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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "lua_api/l_base.h"
#include "lua_api/l_internal.h"
#include "cpp_api/s_base.h"
#include <mods.h>
#include <server.h>
ScriptApiBase *ModApiBase::getScriptApiBase(lua_State *L)
{
// Get server from registry
lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_SCRIPTAPI);
ScriptApiBase *sapi_ptr = (ScriptApiBase*) lua_touserdata(L, -1);
lua_pop(L, 1);
return sapi_ptr;
}
Server *ModApiBase::getServer(lua_State *L)
{
return getScriptApiBase(L)->getServer();
}
#ifndef SERVER
Client *ModApiBase::getClient(lua_State *L)
{
return getScriptApiBase(L)->getClient();
}
#endif
IGameDef *ModApiBase::getGameDef(lua_State *L)
{
return getScriptApiBase(L)->getGameDef();
}
Environment *ModApiBase::getEnv(lua_State *L)
{
return getScriptApiBase(L)->getEnv();
}
GUIEngine *ModApiBase::getGuiEngine(lua_State *L)
{
return getScriptApiBase(L)->getGuiEngine();
}
std::string ModApiBase::getCurrentModPath(lua_State *L)
{
lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_CURRENT_MOD_NAME);
const char *current_mod_name = lua_tostring(L, -1);
if (!current_mod_name)
return ".";
const ModSpec *mod = getServer(L)->getModSpec(current_mod_name);
if (!mod)
return ".";
return mod->path;
}
bool ModApiBase::registerFunction(lua_State *L, const char *name,
lua_CFunction func, int top)
{
// TODO: Check presence first!
lua_pushcfunction(L, func);
lua_setfield(L, top, name);
return true;
}
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