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authorsapier <Sapier at GMX dot net>2013-05-25 00:51:02 +0200
committerKahrl <kahrl@gmx.net>2013-05-25 00:51:02 +0200
commitab433775777c4f5055bcf4d2a1cffc506c4f9961 (patch)
tree9f80c74c95cbb1efa15c0c36df8d5e35235e5554 /src/script/lua_api/l_inventory.cpp
parent865f380c91ced850d1a499c91aa2ab5489624802 (diff)
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Move scriptapi to separate folder (by sapier)
On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
Diffstat (limited to 'src/script/lua_api/l_inventory.cpp')
-rw-r--r--src/script/lua_api/l_inventory.cpp483
1 files changed, 483 insertions, 0 deletions
diff --git a/src/script/lua_api/l_inventory.cpp b/src/script/lua_api/l_inventory.cpp
new file mode 100644
index 000000000..884b33e67
--- /dev/null
+++ b/src/script/lua_api/l_inventory.cpp
@@ -0,0 +1,483 @@
+/*
+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 "cpp_api/scriptapi.h"
+#include "common/c_converter.h"
+#include "common/c_content.h"
+#include "lua_api/l_inventory.h"
+#include "lua_api/l_item.h"
+#include "common/c_internal.h"
+#include "server.h"
+#include "log.h"
+#include "inventorymanager.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 STACK_TO_SERVER(L)->getInventory(ref->m_loc);
+}
+
+InventoryList* InvRef::getlist(lua_State *L, InvRef *ref,
+ const char *listname)
+{
+ NO_MAP_LOCK_REQUIRED;
+ 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
+ STACK_TO_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)
+{
+ NO_MAP_LOCK_REQUIRED;
+ 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)
+{
+ NO_MAP_LOCK_REQUIRED;
+ 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)
+{
+ NO_MAP_LOCK_REQUIRED;
+ 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)
+{
+ NO_MAP_LOCK_REQUIRED;
+ 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)
+{
+ NO_MAP_LOCK_REQUIRED;
+ 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)
+{
+ NO_MAP_LOCK_REQUIRED;
+ 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)
+{
+ NO_MAP_LOCK_REQUIRED;
+ 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,STACK_TO_SERVER(L));
+ 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)
+{
+ NO_MAP_LOCK_REQUIRED;
+ InvRef *ref = checkobject(L, 1);
+ const char *listname = luaL_checkstring(L, 2);
+ Inventory *inv = getinv(L, ref);
+ push_inventory_list(inv, listname, L);
+ return 1;
+}
+
+// set_list(self, listname, list)
+int InvRef::l_set_list(lua_State *L)
+{
+ NO_MAP_LOCK_REQUIRED;
+ InvRef *ref = checkobject(L, 1);
+ const char *listname = luaL_checkstring(L, 2);
+ Inventory *inv = getinv(L, ref);
+ InventoryList *list = inv->getList(listname);
+ if(list)
+ read_inventory_list(inv, listname, L, 3,
+ STACK_TO_SERVER(L),list->getSize());
+ else
+ read_inventory_list(inv, listname, L, 3,STACK_TO_SERVER(L));
+ 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)
+{
+ NO_MAP_LOCK_REQUIRED;
+ InvRef *ref = checkobject(L, 1);
+ const char *listname = luaL_checkstring(L, 2);
+ ItemStack item = read_item(L, 3,STACK_TO_SERVER(L));
+ 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)
+{
+ NO_MAP_LOCK_REQUIRED;
+ InvRef *ref = checkobject(L, 1);
+ const char *listname = luaL_checkstring(L, 2);
+ ItemStack item = read_item(L, 3,STACK_TO_SERVER(L));
+ 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)
+{
+ NO_MAP_LOCK_REQUIRED;
+ InvRef *ref = checkobject(L, 1);
+ const char *listname = luaL_checkstring(L, 2);
+ ItemStack item = read_item(L, 3, STACK_TO_SERVER(L));
+ 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)
+{
+ NO_MAP_LOCK_REQUIRED;
+ InvRef *ref = checkobject(L, 1);
+ const char *listname = luaL_checkstring(L, 2);
+ ItemStack item = read_item(L, 3,STACK_TO_SERVER(L));
+ 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)
+{
+ NO_MAP_LOCK_REQUIRED;
+ 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)
+{
+ NO_MAP_LOCK_REQUIRED;
+ 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)
+{
+ NO_MAP_LOCK_REQUIRED;
+ 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}
+};
+
+// get_inventory(location)
+int ModApiInventory::l_get_inventory(lua_State *L)
+{
+ InventoryLocation loc;
+
+ std::string type = checkstringfield(L, 1, "type");
+
+ if(type != "pos"){
+ NO_MAP_LOCK_REQUIRED;
+
+ if(type == "player"){
+ std::string name = checkstringfield(L, 1, "name");
+ loc.setPlayer(name);
+ } else if(type == "detached"){
+ std::string name = checkstringfield(L, 1, "name");
+ loc.setDetached(name);
+ }
+
+ if(getServer(L)->getInventory(loc) != NULL)
+ InvRef::create(L, loc);
+ else
+ lua_pushnil(L);
+
+ return 1;
+ }
+ else {
+ if(type == "node"){
+ lua_getfield(L, 1, "pos");
+ v3s16 pos = check_v3s16(L, -1);
+ loc.setNodeMeta(pos);
+ }
+ if(getServer(L)->getInventory(loc) != NULL)
+ InvRef::create(L, loc);
+ else
+ lua_pushnil(L);
+ return 1;
+ }
+
+}
+
+// create_detached_inventory_raw(name)
+int ModApiInventory::l_create_detached_inventory_raw(lua_State *L)
+{
+ NO_MAP_LOCK_REQUIRED;
+ const char *name = luaL_checkstring(L, 1);
+ if(getServer(L)->createDetachedInventory(name) != NULL){
+ InventoryLocation loc;
+ loc.setDetached(name);
+ InvRef::create(L, loc);
+ }else{
+ lua_pushnil(L);
+ }
+ return 1;
+}
+
+bool ModApiInventory::Initialize(lua_State *L, int top) {
+ bool retval = true;
+
+ retval &= API_FCT(create_detached_inventory_raw);
+ retval &= API_FCT(get_inventory);
+
+ InvRef::Register(L);
+
+ return retval;
+}
+
+ModApiInventory::ModApiInventory()
+ : ModApiBase() {
+
+}
+
+ModApiInventory modapiinventory_prototype;