minetest/src/script/lua_api/l_item.cpp

731 lines
19 KiB
C++

/*
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_item.h"
#include "lua_api/l_itemstackmeta.h"
#include "lua_api/l_internal.h"
#include "common/c_converter.h"
#include "common/c_content.h"
#include "common/c_packer.h"
#include "itemdef.h"
#include "nodedef.h"
#include "server.h"
#include "inventory.h"
#include "log.h"
// garbage collector
int LuaItemStack::gc_object(lua_State *L)
{
LuaItemStack *o = *(LuaItemStack **)(lua_touserdata(L, 1));
o->drop();
return 0;
}
// __tostring metamethod
int LuaItemStack::mt_tostring(lua_State *L)
{
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
std::string itemstring = o->m_stack.getItemString(false);
lua_pushfstring(L, "ItemStack(\"%s\")", itemstring.c_str());
return 1;
}
// is_empty(self) -> true/false
int LuaItemStack::l_is_empty(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
lua_pushboolean(L, item.empty());
return 1;
}
// get_name(self) -> string
int LuaItemStack::l_get_name(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
lua_pushstring(L, item.name.c_str());
return 1;
}
// set_name(self, name)
int LuaItemStack::l_set_name(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
bool status = true;
item.name = luaL_checkstring(L, 2);
if (item.name.empty() || item.empty()) {
item.clear();
status = false;
}
lua_pushboolean(L, status);
return 1;
}
// get_count(self) -> number
int LuaItemStack::l_get_count(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
lua_pushinteger(L, item.count);
return 1;
}
// set_count(self, number)
int LuaItemStack::l_set_count(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
bool status;
lua_Integer count = luaL_checkinteger(L, 2);
if (count > 0 && count <= 65535) {
item.count = count;
status = true;
} else {
item.clear();
status = false;
}
lua_pushboolean(L, status);
return 1;
}
// get_wear(self) -> number
int LuaItemStack::l_get_wear(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
lua_pushinteger(L, item.wear);
return 1;
}
// set_wear(self, number)
int LuaItemStack::l_set_wear(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
bool status;
lua_Integer wear = luaL_checkinteger(L, 2);
if (wear <= 65535) {
item.wear = wear;
status = true;
} else {
item.clear();
status = false;
}
lua_pushboolean(L, status);
return 1;
}
// get_meta(self) -> string
int LuaItemStack::l_get_meta(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStackMetaRef::create(L, o);
return 1;
}
// DEPRECATED
// get_metadata(self) -> string
int LuaItemStack::l_get_metadata(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
const std::string &value = item.metadata.getString("");
lua_pushlstring(L, value.c_str(), value.size());
return 1;
}
// DEPRECATED
// set_metadata(self, string)
int LuaItemStack::l_set_metadata(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
size_t len = 0;
const char *ptr = luaL_checklstring(L, 2, &len);
item.metadata.setString("", std::string(ptr, len));
lua_pushboolean(L, true);
return 1;
}
// get_description(self)
int LuaItemStack::l_get_description(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
std::string desc = o->m_stack.getDescription(getGameDef(L)->idef());
lua_pushstring(L, desc.c_str());
return 1;
}
// get_short_description(self)
int LuaItemStack::l_get_short_description(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
std::string desc = o->m_stack.getShortDescription(getGameDef(L)->idef());
lua_pushstring(L, desc.c_str());
return 1;
}
// clear(self) -> true
int LuaItemStack::l_clear(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
o->m_stack.clear();
lua_pushboolean(L, true);
return 1;
}
// replace(self, itemstack or itemstring or table or nil) -> true
int LuaItemStack::l_replace(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
o->m_stack = read_item(L, 2, getGameDef(L)->idef());
lua_pushboolean(L, true);
return 1;
}
// to_string(self) -> string
int LuaItemStack::l_to_string(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
std::string itemstring = o->m_stack.getItemString();
lua_pushstring(L, itemstring.c_str());
return 1;
}
// to_table(self) -> table or nil
int LuaItemStack::l_to_table(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
const ItemStack &item = o->m_stack;
if(item.empty())
{
lua_pushnil(L);
}
else
{
lua_newtable(L);
lua_pushstring(L, item.name.c_str());
lua_setfield(L, -2, "name");
lua_pushinteger(L, item.count);
lua_setfield(L, -2, "count");
lua_pushinteger(L, item.wear);
lua_setfield(L, -2, "wear");
const std::string &metadata_str = item.metadata.getString("");
lua_pushlstring(L, metadata_str.c_str(), metadata_str.size());
lua_setfield(L, -2, "metadata");
lua_newtable(L);
const StringMap &fields = item.metadata.getStrings();
for (const auto &field : fields) {
const std::string &name = field.first;
if (name.empty())
continue;
const std::string &value = field.second;
lua_pushlstring(L, name.c_str(), name.size());
lua_pushlstring(L, value.c_str(), value.size());
lua_settable(L, -3);
}
lua_setfield(L, -2, "meta");
}
return 1;
}
// get_stack_max(self) -> number
int LuaItemStack::l_get_stack_max(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
lua_pushinteger(L, item.getStackMax(getGameDef(L)->idef()));
return 1;
}
// get_free_space(self) -> number
int LuaItemStack::l_get_free_space(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
lua_pushinteger(L, item.freeSpace(getGameDef(L)->idef()));
return 1;
}
// is_known(self) -> true/false
// Checks if the item is defined.
int LuaItemStack::l_is_known(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
bool is_known = item.isKnown(getGameDef(L)->idef());
lua_pushboolean(L, is_known);
return 1;
}
// get_definition(self) -> table
// Returns the item definition table from registered_items,
// or a fallback one (name="unknown")
int LuaItemStack::l_get_definition(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
// Get registered_items[name]
lua_getglobal(L, "core");
lua_getfield(L, -1, "registered_items");
luaL_checktype(L, -1, LUA_TTABLE);
lua_getfield(L, -1, item.name.c_str());
if(lua_isnil(L, -1))
{
lua_pop(L, 1);
lua_getfield(L, -1, "unknown");
}
return 1;
}
// get_tool_capabilities(self) -> table
// Returns the effective tool digging properties.
// Returns those of the hand ("") if this item has none associated.
int LuaItemStack::l_get_tool_capabilities(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
const ToolCapabilities &prop =
item.getToolCapabilities(getGameDef(L)->idef());
push_tool_capabilities(L, prop);
return 1;
}
// add_wear(self, amount) -> true/false
// The range for "amount" is [0,65536]. Wear is only added if the item
// is a tool. Adding wear might destroy the item.
// Returns true if the item is (or was) a tool.
int LuaItemStack::l_add_wear(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
int amount = lua_tointeger(L, 2);
bool result = item.addWear(amount, getGameDef(L)->idef());
lua_pushboolean(L, result);
return 1;
}
// add_wear_by_uses(self, max_uses) -> true/false
// The range for "max_uses" is [0,65536].
// Adds wear to the item in such a way that, if
// only this function is called to add wear, the item
// will be destroyed exactly after `max_uses` times of calling it.
// No-op if `max_uses` is 0 or item is not a tool.
// Returns true if the item is (or was) a tool.
int LuaItemStack::l_add_wear_by_uses(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
u32 max_uses = readParam<int>(L, 2);
u32 add_wear = calculateResultWear(max_uses, item.wear);
bool result = item.addWear(add_wear, getGameDef(L)->idef());
lua_pushboolean(L, result);
return 1;
}
// add_item(self, itemstack or itemstring or table or nil) -> itemstack
// Returns leftover item stack
int LuaItemStack::l_add_item(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
ItemStack newitem = read_item(L, -1, getGameDef(L)->idef());
ItemStack leftover = item.addItem(newitem, getGameDef(L)->idef());
create(L, leftover);
return 1;
}
// item_fits(self, itemstack or itemstring or table or nil) -> true/false, itemstack
// First return value is true iff the new item fits fully into the stack
// Second return value is the would-be-left-over item stack
int LuaItemStack::l_item_fits(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
ItemStack newitem = read_item(L, 2, getGameDef(L)->idef());
ItemStack restitem;
bool fits = item.itemFits(newitem, &restitem, getGameDef(L)->idef());
lua_pushboolean(L, fits); // first return value
create(L, restitem); // second return value
return 2;
}
// take_item(self, takecount=1) -> itemstack
int LuaItemStack::l_take_item(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
u32 takecount = 1;
if(!lua_isnone(L, 2))
takecount = luaL_checkinteger(L, 2);
ItemStack taken = item.takeItem(takecount);
create(L, taken);
return 1;
}
// peek_item(self, peekcount=1) -> itemstack
int LuaItemStack::l_peek_item(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = checkObject<LuaItemStack>(L, 1);
ItemStack &item = o->m_stack;
u32 peekcount = 1;
if(!lua_isnone(L, 2))
peekcount = lua_tointeger(L, 2);
ItemStack peekaboo = item.peekItem(peekcount);
create(L, peekaboo);
return 1;
}
// equals(self, other) -> bool
int LuaItemStack::l_equals(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o1 = checkObject<LuaItemStack>(L, 1);
// checks for non-userdata argument
if (!lua_isuserdata(L, 2)) {
lua_pushboolean(L, false);
return 1;
}
// check that the argument is an ItemStack
if (!lua_getmetatable(L, 2)) {
lua_pushboolean(L, false);
return 1;
}
lua_getfield(L, LUA_REGISTRYINDEX, className);
if (!lua_rawequal(L, -1, -2)) {
lua_pushboolean(L, false);
return 1;
}
LuaItemStack *o2 = checkObject<LuaItemStack>(L, 2);
ItemStack &item1 = o1->m_stack;
ItemStack &item2 = o2->m_stack;
lua_pushboolean(L, item1 == item2);
return 1;
}
LuaItemStack::LuaItemStack(const ItemStack &item):
m_stack(item)
{
}
// LuaItemStack(itemstack or itemstring or table or nil)
// Creates an LuaItemStack and leaves it on top of stack
int LuaItemStack::create_object(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ItemStack item;
if (!lua_isnone(L, 1))
item = read_item(L, 1, getGameDef(L)->idef());
LuaItemStack *o = new LuaItemStack(item);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
return 1;
}
// Not callable from Lua
int LuaItemStack::create(lua_State *L, const ItemStack &item)
{
NO_MAP_LOCK_REQUIRED;
LuaItemStack *o = new LuaItemStack(item);
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
return 1;
}
void *LuaItemStack::packIn(lua_State *L, int idx)
{
LuaItemStack *o = checkObject<LuaItemStack>(L, idx);
return new ItemStack(o->getItem());
}
void LuaItemStack::packOut(lua_State *L, void *ptr)
{
ItemStack *stack = reinterpret_cast<ItemStack*>(ptr);
if (L)
create(L, *stack);
delete stack;
}
void LuaItemStack::Register(lua_State *L)
{
static const luaL_Reg metamethods[] = {
{"__tostring", mt_tostring},
{"__gc", gc_object},
{"__eq", l_equals},
{0, 0}
};
registerClass(L, className, methods, metamethods);
// Can be created from Lua (ItemStack(itemstack or itemstring or table or nil))
lua_register(L, className, create_object);
script_register_packer(L, className, packIn, packOut);
}
const char LuaItemStack::className[] = "ItemStack";
const luaL_Reg LuaItemStack::methods[] = {
luamethod(LuaItemStack, is_empty),
luamethod(LuaItemStack, get_name),
luamethod(LuaItemStack, set_name),
luamethod(LuaItemStack, get_count),
luamethod(LuaItemStack, set_count),
luamethod(LuaItemStack, get_wear),
luamethod(LuaItemStack, set_wear),
luamethod(LuaItemStack, get_meta),
luamethod(LuaItemStack, get_metadata),
luamethod(LuaItemStack, set_metadata),
luamethod(LuaItemStack, get_description),
luamethod(LuaItemStack, get_short_description),
luamethod(LuaItemStack, clear),
luamethod(LuaItemStack, replace),
luamethod(LuaItemStack, to_string),
luamethod(LuaItemStack, to_table),
luamethod(LuaItemStack, get_stack_max),
luamethod(LuaItemStack, get_free_space),
luamethod(LuaItemStack, is_known),
luamethod(LuaItemStack, get_definition),
luamethod(LuaItemStack, get_tool_capabilities),
luamethod(LuaItemStack, add_wear),
luamethod(LuaItemStack, add_wear_by_uses),
luamethod(LuaItemStack, add_item),
luamethod(LuaItemStack, item_fits),
luamethod(LuaItemStack, take_item),
luamethod(LuaItemStack, peek_item),
luamethod(LuaItemStack, equals),
{0,0}
};
/*
ItemDefinition
*/
// register_item_raw({lots of stuff})
int ModApiItem::l_register_item_raw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
luaL_checktype(L, 1, LUA_TTABLE);
int table = 1;
// Get the writable item and node definition managers from the server
IWritableItemDefManager *idef =
getServer(L)->getWritableItemDefManager();
NodeDefManager *ndef =
getServer(L)->getWritableNodeDefManager();
// Check if name is defined
std::string name;
lua_getfield(L, table, "name");
if(lua_isstring(L, -1)){
name = readParam<std::string>(L, -1);
} else {
throw LuaError("register_item_raw: name is not defined or not a string");
}
// Check if on_use is defined
ItemDefinition def;
// Set a distinctive default value to check if this is set
def.node_placement_prediction = "__default";
// Read the item definition
read_item_definition(L, table, def, def);
// Default to having client-side placement prediction for nodes
// ("" in item definition sets it off)
if(def.node_placement_prediction == "__default"){
if(def.type == ITEM_NODE)
def.node_placement_prediction = name;
else
def.node_placement_prediction.clear();
}
// Register item definition
idef->registerItem(def);
// Read the node definition (content features) and register it
if (def.type == ITEM_NODE) {
ContentFeatures f;
read_content_features(L, f, table);
// when a mod reregisters ignore, only texture changes and such should
// be done
if (f.name == "ignore")
return 0;
// This would break everything
if (f.name.empty())
throw LuaError("Cannot register node with empty name");
content_t id = ndef->set(f.name, f);
if (id > MAX_REGISTERED_CONTENT) {
throw LuaError("Number of registerable nodes ("
+ itos(MAX_REGISTERED_CONTENT+1)
+ ") exceeded (" + name + ")");
}
}
return 0; /* number of results */
}
// unregister_item(name)
int ModApiItem::l_unregister_item_raw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
std::string name = luaL_checkstring(L, 1);
IWritableItemDefManager *idef =
getServer(L)->getWritableItemDefManager();
// Unregister the node
if (idef->get(name).type == ITEM_NODE) {
NodeDefManager *ndef =
getServer(L)->getWritableNodeDefManager();
ndef->removeNode(name);
}
idef->unregisterItem(name);
return 0; /* number of results */
}
// register_alias_raw(name, convert_to_name)
int ModApiItem::l_register_alias_raw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
std::string name = luaL_checkstring(L, 1);
std::string convert_to = luaL_checkstring(L, 2);
// Get the writable item definition manager from the server
IWritableItemDefManager *idef =
getServer(L)->getWritableItemDefManager();
idef->registerAlias(name, convert_to);
return 0; /* number of results */
}
// get_content_id(name)
int ModApiItem::l_get_content_id(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
std::string name = luaL_checkstring(L, 1);
const IItemDefManager *idef = getGameDef(L)->idef();
const NodeDefManager *ndef = getGameDef(L)->ndef();
// If this is called at mod load time, NodeDefManager isn't aware of
// aliases yet, so we need to handle them manually
const auto &alias_name = idef->getAlias(name);
content_t content_id;
if (alias_name != name) {
if (!ndef->getId(alias_name, content_id))
throw LuaError("Unknown node: " + alias_name +
" (from alias " + name + ")");
} else if (!ndef->getId(name, content_id)) {
throw LuaError("Unknown node: " + name);
}
lua_pushinteger(L, content_id);
return 1; /* number of results */
}
// get_name_from_content_id(name)
int ModApiItem::l_get_name_from_content_id(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
content_t c = luaL_checkint(L, 1);
const NodeDefManager *ndef = getGameDef(L)->ndef();
const char *name = ndef->get(c).name.c_str();
lua_pushstring(L, name);
return 1; /* number of results */
}
void ModApiItem::Initialize(lua_State *L, int top)
{
API_FCT(register_item_raw);
API_FCT(unregister_item_raw);
API_FCT(register_alias_raw);
API_FCT(get_content_id);
API_FCT(get_name_from_content_id);
}
void ModApiItem::InitializeAsync(lua_State *L, int top)
{
// all read-only functions
API_FCT(get_content_id);
API_FCT(get_name_from_content_id);
}
void ModApiItem::InitializeClient(lua_State *L, int top)
{
// all read-only functions
API_FCT(get_content_id);
API_FCT(get_name_from_content_id);
}