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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
137
src/script/lua_api/l_inventory.h
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137
src/script/lua_api/l_inventory.h
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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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#ifndef L_INVENTORY_H_
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#define L_INVENTORY_H_
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extern "C" {
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#include <lua.h>
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#include <lauxlib.h>
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}
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#include "inventorymanager.h"
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#include "player.h"
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#include "serverobject.h"
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#include "inventory.h"
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#include "lua_api/l_base.h"
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/*
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InvRef
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*/
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class InvRef
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{
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private:
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InventoryLocation m_loc;
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static const char className[];
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static const luaL_reg methods[];
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static InvRef *checkobject(lua_State *L, int narg);
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static Inventory* getinv(lua_State *L, InvRef *ref);
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static InventoryList* getlist(lua_State *L, InvRef *ref,
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const char *listname);
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static void reportInventoryChange(lua_State *L, InvRef *ref);
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// Exported functions
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// garbage collector
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static int gc_object(lua_State *L);
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// is_empty(self, listname) -> true/false
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static int l_is_empty(lua_State *L);
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// get_size(self, listname)
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static int l_get_size(lua_State *L);
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// get_width(self, listname)
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static int l_get_width(lua_State *L);
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// set_size(self, listname, size)
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static int l_set_size(lua_State *L);
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// set_width(self, listname, size)
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static int l_set_width(lua_State *L);
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// get_stack(self, listname, i) -> itemstack
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static int l_get_stack(lua_State *L);
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// set_stack(self, listname, i, stack) -> true/false
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static int l_set_stack(lua_State *L);
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// get_list(self, listname) -> list or nil
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static int l_get_list(lua_State *L);
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// set_list(self, listname, list)
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static int l_set_list(lua_State *L);
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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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static int l_add_item(lua_State *L);
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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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static int l_room_for_item(lua_State *L);
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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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static int l_contains_item(lua_State *L);
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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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static int l_remove_item(lua_State *L);
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// get_location() -> location (like minetest.get_inventory(location))
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static int l_get_location(lua_State *L);
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public:
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InvRef(const InventoryLocation &loc);
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~InvRef();
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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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static void create(lua_State *L, const InventoryLocation &loc);
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static void createPlayer(lua_State *L, Player *player);
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static void createNodeMeta(lua_State *L, v3s16 p);
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static void Register(lua_State *L);
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};
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class ModApiInventory
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: public ModApiBase
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{
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public:
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ModApiInventory();
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bool Initialize(lua_State *L, int top);
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static int l_create_detached_inventory_raw(lua_State *L);
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static int l_get_inventory(lua_State *L);
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private:
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static 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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static 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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#endif /* L_INVENTORY_H_ */
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