149 lines
4.3 KiB
C++
149 lines
4.3 KiB
C++
#include "api_lua.hpp"
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#include "../../../content/Content.hpp"
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#include "../../../world/Level.hpp"
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#include "../../../items/ItemStack.hpp"
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#include "../../../items/Inventories.hpp"
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#include "../../../logic/BlocksController.hpp"
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using namespace scripting;
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static void validate_itemid(itemid_t id) {
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if (id >= indices->countItemDefs()) {
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throw std::runtime_error("invalid item id");
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}
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}
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static std::shared_ptr<Inventory> get_inventory(int64_t id) {
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auto inv = level->inventories->get(id);
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if (inv == nullptr) {
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throw std::runtime_error("inventory not found: "+std::to_string(id));
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}
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return inv;
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}
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static std::shared_ptr<Inventory> get_inventory(int64_t id, int arg) {
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auto inv = level->inventories->get(id);
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if (inv == nullptr) {
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throw std::runtime_error("inventory not found: "+std::to_string(id)+
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" argument "+std::to_string(arg));
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}
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return inv;
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}
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static void validate_slotid(int slotid, Inventory* inv) {
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if (slotid < 0 || uint64_t(slotid) >= inv->size()) {
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throw std::runtime_error("slot index is out of range [0..inventory.size(invid)]");
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}
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}
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static int l_inventory_get(lua::State* L) {
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auto invid = lua::tointeger(L, 1);
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auto slotid = lua::tointeger(L, 2);
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auto inv = get_inventory(invid);
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validate_slotid(slotid, inv.get());
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const ItemStack& item = inv->getSlot(slotid);
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lua::pushinteger(L, item.getItemId());
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lua::pushinteger(L, item.getCount());
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return 2;
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}
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static int l_inventory_set(lua::State* L) {
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auto invid = lua::tointeger(L, 1);
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auto slotid = lua::tointeger(L, 2);
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auto itemid = lua::tointeger(L, 3);
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auto count = lua::tointeger(L, 4);
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validate_itemid(itemid);
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auto inv = get_inventory(invid);
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validate_slotid(slotid, inv.get());
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ItemStack& item = inv->getSlot(slotid);
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item.set(ItemStack(itemid, count));
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return 0;
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}
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static int l_inventory_size(lua::State* L) {
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auto invid = lua::tointeger(L, 1);
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auto inv = get_inventory(invid);
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return lua::pushinteger(L, inv->size());
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}
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static int l_inventory_add(lua::State* L) {
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auto invid = lua::tointeger(L, 1);
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auto itemid = lua::tointeger(L, 2);
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auto count = lua::tointeger(L, 3);
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validate_itemid(itemid);
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auto inv = get_inventory(invid);
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ItemStack item(itemid, count);
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inv->move(item, indices);
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return lua::pushinteger(L, item.getCount());
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}
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static int l_inventory_get_block(lua::State* L) {
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auto x = lua::tointeger(L, 1);
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auto y = lua::tointeger(L, 2);
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auto z = lua::tointeger(L, 3);
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int64_t id = blocks->createBlockInventory(x, y, z);
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return lua::pushinteger(L, id);
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}
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static int l_inventory_bind_block(lua::State* L) {
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auto id = lua::tointeger(L, 1);
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auto x = lua::tointeger(L, 2);
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auto y = lua::tointeger(L, 3);
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auto z = lua::tointeger(L, 4);
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blocks->bindInventory(id, x, y, z);
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return 0;
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}
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static int l_inventory_unbind_block(lua::State* L) {
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auto x = lua::tointeger(L, 1);
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auto y = lua::tointeger(L, 2);
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auto z = lua::tointeger(L, 3);
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blocks->unbindInventory(x, y, z);
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return 0;
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}
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static int l_inventory_clone(lua::State* L) {
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auto id = lua::tointeger(L, 1);
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auto clone = level->inventories->clone(id);
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if (clone == nullptr) {
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return lua::pushinteger(L, 0);
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}
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return lua::pushinteger(L, clone->getId());
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}
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static int l_inventory_move(lua::State* L) {
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auto invAid = lua::tointeger(L, 1);
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auto slotAid = lua::tointeger(L, 2);
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auto invA = get_inventory(invAid, 1);
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validate_slotid(slotAid, invA.get());
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auto invBid = lua::tointeger(L, 3);
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auto slotBid = lua::isnil(L, 4) ? -1 : lua::tointeger(L, 4);
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auto invB = get_inventory(invBid, 3);
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auto& slot = invA->getSlot(slotAid);
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if (slotBid == -1) {
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invB->move(slot, content->getIndices());
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} else {
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invB->move(slot, content->getIndices(), slotBid, slotBid+1);
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}
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return 0;
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}
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const luaL_Reg inventorylib [] = {
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{"get", lua::wrap<l_inventory_get>},
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{"set", lua::wrap<l_inventory_set>},
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{"size", lua::wrap<l_inventory_size>},
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{"add", lua::wrap<l_inventory_add>},
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{"move", lua::wrap<l_inventory_move>},
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{"get_block", lua::wrap<l_inventory_get_block>},
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{"bind_block", lua::wrap<l_inventory_bind_block>},
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{"unbind_block", lua::wrap<l_inventory_unbind_block>},
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{"clone", lua::wrap<l_inventory_clone>},
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{NULL, NULL}
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};
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