forked from Mirrorlandia_minetest/minetest
542 lines
13 KiB
C++
542 lines
13 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "lua_api/l_inventory.h"
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#include "lua_api/l_internal.h"
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#include "lua_api/l_item.h"
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#include "common/c_converter.h"
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#include "common/c_content.h"
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#include "server.h"
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#include "player.h"
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/*
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InvRef
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*/
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InvRef* InvRef::checkobject(lua_State *L, int narg)
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{
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luaL_checktype(L, narg, LUA_TUSERDATA);
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void *ud = luaL_checkudata(L, narg, className);
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if(!ud) luaL_typerror(L, narg, className);
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return *(InvRef**)ud; // unbox pointer
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}
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Inventory* InvRef::getinv(lua_State *L, InvRef *ref)
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{
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return getServer(L)->getInventory(ref->m_loc);
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}
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InventoryList* InvRef::getlist(lua_State *L, InvRef *ref,
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const char *listname)
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{
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NO_MAP_LOCK_REQUIRED;
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Inventory *inv = getinv(L, ref);
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if(!inv)
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return NULL;
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return inv->getList(listname);
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}
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void InvRef::reportInventoryChange(lua_State *L, InvRef *ref)
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{
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// Inform other things that the inventory has changed
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getServer(L)->setInventoryModified(ref->m_loc);
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}
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// Exported functions
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// garbage collector
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int InvRef::gc_object(lua_State *L) {
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InvRef *o = *(InvRef **)(lua_touserdata(L, 1));
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delete o;
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return 0;
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}
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// is_empty(self, listname) -> true/false
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int InvRef::l_is_empty(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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InvRef *ref = checkobject(L, 1);
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const char *listname = luaL_checkstring(L, 2);
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InventoryList *list = getlist(L, ref, listname);
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if(list && list->getUsedSlots() > 0){
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lua_pushboolean(L, false);
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} else {
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lua_pushboolean(L, true);
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}
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return 1;
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}
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// get_size(self, listname)
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int InvRef::l_get_size(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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InvRef *ref = checkobject(L, 1);
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const char *listname = luaL_checkstring(L, 2);
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InventoryList *list = getlist(L, ref, listname);
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if(list){
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lua_pushinteger(L, list->getSize());
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} else {
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lua_pushinteger(L, 0);
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}
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return 1;
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}
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// get_width(self, listname)
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int InvRef::l_get_width(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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InvRef *ref = checkobject(L, 1);
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const char *listname = luaL_checkstring(L, 2);
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InventoryList *list = getlist(L, ref, listname);
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if(list){
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lua_pushinteger(L, list->getWidth());
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} else {
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lua_pushinteger(L, 0);
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}
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return 1;
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}
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// set_size(self, listname, size)
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int InvRef::l_set_size(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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InvRef *ref = checkobject(L, 1);
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const char *listname = luaL_checkstring(L, 2);
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int newsize = luaL_checknumber(L, 3);
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if (newsize < 0) {
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lua_pushboolean(L, false);
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return 1;
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}
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Inventory *inv = getinv(L, ref);
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if(inv == NULL){
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lua_pushboolean(L, false);
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return 1;
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}
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if(newsize == 0){
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inv->deleteList(listname);
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reportInventoryChange(L, ref);
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lua_pushboolean(L, true);
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return 1;
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}
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InventoryList *list = inv->getList(listname);
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if(list){
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list->setSize(newsize);
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} else {
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list = inv->addList(listname, newsize);
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if (!list)
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{
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lua_pushboolean(L, false);
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return 1;
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}
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}
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reportInventoryChange(L, ref);
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lua_pushboolean(L, true);
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return 1;
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}
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// set_width(self, listname, size)
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int InvRef::l_set_width(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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InvRef *ref = checkobject(L, 1);
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const char *listname = luaL_checkstring(L, 2);
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int newwidth = luaL_checknumber(L, 3);
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Inventory *inv = getinv(L, ref);
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if(inv == NULL){
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return 0;
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}
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InventoryList *list = inv->getList(listname);
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if(list){
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list->setWidth(newwidth);
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} else {
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return 0;
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}
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reportInventoryChange(L, ref);
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return 0;
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}
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// get_stack(self, listname, i) -> itemstack
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int InvRef::l_get_stack(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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InvRef *ref = checkobject(L, 1);
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const char *listname = luaL_checkstring(L, 2);
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int i = luaL_checknumber(L, 3) - 1;
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InventoryList *list = getlist(L, ref, listname);
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ItemStack item;
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if(list != NULL && i >= 0 && i < (int) list->getSize())
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item = list->getItem(i);
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LuaItemStack::create(L, item);
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return 1;
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}
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// set_stack(self, listname, i, stack) -> true/false
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int InvRef::l_set_stack(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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InvRef *ref = checkobject(L, 1);
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const char *listname = luaL_checkstring(L, 2);
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int i = luaL_checknumber(L, 3) - 1;
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ItemStack newitem = read_item(L, 4, getServer(L));
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InventoryList *list = getlist(L, ref, listname);
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if(list != NULL && i >= 0 && i < (int) list->getSize()){
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list->changeItem(i, newitem);
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reportInventoryChange(L, ref);
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lua_pushboolean(L, true);
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} else {
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lua_pushboolean(L, false);
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}
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return 1;
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}
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// get_list(self, listname) -> list or nil
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int InvRef::l_get_list(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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InvRef *ref = checkobject(L, 1);
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const char *listname = luaL_checkstring(L, 2);
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Inventory *inv = getinv(L, ref);
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if(inv){
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push_inventory_list(L, inv, listname);
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} else {
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lua_pushnil(L);
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}
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return 1;
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}
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// set_list(self, listname, list)
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int InvRef::l_set_list(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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InvRef *ref = checkobject(L, 1);
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const char *listname = luaL_checkstring(L, 2);
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Inventory *inv = getinv(L, ref);
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if(inv == NULL){
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return 0;
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}
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InventoryList *list = inv->getList(listname);
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if(list)
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read_inventory_list(L, 3, inv, listname,
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getServer(L), list->getSize());
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else
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read_inventory_list(L, 3, inv, listname, getServer(L));
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reportInventoryChange(L, ref);
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return 0;
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}
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// get_lists(self) -> list of InventoryLists
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int InvRef::l_get_lists(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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InvRef *ref = checkobject(L, 1);
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Inventory *inv = getinv(L, ref);
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if (!inv) {
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return 0;
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}
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std::vector<const InventoryList*> lists = inv->getLists();
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std::vector<const InventoryList*>::iterator iter = lists.begin();
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lua_createtable(L, 0, lists.size());
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for (; iter != lists.end(); iter++) {
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const char* name = (*iter)->getName().c_str();
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lua_pushstring(L, name);
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push_inventory_list(L, inv, name);
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lua_rawset(L, -3);
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}
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return 1;
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}
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// set_lists(self, lists)
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int InvRef::l_set_lists(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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InvRef *ref = checkobject(L, 1);
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Inventory *inv = getinv(L, ref);
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if (!inv) {
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return 0;
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}
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// Make a temporary inventory in case reading fails
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Inventory *tempInv(inv);
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tempInv->clear();
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Server *server = getServer(L);
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lua_pushnil(L);
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while (lua_next(L, 2)) {
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const char *listname = lua_tostring(L, -2);
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read_inventory_list(L, -1, tempInv, listname, server);
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lua_pop(L, 1);
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}
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inv = tempInv;
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return 0;
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}
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// add_item(self, listname, itemstack or itemstring or table or nil) -> itemstack
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// Returns the leftover stack
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int InvRef::l_add_item(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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InvRef *ref = checkobject(L, 1);
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const char *listname = luaL_checkstring(L, 2);
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ItemStack item = read_item(L, 3, getServer(L));
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InventoryList *list = getlist(L, ref, listname);
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if(list){
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ItemStack leftover = list->addItem(item);
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if(leftover.count != item.count)
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reportInventoryChange(L, ref);
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LuaItemStack::create(L, leftover);
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} else {
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LuaItemStack::create(L, item);
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}
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return 1;
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}
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// room_for_item(self, listname, itemstack or itemstring or table or nil) -> true/false
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// Returns true if the item completely fits into the list
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int InvRef::l_room_for_item(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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InvRef *ref = checkobject(L, 1);
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const char *listname = luaL_checkstring(L, 2);
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ItemStack item = read_item(L, 3, getServer(L));
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InventoryList *list = getlist(L, ref, listname);
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if(list){
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lua_pushboolean(L, list->roomForItem(item));
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} else {
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lua_pushboolean(L, false);
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}
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return 1;
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}
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// contains_item(self, listname, itemstack or itemstring or table or nil) -> true/false
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// Returns true if the list contains the given count of the given item name
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int InvRef::l_contains_item(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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InvRef *ref = checkobject(L, 1);
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const char *listname = luaL_checkstring(L, 2);
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ItemStack item = read_item(L, 3, getServer(L));
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InventoryList *list = getlist(L, ref, listname);
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if(list){
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lua_pushboolean(L, list->containsItem(item));
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} else {
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lua_pushboolean(L, false);
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}
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return 1;
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}
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// remove_item(self, listname, itemstack or itemstring or table or nil) -> itemstack
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// Returns the items that were actually removed
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int InvRef::l_remove_item(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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InvRef *ref = checkobject(L, 1);
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const char *listname = luaL_checkstring(L, 2);
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ItemStack item = read_item(L, 3, getServer(L));
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InventoryList *list = getlist(L, ref, listname);
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if(list){
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ItemStack removed = list->removeItem(item);
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if(!removed.empty())
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reportInventoryChange(L, ref);
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LuaItemStack::create(L, removed);
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} else {
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LuaItemStack::create(L, ItemStack());
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}
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return 1;
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}
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// get_location() -> location (like get_inventory(location))
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int InvRef::l_get_location(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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InvRef *ref = checkobject(L, 1);
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const InventoryLocation &loc = ref->m_loc;
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switch(loc.type){
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case InventoryLocation::PLAYER:
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lua_newtable(L);
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lua_pushstring(L, "player");
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lua_setfield(L, -2, "type");
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lua_pushstring(L, loc.name.c_str());
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lua_setfield(L, -2, "name");
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return 1;
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case InventoryLocation::NODEMETA:
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lua_newtable(L);
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lua_pushstring(L, "node");
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lua_setfield(L, -2, "type");
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push_v3s16(L, loc.p);
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lua_setfield(L, -2, "pos");
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return 1;
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case InventoryLocation::DETACHED:
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lua_newtable(L);
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lua_pushstring(L, "detached");
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lua_setfield(L, -2, "type");
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lua_pushstring(L, loc.name.c_str());
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lua_setfield(L, -2, "name");
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return 1;
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case InventoryLocation::UNDEFINED:
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case InventoryLocation::CURRENT_PLAYER:
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break;
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}
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lua_newtable(L);
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lua_pushstring(L, "undefined");
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lua_setfield(L, -2, "type");
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return 1;
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}
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InvRef::InvRef(const InventoryLocation &loc):
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m_loc(loc)
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{
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}
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InvRef::~InvRef()
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{
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}
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// Creates an InvRef and leaves it on top of stack
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// Not callable from Lua; all references are created on the C side.
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void InvRef::create(lua_State *L, const InventoryLocation &loc)
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{
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NO_MAP_LOCK_REQUIRED;
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InvRef *o = new InvRef(loc);
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*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
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luaL_getmetatable(L, className);
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lua_setmetatable(L, -2);
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}
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void InvRef::createPlayer(lua_State *L, Player *player)
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{
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NO_MAP_LOCK_REQUIRED;
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InventoryLocation loc;
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loc.setPlayer(player->getName());
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create(L, loc);
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}
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void InvRef::createNodeMeta(lua_State *L, v3s16 p)
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{
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InventoryLocation loc;
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loc.setNodeMeta(p);
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create(L, loc);
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}
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void InvRef::Register(lua_State *L)
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{
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lua_newtable(L);
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int methodtable = lua_gettop(L);
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luaL_newmetatable(L, className);
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int metatable = lua_gettop(L);
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lua_pushliteral(L, "__metatable");
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lua_pushvalue(L, methodtable);
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lua_settable(L, metatable); // hide metatable from Lua getmetatable()
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lua_pushliteral(L, "__index");
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lua_pushvalue(L, methodtable);
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lua_settable(L, metatable);
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lua_pushliteral(L, "__gc");
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lua_pushcfunction(L, gc_object);
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lua_settable(L, metatable);
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lua_pop(L, 1); // drop metatable
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luaL_openlib(L, 0, methods, 0); // fill methodtable
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lua_pop(L, 1); // drop methodtable
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// Cannot be created from Lua
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//lua_register(L, className, create_object);
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}
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const char InvRef::className[] = "InvRef";
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const luaL_reg InvRef::methods[] = {
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luamethod(InvRef, is_empty),
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luamethod(InvRef, get_size),
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luamethod(InvRef, set_size),
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luamethod(InvRef, get_width),
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luamethod(InvRef, set_width),
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luamethod(InvRef, get_stack),
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luamethod(InvRef, set_stack),
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luamethod(InvRef, get_list),
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luamethod(InvRef, set_list),
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luamethod(InvRef, get_lists),
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luamethod(InvRef, set_lists),
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luamethod(InvRef, add_item),
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luamethod(InvRef, room_for_item),
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luamethod(InvRef, contains_item),
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luamethod(InvRef, remove_item),
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luamethod(InvRef, get_location),
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{0,0}
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};
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// get_inventory(location)
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int ModApiInventory::l_get_inventory(lua_State *L)
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{
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InventoryLocation loc;
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std::string type = checkstringfield(L, 1, "type");
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if(type == "node"){
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lua_getfield(L, 1, "pos");
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v3s16 pos = check_v3s16(L, -1);
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loc.setNodeMeta(pos);
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if(getServer(L)->getInventory(loc) != NULL)
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InvRef::create(L, loc);
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else
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lua_pushnil(L);
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return 1;
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} else {
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NO_MAP_LOCK_REQUIRED;
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if(type == "player"){
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std::string name = checkstringfield(L, 1, "name");
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loc.setPlayer(name);
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} else if(type == "detached"){
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std::string name = checkstringfield(L, 1, "name");
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loc.setDetached(name);
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}
|
|
|
|
if(getServer(L)->getInventory(loc) != NULL)
|
|
InvRef::create(L, loc);
|
|
else
|
|
lua_pushnil(L);
|
|
return 1;
|
|
// END NO_MAP_LOCK_REQUIRED;
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
void ModApiInventory::Initialize(lua_State *L, int top)
|
|
{
|
|
API_FCT(create_detached_inventory_raw);
|
|
API_FCT(get_inventory);
|
|
}
|