/* Dragonfire Copyright (C) 2020 Elias Fleckenstein This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "inventorymanager.h" #include "lua_api/l_base.h" #define GET_MOVE_ACTION \ LuaInventoryAction *o = checkobject(L, 1); \ if (o->m_action->getType() == IAction::Craft) \ return 0; \ MoveAction *act = dynamic_cast(o->m_action); class LuaInventoryAction : public ModApiBase { private: InventoryAction *m_action; static void readFullInventoryLocationInto(lua_State *L, InventoryLocation *loc, std::string *list, s16 *index); static const char className[]; static const luaL_Reg methods[]; // Exported functions // garbage collector static int gc_object(lua_State *L); // __tostring metamethod static int mt_tostring(lua_State *L); // apply(self) static int l_apply(lua_State *L); // from(self, location, list, index) static int l_from(lua_State *L); // to(self, location, list, index) static int l_to(lua_State *L); // craft(self, location) static int l_craft(lua_State *L); // set_count(self, count) static int l_set_count(lua_State *L); public: LuaInventoryAction(const IAction &type); ~LuaInventoryAction(); // LuaInventoryAction(inventory action type) // Creates an LuaInventoryAction and leaves it on top of stack static int create_object(lua_State *L); // Not callable from Lua static int create(lua_State *L, const IAction &type); static LuaInventoryAction *checkobject(lua_State *L, int narg); static void Register(lua_State *L); };