- set_stack(listname, i, stack): copy stack to index i in list
- get_list(listname): return full list
- set_list(listname, list): set full list (size will not change)
+- get_lists(): returns list of inventory lists
+- set_lists(lists): sets inventory lists (size will not change)
- add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
- room_for_item(listname, stack): returns true if the stack of items
can be fully added to the list
return 0;
}
+// get_lists(self) -> list of InventoryLists
+int InvRef::l_get_lists(lua_State *L)
+{
+ NO_MAP_LOCK_REQUIRED;
+ InvRef *ref = checkobject(L, 1);
+ Inventory *inv = getinv(L, ref);
+ if (!inv) {
+ return 0;
+ }
+ std::vector<const InventoryList*> lists = inv->getLists();
+ std::vector<const InventoryList*>::iterator iter = lists.begin();
+ lua_createtable(L, 0, lists.size());
+ for (; iter != lists.end(); iter++) {
+ const char* name = (*iter)->getName().c_str();
+ lua_pushstring(L, name);
+ push_inventory_list(L, inv, name);
+ lua_rawset(L, -3);
+ }
+ return 1;
+}
+
+// set_lists(self, lists)
+int InvRef::l_set_lists(lua_State *L)
+{
+ NO_MAP_LOCK_REQUIRED;
+ InvRef *ref = checkobject(L, 1);
+ Inventory *inv = getinv(L, ref);
+ if (!inv) {
+ return 0;
+ }
+ lua_pushnil(L);
+ while (lua_next(L, 2)) {
+ const char* listname = lua_tostring(L, -2);
+ InventoryList *list = inv->getList(listname);
+ if (list) {
+ read_inventory_list(L, -1, inv, listname,
+ getServer(L), list->getSize());
+ } else {
+ read_inventory_list(L, -1, inv, listname,
+ getServer(L));
+ }
+ lua_pop(L, 1);
+ }
+ return 0;
+}
+
// add_item(self, listname, itemstack or itemstring or table or nil) -> itemstack
// Returns the leftover stack
int InvRef::l_add_item(lua_State *L)
luamethod(InvRef, set_stack),
luamethod(InvRef, get_list),
luamethod(InvRef, set_list),
+ luamethod(InvRef, get_lists),
+ luamethod(InvRef, set_lists),
luamethod(InvRef, add_item),
luamethod(InvRef, room_for_item),
luamethod(InvRef, contains_item),
// set_list(self, listname, list)
static int l_set_list(lua_State *L);
+ // get_lists(self) -> list of InventoryLists
+ static int l_get_lists(lua_State *L);
+
+ // set_lists(self, lists)
+ static int l_set_lists(lua_State *L);
+
// add_item(self, listname, itemstack or itemstring or table or nil) -> itemstack
// Returns the leftover stack
static int l_add_item(lua_State *L);