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https://github.com/luanti-org/luanti.git
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split scriptapi.cpp
Remerge some files in order to reduce number of additional files Make necessary changes for split, rename files, reorganize some bits
This commit is contained in:
139
src/scriptapi.h
139
src/scriptapi.h
@@ -20,41 +20,33 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#ifndef SCRIPTAPI_HEADER
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#define SCRIPTAPI_HEADER
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#include "irrlichttypes_bloated.h"
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#include <string>
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#include "mapnode.h"
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#include <set>
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#include <map>
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extern "C" {
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#include <lua.h>
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}
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#include "scriptapi_inventory.h"
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#include "scriptapi_nodemeta.h"
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#include "scriptapi_entity.h"
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#include "scriptapi_object.h"
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#include "scriptapi_env.h"
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#include "scriptapi_item.h"
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#include "scriptapi_node.h"
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#define luamethod(class, name) {#name, class::l_##name}
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class Server;
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class ServerEnvironment;
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class ServerActiveObject;
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typedef struct lua_State lua_State;
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struct ObjectProperties;
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struct ItemStack;
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struct PointedThing;
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//class IGameDef;
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struct ToolCapabilities;
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void scriptapi_export(lua_State *L, Server *server);
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bool scriptapi_loadmod(lua_State *L, const std::string &scriptpath,
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const std::string &modname);
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void scriptapi_add_environment(lua_State *L, ServerEnvironment *env);
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void scriptapi_add_object_reference(lua_State *L, ServerActiveObject *cobj);
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void scriptapi_rm_object_reference(lua_State *L, ServerActiveObject *cobj);
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// Returns true if script handled message
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bool scriptapi_on_chat_message(lua_State *L, const std::string &name,
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const std::string &message);
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/* environment */
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// On environment step
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void scriptapi_environment_step(lua_State *L, float dtime);
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// After generating a piece of map
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void scriptapi_environment_on_generated(lua_State *L, v3s16 minp, v3s16 maxp,
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u32 blockseed);
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/* server */
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void scriptapi_on_shutdown(lua_State *L);
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@@ -77,110 +69,5 @@ void scriptapi_on_player_receive_fields(lua_State *L,
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const std::string &formname,
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const std::map<std::string, std::string> &fields);
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/* item callbacks */
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bool scriptapi_item_on_drop(lua_State *L, ItemStack &item,
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ServerActiveObject *dropper, v3f pos);
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bool scriptapi_item_on_place(lua_State *L, ItemStack &item,
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ServerActiveObject *placer, const PointedThing &pointed);
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bool scriptapi_item_on_use(lua_State *L, ItemStack &item,
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ServerActiveObject *user, const PointedThing &pointed);
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/* node callbacks */
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bool scriptapi_node_on_punch(lua_State *L, v3s16 p, MapNode node,
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ServerActiveObject *puncher);
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bool scriptapi_node_on_dig(lua_State *L, v3s16 p, MapNode node,
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ServerActiveObject *digger);
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// Node constructor
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void scriptapi_node_on_construct(lua_State *L, v3s16 p, MapNode node);
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// Node destructor
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void scriptapi_node_on_destruct(lua_State *L, v3s16 p, MapNode node);
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// Node post-destructor
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void scriptapi_node_after_destruct(lua_State *L, v3s16 p, MapNode node);
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// Node Timer event
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bool scriptapi_node_on_timer(lua_State *L, v3s16 p, MapNode node, f32 dtime);
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// Called when a metadata form returns values
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void scriptapi_node_on_receive_fields(lua_State *L, v3s16 p,
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const std::string &formname,
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const std::map<std::string, std::string> &fields,
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ServerActiveObject *sender);
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/* Node metadata inventory callbacks */
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// Return number of accepted items to be moved
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int scriptapi_nodemeta_inventory_allow_move(lua_State *L, v3s16 p,
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const std::string &from_list, int from_index,
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const std::string &to_list, int to_index,
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int count, ServerActiveObject *player);
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// Return number of accepted items to be put
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int scriptapi_nodemeta_inventory_allow_put(lua_State *L, v3s16 p,
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const std::string &listname, int index, ItemStack &stack,
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ServerActiveObject *player);
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// Return number of accepted items to be taken
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int scriptapi_nodemeta_inventory_allow_take(lua_State *L, v3s16 p,
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const std::string &listname, int index, ItemStack &stack,
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ServerActiveObject *player);
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// Report moved items
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void scriptapi_nodemeta_inventory_on_move(lua_State *L, v3s16 p,
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const std::string &from_list, int from_index,
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const std::string &to_list, int to_index,
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int count, ServerActiveObject *player);
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// Report put items
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void scriptapi_nodemeta_inventory_on_put(lua_State *L, v3s16 p,
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const std::string &listname, int index, ItemStack &stack,
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ServerActiveObject *player);
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// Report taken items
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void scriptapi_nodemeta_inventory_on_take(lua_State *L, v3s16 p,
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const std::string &listname, int index, ItemStack &stack,
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ServerActiveObject *player);
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/* Detached inventory callbacks */
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// Return number of accepted items to be moved
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int scriptapi_detached_inventory_allow_move(lua_State *L,
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const std::string &name,
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const std::string &from_list, int from_index,
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const std::string &to_list, int to_index,
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int count, ServerActiveObject *player);
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// Return number of accepted items to be put
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int scriptapi_detached_inventory_allow_put(lua_State *L,
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const std::string &name,
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const std::string &listname, int index, ItemStack &stack,
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ServerActiveObject *player);
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// Return number of accepted items to be taken
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int scriptapi_detached_inventory_allow_take(lua_State *L,
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const std::string &name,
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const std::string &listname, int index, ItemStack &stack,
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ServerActiveObject *player);
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// Report moved items
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void scriptapi_detached_inventory_on_move(lua_State *L,
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const std::string &name,
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const std::string &from_list, int from_index,
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const std::string &to_list, int to_index,
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int count, ServerActiveObject *player);
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// Report put items
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void scriptapi_detached_inventory_on_put(lua_State *L,
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const std::string &name,
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const std::string &listname, int index, ItemStack &stack,
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ServerActiveObject *player);
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// Report taken items
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void scriptapi_detached_inventory_on_take(lua_State *L,
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const std::string &name,
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const std::string &listname, int index, ItemStack &stack,
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ServerActiveObject *player);
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/* luaentity */
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// Returns true if succesfully added into Lua; false otherwise.
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bool scriptapi_luaentity_add(lua_State *L, u16 id, const char *name);
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void scriptapi_luaentity_activate(lua_State *L, u16 id,
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const std::string &staticdata, u32 dtime_s);
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void scriptapi_luaentity_rm(lua_State *L, u16 id);
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std::string scriptapi_luaentity_get_staticdata(lua_State *L, u16 id);
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void scriptapi_luaentity_get_properties(lua_State *L, u16 id,
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ObjectProperties *prop);
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void scriptapi_luaentity_step(lua_State *L, u16 id, float dtime);
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void scriptapi_luaentity_punch(lua_State *L, u16 id,
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ServerActiveObject *puncher, float time_from_last_punch,
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const ToolCapabilities *toolcap, v3f dir);
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void scriptapi_luaentity_rightclick(lua_State *L, u16 id,
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ServerActiveObject *clicker);
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#endif
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