// Luanti // SPDX-License-Identifier: LGPL-2.1-or-later // Copyright (C) 2013 celeron55, Perttu Ahola /******************************************************************************/ /******************************************************************************/ /* WARNING!!!! do NOT add this header in any include file or any code file */ /* not being a script/modapi file!!!!!!!! */ /******************************************************************************/ /******************************************************************************/ #pragma once #include #include #include #include "irrlichttypes_bloated.h" extern "C" { #include } std::string getstringfield_default(lua_State *L, int table, const char *fieldname, const std::string &default_); bool getboolfield_default(lua_State *L, int table, const char *fieldname, bool default_); float getfloatfield_default(lua_State *L, int table, const char *fieldname, float default_); int getintfield_default(lua_State *L, int table, const char *fieldname, int default_); bool check_field_or_nil(lua_State *L, int index, int type, const char *fieldname); template bool getintfield(lua_State *L, int table, const char *fieldname, T &result) { lua_getfield(L, table, fieldname); bool got = false; if (check_field_or_nil(L, -1, LUA_TNUMBER, fieldname)){ result = lua_tointeger(L, -1); got = true; } lua_pop(L, 1); return got; } // Retrieve an v3s16 where all components are optional (falls back to default) v3s16 getv3s16field_default(lua_State *L, int table, const char *fieldname, v3s16 default_); bool getstringfield(lua_State *L, int table, const char *fieldname, std::string &result); bool getstringfield(lua_State *L, int table, const char *fieldname, std::string_view &result); size_t getstringlistfield(lua_State *L, int table, const char *fieldname, std::vector *result); bool getboolfield(lua_State *L, int table, const char *fieldname, bool &result); bool getfloatfield(lua_State *L, int table, const char *fieldname, float &result); void setstringfield(lua_State *L, int table, const char *fieldname, const std::string &value); void setintfield(lua_State *L, int table, const char *fieldname, int value); void setfloatfield(lua_State *L, int table, const char *fieldname, float value); void setboolfield(lua_State *L, int table, const char *fieldname, bool value); v3f checkFloatPos(lua_State *L, int index); v2f check_v2f(lua_State *L, int index); v3f check_v3f(lua_State *L, int index); v3s16 check_v3s16(lua_State *L, int index); v3f read_v3f(lua_State *L, int index); v2f read_v2f(lua_State *L, int index); v2s16 read_v2s16(lua_State *L, int index); v2s32 read_v2s32(lua_State *L, int index); video::SColor read_ARGB8(lua_State *L, int index); bool read_color(lua_State *L, int index, video::SColor *color); bool is_color_table (lua_State *L, int index); /** * Read a floating-point axis-aligned box from Lua. * * @param L the Lua state * @param index the index of the Lua variable to read the box from. The * variable must contain a table of the form * {minx, miny, minz, maxx, maxy, maxz}. * @param scale factor to scale the bounding box by * * @return the box corresponding to lua table */ aabb3f read_aabb3f(lua_State *L, int index, f32 scale); v3s16 read_v3s16(lua_State *L, int index); std::vector read_aabb3f_vector (lua_State *L, int index, f32 scale); size_t read_stringlist(lua_State *L, int index, std::vector *result); void push_v2s16(lua_State *L, v2s16 p); void push_v2s32(lua_State *L, v2s32 p); void push_v2u32(lua_State *L, v2u32 p); void push_v3s16(lua_State *L, v3s16 p); void push_aabb3f(lua_State *L, aabb3f box, f32 divisor = 1.0f); void push_ARGB8(lua_State *L, video::SColor color); void pushFloatPos(lua_State *L, v3f p); void push_v3f(lua_State *L, v3f p); void push_v2f(lua_State *L, v2f p); void push_aabb3f_vector(lua_State *L, const std::vector &boxes, f32 divisor = 1.0f); void warn_if_field_exists(lua_State *L, int table, const char *fieldname, std::string_view name, std::string_view message); size_t write_array_slice_float(lua_State *L, int table_index, float *data, v3u16 data_size, v3u16 slice_offset, v3u16 slice_size); // This must match the implementation in builtin/game/misc_s.lua // Note that this returns a floating point result as Lua integers are 32-bit inline lua_Number hash_node_position(v3s16 pos) { return (((s64)pos.Z + 0x8000L) << 32) | (((s64)pos.Y + 0x8000L) << 16) | ((s64)pos.X + 0x8000L); }