_item), + luamethod(InvRef, contains_item), + luamethod(InvRef, remove_item), + luamethod(InvRef, get_location), + {0,0} +}; + +void inventory_get_list_to_lua(Inventory *inv, const char *name, + lua_State *L) +{ + InventoryList *invlist = inv->getList(name); + if(invlist == NULL){ + lua_pushnil(L); + return; + } + std::vector items; + for(u32 i=0; igetSize(); i++) + items.push_back(invlist->getItem(i)); + push_items(L, items); +} + +void inventory_set_list_from_lua(Inventory *inv, const char *name, + lua_State *L, int tableindex, int forcesize) +{ + if(tableindex < 0) + tableindex = lua_gettop(L) + 1 + tableindex; + // If nil, delete list + if(lua_isnil(L, tableindex)){ + inv->deleteList(name); + return; + } + // Otherwise set list + std::vector items = read_items(L, tableindex); + int listsize = (forcesize != -1) ? forcesize : items.size(); + InventoryList *invlist = inv->addList(name, listsize); + int index = 0; + for(std::vector::const_iterator + i = items.begin(); i != items.end(); i++){ + if(forcesize != -1 && index == forcesize) + break; + invlist->changeItem(index, *i); + index++; + } + while(forcesize != -1 && index < forcesize){ + invlist->deleteItem(index); + index++; + } +} + +// get_inventory(location) +int l_get_inventory(lua_State *L) +{ + InventoryLocation loc; + + std::string type = checkstringfield(L, 1, "type"); + if(type == "player"){ + std::string name = checkstringfield(L, 1, "name"); + loc.setPlayer(name); + } else if(type == "node"){ + lua_getfield(L, 1, "pos"); + v3s16 pos = check_v3s16(L, -1); + loc.setNodeMeta(pos); + } else if(type == "detached"){ + std::string name = checkstringfield(L, 1, "name"); + loc.setDetached(name); + } + + if(get_server(L)->getInventory(loc) != NULL) + InvRef::create(L, loc); + else + lua_pushnil(L); + return 1; +} + +/* + Detached inventory callbacks +*/ + +// Retrieves minetest.detached_inventories[name][callbackname] +// If that is nil or on error, return false and stack is unchanged +// If that is a function, returns true and pushes the +// function onto the stack +static bool get_detached_inventory_callback(lua_State *L, + const std::string &name, const char *callbackname) +{ + lua_getglobal(L, "minetest"); + lua_getfield(L, -1, "detached_inventories"); + lua_remove(L, -2); + luaL_checktype(L, -1, LUA_TTABLE); + lua_getfield(L, -1, name.c_str()); + lua_remove(L, -2); + // Should be a table + if(lua_type(L, -1) != LUA_TTABLE) + { + errorstream<<"Item \""<createDetachedInventory(name) != NULL){ + InventoryLocation loc; + loc.setDetached(name); + InvRef::create(L, loc); + }else{ + lua_pushnil(L); + } + return 1; +} -- cgit v1.2.3