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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_
#include <irr_v3d.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_ */
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