minetest/src/script/lua_api/l_inventory.cpp

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/*
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 "lua_api/l_inventory.h"
#include "lua_api/l_internal.h"
#include "lua_api/l_item.h"
#include "common/c_converter.h"
#include "common/c_content.h"
#include "server.h"
#include "player.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 getServer(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
getServer(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);
if (newsize < 0) {
lua_pushboolean(L, false);
return 1;
}
Inventory *inv = getinv(L, ref);
if(inv == NULL){
lua_pushboolean(L, false);
return 1;
}
if(newsize == 0){
inv->deleteList(listname);
reportInventoryChange(L, ref);
lua_pushboolean(L, true);
return 1;
}
InventoryList *list = inv->getList(listname);
if(list){
list->setSize(newsize);
} else {
list = inv->addList(listname, newsize);
if (!list)
{
lua_pushboolean(L, false);
return 1;
}
}
reportInventoryChange(L, ref);
lua_pushboolean(L, true);
return 1;
}
// 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);
if(inv == NULL){
return 0;
}
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, getServer(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);
if(inv){
push_inventory_list(L, inv, listname);
} else {
lua_pushnil(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);
if(inv == NULL){
return 0;
}
InventoryList *list = inv->getList(listname);
if(list)
read_inventory_list(L, 3, inv, listname,
getServer(L), list->getSize());
else
read_inventory_list(L, 3, inv, listname, getServer(L));
reportInventoryChange(L, ref);
return 0;
}
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// get_lists(self) -> list of InventoryLists
int InvRef::l_get_lists(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
InvRef *ref = checkobject(L, 1);
Inventory *inv = getinv(L, ref);
if (!inv) {
return 0;
}
std::vector<const InventoryList*> lists = inv->getLists();
std::vector<const InventoryList*>::iterator iter = lists.begin();
lua_createtable(L, 0, lists.size());
for (; iter != lists.end(); iter++) {
const char* name = (*iter)->getName().c_str();
lua_pushstring(L, name);
push_inventory_list(L, inv, name);
lua_rawset(L, -3);
}
return 1;
}
// set_lists(self, lists)
int InvRef::l_set_lists(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
InvRef *ref = checkobject(L, 1);
Inventory *inv = getinv(L, ref);
if (!inv) {
return 0;
}
lua_pushnil(L);
while (lua_next(L, 2)) {
const char* listname = lua_tostring(L, -2);
InventoryList *list = inv->getList(listname);
if (list) {
read_inventory_list(L, -1, inv, listname,
getServer(L), list->getSize());
} else {
read_inventory_list(L, -1, inv, listname,
getServer(L));
}
lua_pop(L, 1);
}
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, getServer(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, getServer(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, getServer(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, getServer(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;
}
2014-04-28 03:02:48 +02:00
// get_location() -> location (like 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, "node");
lua_setfield(L, -2, "type");
push_v3s16(L, loc.p);
lua_setfield(L, -2, "pos");
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),
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luamethod(InvRef, get_lists),
luamethod(InvRef, set_lists),
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 == "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;
} else {
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;
// 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);
}