minetest/src/script/common/c_content.cpp

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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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 "common/c_content.h"
#include "common/c_converter.h"
#include "common/c_types.h"
#include "nodedef.h"
#include "object_properties.h"
#include "collision.h"
#include "cpp_api/s_node.h"
#include "lua_api/l_object.h"
#include "lua_api/l_item.h"
#include "common/c_internal.h"
#include "server.h"
#include "log.h"
#include "tool.h"
#include "porting.h"
#include "mapgen/mg_schematic.h"
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#include "noise.h"
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#include "server/player_sao.h"
#include "util/pointedthing.h"
#include "debug.h" // For FATAL_ERROR
#include <json/json.h>
struct EnumString es_TileAnimationType[] =
{
{TAT_NONE, "none"},
{TAT_VERTICAL_FRAMES, "vertical_frames"},
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{TAT_SHEET_2D, "sheet_2d"},
{0, NULL},
};
/******************************************************************************/
void read_item_definition(lua_State* L, int index,
const ItemDefinition &default_def, ItemDefinition &def)
{
if (index < 0)
index = lua_gettop(L) + 1 + index;
def.type = (ItemType)getenumfield(L, index, "type",
es_ItemType, ITEM_NONE);
getstringfield(L, index, "name", def.name);
getstringfield(L, index, "description", def.description);
getstringfield(L, index, "inventory_image", def.inventory_image);
getstringfield(L, index, "inventory_overlay", def.inventory_overlay);
getstringfield(L, index, "wield_image", def.wield_image);
getstringfield(L, index, "wield_overlay", def.wield_overlay);
getstringfield(L, index, "palette", def.palette_image);
// Read item color.
lua_getfield(L, index, "color");
read_color(L, -1, &def.color);
lua_pop(L, 1);
lua_getfield(L, index, "wield_scale");
if(lua_istable(L, -1)){
def.wield_scale = check_v3f(L, -1);
}
lua_pop(L, 1);
int stack_max = getintfield_default(L, index, "stack_max", def.stack_max);
def.stack_max = rangelim(stack_max, 1, U16_MAX);
lua_getfield(L, index, "on_use");
def.usable = lua_isfunction(L, -1);
lua_pop(L, 1);
getboolfield(L, index, "liquids_pointable", def.liquids_pointable);
warn_if_field_exists(L, index, "tool_digging_properties",
"Obsolete; use tool_capabilities");
lua_getfield(L, index, "tool_capabilities");
if(lua_istable(L, -1)){
def.tool_capabilities = new ToolCapabilities(
read_tool_capabilities(L, -1));
}
// If name is "" (hand), ensure there are ToolCapabilities
// because it will be looked up there whenever any other item has
// no ToolCapabilities
if (def.name.empty() && def.tool_capabilities == NULL){
def.tool_capabilities = new ToolCapabilities();
}
lua_getfield(L, index, "groups");
read_groups(L, -1, def.groups);
lua_pop(L, 1);
lua_getfield(L, index, "sounds");
if (!lua_isnil(L, -1)) {
luaL_checktype(L, -1, LUA_TTABLE);
lua_getfield(L, -1, "place");
read_soundspec(L, -1, def.sound_place);
lua_pop(L, 1);
lua_getfield(L, -1, "place_failed");
read_soundspec(L, -1, def.sound_place_failed);
lua_pop(L, 1);
}
lua_pop(L, 1);
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def.range = getfloatfield_default(L, index, "range", def.range);
// Client shall immediately place this node when player places the item.
// Server will update the precise end result a moment later.
// "" = no prediction
getstringfield(L, index, "node_placement_prediction",
def.node_placement_prediction);
}
/******************************************************************************/
void push_item_definition(lua_State *L, const ItemDefinition &i)
{
lua_newtable(L);
lua_pushstring(L, i.name.c_str());
lua_setfield(L, -2, "name");
lua_pushstring(L, i.description.c_str());
lua_setfield(L, -2, "description");
}
void push_item_definition_full(lua_State *L, const ItemDefinition &i)
{
std::string type(es_ItemType[(int)i.type].str);
lua_newtable(L);
lua_pushstring(L, i.name.c_str());
lua_setfield(L, -2, "name");
lua_pushstring(L, i.description.c_str());
lua_setfield(L, -2, "description");
lua_pushstring(L, type.c_str());
lua_setfield(L, -2, "type");
lua_pushstring(L, i.inventory_image.c_str());
lua_setfield(L, -2, "inventory_image");
lua_pushstring(L, i.inventory_overlay.c_str());
lua_setfield(L, -2, "inventory_overlay");
lua_pushstring(L, i.wield_image.c_str());
lua_setfield(L, -2, "wield_image");
lua_pushstring(L, i.wield_overlay.c_str());
lua_setfield(L, -2, "wield_overlay");
lua_pushstring(L, i.palette_image.c_str());
lua_setfield(L, -2, "palette_image");
push_ARGB8(L, i.color);
lua_setfield(L, -2, "color");
push_v3f(L, i.wield_scale);
lua_setfield(L, -2, "wield_scale");
lua_pushinteger(L, i.stack_max);
lua_setfield(L, -2, "stack_max");
lua_pushboolean(L, i.usable);
lua_setfield(L, -2, "usable");
lua_pushboolean(L, i.liquids_pointable);
lua_setfield(L, -2, "liquids_pointable");
if (i.tool_capabilities) {
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push_tool_capabilities(L, *i.tool_capabilities);
lua_setfield(L, -2, "tool_capabilities");
}
push_groups(L, i.groups);
lua_setfield(L, -2, "groups");
push_soundspec(L, i.sound_place);
lua_setfield(L, -2, "sound_place");
push_soundspec(L, i.sound_place_failed);
lua_setfield(L, -2, "sound_place_failed");
lua_pushstring(L, i.node_placement_prediction.c_str());
lua_setfield(L, -2, "node_placement_prediction");
}
/******************************************************************************/
void read_object_properties(lua_State *L, int index,
ServerActiveObject *sao, ObjectProperties *prop, IItemDefManager *idef)
{
if(index < 0)
index = lua_gettop(L) + 1 + index;
if (lua_isnil(L, index))
return;
luaL_checktype(L, -1, LUA_TTABLE);
int hp_max = 0;
if (getintfield(L, -1, "hp_max", hp_max)) {
prop->hp_max = (u16)rangelim(hp_max, 0, U16_MAX);
if (prop->hp_max < sao->getHP()) {
PlayerHPChangeReason reason(PlayerHPChangeReason::SET_HP);
sao->setHP(prop->hp_max, reason);
if (sao->getType() == ACTIVEOBJECT_TYPE_PLAYER)
sao->getEnv()->getGameDef()->SendPlayerHPOrDie((PlayerSAO *)sao, reason);
}
}
if (getintfield(L, -1, "breath_max", prop->breath_max)) {
if (sao->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
PlayerSAO *player = (PlayerSAO *)sao;
if (prop->breath_max < player->getBreath())
player->setBreath(prop->breath_max);
}
}
getboolfield(L, -1, "physical", prop->physical);
getboolfield(L, -1, "collide_with_objects", prop->collideWithObjects);
lua_getfield(L, -1, "collisionbox");
bool collisionbox_defined = lua_istable(L, -1);
if (collisionbox_defined)
prop->collisionbox = read_aabb3f(L, -1, 1.0);
lua_pop(L, 1);
lua_getfield(L, -1, "selectionbox");
if (lua_istable(L, -1))
prop->selectionbox = read_aabb3f(L, -1, 1.0);
else if (collisionbox_defined)
prop->selectionbox = prop->collisionbox;
lua_pop(L, 1);
getboolfield(L, -1, "pointable", prop->pointable);
getstringfield(L, -1, "visual", prop->visual);
getstringfield(L, -1, "mesh", prop->mesh);
lua_getfield(L, -1, "visual_size");
if (lua_istable(L, -1)) {
// Backwards compatibility: Also accept { x = ?, y = ? }
v2f scale_xy = read_v2f(L, -1);
f32 scale_z = scale_xy.X;
lua_getfield(L, -1, "z");
if (lua_isnumber(L, -1))
scale_z = lua_tonumber(L, -1);
lua_pop(L, 1);
prop->visual_size = v3f(scale_xy.X, scale_xy.Y, scale_z);
}
lua_pop(L, 1);
lua_getfield(L, -1, "textures");
if(lua_istable(L, -1)){
prop->textures.clear();
int table = lua_gettop(L);
lua_pushnil(L);
while(lua_next(L, table) != 0){
// key at index -2 and value at index -1
if(lua_isstring(L, -1))
prop->textures.emplace_back(lua_tostring(L, -1));
else
prop->textures.emplace_back("");
// removes value, keeps key for next iteration
lua_pop(L, 1);
}
}
lua_pop(L, 1);
lua_getfield(L, -1, "colors");
if (lua_istable(L, -1)) {
int table = lua_gettop(L);
prop->colors.clear();
for (lua_pushnil(L); lua_next(L, table); lua_pop(L, 1)) {
video::SColor color(255, 255, 255, 255);
read_color(L, -1, &color);
prop->colors.push_back(color);
}
}
lua_pop(L, 1);
lua_getfield(L, -1, "spritediv");
if(lua_istable(L, -1))
prop->spritediv = read_v2s16(L, -1);
lua_pop(L, 1);
lua_getfield(L, -1, "initial_sprite_basepos");
if(lua_istable(L, -1))
prop->initial_sprite_basepos = read_v2s16(L, -1);
lua_pop(L, 1);
getboolfield(L, -1, "is_visible", prop->is_visible);
getboolfield(L, -1, "makes_footstep_sound", prop->makes_footstep_sound);
if (getfloatfield(L, -1, "stepheight", prop->stepheight))
prop->stepheight *= BS;
getfloatfield(L, -1, "eye_height", prop->eye_height);
getfloatfield(L, -1, "automatic_rotate", prop->automatic_rotate);
lua_getfield(L, -1, "automatic_face_movement_dir");
if (lua_isnumber(L, -1)) {
prop->automatic_face_movement_dir = true;
prop->automatic_face_movement_dir_offset = luaL_checknumber(L, -1);
} else if (lua_isboolean(L, -1)) {
prop->automatic_face_movement_dir = lua_toboolean(L, -1);
prop->automatic_face_movement_dir_offset = 0.0;
}
lua_pop(L, 1);
getboolfield(L, -1, "backface_culling", prop->backface_culling);
getintfield(L, -1, "glow", prop->glow);
getstringfield(L, -1, "nametag", prop->nametag);
lua_getfield(L, -1, "nametag_color");
if (!lua_isnil(L, -1)) {
video::SColor color = prop->nametag_color;
if (read_color(L, -1, &color))
prop->nametag_color = color;
}
lua_pop(L, 1);
lua_getfield(L, -1, "automatic_face_movement_max_rotation_per_sec");
if (lua_isnumber(L, -1)) {
prop->automatic_face_movement_max_rotation_per_sec = luaL_checknumber(L, -1);
}
lua_pop(L, 1);
getstringfield(L, -1, "infotext", prop->infotext);
getboolfield(L, -1, "static_save", prop->static_save);
lua_getfield(L, -1, "wield_item");
if (!lua_isnil(L, -1))
prop->wield_item = read_item(L, -1, idef).getItemString();
lua_pop(L, 1);
getfloatfield(L, -1, "zoom_fov", prop->zoom_fov);
getboolfield(L, -1, "use_texture_alpha", prop->use_texture_alpha);
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getboolfield(L, -1, "shaded", prop->shaded);
getstringfield(L, -1, "damage_texture_modifier", prop->damage_texture_modifier);
}
/******************************************************************************/
void push_object_properties(lua_State *L, ObjectProperties *prop)
{
lua_newtable(L);
lua_pushnumber(L, prop->hp_max);
lua_setfield(L, -2, "hp_max");
lua_pushnumber(L, prop->breath_max);
lua_setfield(L, -2, "breath_max");
lua_pushboolean(L, prop->physical);
lua_setfield(L, -2, "physical");
lua_pushboolean(L, prop->collideWithObjects);
lua_setfield(L, -2, "collide_with_objects");
push_aabb3f(L, prop->collisionbox);
lua_setfield(L, -2, "collisionbox");
push_aabb3f(L, prop->selectionbox);
lua_setfield(L, -2, "selectionbox");
lua_pushboolean(L, prop->pointable);
lua_setfield(L, -2, "pointable");
lua_pushlstring(L, prop->visual.c_str(), prop->visual.size());
lua_setfield(L, -2, "visual");
lua_pushlstring(L, prop->mesh.c_str(), prop->mesh.size());
lua_setfield(L, -2, "mesh");
push_v3f(L, prop->visual_size);
lua_setfield(L, -2, "visual_size");
lua_createtable(L, prop->textures.size(), 0);
u16 i = 1;
for (const std::string &texture : prop->textures) {
lua_pushlstring(L, texture.c_str(), texture.size());
lua_rawseti(L, -2, i++);
}
lua_setfield(L, -2, "textures");
lua_createtable(L, prop->colors.size(), 0);
i = 1;
for (const video::SColor &color : prop->colors) {
push_ARGB8(L, color);
lua_rawseti(L, -2, i++);
}
lua_setfield(L, -2, "colors");
push_v2s16(L, prop->spritediv);
lua_setfield(L, -2, "spritediv");
push_v2s16(L, prop->initial_sprite_basepos);
lua_setfield(L, -2, "initial_sprite_basepos");
lua_pushboolean(L, prop->is_visible);
lua_setfield(L, -2, "is_visible");
lua_pushboolean(L, prop->makes_footstep_sound);
lua_setfield(L, -2, "makes_footstep_sound");
lua_pushnumber(L, prop->stepheight / BS);
lua_setfield(L, -2, "stepheight");
lua_pushnumber(L, prop->eye_height);
lua_setfield(L, -2, "eye_height");
lua_pushnumber(L, prop->automatic_rotate);
lua_setfield(L, -2, "automatic_rotate");
if (prop->automatic_face_movement_dir)
lua_pushnumber(L, prop->automatic_face_movement_dir_offset);
else
lua_pushboolean(L, false);
lua_setfield(L, -2, "automatic_face_movement_dir");
lua_pushboolean(L, prop->backface_culling);
lua_setfield(L, -2, "backface_culling");
lua_pushnumber(L, prop->glow);
lua_setfield(L, -2, "glow");
lua_pushlstring(L, prop->nametag.c_str(), prop->nametag.size());
lua_setfield(L, -2, "nametag");
push_ARGB8(L, prop->nametag_color);
lua_setfield(L, -2, "nametag_color");
lua_pushnumber(L, prop->automatic_face_movement_max_rotation_per_sec);
lua_setfield(L, -2, "automatic_face_movement_max_rotation_per_sec");
lua_pushlstring(L, prop->infotext.c_str(), prop->infotext.size());
lua_setfield(L, -2, "infotext");
lua_pushboolean(L, prop->static_save);
lua_setfield(L, -2, "static_save");
lua_pushlstring(L, prop->wield_item.c_str(), prop->wield_item.size());
lua_setfield(L, -2, "wield_item");
lua_pushnumber(L, prop->zoom_fov);
lua_setfield(L, -2, "zoom_fov");
lua_pushboolean(L, prop->use_texture_alpha);
lua_setfield(L, -2, "use_texture_alpha");
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lua_pushboolean(L, prop->shaded);
lua_setfield(L, -2, "shaded");
lua_pushlstring(L, prop->damage_texture_modifier.c_str(), prop->damage_texture_modifier.size());
lua_setfield(L, -2, "damage_texture_modifier");
}
/******************************************************************************/
TileDef read_tiledef(lua_State *L, int index, u8 drawtype)
{
if(index < 0)
index = lua_gettop(L) + 1 + index;
TileDef tiledef;
bool default_tiling = true;
bool default_culling = true;
switch (drawtype) {
case NDT_PLANTLIKE:
case NDT_PLANTLIKE_ROOTED:
case NDT_FIRELIKE:
default_tiling = false;
// "break" is omitted here intentionaly, as PLANTLIKE
// FIRELIKE drawtype both should default to having
// backface_culling to false.
case NDT_MESH:
case NDT_LIQUID:
default_culling = false;
break;
default:
break;
}
// key at index -2 and value at index
if(lua_isstring(L, index)){
// "default_lava.png"
tiledef.name = lua_tostring(L, index);
tiledef.tileable_vertical = default_tiling;
tiledef.tileable_horizontal = default_tiling;
tiledef.backface_culling = default_culling;
}
else if(lua_istable(L, index))
{
// name="default_lava.png"
tiledef.name = "";
getstringfield(L, index, "name", tiledef.name);
getstringfield(L, index, "image", tiledef.name); // MaterialSpec compat.
tiledef.backface_culling = getboolfield_default(
L, index, "backface_culling", default_culling);
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tiledef.tileable_horizontal = getboolfield_default(
L, index, "tileable_horizontal", default_tiling);
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tiledef.tileable_vertical = getboolfield_default(
L, index, "tileable_vertical", default_tiling);
std::string align_style;
if (getstringfield(L, index, "align_style", align_style)) {
if (align_style == "user")
tiledef.align_style = ALIGN_STYLE_USER_DEFINED;
else if (align_style == "world")
tiledef.align_style = ALIGN_STYLE_WORLD;
else
tiledef.align_style = ALIGN_STYLE_NODE;
}
tiledef.scale = getintfield_default(L, index, "scale", 0);
// color = ...
lua_getfield(L, index, "color");
tiledef.has_color = read_color(L, -1, &tiledef.color);
lua_pop(L, 1);
// animation = {}
lua_getfield(L, index, "animation");
tiledef.animation = read_animation_definition(L, -1);
lua_pop(L, 1);
}
return tiledef;
}
/******************************************************************************/
ContentFeatures read_content_features(lua_State *L, int index)
{
if(index < 0)
index = lua_gettop(L) + 1 + index;
ContentFeatures f;
/* Cache existence of some callbacks */
lua_getfield(L, index, "on_construct");
if(!lua_isnil(L, -1)) f.has_on_construct = true;
lua_pop(L, 1);
lua_getfield(L, index, "on_destruct");
if(!lua_isnil(L, -1)) f.has_on_destruct = true;
lua_pop(L, 1);
lua_getfield(L, index, "after_destruct");
if(!lua_isnil(L, -1)) f.has_after_destruct = true;
lua_pop(L, 1);
lua_getfield(L, index, "on_rightclick");
f.rightclickable = lua_isfunction(L, -1);
lua_pop(L, 1);
/* Name */
getstringfield(L, index, "name", f.name);
/* Groups */
lua_getfield(L, index, "groups");
read_groups(L, -1, f.groups);
lua_pop(L, 1);
/* Visual definition */
f.drawtype = (NodeDrawType)getenumfield(L, index, "drawtype",
ScriptApiNode::es_DrawType,NDT_NORMAL);
getfloatfield(L, index, "visual_scale", f.visual_scale);
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/* Meshnode model filename */
getstringfield(L, index, "mesh", f.mesh);
// tiles = {}
lua_getfield(L, index, "tiles");
// If nil, try the deprecated name "tile_images" instead
if(lua_isnil(L, -1)){
lua_pop(L, 1);
warn_if_field_exists(L, index, "tile_images",
"Deprecated; new name is \"tiles\".");
lua_getfield(L, index, "tile_images");
}
if(lua_istable(L, -1)){
int table = lua_gettop(L);
lua_pushnil(L);
int i = 0;
while(lua_next(L, table) != 0){
// Read tiledef from value
f.tiledef[i] = read_tiledef(L, -1, f.drawtype);
// removes value, keeps key for next iteration
lua_pop(L, 1);
i++;
if(i==6){
lua_pop(L, 1);
break;
}
}
// Copy last value to all remaining textures
if(i >= 1){
TileDef lasttile = f.tiledef[i-1];
while(i < 6){
f.tiledef[i] = lasttile;
i++;
}
}
}
lua_pop(L, 1);
// overlay_tiles = {}
lua_getfield(L, index, "overlay_tiles");
if (lua_istable(L, -1)) {
int table = lua_gettop(L);
lua_pushnil(L);
int i = 0;
while (lua_next(L, table) != 0) {
// Read tiledef from value
f.tiledef_overlay[i] = read_tiledef(L, -1, f.drawtype);
// removes value, keeps key for next iteration
lua_pop(L, 1);
i++;
if (i == 6) {
lua_pop(L, 1);
break;
}
}
// Copy last value to all remaining textures
if (i >= 1) {
TileDef lasttile = f.tiledef_overlay[i - 1];
while (i < 6) {
f.tiledef_overlay[i] = lasttile;
i++;
}
}
}
lua_pop(L, 1);
// special_tiles = {}
lua_getfield(L, index, "special_tiles");
// If nil, try the deprecated name "special_materials" instead
if(lua_isnil(L, -1)){
lua_pop(L, 1);
warn_if_field_exists(L, index, "special_materials",
"Deprecated; new name is \"special_tiles\".");
lua_getfield(L, index, "special_materials");
}
if(lua_istable(L, -1)){
int table = lua_gettop(L);
lua_pushnil(L);
int i = 0;
while(lua_next(L, table) != 0){
// Read tiledef from value
f.tiledef_special[i] = read_tiledef(L, -1, f.drawtype);
// removes value, keeps key for next iteration
lua_pop(L, 1);
i++;
if(i==CF_SPECIAL_COUNT){
lua_pop(L, 1);
break;
}
}
}
lua_pop(L, 1);
f.alpha = getintfield_default(L, index, "alpha", 255);
bool usealpha = getboolfield_default(L, index,
"use_texture_alpha", false);
if (usealpha)
f.alpha = 0;
// Read node color.
lua_getfield(L, index, "color");
read_color(L, -1, &f.color);
lua_pop(L, 1);
getstringfield(L, index, "palette", f.palette_name);
/* Other stuff */
lua_getfield(L, index, "post_effect_color");
read_color(L, -1, &f.post_effect_color);
lua_pop(L, 1);
f.param_type = (ContentParamType)getenumfield(L, index, "paramtype",
ScriptApiNode::es_ContentParamType, CPT_NONE);
f.param_type_2 = (ContentParamType2)getenumfield(L, index, "paramtype2",
ScriptApiNode::es_ContentParamType2, CPT2_NONE);
if (!f.palette_name.empty() &&
!(f.param_type_2 == CPT2_COLOR ||
f.param_type_2 == CPT2_COLORED_FACEDIR ||
f.param_type_2 == CPT2_COLORED_WALLMOUNTED))
warningstream << "Node " << f.name.c_str()
<< " has a palette, but not a suitable paramtype2." << std::endl;
// Warn about some obsolete fields
warn_if_field_exists(L, index, "wall_mounted",
"Obsolete; use paramtype2 = 'wallmounted'");
warn_if_field_exists(L, index, "light_propagates",
"Obsolete; determined from paramtype");
warn_if_field_exists(L, index, "dug_item",
"Obsolete; use 'drop' field");
warn_if_field_exists(L, index, "extra_dug_item",
"Obsolete; use 'drop' field");
warn_if_field_exists(L, index, "extra_dug_item_rarity",
"Obsolete; use 'drop' field");
warn_if_field_exists(L, index, "metadata_name",
"Obsolete; use on_add and metadata callbacks");
// True for all ground-like things like stone and mud, false for eg. trees
getboolfield(L, index, "is_ground_content", f.is_ground_content);
f.light_propagates = (f.param_type == CPT_LIGHT);
getboolfield(L, index, "sunlight_propagates", f.sunlight_propagates);
// This is used for collision detection.
// Also for general solidness queries.
getboolfield(L, index, "walkable", f.walkable);
// Player can point to these
getboolfield(L, index, "pointable", f.pointable);
// Player can dig these
getboolfield(L, index, "diggable", f.diggable);
// Player can climb these
getboolfield(L, index, "climbable", f.climbable);
// Player can build on these
getboolfield(L, index, "buildable_to", f.buildable_to);
// Liquids flow into and replace node
getboolfield(L, index, "floodable", f.floodable);
// Whether the node is non-liquid, source liquid or flowing liquid
f.liquid_type = (LiquidType)getenumfield(L, index, "liquidtype",
ScriptApiNode::es_LiquidType, LIQUID_NONE);
// If the content is liquid, this is the flowing version of the liquid.
getstringfield(L, index, "liquid_alternative_flowing",
f.liquid_alternative_flowing);
// If the content is liquid, this is the source version of the liquid.
getstringfield(L, index, "liquid_alternative_source",
f.liquid_alternative_source);
// Viscosity for fluid flow, ranging from 1 to 7, with
// 1 giving almost instantaneous propagation and 7 being
// the slowest possible
f.liquid_viscosity = getintfield_default(L, index,
"liquid_viscosity", f.liquid_viscosity);
2013-07-16 16:28:18 +02:00
f.liquid_range = getintfield_default(L, index,
"liquid_range", f.liquid_range);
2013-07-13 19:48:14 +02:00
f.leveled = getintfield_default(L, index, "leveled", f.leveled);
f.leveled_max = getintfield_default(L, index,
"leveled_max", f.leveled_max);
2013-07-13 19:48:14 +02:00
getboolfield(L, index, "liquid_renewable", f.liquid_renewable);
f.drowning = getintfield_default(L, index,
"drowning", f.drowning);
// Amount of light the node emits
f.light_source = getintfield_default(L, index,
"light_source", f.light_source);
if (f.light_source > LIGHT_MAX) {
warningstream << "Node " << f.name.c_str()
<< " had greater light_source than " << LIGHT_MAX
<< ", it was reduced." << std::endl;
f.light_source = LIGHT_MAX;
}
f.damage_per_second = getintfield_default(L, index,
"damage_per_second", f.damage_per_second);
lua_getfield(L, index, "node_box");
if(lua_istable(L, -1))
f.node_box = read_nodebox(L, -1);
lua_pop(L, 1);
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
lua_getfield(L, index, "connects_to");
if (lua_istable(L, -1)) {
int table = lua_gettop(L);
lua_pushnil(L);
while (lua_next(L, table) != 0) {
// Value at -1
f.connects_to.emplace_back(lua_tostring(L, -1));
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
lua_pop(L, 1);
}
}
lua_pop(L, 1);
lua_getfield(L, index, "connect_sides");
if (lua_istable(L, -1)) {
int table = lua_gettop(L);
lua_pushnil(L);
while (lua_next(L, table) != 0) {
// Value at -1
std::string side(lua_tostring(L, -1));
// Note faces are flipped to make checking easier
if (side == "top")
f.connect_sides |= 2;
else if (side == "bottom")
f.connect_sides |= 1;
else if (side == "front")
f.connect_sides |= 16;
else if (side == "left")
f.connect_sides |= 32;
else if (side == "back")
f.connect_sides |= 4;
else if (side == "right")
f.connect_sides |= 8;
else
warningstream << "Unknown value for \"connect_sides\": "
<< side << std::endl;
lua_pop(L, 1);
}
}
lua_pop(L, 1);
lua_getfield(L, index, "selection_box");
if(lua_istable(L, -1))
f.selection_box = read_nodebox(L, -1);
lua_pop(L, 1);
2014-10-18 18:46:16 +02:00
lua_getfield(L, index, "collision_box");
if(lua_istable(L, -1))
f.collision_box = read_nodebox(L, -1);
lua_pop(L, 1);
2013-12-03 17:21:40 +01:00
f.waving = getintfield_default(L, index,
"waving", f.waving);
// Set to true if paramtype used to be 'facedir_simple'
getboolfield(L, index, "legacy_facedir_simple", f.legacy_facedir_simple);
// Set to true if wall_mounted used to be set to true
getboolfield(L, index, "legacy_wallmounted", f.legacy_wallmounted);
// Sound table
lua_getfield(L, index, "sounds");
if(lua_istable(L, -1)){
lua_getfield(L, -1, "footstep");
read_soundspec(L, -1, f.sound_footstep);
lua_pop(L, 1);
lua_getfield(L, -1, "dig");
read_soundspec(L, -1, f.sound_dig);
lua_pop(L, 1);
lua_getfield(L, -1, "dug");
read_soundspec(L, -1, f.sound_dug);
lua_pop(L, 1);
}
lua_pop(L, 1);
// Node immediately placed by client when node is dug
getstringfield(L, index, "node_dig_prediction",
f.node_dig_prediction);
return f;
}
void push_content_features(lua_State *L, const ContentFeatures &c)
{
std::string paramtype(ScriptApiNode::es_ContentParamType[(int)c.param_type].str);
std::string paramtype2(ScriptApiNode::es_ContentParamType2[(int)c.param_type_2].str);
std::string drawtype(ScriptApiNode::es_DrawType[(int)c.drawtype].str);
std::string liquid_type(ScriptApiNode::es_LiquidType[(int)c.liquid_type].str);
/* Missing "tiles" because I don't see a usecase (at least not yet). */
lua_newtable(L);
lua_pushboolean(L, c.has_on_construct);
lua_setfield(L, -2, "has_on_construct");
lua_pushboolean(L, c.has_on_destruct);
lua_setfield(L, -2, "has_on_destruct");
lua_pushboolean(L, c.has_after_destruct);
lua_setfield(L, -2, "has_after_destruct");
lua_pushstring(L, c.name.c_str());
lua_setfield(L, -2, "name");
push_groups(L, c.groups);
lua_setfield(L, -2, "groups");
lua_pushstring(L, paramtype.c_str());
lua_setfield(L, -2, "paramtype");
lua_pushstring(L, paramtype2.c_str());
lua_setfield(L, -2, "paramtype2");
lua_pushstring(L, drawtype.c_str());
lua_setfield(L, -2, "drawtype");
if (!c.mesh.empty()) {
lua_pushstring(L, c.mesh.c_str());
lua_setfield(L, -2, "mesh");
}
#ifndef SERVER
push_ARGB8(L, c.minimap_color); // I know this is not set-able w/ register_node,
lua_setfield(L, -2, "minimap_color"); // but the people need to know!
#endif
lua_pushnumber(L, c.visual_scale);
lua_setfield(L, -2, "visual_scale");
lua_pushnumber(L, c.alpha);
lua_setfield(L, -2, "alpha");
if (!c.palette_name.empty()) {
push_ARGB8(L, c.color);
lua_setfield(L, -2, "color");
lua_pushstring(L, c.palette_name.c_str());
lua_setfield(L, -2, "palette_name");
push_palette(L, c.palette);
lua_setfield(L, -2, "palette");
}
lua_pushnumber(L, c.waving);
lua_setfield(L, -2, "waving");
lua_pushnumber(L, c.connect_sides);
lua_setfield(L, -2, "connect_sides");
lua_createtable(L, c.connects_to.size(), 0);
u16 i = 1;
for (const std::string &it : c.connects_to) {
lua_pushlstring(L, it.c_str(), it.size());
lua_rawseti(L, -2, i++);
}
lua_setfield(L, -2, "connects_to");
push_ARGB8(L, c.post_effect_color);
lua_setfield(L, -2, "post_effect_color");
lua_pushnumber(L, c.leveled);
lua_setfield(L, -2, "leveled");
lua_pushnumber(L, c.leveled_max);
lua_setfield(L, -2, "leveled_max");
lua_pushboolean(L, c.sunlight_propagates);
lua_setfield(L, -2, "sunlight_propagates");
lua_pushnumber(L, c.light_source);
lua_setfield(L, -2, "light_source");
lua_pushboolean(L, c.is_ground_content);
lua_setfield(L, -2, "is_ground_content");
lua_pushboolean(L, c.walkable);
lua_setfield(L, -2, "walkable");
lua_pushboolean(L, c.pointable);
lua_setfield(L, -2, "pointable");
lua_pushboolean(L, c.diggable);
lua_setfield(L, -2, "diggable");
lua_pushboolean(L, c.climbable);
lua_setfield(L, -2, "climbable");
lua_pushboolean(L, c.buildable_to);
lua_setfield(L, -2, "buildable_to");
lua_pushboolean(L, c.rightclickable);
lua_setfield(L, -2, "rightclickable");
lua_pushnumber(L, c.damage_per_second);
lua_setfield(L, -2, "damage_per_second");
if (c.isLiquid()) {
lua_pushstring(L, liquid_type.c_str());
lua_setfield(L, -2, "liquid_type");
lua_pushstring(L, c.liquid_alternative_flowing.c_str());
lua_setfield(L, -2, "liquid_alternative_flowing");
lua_pushstring(L, c.liquid_alternative_source.c_str());
lua_setfield(L, -2, "liquid_alternative_source");
lua_pushnumber(L, c.liquid_viscosity);
lua_setfield(L, -2, "liquid_viscosity");
lua_pushboolean(L, c.liquid_renewable);
lua_setfield(L, -2, "liquid_renewable");
lua_pushnumber(L, c.liquid_range);
lua_setfield(L, -2, "liquid_range");
}
lua_pushnumber(L, c.drowning);
lua_setfield(L, -2, "drowning");
lua_pushboolean(L, c.floodable);
lua_setfield(L, -2, "floodable");
push_nodebox(L, c.node_box);
lua_setfield(L, -2, "node_box");
push_nodebox(L, c.selection_box);
lua_setfield(L, -2, "selection_box");
push_nodebox(L, c.collision_box);
lua_setfield(L, -2, "collision_box");
lua_newtable(L);
push_soundspec(L, c.sound_footstep);
lua_setfield(L, -2, "sound_footstep");
push_soundspec(L, c.sound_dig);
lua_setfield(L, -2, "sound_dig");
push_soundspec(L, c.sound_dug);
lua_setfield(L, -2, "sound_dug");
lua_setfield(L, -2, "sounds");
lua_pushboolean(L, c.legacy_facedir_simple);
lua_setfield(L, -2, "legacy_facedir_simple");
lua_pushboolean(L, c.legacy_wallmounted);
lua_setfield(L, -2, "legacy_wallmounted");
lua_pushstring(L, c.node_dig_prediction.c_str());
lua_setfield(L, -2, "node_dig_prediction");
}
/******************************************************************************/
void push_nodebox(lua_State *L, const NodeBox &box)
{
lua_newtable(L);
switch (box.type)
{
case NODEBOX_REGULAR:
lua_pushstring(L, "regular");
lua_setfield(L, -2, "type");
break;
case NODEBOX_LEVELED:
case NODEBOX_FIXED:
lua_pushstring(L, "fixed");
lua_setfield(L, -2, "type");
push_box(L, box.fixed);
lua_setfield(L, -2, "fixed");
break;
case NODEBOX_WALLMOUNTED:
lua_pushstring(L, "wallmounted");
lua_setfield(L, -2, "type");
push_aabb3f(L, box.wall_top);
lua_setfield(L, -2, "wall_top");
push_aabb3f(L, box.wall_bottom);
lua_setfield(L, -2, "wall_bottom");
push_aabb3f(L, box.wall_side);
lua_setfield(L, -2, "wall_side");
break;
case NODEBOX_CONNECTED:
lua_pushstring(L, "connected");
lua_setfield(L, -2, "type");
push_box(L, box.connect_top);
lua_setfield(L, -2, "connect_top");
push_box(L, box.connect_bottom);
lua_setfield(L, -2, "connect_bottom");
push_box(L, box.connect_front);
lua_setfield(L, -2, "connect_front");
push_box(L, box.connect_back);
lua_setfield(L, -2, "connect_back");
push_box(L, box.connect_left);
lua_setfield(L, -2, "connect_left");
push_box(L, box.connect_right);
lua_setfield(L, -2, "connect_right");
break;
default:
FATAL_ERROR("Invalid box.type");
break;
}
}
void push_box(lua_State *L, const std::vector<aabb3f> &box)
{
lua_createtable(L, box.size(), 0);
u8 i = 1;
for (const aabb3f &it : box) {
push_aabb3f(L, it);
lua_rawseti(L, -2, i++);
}
}
/******************************************************************************/
void push_palette(lua_State *L, const std::vector<video::SColor> *palette)
{
lua_createtable(L, palette->size(), 0);
int newTable = lua_gettop(L);
int index = 1;
std::vector<video::SColor>::const_iterator iter;
for (iter = palette->begin(); iter != palette->end(); ++iter) {
push_ARGB8(L, (*iter));
lua_rawseti(L, newTable, index);
index++;
}
}
/******************************************************************************/
void read_server_sound_params(lua_State *L, int index,
ServerSoundParams &params)
{
if(index < 0)
index = lua_gettop(L) + 1 + index;
// Clear
params = ServerSoundParams();
if(lua_istable(L, index)){
getfloatfield(L, index, "gain", params.gain);
getstringfield(L, index, "to_player", params.to_player);
2016-07-10 07:08:26 +02:00
getfloatfield(L, index, "fade", params.fade);
getfloatfield(L, index, "pitch", params.pitch);
lua_getfield(L, index, "pos");
if(!lua_isnil(L, -1)){
v3f p = read_v3f(L, -1)*BS;
params.pos = p;
params.type = ServerSoundParams::SSP_POSITIONAL;
}
lua_pop(L, 1);
lua_getfield(L, index, "object");
if(!lua_isnil(L, -1)){
ObjectRef *ref = ObjectRef::checkobject(L, -1);
ServerActiveObject *sao = ObjectRef::getobject(ref);
if(sao){
params.object = sao->getId();
params.type = ServerSoundParams::SSP_OBJECT;
}
}
lua_pop(L, 1);
params.max_hear_distance = BS*getfloatfield_default(L, index,
"max_hear_distance", params.max_hear_distance/BS);
getboolfield(L, index, "loop", params.loop);
getstringfield(L, index, "exclude_player", params.exclude_player);
}
}
/******************************************************************************/
void read_soundspec(lua_State *L, int index, SimpleSoundSpec &spec)
{
if(index < 0)
index = lua_gettop(L) + 1 + index;
if (lua_isnil(L, index))
return;
if (lua_istable(L, index)) {
getstringfield(L, index, "name", spec.name);
getfloatfield(L, index, "gain", spec.gain);
2016-07-10 07:08:26 +02:00
getfloatfield(L, index, "fade", spec.fade);
getfloatfield(L, index, "pitch", spec.pitch);
} else if (lua_isstring(L, index)) {
spec.name = lua_tostring(L, index);
}
}
void push_soundspec(lua_State *L, const SimpleSoundSpec &spec)
{
lua_createtable(L, 0, 3);
lua_pushstring(L, spec.name.c_str());
lua_setfield(L, -2, "name");
lua_pushnumber(L, spec.gain);
lua_setfield(L, -2, "gain");
lua_pushnumber(L, spec.fade);
lua_setfield(L, -2, "fade");
lua_pushnumber(L, spec.pitch);
lua_setfield(L, -2, "pitch");
}
/******************************************************************************/
NodeBox read_nodebox(lua_State *L, int index)
{
NodeBox nodebox;
if (lua_isnil(L, -1))
return nodebox;
luaL_checktype(L, -1, LUA_TTABLE);
nodebox.type = (NodeBoxType)getenumfield(L, index, "type",
ScriptApiNode::es_NodeBoxType, NODEBOX_REGULAR);
#define NODEBOXREAD(n, s){ \
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
lua_getfield(L, index, (s)); \
if (lua_istable(L, -1)) \
(n) = read_aabb3f(L, -1, BS); \
lua_pop(L, 1); \
}
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
2016-02-25 09:16:31 +01:00
#define NODEBOXREADVEC(n, s) \
lua_getfield(L, index, (s)); \
if (lua_istable(L, -1)) \
(n) = read_aabb3f_vector(L, -1, BS); \
lua_pop(L, 1);
NODEBOXREADVEC(nodebox.fixed, "fixed");
NODEBOXREAD(nodebox.wall_top, "wall_top");
NODEBOXREAD(nodebox.wall_bottom, "wall_bottom");
NODEBOXREAD(nodebox.wall_side, "wall_side");
NODEBOXREADVEC(nodebox.connect_top, "connect_top");
NODEBOXREADVEC(nodebox.connect_bottom, "connect_bottom");
NODEBOXREADVEC(nodebox.connect_front, "connect_front");
NODEBOXREADVEC(nodebox.connect_left, "connect_left");
NODEBOXREADVEC(nodebox.connect_back, "connect_back");
NODEBOXREADVEC(nodebox.connect_right, "connect_right");
NODEBOXREADVEC(nodebox.disconnected_top, "disconnected_top");
NODEBOXREADVEC(nodebox.disconnected_bottom, "disconnected_bottom");
NODEBOXREADVEC(nodebox.disconnected_front, "disconnected_front");
NODEBOXREADVEC(nodebox.disconnected_left, "disconnected_left");
NODEBOXREADVEC(nodebox.disconnected_back, "disconnected_back");
NODEBOXREADVEC(nodebox.disconnected_right, "disconnected_right");
NODEBOXREADVEC(nodebox.disconnected, "disconnected");
NODEBOXREADVEC(nodebox.disconnected_sides, "disconnected_sides");
return nodebox;
}
/******************************************************************************/
MapNode readnode(lua_State *L, int index, const NodeDefManager *ndef)
{
lua_getfield(L, index, "name");
if (!lua_isstring(L, -1))
throw LuaError("Node name is not set or is not a string!");
std::string name = lua_tostring(L, -1);
lua_pop(L, 1);
u8 param1 = 0;
lua_getfield(L, index, "param1");
if (!lua_isnil(L, -1))
param1 = lua_tonumber(L, -1);
lua_pop(L, 1);
u8 param2 = 0;
lua_getfield(L, index, "param2");
if (!lua_isnil(L, -1))
param2 = lua_tonumber(L, -1);
lua_pop(L, 1);
content_t id = CONTENT_IGNORE;
if (!ndef->getId(name, id))
throw LuaError("\"" + name + "\" is not a registered node!");
return {id, param1, param2};
}
/******************************************************************************/
void pushnode(lua_State *L, const MapNode &n, const NodeDefManager *ndef)
{
lua_createtable(L, 0, 3);
lua_pushstring(L, ndef->get(n).name.c_str());
lua_setfield(L, -2, "name");
lua_pushinteger(L, n.getParam1());
lua_setfield(L, -2, "param1");
lua_pushinteger(L, n.getParam2());
lua_setfield(L, -2, "param2");
}
/******************************************************************************/
void warn_if_field_exists(lua_State *L, int table,
const char *name, const std::string &message)
{
lua_getfield(L, table, name);
if (!lua_isnil(L, -1)) {
warningstream << "Field \"" << name << "\": "
<< message << std::endl;
infostream << script_get_backtrace(L) << std::endl;
}
lua_pop(L, 1);
}
/******************************************************************************/
int getenumfield(lua_State *L, int table,
const char *fieldname, const EnumString *spec, int default_)
{
int result = default_;
string_to_enum(spec, result,
getstringfield_default(L, table, fieldname, ""));
return result;
}
/******************************************************************************/
bool string_to_enum(const EnumString *spec, int &result,
const std::string &str)
{
const EnumString *esp = spec;
while(esp->str){
if (!strcmp(str.c_str(), esp->str)) {
result = esp->num;
return true;
}
esp++;
}
return false;
}
/******************************************************************************/
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ItemStack read_item(lua_State* L, int index, IItemDefManager *idef)
{
if(index < 0)
index = lua_gettop(L) + 1 + index;
if (lua_isnil(L, index)) {
return ItemStack();
}
if (lua_isuserdata(L, index)) {
// Convert from LuaItemStack
LuaItemStack *o = LuaItemStack::checkobject(L, index);
return o->getItem();
}
if (lua_isstring(L, index)) {
// Convert from itemstring
std::string itemstring = lua_tostring(L, index);
try
{
ItemStack item;
item.deSerialize(itemstring, idef);
return item;
}
catch(SerializationError &e)
{
warningstream<<"unable to create item from itemstring"
<<": "<<itemstring<<std::endl;
return ItemStack();
}
}
else if(lua_istable(L, index))
{
// Convert from table
std::string name = getstringfield_default(L, index, "name", "");
int count = getintfield_default(L, index, "count", 1);
int wear = getintfield_default(L, index, "wear", 0);
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ItemStack istack(name, count, wear, idef);
// BACKWARDS COMPATIBLITY
std::string value = getstringfield_default(L, index, "metadata", "");
istack.metadata.setString("", value);
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// Get meta
lua_getfield(L, index, "meta");
int fieldstable = lua_gettop(L);
if (lua_istable(L, fieldstable)) {
lua_pushnil(L);
while (lua_next(L, fieldstable) != 0) {
// key at index -2 and value at index -1
std::string key = lua_tostring(L, -2);
size_t value_len;
const char *value_cs = lua_tolstring(L, -1, &value_len);
std::string value(value_cs, value_len);
istack.metadata.setString(key, value);
lua_pop(L, 1); // removes value, keeps key for next iteration
}
}
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return istack;
} else {
throw LuaError("Expecting itemstack, itemstring, table or nil");
}
}
/******************************************************************************/
void push_tool_capabilities(lua_State *L,
const ToolCapabilities &toolcap)
{
lua_newtable(L);
setfloatfield(L, -1, "full_punch_interval", toolcap.full_punch_interval);
2019-09-22 22:12:21 +02:00
setintfield(L, -1, "max_drop_level", toolcap.max_drop_level);
setintfield(L, -1, "punch_attack_uses", toolcap.punch_attack_uses);
// Create groupcaps table
lua_newtable(L);
// For each groupcap
for (const auto &gc_it : toolcap.groupcaps) {
// Create groupcap table
lua_newtable(L);
const std::string &name = gc_it.first;
const ToolGroupCap &groupcap = gc_it.second;
// Create subtable "times"
lua_newtable(L);
for (auto time : groupcap.times) {
lua_pushinteger(L, time.first);
lua_pushnumber(L, time.second);
lua_settable(L, -3);
}
// Set subtable "times"
lua_setfield(L, -2, "times");
// Set simple parameters
setintfield(L, -1, "maxlevel", groupcap.maxlevel);
setintfield(L, -1, "uses", groupcap.uses);
// Insert groupcap table into groupcaps table
lua_setfield(L, -2, name.c_str());
}
// Set groupcaps table
lua_setfield(L, -2, "groupcaps");
//Create damage_groups table
lua_newtable(L);
// For each damage group
for (const auto &damageGroup : toolcap.damageGroups) {
// Create damage group table
lua_pushinteger(L, damageGroup.second);
lua_setfield(L, -2, damageGroup.first.c_str());
}
lua_setfield(L, -2, "damage_groups");
}
/******************************************************************************/
void push_inventory_list(lua_State *L, Inventory *inv, const char *name)
{
InventoryList *invlist = inv->getList(name);
if(invlist == NULL){
lua_pushnil(L);
return;
}
std::vector<ItemStack> items;
for(u32 i=0; i<invlist->getSize(); i++)
items.push_back(invlist->getItem(i));
push_items(L, items);
}
/******************************************************************************/
void read_inventory_list(lua_State *L, int tableindex,
Inventory *inv, const char *name, Server* srv, int forcesize)
{
if(tableindex < 0)
tableindex = lua_gettop(L) + 1 + tableindex;
// If nil, delete list
if(lua_isnil(L, tableindex)){
inv->deleteList(name);
return;
}
// Otherwise set list
std::vector<ItemStack> items = read_items(L, tableindex,srv);
int listsize = (forcesize != -1) ? forcesize : items.size();
InventoryList *invlist = inv->addList(name, listsize);
int index = 0;
for(std::vector<ItemStack>::const_iterator
i = items.begin(); i != items.end(); ++i){
if(forcesize != -1 && index == forcesize)
break;
invlist->changeItem(index, *i);
index++;
}
while(forcesize != -1 && index < forcesize){
invlist->deleteItem(index);
index++;
}
}
/******************************************************************************/
struct TileAnimationParams read_animation_definition(lua_State *L, int index)
{
if(index < 0)
index = lua_gettop(L) + 1 + index;
struct TileAnimationParams anim;
anim.type = TAT_NONE;
if (!lua_istable(L, index))
return anim;
anim.type = (TileAnimationType)
getenumfield(L, index, "type", es_TileAnimationType,
TAT_NONE);
if (anim.type == TAT_VERTICAL_FRAMES) {
// {type="vertical_frames", aspect_w=16, aspect_h=16, length=2.0}
anim.vertical_frames.aspect_w =
getintfield_default(L, index, "aspect_w", 16);
anim.vertical_frames.aspect_h =
getintfield_default(L, index, "aspect_h", 16);
anim.vertical_frames.length =
getfloatfield_default(L, index, "length", 1.0);
} else if (anim.type == TAT_SHEET_2D) {
// {type="sheet_2d", frames_w=5, frames_h=3, frame_length=0.5}
getintfield(L, index, "frames_w",
anim.sheet_2d.frames_w);
getintfield(L, index, "frames_h",
anim.sheet_2d.frames_h);
getfloatfield(L, index, "frame_length",
anim.sheet_2d.frame_length);
}
return anim;
}
/******************************************************************************/
ToolCapabilities read_tool_capabilities(
lua_State *L, int table)
{
ToolCapabilities toolcap;
getfloatfield(L, table, "full_punch_interval", toolcap.full_punch_interval);
getintfield(L, table, "max_drop_level", toolcap.max_drop_level);
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getintfield(L, table, "punch_attack_uses", toolcap.punch_attack_uses);
lua_getfield(L, table, "groupcaps");
if(lua_istable(L, -1)){
int table_groupcaps = lua_gettop(L);
lua_pushnil(L);
while(lua_next(L, table_groupcaps) != 0){
// key at index -2 and value at index -1
std::string groupname = luaL_checkstring(L, -2);
if(lua_istable(L, -1)){
int table_groupcap = lua_gettop(L);
// This will be created
ToolGroupCap groupcap;
// Read simple parameters
getintfield(L, table_groupcap, "maxlevel", groupcap.maxlevel);
getintfield(L, table_groupcap, "uses", groupcap.uses);
// DEPRECATED: maxwear
float maxwear = 0;
if (getfloatfield(L, table_groupcap, "maxwear", maxwear)){
if (maxwear != 0)
groupcap.uses = 1.0/maxwear;
else
groupcap.uses = 0;
warningstream << "Field \"maxwear\" is deprecated; "
<< "replace with uses=1/maxwear" << std::endl;
infostream << script_get_backtrace(L) << std::endl;
}
// Read "times" table
lua_getfield(L, table_groupcap, "times");
if(lua_istable(L, -1)){
int table_times = lua_gettop(L);
lua_pushnil(L);
while(lua_next(L, table_times) != 0){
// key at index -2 and value at index -1
int rating = luaL_checkinteger(L, -2);
float time = luaL_checknumber(L, -1);
groupcap.times[rating] = time;
// removes value, keeps key for next iteration
lua_pop(L, 1);
}
}
lua_pop(L, 1);
// Insert groupcap into toolcap
toolcap.groupcaps[groupname] = groupcap;
}
// removes value, keeps key for next iteration
lua_pop(L, 1);
}
}
lua_pop(L, 1);
lua_getfield(L, table, "damage_groups");
if(lua_istable(L, -1)){
int table_damage_groups = lua_gettop(L);
lua_pushnil(L);
while(lua_next(L, table_damage_groups) != 0){
// key at index -2 and value at index -1
std::string groupname = luaL_checkstring(L, -2);
u16 value = luaL_checkinteger(L, -1);
toolcap.damageGroups[groupname] = value;
// removes value, keeps key for next iteration
lua_pop(L, 1);
}
}
lua_pop(L, 1);
return toolcap;
}
/******************************************************************************/
void push_dig_params(lua_State *L,const DigParams &params)
{
lua_createtable(L, 0, 3);
setboolfield(L, -1, "diggable", params.diggable);
setfloatfield(L, -1, "time", params.time);
setintfield(L, -1, "wear", params.wear);
}
/******************************************************************************/
void push_hit_params(lua_State *L,const HitParams &params)
{
lua_createtable(L, 0, 3);
setintfield(L, -1, "hp", params.hp);
setintfield(L, -1, "wear", params.wear);
}
/******************************************************************************/
bool getflagsfield(lua_State *L, int table, const char *fieldname,
FlagDesc *flagdesc, u32 *flags, u32 *flagmask)
{
lua_getfield(L, table, fieldname);
bool success = read_flags(L, -1, flagdesc, flags, flagmask);
lua_pop(L, 1);
return success;
}
bool read_flags(lua_State *L, int index, FlagDesc *flagdesc,
u32 *flags, u32 *flagmask)
{
if (lua_isstring(L, index)) {
std::string flagstr = lua_tostring(L, index);
*flags = readFlagString(flagstr, flagdesc, flagmask);
} else if (lua_istable(L, index)) {
*flags = read_flags_table(L, index, flagdesc, flagmask);
} else {
return false;
}
return true;
}
u32 read_flags_table(lua_State *L, int table, FlagDesc *flagdesc, u32 *flagmask)
{
u32 flags = 0, mask = 0;
char fnamebuf[64] = "no";
for (int i = 0; flagdesc[i].name; i++) {
bool result;
if (getboolfield(L, table, flagdesc[i].name, result)) {
mask |= flagdesc[i].flag;
if (result)
flags |= flagdesc[i].flag;
}
strlcpy(fnamebuf + 2, flagdesc[i].name, sizeof(fnamebuf) - 2);
if (getboolfield(L, table, fnamebuf, result))
mask |= flagdesc[i].flag;
}
if (flagmask)
*flagmask = mask;
return flags;
}
void push_flags_string(lua_State *L, FlagDesc *flagdesc, u32 flags, u32 flagmask)
{
std::string flagstring = writeFlagString(flags, flagdesc, flagmask);
lua_pushlstring(L, flagstring.c_str(), flagstring.size());
}
/******************************************************************************/
/* Lua Stored data! */
/******************************************************************************/
/******************************************************************************/
void read_groups(lua_State *L, int index, ItemGroupList &result)
{
if (lua_isnil(L, index))
return;
luaL_checktype(L, index, LUA_TTABLE);
result.clear();
lua_pushnil(L);
if (index < 0)
index -= 1;
while (lua_next(L, index) != 0) {
// key at index -2 and value at index -1
std::string name = luaL_checkstring(L, -2);
int rating = luaL_checkinteger(L, -1);
// zero rating indicates not in the group
if (rating != 0)
result[name] = rating;
// removes value, keeps key for next iteration
lua_pop(L, 1);
}
}
/******************************************************************************/
void push_groups(lua_State *L, const ItemGroupList &groups)
{
lua_createtable(L, 0, groups.size());
for (const auto &group : groups) {
lua_pushinteger(L, group.second);
lua_setfield(L, -2, group.first.c_str());
}
}
/******************************************************************************/
void push_items(lua_State *L, const std::vector<ItemStack> &items)
{
2013-11-30 18:11:07 +01:00
lua_createtable(L, items.size(), 0);
for (u32 i = 0; i != items.size(); i++) {
LuaItemStack::create(L, items[i]);
lua_rawseti(L, -2, i + 1);
2013-11-30 18:11:07 +01:00
}
}
/******************************************************************************/
std::vector<ItemStack> read_items(lua_State *L, int index, Server *srv)
{
if(index < 0)
index = lua_gettop(L) + 1 + index;
std::vector<ItemStack> items;
luaL_checktype(L, index, LUA_TTABLE);
lua_pushnil(L);
while (lua_next(L, index)) {
s32 key = luaL_checkinteger(L, -2);
if (key < 1) {
throw LuaError("Invalid inventory list index");
}
if (items.size() < (u32) key) {
items.resize(key);
}
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items[key - 1] = read_item(L, -1, srv->idef());
lua_pop(L, 1);
}
return items;
}
/******************************************************************************/
void luaentity_get(lua_State *L, u16 id)
{
2014-04-28 03:02:48 +02:00
// Get luaentities[i]
lua_getglobal(L, "core");
lua_getfield(L, -1, "luaentities");
luaL_checktype(L, -1, LUA_TTABLE);
lua_pushinteger(L, id);
lua_gettable(L, -2);
2014-04-28 03:02:48 +02:00
lua_remove(L, -2); // Remove luaentities
lua_remove(L, -2); // Remove core
}
/******************************************************************************/
bool read_noiseparams(lua_State *L, int index, NoiseParams *np)
{
if (index < 0)
index = lua_gettop(L) + 1 + index;
if (!lua_istable(L, index))
return false;
getfloatfield(L, index, "offset", np->offset);
getfloatfield(L, index, "scale", np->scale);
getfloatfield(L, index, "persist", np->persist);
getfloatfield(L, index, "persistence", np->persist);
getfloatfield(L, index, "lacunarity", np->lacunarity);
getintfield(L, index, "seed", np->seed);
getintfield(L, index, "octaves", np->octaves);
u32 flags = 0;
u32 flagmask = 0;
np->flags = getflagsfield(L, index, "flags", flagdesc_noiseparams,
&flags, &flagmask) ? flags : NOISE_FLAG_DEFAULTS;
lua_getfield(L, index, "spread");
np->spread = read_v3f(L, -1);
lua_pop(L, 1);
return true;
}
void push_noiseparams(lua_State *L, NoiseParams *np)
{
lua_newtable(L);
push_float_string(L, np->offset);
lua_setfield(L, -2, "offset");
push_float_string(L, np->scale);
lua_setfield(L, -2, "scale");
push_float_string(L, np->persist);
lua_setfield(L, -2, "persistence");
push_float_string(L, np->lacunarity);
lua_setfield(L, -2, "lacunarity");
lua_pushnumber(L, np->seed);
lua_setfield(L, -2, "seed");
lua_pushnumber(L, np->octaves);
lua_setfield(L, -2, "octaves");
push_flags_string(L, flagdesc_noiseparams, np->flags,
np->flags);
lua_setfield(L, -2, "flags");
push_v3_float_string(L, np->spread);
lua_setfield(L, -2, "spread");
}
/******************************************************************************/
// Returns depth of json value tree
static int push_json_value_getdepth(const Json::Value &value)
{
if (!value.isArray() && !value.isObject())
return 1;
int maxdepth = 0;
for (const auto &it : value) {
int elemdepth = push_json_value_getdepth(it);
if (elemdepth > maxdepth)
maxdepth = elemdepth;
}
return maxdepth + 1;
}
// Recursive function to convert JSON --> Lua table
static bool push_json_value_helper(lua_State *L, const Json::Value &value,
int nullindex)
{
switch(value.type()) {
case Json::nullValue:
default:
lua_pushvalue(L, nullindex);
break;
case Json::intValue:
lua_pushinteger(L, value.asLargestInt());
break;
case Json::uintValue:
lua_pushinteger(L, value.asLargestUInt());
break;
case Json::realValue:
lua_pushnumber(L, value.asDouble());
break;
case Json::stringValue:
{
const char *str = value.asCString();
lua_pushstring(L, str ? str : "");
}
break;
case Json::booleanValue:
lua_pushboolean(L, value.asInt());
break;
case Json::arrayValue:
lua_createtable(L, value.size(), 0);
for (Json::Value::const_iterator it = value.begin();
it != value.end(); ++it) {
push_json_value_helper(L, *it, nullindex);
lua_rawseti(L, -2, it.index() + 1);
}
break;
case Json::objectValue:
lua_createtable(L, 0, value.size());
for (Json::Value::const_iterator it = value.begin();
it != value.end(); ++it) {
#if !defined(JSONCPP_STRING) && (JSONCPP_VERSION_MAJOR < 1 || JSONCPP_VERSION_MINOR < 9)
const char *str = it.memberName();
lua_pushstring(L, str ? str : "");
#else
std::string str = it.name();
lua_pushstring(L, str.c_str());
#endif
push_json_value_helper(L, *it, nullindex);
lua_rawset(L, -3);
}
break;
}
return true;
}
// converts JSON --> Lua table; returns false if lua stack limit exceeded
// nullindex: Lua stack index of value to use in place of JSON null
bool push_json_value(lua_State *L, const Json::Value &value, int nullindex)
{
if(nullindex < 0)
nullindex = lua_gettop(L) + 1 + nullindex;
int depth = push_json_value_getdepth(value);
// The maximum number of Lua stack slots used at each recursion level
// of push_json_value_helper is 2, so make sure there a depth * 2 slots
if (lua_checkstack(L, depth * 2))
return push_json_value_helper(L, value, nullindex);
return false;
}
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// Converts Lua table --> JSON
void read_json_value(lua_State *L, Json::Value &root, int index, u8 recursion)
2013-12-18 22:46:53 +01:00
{
if (recursion > 16) {
throw SerializationError("Maximum recursion depth exceeded");
}
2013-12-18 22:46:53 +01:00
int type = lua_type(L, index);
if (type == LUA_TBOOLEAN) {
root = (bool) lua_toboolean(L, index);
} else if (type == LUA_TNUMBER) {
root = lua_tonumber(L, index);
} else if (type == LUA_TSTRING) {
size_t len;
const char *str = lua_tolstring(L, index, &len);
root = std::string(str, len);
} else if (type == LUA_TTABLE) {
lua_pushnil(L);
while (lua_next(L, index)) {
// Key is at -2 and value is at -1
Json::Value value;
read_json_value(L, value, lua_gettop(L), recursion + 1);
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Json::ValueType roottype = root.type();
int keytype = lua_type(L, -1);
if (keytype == LUA_TNUMBER) {
lua_Number key = lua_tonumber(L, -1);
if (roottype != Json::nullValue && roottype != Json::arrayValue) {
throw SerializationError("Can't mix array and object values in JSON");
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} else if (key < 1) {
throw SerializationError("Can't use zero-based or negative indexes in JSON");
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} else if (floor(key) != key) {
throw SerializationError("Can't use indexes with a fractional part in JSON");
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}
root[(Json::ArrayIndex) key - 1] = value;
} else if (keytype == LUA_TSTRING) {
if (roottype != Json::nullValue && roottype != Json::objectValue) {
throw SerializationError("Can't mix array and object values in JSON");
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}
root[lua_tostring(L, -1)] = value;
} else {
throw SerializationError("Lua key to convert to JSON is not a string or number");
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}
}
} else if (type == LUA_TNIL) {
root = Json::nullValue;
} else {
throw SerializationError("Can only store booleans, numbers, strings, objects, arrays, and null in JSON");
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}
lua_pop(L, 1); // Pop value
}
void push_pointed_thing(lua_State *L, const PointedThing &pointed, bool csm,
bool hitpoint)
{
lua_newtable(L);
if (pointed.type == POINTEDTHING_NODE) {
lua_pushstring(L, "node");
lua_setfield(L, -2, "type");
push_v3s16(L, pointed.node_undersurface);
lua_setfield(L, -2, "under");
push_v3s16(L, pointed.node_abovesurface);
lua_setfield(L, -2, "above");
} else if (pointed.type == POINTEDTHING_OBJECT) {
lua_pushstring(L, "object");
lua_setfield(L, -2, "type");
if (csm) {
lua_pushinteger(L, pointed.object_id);
lua_setfield(L, -2, "id");
} else {
push_objectRef(L, pointed.object_id);
lua_setfield(L, -2, "ref");
}
} else {
lua_pushstring(L, "nothing");
lua_setfield(L, -2, "type");
}
if (hitpoint && (pointed.type != POINTEDTHING_NOTHING)) {
push_v3f(L, pointed.intersection_point / BS); // convert to node coords
lua_setfield(L, -2, "intersection_point");
push_v3s16(L, pointed.intersection_normal);
lua_setfield(L, -2, "intersection_normal");
lua_pushinteger(L, pointed.box_id + 1); // change to Lua array index
lua_setfield(L, -2, "box_id");
}
}
void push_objectRef(lua_State *L, const u16 id)
{
// Get core.object_refs[i]
lua_getglobal(L, "core");
lua_getfield(L, -1, "object_refs");
luaL_checktype(L, -1, LUA_TTABLE);
lua_pushinteger(L, id);
lua_gettable(L, -2);
lua_remove(L, -2); // object_refs
lua_remove(L, -2); // core
}
void read_hud_element(lua_State *L, HudElement *elem)
{
elem->type = (HudElementType)getenumfield(L, 2, "hud_elem_type",
es_HudElementType, HUD_ELEM_TEXT);
lua_getfield(L, 2, "position");
elem->pos = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
lua_pop(L, 1);
lua_getfield(L, 2, "scale");
elem->scale = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
lua_pop(L, 1);
lua_getfield(L, 2, "size");
elem->size = lua_istable(L, -1) ? read_v2s32(L, -1) : v2s32();
lua_pop(L, 1);
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elem->name = getstringfield_default(L, 2, "name", "");
elem->text = getstringfield_default(L, 2, "text", "");
elem->number = getintfield_default(L, 2, "number", 0);
if (elem->type == HUD_ELEM_WAYPOINT)
// waypoints reuse the item field to store precision, item = precision + 1
elem->item = getintfield_default(L, 2, "precision", -1) + 1;
else
elem->item = getintfield_default(L, 2, "item", 0);
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elem->dir = getintfield_default(L, 2, "direction", 0);
elem->z_index = MYMAX(S16_MIN, MYMIN(S16_MAX,
getintfield_default(L, 2, "z_index", 0)));
elem->text2 = getstringfield_default(L, 2, "text2", "");
// Deprecated, only for compatibility's sake
if (elem->dir == 0)
elem->dir = getintfield_default(L, 2, "dir", 0);
lua_getfield(L, 2, "alignment");
elem->align = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
lua_pop(L, 1);
lua_getfield(L, 2, "offset");
elem->offset = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
lua_pop(L, 1);
lua_getfield(L, 2, "world_pos");
elem->world_pos = lua_istable(L, -1) ? read_v3f(L, -1) : v3f();
lua_pop(L, 1);
/* check for known deprecated element usage */
if ((elem->type == HUD_ELEM_STATBAR) && (elem->size == v2s32()))
log_deprecated(L,"Deprecated usage of statbar without size!");
}
void push_hud_element(lua_State *L, HudElement *elem)
{
lua_newtable(L);
lua_pushstring(L, es_HudElementType[(u8)elem->type].str);
lua_setfield(L, -2, "type");
push_v2f(L, elem->pos);
lua_setfield(L, -2, "position");
lua_pushstring(L, elem->name.c_str());
lua_setfield(L, -2, "name");
push_v2f(L, elem->scale);
lua_setfield(L, -2, "scale");
lua_pushstring(L, elem->text.c_str());
lua_setfield(L, -2, "text");
lua_pushnumber(L, elem->number);
lua_setfield(L, -2, "number");
lua_pushnumber(L, elem->item);
lua_setfield(L, -2, "item");
lua_pushnumber(L, elem->dir);
lua_setfield(L, -2, "direction");
push_v2f(L, elem->offset);
lua_setfield(L, -2, "offset");
push_v2f(L, elem->align);
lua_setfield(L, -2, "alignment");
push_v2s32(L, elem->size);
lua_setfield(L, -2, "size");
// Deprecated, only for compatibility's sake
lua_pushnumber(L, elem->dir);
lua_setfield(L, -2, "dir");
push_v3f(L, elem->world_pos);
lua_setfield(L, -2, "world_pos");
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lua_pushnumber(L, elem->z_index);
lua_setfield(L, -2, "z_index");
lua_pushstring(L, elem->text2.c_str());
lua_setfield(L, -2, "text2");
}
HudElementStat read_hud_change(lua_State *L, HudElement *elem, void **value)
{
HudElementStat stat = HUD_STAT_NUMBER;
if (lua_isstring(L, 3)) {
int statint;
std::string statstr = lua_tostring(L, 3);
stat = string_to_enum(es_HudElementStat, statint, statstr) ?
(HudElementStat)statint : stat;
}
switch (stat) {
case HUD_STAT_POS:
elem->pos = read_v2f(L, 4);
*value = &elem->pos;
break;
case HUD_STAT_NAME:
elem->name = luaL_checkstring(L, 4);
*value = &elem->name;
break;
case HUD_STAT_SCALE:
elem->scale = read_v2f(L, 4);
*value = &elem->scale;
break;
case HUD_STAT_TEXT:
elem->text = luaL_checkstring(L, 4);
*value = &elem->text;
break;
case HUD_STAT_NUMBER:
elem->number = luaL_checknumber(L, 4);
*value = &elem->number;
break;
case HUD_STAT_ITEM:
elem->item = luaL_checknumber(L, 4);
*value = &elem->item;
break;
case HUD_STAT_DIR:
elem->dir = luaL_checknumber(L, 4);
*value = &elem->dir;
break;
case HUD_STAT_ALIGN:
elem->align = read_v2f(L, 4);
*value = &elem->align;
break;
case HUD_STAT_OFFSET:
elem->offset = read_v2f(L, 4);
*value = &elem->offset;
break;
case HUD_STAT_WORLD_POS:
elem->world_pos = read_v3f(L, 4);
*value = &elem->world_pos;
break;
case HUD_STAT_SIZE:
elem->size = read_v2s32(L, 4);
*value = &elem->size;
break;
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case HUD_STAT_Z_INDEX:
elem->z_index = MYMAX(S16_MIN, MYMIN(S16_MAX, luaL_checknumber(L, 4)));
*value = &elem->z_index;
break;
case HUD_STAT_TEXT2:
elem->text2 = luaL_checkstring(L, 4);
*value = &elem->text2;
break;
}
return stat;
}
/******************************************************************************/
// Indices must match values in `enum CollisionType` exactly!!
static const char *collision_type_str[] = {
"node",
"object",
};
// Indices must match values in `enum CollisionAxis` exactly!!
static const char *collision_axis_str[] = {
"x",
"y",
"z",
};
void push_collision_move_result(lua_State *L, const collisionMoveResult &res)
{
lua_createtable(L, 0, 4);
setboolfield(L, -1, "touching_ground", res.touching_ground);
setboolfield(L, -1, "collides", res.collides);
setboolfield(L, -1, "standing_on_object", res.standing_on_object);
/* collisions */
lua_createtable(L, res.collisions.size(), 0);
int i = 1;
for (const auto &c : res.collisions) {
lua_createtable(L, 0, 5);
lua_pushstring(L, collision_type_str[c.type]);
lua_setfield(L, -2, "type");
assert(c.axis != COLLISION_AXIS_NONE);
lua_pushstring(L, collision_axis_str[c.axis]);
lua_setfield(L, -2, "axis");
if (c.type == COLLISION_NODE) {
push_v3s16(L, c.node_p);
lua_setfield(L, -2, "node_pos");
} else if (c.type == COLLISION_OBJECT) {
push_objectRef(L, c.object->getId());
lua_setfield(L, -2, "object");
}
push_v3f(L, c.old_speed / BS);
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lua_setfield(L, -2, "old_velocity");
push_v3f(L, c.new_speed / BS);
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lua_setfield(L, -2, "new_velocity");
lua_rawseti(L, -2, i++);
}
lua_setfield(L, -2, "collisions");
/**/
}