forked from Mirrorlandia_minetest/minetest
bdbdeab005
Remerge some files in order to reduce number of additional files Make necessary changes for split, rename files, reorganize some bits
727 lines
18 KiB
C++
727 lines
18 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 "scriptapi.h"
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#include "scriptapi_inventory.h"
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#include "server.h"
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#include "script.h"
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#include "log.h"
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#include "scriptapi_types.h"
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#include "scriptapi_common.h"
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#include "scriptapi_inventory.h"
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#include "scriptapi_item.h"
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#include "scriptapi_object.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 get_server(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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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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get_server(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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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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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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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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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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Inventory *inv = getinv(L, ref);
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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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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->setSize(newsize);
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} else {
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list = inv->addList(listname, newsize);
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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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// 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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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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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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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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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);
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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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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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inventory_get_list_to_lua(inv, listname, L);
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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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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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InventoryList *list = inv->getList(listname);
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if(list)
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inventory_set_list_from_lua(inv, listname, L, 3,
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list->getSize());
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else
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inventory_set_list_from_lua(inv, listname, L, 3);
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reportInventoryChange(L, ref);
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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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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);
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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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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);
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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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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);
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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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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);
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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 minetest.get_inventory(location))
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int InvRef::l_get_location(lua_State *L)
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{
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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, "nodemeta");
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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, "name");
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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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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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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, 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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void inventory_get_list_to_lua(Inventory *inv, const char *name,
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lua_State *L)
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{
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InventoryList *invlist = inv->getList(name);
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if(invlist == NULL){
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lua_pushnil(L);
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return;
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}
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std::vector<ItemStack> items;
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for(u32 i=0; i<invlist->getSize(); i++)
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items.push_back(invlist->getItem(i));
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push_items(L, items);
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}
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void inventory_set_list_from_lua(Inventory *inv, const char *name,
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lua_State *L, int tableindex, int forcesize)
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{
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if(tableindex < 0)
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tableindex = lua_gettop(L) + 1 + tableindex;
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// If nil, delete list
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if(lua_isnil(L, tableindex)){
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inv->deleteList(name);
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return;
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}
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// Otherwise set list
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std::vector<ItemStack> items = read_items(L, tableindex);
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int listsize = (forcesize != -1) ? forcesize : items.size();
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InventoryList *invlist = inv->addList(name, listsize);
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int index = 0;
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for(std::vector<ItemStack>::const_iterator
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i = items.begin(); i != items.end(); i++){
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if(forcesize != -1 && index == forcesize)
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break;
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invlist->changeItem(index, *i);
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index++;
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}
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while(forcesize != -1 && index < forcesize){
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invlist->deleteItem(index);
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index++;
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}
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}
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// get_inventory(location)
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int 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 == "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 == "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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} 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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}
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if(get_server(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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}
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/*
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Detached inventory callbacks
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*/
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// Retrieves minetest.detached_inventories[name][callbackname]
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// If that is nil or on error, return false and stack is unchanged
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// If that is a function, returns true and pushes the
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// function onto the stack
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static bool get_detached_inventory_callback(lua_State *L,
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const std::string &name, const char *callbackname)
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{
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lua_getglobal(L, "minetest");
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lua_getfield(L, -1, "detached_inventories");
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lua_remove(L, -2);
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luaL_checktype(L, -1, LUA_TTABLE);
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lua_getfield(L, -1, name.c_str());
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lua_remove(L, -2);
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// Should be a table
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if(lua_type(L, -1) != LUA_TTABLE)
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{
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errorstream<<"Item \""<<name<<"\" not defined"<<std::endl;
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lua_pop(L, 1);
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return false;
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}
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lua_getfield(L, -1, callbackname);
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lua_remove(L, -2);
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// Should be a function or nil
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if(lua_type(L, -1) == LUA_TFUNCTION)
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{
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return true;
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}
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else if(lua_isnil(L, -1))
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{
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lua_pop(L, 1);
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return false;
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}
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else
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{
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errorstream<<"Detached inventory \""<<name<<"\" callback \""
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<<callbackname<<"\" is not a function"<<std::endl;
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lua_pop(L, 1);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
realitycheck(L);
|
|
assert(lua_checkstack(L, 20));
|
|
StackUnroller stack_unroller(L);
|
|
|
|
// Push callback function on stack
|
|
if(!get_detached_inventory_callback(L, name, "allow_move"))
|
|
return count;
|
|
|
|
// function(inv, from_list, from_index, to_list, to_index, count, player)
|
|
// inv
|
|
InventoryLocation loc;
|
|
loc.setDetached(name);
|
|
InvRef::create(L, loc);
|
|
// from_list
|
|
lua_pushstring(L, from_list.c_str());
|
|
// from_index
|
|
lua_pushinteger(L, from_index + 1);
|
|
// to_list
|
|
lua_pushstring(L, to_list.c_str());
|
|
// to_index
|
|
lua_pushinteger(L, to_index + 1);
|
|
// count
|
|
lua_pushinteger(L, count);
|
|
// player
|
|
objectref_get_or_create(L, player);
|
|
if(lua_pcall(L, 7, 1, 0))
|
|
script_error(L, "error: %s", lua_tostring(L, -1));
|
|
if(!lua_isnumber(L, -1))
|
|
throw LuaError(L, "allow_move should return a number");
|
|
return luaL_checkinteger(L, -1);
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
realitycheck(L);
|
|
assert(lua_checkstack(L, 20));
|
|
StackUnroller stack_unroller(L);
|
|
|
|
// Push callback function on stack
|
|
if(!get_detached_inventory_callback(L, name, "allow_put"))
|
|
return stack.count; // All will be accepted
|
|
|
|
// Call function(inv, listname, index, stack, player)
|
|
// inv
|
|
InventoryLocation loc;
|
|
loc.setDetached(name);
|
|
InvRef::create(L, loc);
|
|
// listname
|
|
lua_pushstring(L, listname.c_str());
|
|
// index
|
|
lua_pushinteger(L, index + 1);
|
|
// stack
|
|
LuaItemStack::create(L, stack);
|
|
// player
|
|
objectref_get_or_create(L, player);
|
|
if(lua_pcall(L, 5, 1, 0))
|
|
script_error(L, "error: %s", lua_tostring(L, -1));
|
|
if(!lua_isnumber(L, -1))
|
|
throw LuaError(L, "allow_put should return a number");
|
|
return luaL_checkinteger(L, -1);
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
realitycheck(L);
|
|
assert(lua_checkstack(L, 20));
|
|
StackUnroller stack_unroller(L);
|
|
|
|
// Push callback function on stack
|
|
if(!get_detached_inventory_callback(L, name, "allow_take"))
|
|
return stack.count; // All will be accepted
|
|
|
|
// Call function(inv, listname, index, stack, player)
|
|
// inv
|
|
InventoryLocation loc;
|
|
loc.setDetached(name);
|
|
InvRef::create(L, loc);
|
|
// listname
|
|
lua_pushstring(L, listname.c_str());
|
|
// index
|
|
lua_pushinteger(L, index + 1);
|
|
// stack
|
|
LuaItemStack::create(L, stack);
|
|
// player
|
|
objectref_get_or_create(L, player);
|
|
if(lua_pcall(L, 5, 1, 0))
|
|
script_error(L, "error: %s", lua_tostring(L, -1));
|
|
if(!lua_isnumber(L, -1))
|
|
throw LuaError(L, "allow_take should return a number");
|
|
return luaL_checkinteger(L, -1);
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
realitycheck(L);
|
|
assert(lua_checkstack(L, 20));
|
|
StackUnroller stack_unroller(L);
|
|
|
|
// Push callback function on stack
|
|
if(!get_detached_inventory_callback(L, name, "on_move"))
|
|
return;
|
|
|
|
// function(inv, from_list, from_index, to_list, to_index, count, player)
|
|
// inv
|
|
InventoryLocation loc;
|
|
loc.setDetached(name);
|
|
InvRef::create(L, loc);
|
|
// from_list
|
|
lua_pushstring(L, from_list.c_str());
|
|
// from_index
|
|
lua_pushinteger(L, from_index + 1);
|
|
// to_list
|
|
lua_pushstring(L, to_list.c_str());
|
|
// to_index
|
|
lua_pushinteger(L, to_index + 1);
|
|
// count
|
|
lua_pushinteger(L, count);
|
|
// player
|
|
objectref_get_or_create(L, player);
|
|
if(lua_pcall(L, 7, 0, 0))
|
|
script_error(L, "error: %s", lua_tostring(L, -1));
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
realitycheck(L);
|
|
assert(lua_checkstack(L, 20));
|
|
StackUnroller stack_unroller(L);
|
|
|
|
// Push callback function on stack
|
|
if(!get_detached_inventory_callback(L, name, "on_put"))
|
|
return;
|
|
|
|
// Call function(inv, listname, index, stack, player)
|
|
// inv
|
|
InventoryLocation loc;
|
|
loc.setDetached(name);
|
|
InvRef::create(L, loc);
|
|
// listname
|
|
lua_pushstring(L, listname.c_str());
|
|
// index
|
|
lua_pushinteger(L, index + 1);
|
|
// stack
|
|
LuaItemStack::create(L, stack);
|
|
// player
|
|
objectref_get_or_create(L, player);
|
|
if(lua_pcall(L, 5, 0, 0))
|
|
script_error(L, "error: %s", lua_tostring(L, -1));
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
realitycheck(L);
|
|
assert(lua_checkstack(L, 20));
|
|
StackUnroller stack_unroller(L);
|
|
|
|
// Push callback function on stack
|
|
if(!get_detached_inventory_callback(L, name, "on_take"))
|
|
return;
|
|
|
|
// Call function(inv, listname, index, stack, player)
|
|
// inv
|
|
InventoryLocation loc;
|
|
loc.setDetached(name);
|
|
InvRef::create(L, loc);
|
|
// listname
|
|
lua_pushstring(L, listname.c_str());
|
|
// index
|
|
lua_pushinteger(L, index + 1);
|
|
// stack
|
|
LuaItemStack::create(L, stack);
|
|
// player
|
|
objectref_get_or_create(L, player);
|
|
if(lua_pcall(L, 5, 0, 0))
|
|
script_error(L, "error: %s", lua_tostring(L, -1));
|
|
}
|
|
|
|
// create_detached_inventory_raw(name)
|
|
int l_create_detached_inventory_raw(lua_State *L)
|
|
{
|
|
const char *name = luaL_checkstring(L, 1);
|
|
if(get_server(L)->createDetachedInventory(name) != NULL){
|
|
InventoryLocation loc;
|
|
loc.setDetached(name);
|
|
InvRef::create(L, loc);
|
|
}else{
|
|
lua_pushnil(L);
|
|
}
|
|
return 1;
|
|
}
|