#include "common/c_converter.h"
#include "common/c_content.h"
#include "server.h"
-#include "player.h"
+#include "remoteplayer.h"
/*
InvRef
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));
+ ItemStack newitem = read_item(L, 4, getServer(L)->idef());
InventoryList *list = getlist(L, ref, listname);
if(list != NULL && i >= 0 && i < (int) list->getSize()){
list->changeItem(i, newitem);
NO_MAP_LOCK_REQUIRED;
InvRef *ref = checkobject(L, 1);
const char *listname = luaL_checkstring(L, 2);
- ItemStack item = read_item(L, 3, getServer(L));
+ ItemStack item = read_item(L, 3, getServer(L)->idef());
InventoryList *list = getlist(L, ref, listname);
if(list){
ItemStack leftover = list->addItem(item);
NO_MAP_LOCK_REQUIRED;
InvRef *ref = checkobject(L, 1);
const char *listname = luaL_checkstring(L, 2);
- ItemStack item = read_item(L, 3, getServer(L));
+ ItemStack item = read_item(L, 3, getServer(L)->idef());
InventoryList *list = getlist(L, ref, listname);
if(list){
lua_pushboolean(L, list->roomForItem(item));
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
+// contains_item(self, listname, itemstack or itemstring or table or nil, [match_meta]) -> true/false
+// Returns true if the list contains the given count of the given item
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));
+ ItemStack item = read_item(L, 3, getServer(L)->idef());
InventoryList *list = getlist(L, ref, listname);
- if(list){
- lua_pushboolean(L, list->containsItem(item));
+ bool match_meta = false;
+ if (lua_isboolean(L, 4))
+ match_meta = readParam<bool>(L, 4);
+ if (list) {
+ lua_pushboolean(L, list->containsItem(item, match_meta));
} else {
lua_pushboolean(L, false);
}
NO_MAP_LOCK_REQUIRED;
InvRef *ref = checkobject(L, 1);
const char *listname = luaL_checkstring(L, 2);
- ItemStack item = read_item(L, 3, getServer(L));
+ ItemStack item = read_item(L, 3, getServer(L)->idef());
InventoryList *list = getlist(L, ref, listname);
if(list){
ItemStack removed = list->removeItem(item);
{
}
-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)
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
}
-void InvRef::createPlayer(lua_State *L, Player *player)
+void InvRef::createPlayer(lua_State *L, RemotePlayer *player)
{
NO_MAP_LOCK_REQUIRED;
InventoryLocation loc;
}
const char InvRef::className[] = "InvRef";
-const luaL_reg InvRef::methods[] = {
+const luaL_Reg InvRef::methods[] = {
luamethod(InvRef, is_empty),
luamethod(InvRef, get_size),
luamethod(InvRef, set_size),
v3s16 pos = check_v3s16(L, -1);
loc.setNodeMeta(pos);
- if(getServer(L)->getInventory(loc) != NULL)
+ 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;
+ 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)
+// create_detached_inventory_raw(name, [player_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){
+ std::string player = readParam<std::string>(L, 2, "");
+ if (getServer(L)->createDetachedInventory(name, player) != NULL) {
InventoryLocation loc;
loc.setDetached(name);
InvRef::create(L, loc);
- }else{
+ } else {
lua_pushnil(L);
}
return 1;
}
+// remove_detached_inventory_raw(name)
+int ModApiInventory::l_remove_detached_inventory_raw(lua_State *L)
+{
+ NO_MAP_LOCK_REQUIRED;
+ const std::string &name = luaL_checkstring(L, 1);
+ lua_pushboolean(L, getServer(L)->removeDetachedInventory(name));
+ return 1;
+}
+
void ModApiInventory::Initialize(lua_State *L, int top)
{
API_FCT(create_detached_inventory_raw);
+ API_FCT(remove_detached_inventory_raw);
API_FCT(get_inventory);
}