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path: root/src/script/lua_api/l_playermeta.h
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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2017-8 rubenwardy <rw@rubenwardy.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.
*/

#pragma once

#include "lua_api/l_base.h"
#include "lua_api/l_metadata.h"
#include "irrlichttypes_bloated.h"
#include "inventory.h"
#include "metadata.h"

class PlayerMetaRef : public MetaDataRef
{
private:
	Metadata *metadata = nullptr;

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

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

	virtual Metadata *getmeta(bool auto_create);

	virtual void clearMeta();

	virtual void reportMetadataChange(const std::string *name = nullptr);

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

public:
	PlayerMetaRef(Metadata *metadata) : metadata(metadata) {}
	~PlayerMetaRef() = default;

	// Creates an ItemStackMetaRef 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, Metadata *metadata);

	static void Register(lua_State *L);
};
>(lua_State *L) { lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_CURRENT_MOD_NAME); if (!lua_isstring(L, -1)) { return 0; } std::string mod_name = readParam<std::string>(L, -1); ModMetadata *store = new ModMetadata(mod_name); if (IGameDef *gamedef = getGameDef(L)) { store->load(gamedef->getModStoragePath()); gamedef->registerModStorage(store); } else { delete store; assert(false); // this should not happen } StorageRef::create(L, store); int object = lua_gettop(L); lua_pushvalue(L, object); return 1; } void ModApiStorage::Initialize(lua_State *L, int top) { API_FCT(get_mod_storage); } StorageRef::StorageRef(ModMetadata *object): m_object(object) { } StorageRef::~StorageRef() { delete m_object; } void StorageRef::create(lua_State *L, ModMetadata *object) { StorageRef *o = new StorageRef(object); *(void **)(lua_newuserdata(L, sizeof(void *))) = o; luaL_getmetatable(L, className); lua_setmetatable(L, -2); } int StorageRef::gc_object(lua_State *L) { StorageRef *o = *(StorageRef **)(lua_touserdata(L, 1)); // Server side if (IGameDef *gamedef = getGameDef(L)) gamedef->unregisterModStorage(getobject(o)->getModName()); delete o; return 0; } void StorageRef::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, "metadata_class"); lua_pushlstring(L, className, strlen(className)); lua_settable(L, metatable); 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_pushliteral(L, "__eq"); lua_pushcfunction(L, l_equals); lua_settable(L, metatable); lua_pop(L, 1); // drop metatable luaL_register(L, nullptr, methods); // fill methodtable lua_pop(L, 1); // drop methodtable } StorageRef* StorageRef::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 *(StorageRef**)ud; // unbox pointer } ModMetadata* StorageRef::getobject(StorageRef *ref) { ModMetadata *co = ref->m_object; return co; } Metadata* StorageRef::getmeta(bool auto_create) { return m_object; } void StorageRef::clearMeta() { m_object->clear(); } const char StorageRef::className[] = "StorageRef"; const luaL_Reg StorageRef::methods[] = { luamethod(MetaDataRef, contains), luamethod(MetaDataRef, get), luamethod(MetaDataRef, get_string), luamethod(MetaDataRef, set_string), luamethod(MetaDataRef, get_int), luamethod(MetaDataRef, set_int), luamethod(MetaDataRef, get_float), luamethod(MetaDataRef, set_float), luamethod(MetaDataRef, to_table), luamethod(MetaDataRef, from_table), luamethod(MetaDataRef, equals), {0,0} };