minetest/src/scriptapi_object.h

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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.
*/
#ifndef LUA_OBJECT_H_
#define LUA_OBJECT_H_
extern "C" {
#include <lua.h>
#include <lauxlib.h>
}
#include "serverobject.h"
#include "content_sao.h"
#include "player.h"
/*
ObjectRef
*/
class ObjectRef
{
private:
ServerActiveObject *m_object;
static const char className[];
static const luaL_reg methods[];
public:
static ObjectRef *checkobject(lua_State *L, int narg);
static ServerActiveObject* getobject(ObjectRef *ref);
private:
static LuaEntitySAO* getluaobject(ObjectRef *ref);
static PlayerSAO* getplayersao(ObjectRef *ref);
static Player* getplayer(ObjectRef *ref);
// Exported functions
// garbage collector
static int gc_object(lua_State *L);
// remove(self)
static int l_remove(lua_State *L);
// getpos(self)
// returns: {x=num, y=num, z=num}
static int l_getpos(lua_State *L);
// setpos(self, pos)
static int l_setpos(lua_State *L);
// moveto(self, pos, continuous=false)
static int l_moveto(lua_State *L);
// punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
static int l_punch(lua_State *L);
// right_click(self, clicker); clicker = an another ObjectRef
static int l_right_click(lua_State *L);
// set_hp(self, hp)
// hp = number of hitpoints (2 * number of hearts)
// returns: nil
static int l_set_hp(lua_State *L);
// get_hp(self)
// returns: number of hitpoints (2 * number of hearts)
// 0 if not applicable to this type of object
static int l_get_hp(lua_State *L);
// get_inventory(self)
static int l_get_inventory(lua_State *L);
// get_wield_list(self)
static int l_get_wield_list(lua_State *L);
// get_wield_index(self)
static int l_get_wield_index(lua_State *L);
// get_wielded_item(self)
static int l_get_wielded_item(lua_State *L);
// set_wielded_item(self, itemstack or itemstring or table or nil)
static int l_set_wielded_item(lua_State *L);
// set_armor_groups(self, groups)
static int l_set_armor_groups(lua_State *L);
// set_physics_override(self, physics_override_speed, physics_override_jump, physics_override_gravity)
static int l_set_physics_override(lua_State *L);
// set_animation(self, frame_range, frame_speed, frame_blend)
static int l_set_animation(lua_State *L);
// set_bone_position(self, std::string bone, v3f position, v3f rotation)
static int l_set_bone_position(lua_State *L);
// set_attach(self, parent, bone, position, rotation)
static int l_set_attach(lua_State *L);
// set_detach(self)
static int l_set_detach(lua_State *L);
// set_properties(self, properties)
static int l_set_properties(lua_State *L);
/* LuaEntitySAO-only */
// setvelocity(self, {x=num, y=num, z=num})
static int l_setvelocity(lua_State *L);
// getvelocity(self)
static int l_getvelocity(lua_State *L);
// setacceleration(self, {x=num, y=num, z=num})
static int l_setacceleration(lua_State *L);
// getacceleration(self)
static int l_getacceleration(lua_State *L);
// setyaw(self, radians)
static int l_setyaw(lua_State *L);
// getyaw(self)
static int l_getyaw(lua_State *L);
// settexturemod(self, mod)
static int l_settexturemod(lua_State *L);
// setsprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2,
// select_horiz_by_yawpitch=false)
static int l_setsprite(lua_State *L);
// DEPRECATED
// get_entity_name(self)
static int l_get_entity_name(lua_State *L);
// get_luaentity(self)
static int l_get_luaentity(lua_State *L);
/* Player-only */
// is_player(self)
static int l_is_player(lua_State *L);
// get_player_name(self)
static int l_get_player_name(lua_State *L);
// get_look_dir(self)
static int l_get_look_dir(lua_State *L);
// get_look_pitch(self)
static int l_get_look_pitch(lua_State *L);
// get_look_yaw(self)
static int l_get_look_yaw(lua_State *L);
// set_look_pitch(self, radians)
static int l_set_look_pitch(lua_State *L);
// set_look_yaw(self, radians)
static int l_set_look_yaw(lua_State *L);
// set_inventory_formspec(self, formspec)
static int l_set_inventory_formspec(lua_State *L);
// get_inventory_formspec(self) -> formspec
static int l_get_inventory_formspec(lua_State *L);
// get_player_control(self)
static int l_get_player_control(lua_State *L);
// get_player_control_bits(self)
static int l_get_player_control_bits(lua_State *L);
2013-04-11 20:23:38 +02:00
// hud_add(self, id, form)
static int l_hud_add(lua_State *L);
// hud_rm(self, id)
static int l_hud_remove(lua_State *L);
2013-04-11 20:23:38 +02:00
// hud_change(self, id, stat, data)
static int l_hud_change(lua_State *L);
// hud_get(self, id)
static int l_hud_get(lua_State *L);
// hud_set_flags(self, flags)
static int l_hud_set_flags(lua_State *L);
public:
ObjectRef(ServerActiveObject *object);
~ObjectRef();
// Creates an ObjectRef and leaves it on top of stack
// Not callable from Lua; all references are created on the C side.
static void create(lua_State *L, ServerActiveObject *object);
static void set_null(lua_State *L);
static void Register(lua_State *L);
};
/*****************************************************************************/
/* scriptapi internal */
/*****************************************************************************/
// Creates a new anonymous reference if cobj=NULL or id=0
void objectref_get_or_create(lua_State *L,
ServerActiveObject *cobj);
void objectref_get(lua_State *L, u16 id);
void read_object_properties(lua_State *L, int index,
ObjectProperties *prop);
/*****************************************************************************/
/* Minetest interface */
/*****************************************************************************/
void scriptapi_add_object_reference(lua_State *L, ServerActiveObject *cobj);
void scriptapi_rm_object_reference(lua_State *L, ServerActiveObject *cobj);
#endif /* LUA_OBJECT_H_ */