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Move scriptapi to separate folder (by sapier)
On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
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87 changed files with 6401 additions and 5584 deletions
260
src/script/cpp_api/s_inventory.cpp
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260
src/script/cpp_api/s_inventory.cpp
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/*
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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 "cpp_api/s_inventory.h"
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#include "inventorymanager.h"
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#include "lua_api/l_inventory.h"
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#include "lua_api/l_item.h"
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#include "log.h"
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// Return number of accepted items to be moved
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int ScriptApiDetached::detached_inventory_AllowMove(
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const std::string &name,
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const std::string &from_list, int from_index,
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const std::string &to_list, int to_index,
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int count, ServerActiveObject *player)
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{
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SCRIPTAPI_PRECHECKHEADER
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// Push callback function on stack
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if(!getDetachedInventoryCallback(name, "allow_move"))
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return count;
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// function(inv, from_list, from_index, to_list, to_index, count, player)
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// inv
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InventoryLocation loc;
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loc.setDetached(name);
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InvRef::create(L, loc);
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// from_list
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lua_pushstring(L, from_list.c_str());
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// from_index
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lua_pushinteger(L, from_index + 1);
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// to_list
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lua_pushstring(L, to_list.c_str());
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// to_index
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lua_pushinteger(L, to_index + 1);
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// count
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lua_pushinteger(L, count);
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// player
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objectrefGetOrCreate(player);
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if(lua_pcall(L, 7, 1, 0))
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scriptError("error: %s", lua_tostring(L, -1));
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if(!lua_isnumber(L, -1))
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throw LuaError(L, "allow_move should return a number");
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return luaL_checkinteger(L, -1);
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}
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// Return number of accepted items to be put
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int ScriptApiDetached::detached_inventory_AllowPut(
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const std::string &name,
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const std::string &listname, int index, ItemStack &stack,
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ServerActiveObject *player)
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{
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SCRIPTAPI_PRECHECKHEADER
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// Push callback function on stack
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if(!getDetachedInventoryCallback(name, "allow_put"))
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return stack.count; // All will be accepted
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// Call function(inv, listname, index, stack, player)
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// inv
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InventoryLocation loc;
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loc.setDetached(name);
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InvRef::create(L, loc);
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// listname
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lua_pushstring(L, listname.c_str());
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// index
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lua_pushinteger(L, index + 1);
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// stack
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LuaItemStack::create(L, stack);
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// player
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objectrefGetOrCreate(player);
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if(lua_pcall(L, 5, 1, 0))
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scriptError("error: %s", lua_tostring(L, -1));
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if(!lua_isnumber(L, -1))
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throw LuaError(L, "allow_put should return a number");
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return luaL_checkinteger(L, -1);
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}
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// Return number of accepted items to be taken
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int ScriptApiDetached::detached_inventory_AllowTake(
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const std::string &name,
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const std::string &listname, int index, ItemStack &stack,
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ServerActiveObject *player)
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{
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SCRIPTAPI_PRECHECKHEADER
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// Push callback function on stack
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if(!getDetachedInventoryCallback(name, "allow_take"))
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return stack.count; // All will be accepted
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// Call function(inv, listname, index, stack, player)
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// inv
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InventoryLocation loc;
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loc.setDetached(name);
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InvRef::create(L, loc);
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// listname
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lua_pushstring(L, listname.c_str());
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// index
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lua_pushinteger(L, index + 1);
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// stack
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LuaItemStack::create(L, stack);
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// player
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objectrefGetOrCreate(player);
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if(lua_pcall(L, 5, 1, 0))
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scriptError("error: %s", lua_tostring(L, -1));
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if(!lua_isnumber(L, -1))
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throw LuaError(L, "allow_take should return a number");
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return luaL_checkinteger(L, -1);
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}
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// Report moved items
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void ScriptApiDetached::detached_inventory_OnMove(
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const std::string &name,
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const std::string &from_list, int from_index,
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const std::string &to_list, int to_index,
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int count, ServerActiveObject *player)
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{
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SCRIPTAPI_PRECHECKHEADER
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// Push callback function on stack
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if(!getDetachedInventoryCallback(name, "on_move"))
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return;
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// function(inv, from_list, from_index, to_list, to_index, count, player)
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// inv
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InventoryLocation loc;
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loc.setDetached(name);
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InvRef::create(L, loc);
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// from_list
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lua_pushstring(L, from_list.c_str());
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// from_index
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lua_pushinteger(L, from_index + 1);
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// to_list
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lua_pushstring(L, to_list.c_str());
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// to_index
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lua_pushinteger(L, to_index + 1);
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// count
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lua_pushinteger(L, count);
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// player
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objectrefGetOrCreate(player);
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if(lua_pcall(L, 7, 0, 0))
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scriptError("error: %s", lua_tostring(L, -1));
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}
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// Report put items
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void ScriptApiDetached::detached_inventory_OnPut(
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const std::string &name,
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const std::string &listname, int index, ItemStack &stack,
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ServerActiveObject *player)
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{
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SCRIPTAPI_PRECHECKHEADER
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// Push callback function on stack
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if(!getDetachedInventoryCallback(name, "on_put"))
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return;
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// Call function(inv, listname, index, stack, player)
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// inv
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InventoryLocation loc;
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loc.setDetached(name);
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InvRef::create(L, loc);
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// listname
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lua_pushstring(L, listname.c_str());
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// index
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lua_pushinteger(L, index + 1);
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// stack
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LuaItemStack::create(L, stack);
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// player
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objectrefGetOrCreate(player);
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if(lua_pcall(L, 5, 0, 0))
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scriptError("error: %s", lua_tostring(L, -1));
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}
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// Report taken items
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void ScriptApiDetached::detached_inventory_OnTake(
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const std::string &name,
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const std::string &listname, int index, ItemStack &stack,
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ServerActiveObject *player)
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{
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SCRIPTAPI_PRECHECKHEADER
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// Push callback function on stack
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if(!getDetachedInventoryCallback(name, "on_take"))
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return;
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// Call function(inv, listname, index, stack, player)
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// inv
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InventoryLocation loc;
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loc.setDetached(name);
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InvRef::create(L, loc);
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// listname
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lua_pushstring(L, listname.c_str());
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// index
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lua_pushinteger(L, index + 1);
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// stack
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LuaItemStack::create(L, stack);
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// player
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objectrefGetOrCreate(player);
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if(lua_pcall(L, 5, 0, 0))
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scriptError("error: %s", lua_tostring(L, -1));
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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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bool ScriptApiDetached::getDetachedInventoryCallback(
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const std::string &name, const char *callbackname)
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{
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lua_State *L = getStack();
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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);
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return false;
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}
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}
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