summaryrefslogtreecommitdiff
path: root/src/script/lua_api/l_inventory.h
blob: 502827a11ef166202a198395b5d47d201079e0ce (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
/*
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.
*/

#ifndef L_INVENTORY_H_
#define L_INVENTORY_H_

#include "lua_api/l_base.h"

#include "inventory.h"
#include "inventorymanager.h"

class RemotePlayer;

/*
	InvRef
*/

class InvRef : public ModApiBase {
private:
	InventoryLocation m_loc;

	static const char className[];
	static const luaL_Reg methods[];

	static InvRef *checkobject(lua_State *L, int narg);

	static Inventory* getinv(lua_State *L, InvRef *ref);

	static InventoryList* getlist(lua_State *L, InvRef *ref,
			const char *listname);

	static void reportInventoryChange(lua_State *L, InvRef *ref);

	// Exported functions

	// garbage collector
	static int gc_object(lua_State *L);

	// is_empty(self, listname) -> true/false
	static int l_is_empty(lua_State *L);

	// get_size(self, listname)
	static int l_get_size(lua_State *L);

	// get_width(self, listname)
	static int l_get_width(lua_State *L);

	// set_size(self, listname, size)
	static int l_set_size(lua_State *L);

	// set_width(self, listname, size)
	static int l_set_width(lua_State *L);

	// get_stack(self, listname, i) -> itemstack
	static int l_get_stack(lua_State *L);

	// set_stack(self, listname, i, stack) -> true/false
	static int l_set_stack(lua_State *L);

	// get_list(self, listname) -> list or nil
	static int l_get_list(lua_State *L);

	// set_list(self, listname, list)
	static int l_set_list(lua_State *L);

	// get_lists(self) -> list of InventoryLists
	static int l_get_lists(lua_State *L);

	// set_lists(self, lists)
	static int l_set_lists(lua_State *L);

	// add_item(self, listname, itemstack or itemstring or table or nil) -> itemstack
	// Returns the leftover stack
	static int l_add_item(lua_State *L);

	// room_for_item(self, listname, itemstack or itemstring or table or nil) -> true/false
	// Returns true if the item completely fits into the list
	static int l_room_for_item(lua_State *L);

	// contains_item(self, listname, itemstack or itemstring or table or nil, [match_meta]) -> true/false
	// Returns true if the list contains the given count of the given item name
	static int l_contains_item(lua_State *L);

	// remove_item(self, listname, itemstack or itemstring or table or nil) -> itemstack
	// Returns the items that were actually removed
	static int l_remove_item(lua_State *L);

	// get_location() -> location (like get_inventory(location))
	static int l_get_location(lua_State *L);

public:
	InvRef(const InventoryLocation &loc);

	~InvRef();

	// Creates an InvRef and leaves it on top of stack
	// Not callable from Lua; all references are created on the C side.
	static void create(lua_State *L, const InventoryLocation &loc);
	static void createPlayer(lua_State *L, RemotePlayer *player);
	static void createNodeMeta(lua_State *L, v3s16 p);
	static void Register(lua_State *L);
};

class ModApiInventory : public ModApiBase {
private:
	static int l_create_detached_inventory_raw(lua_State *L);

	static int l_get_inventory(lua_State *L);

public:
	static void Initialize(lua_State *L, int top);
};

#endif /* L_INVENTORY_H_ */