/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef L_INVENTORY_H_ #define L_INVENTORY_H_ #include "lua_api/l_base.h" #include "inventory.h" #include "inventorymanager.h" class Player; /* InvRef */ class InvRef : public ModApiBase { private: InventoryLocation m_loc; static const char className[]; static const luaL_reg methods[]; static InvRef *checkobject(lua_State *L, int narg); static Inventory* getinv(lua_State *L, InvRef *ref); static InventoryList* getlist(lua_State *L, InvRef *ref, const char *listname); static void reportInventoryChange(lua_State *L, InvRef *ref); // Exported functions // garbage collector static int gc_object(lua_State *L); // is_empty(self, listname) -> true/false static int l_is_empty(lua_State *L); // get_size(self, listname) static int l_get_size(lua_State *L); // get_width(self, listname) static int l_get_width(lua_State *L); // set_size(self, listname, size) static int l_set_size(lua_State *L); // set_width(self, listname, size) static int l_set_width(lua_State *L); // get_stack(self, listname, i) -> itemstack static int l_get_stack(lua_State *L); // set_stack(self, listname, i, stack) -> true/false static int l_set_stack(lua_State *L); // get_list(self, listname) -> list or nil static int l_get_list(lua_State *L); // set_list(self, listname, list) static int l_set_list(lua_State *L); // get_lists(self) -> list of InventoryLists static int l_get_lists(lua_State *L); // set_lists(self, lists) static int l_set_lists(lua_State *L); // add_item(self, listname, itemstack or itemstring or table or nil) -> itemstack // Returns the leftover stack static int l_add_item(lua_State *L); // room_for_item(self, listname, itemstack or itemstring or table or nil) -> true/false // Returns true if the item completely fits into the list static int l_room_for_item(lua_State *L); // contains_item(self, listname, itemstack or itemstring or table or nil) -> true/false // Returns true if the list contains the given count of the given item name static int l_contains_item(lua_State *L); // remove_item(self, listname, itemstack or itemstring or table or nil) -> itemstack // Returns the items that were actually removed static int l_remove_item(lua_State *L); // get_location() -> location (like get_inventory(location)) static int l_get_location(lua_State *L); public: InvRef(const InventoryLocation &loc); ~InvRef(); // Creates an InvRef and leaves it on top of stack // Not callable from Lua; all references are created on the C side. static void create(lua_State *L, const InventoryLocation &loc); static void createPlayer(lua_State *L, Player *player); static void createNodeMeta(lua_State *L, v3s16 p); static void Register(lua_State *L); }; class ModApiInventory : public ModApiBase { private: static int l_create_detached_inventory_raw(lua_State *L); static int l_get_inventory(lua_State *L); static void inventory_set_list_from_lua(Inventory *inv, const char *name, lua_State *L, int tableindex, int forcesize); static void inventory_get_list_to_lua(Inventory *inv, const char *name, lua_State *L); public: static void Initialize(lua_State *L, int top); }; #endif /* L_INVENTORY_H_ */