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This page documents the internal structure of the Minetest engine's C++ code.\n
Use the tree view at the left to navigate.

*/

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/*
Minetest-c55
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 LUA_INVENTORY_H_
#define LUA_INVENTORY_H_

extern "C" {
#include <lua.h>
#include <lauxlib.h>
}

#include "inventorymanager.h"
#include "player.h"
#include "serverobject.h"
#include "inventory.h"

/*
	InvRef
*/

class InvRef
{
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);

	// 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) -> 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 minetest.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, Player *player);
	static void createNodeMeta(lua_State *L, v3s16 p);
	static void Register(lua_State *L);
};

void inventory_get_list_to_lua(Inventory *inv, const char *name,lua_State *L);
void inventory_set_list_from_lua(Inventory *inv, const char *name,
								lua_State *L, int tableindex, int forcesize=-1);

/*****************************************************************************/
/* Minetest interface                                                        */
/*****************************************************************************/
/* Detached inventory callbacks */
// Return number of accepted items to be moved
int scriptapi_detached_inventory_allow_move(lua_State *L,
		const std::string &name,
		const std::string &from_list, int from_index,
		const std::string &to_list, int to_index,
		int count, ServerActiveObject *player);
// Return number of accepted items to be put
int scriptapi_detached_inventory_allow_put(lua_State *L,
		const std::string &name,
		const std::string &listname, int index, ItemStack &stack,
		ServerActiveObject *player);
// Return number of accepted items to be taken
int scriptapi_detached_inventory_allow_take(lua_State *L,
		const std::string &name,
		const std::string &listname, int index, ItemStack &stack,
		ServerActiveObject *player);
// Report moved items
void scriptapi_detached_inventory_on_move(lua_State *L,
		const std::string &name,
		const std::string &from_list, int from_index,
		const std::string &to_list, int to_index,
		int count, ServerActiveObject *player);
// Report put items
void scriptapi_detached_inventory_on_put(lua_State *L,
		const std::string &name,
		const std::string &listname, int index, ItemStack &stack,
		ServerActiveObject *player);
// Report taken items
void scriptapi_detached_inventory_on_take(lua_State *L,
		const std::string &name,
		const std::string &listname, int index, ItemStack &stack,
		ServerActiveObject *player);

/*****************************************************************************/
/* Mod API                                                                   */
/*****************************************************************************/
int l_create_detached_inventory_raw(lua_State *L);
int l_get_inventory(lua_State *L);

#endif /* LUA_INVENTORY_H_ */