minetest/src/script/cpp_api/s_node.cpp

275 lines
7.0 KiB
C++
Raw Normal View History

/*
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 "cpp_api/s_node.h"
#include "cpp_api/s_internal.h"
#include "common/c_converter.h"
#include "common/c_content.h"
#include "nodedef.h"
#include "server.h"
#include "environment.h"
#include "util/pointedthing.h"
struct EnumString ScriptApiNode::es_DrawType[] =
{
{NDT_NORMAL, "normal"},
{NDT_AIRLIKE, "airlike"},
{NDT_LIQUID, "liquid"},
{NDT_FLOWINGLIQUID, "flowingliquid"},
{NDT_GLASSLIKE, "glasslike"},
{NDT_GLASSLIKE_FRAMED, "glasslike_framed"},
2014-09-27 18:16:26 +02:00
{NDT_GLASSLIKE_FRAMED_OPTIONAL, "glasslike_framed_optional"},
{NDT_ALLFACES, "allfaces"},
{NDT_ALLFACES_OPTIONAL, "allfaces_optional"},
{NDT_TORCHLIKE, "torchlike"},
{NDT_SIGNLIKE, "signlike"},
{NDT_PLANTLIKE, "plantlike"},
2014-09-20 01:37:40 +02:00
{NDT_FIRELIKE, "firelike"},
{NDT_FENCELIKE, "fencelike"},
{NDT_RAILLIKE, "raillike"},
{NDT_NODEBOX, "nodebox"},
2014-10-15 04:13:53 +02:00
{NDT_MESH, "mesh"},
{0, NULL},
};
struct EnumString ScriptApiNode::es_ContentParamType2[] =
{
{CPT2_NONE, "none"},
{CPT2_FULL, "full"},
{CPT2_FLOWINGLIQUID, "flowingliquid"},
{CPT2_FACEDIR, "facedir"},
{CPT2_WALLMOUNTED, "wallmounted"},
2013-07-13 19:48:14 +02:00
{CPT2_LEVELED, "leveled"},
{CPT2_DEGROTATE, "degrotate"},
{0, NULL},
};
struct EnumString ScriptApiNode::es_LiquidType[] =
{
{LIQUID_NONE, "none"},
{LIQUID_FLOWING, "flowing"},
{LIQUID_SOURCE, "source"},
{0, NULL},
};
struct EnumString ScriptApiNode::es_ContentParamType[] =
{
{CPT_NONE, "none"},
{CPT_LIGHT, "light"},
{0, NULL},
};
struct EnumString ScriptApiNode::es_NodeBoxType[] =
{
{NODEBOX_REGULAR, "regular"},
{NODEBOX_FIXED, "fixed"},
{NODEBOX_WALLMOUNTED, "wallmounted"},
2013-07-13 19:48:14 +02:00
{NODEBOX_LEVELED, "leveled"},
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
{NODEBOX_CONNECTED, "connected"},
{0, NULL},
};
ScriptApiNode::ScriptApiNode() {
}
ScriptApiNode::~ScriptApiNode() {
}
bool ScriptApiNode::node_on_punch(v3s16 p, MapNode node,
ServerActiveObject *puncher, PointedThing pointed)
{
SCRIPTAPI_PRECHECKHEADER
int error_handler = PUSH_ERROR_HANDLER(L);
INodeDefManager *ndef = getServer()->ndef();
// Push callback function on stack
2014-04-15 19:30:46 +02:00
if (!getItemCallback(ndef->get(node).name.c_str(), "on_punch"))
return false;
// Call function
push_v3s16(L, p);
pushnode(L, node, ndef);
objectrefGetOrCreate(L, puncher);
pushPointedThing(pointed);
PCALL_RES(lua_pcall(L, 4, 0, error_handler));
lua_pop(L, 1); // Pop error handler
return true;
}
bool ScriptApiNode::node_on_dig(v3s16 p, MapNode node,
ServerActiveObject *digger)
{
SCRIPTAPI_PRECHECKHEADER
int error_handler = PUSH_ERROR_HANDLER(L);
INodeDefManager *ndef = getServer()->ndef();
// Push callback function on stack
2014-04-15 19:30:46 +02:00
if (!getItemCallback(ndef->get(node).name.c_str(), "on_dig"))
return false;
// Call function
push_v3s16(L, p);
pushnode(L, node, ndef);
objectrefGetOrCreate(L, digger);
PCALL_RES(lua_pcall(L, 3, 0, error_handler));
lua_pop(L, 1); // Pop error handler
return true;
}
void ScriptApiNode::node_on_construct(v3s16 p, MapNode node)
{
SCRIPTAPI_PRECHECKHEADER
int error_handler = PUSH_ERROR_HANDLER(L);
INodeDefManager *ndef = getServer()->ndef();
// Push callback function on stack
2014-04-15 19:30:46 +02:00
if (!getItemCallback(ndef->get(node).name.c_str(), "on_construct"))
return;
// Call function
push_v3s16(L, p);
PCALL_RES(lua_pcall(L, 1, 0, error_handler));
lua_pop(L, 1); // Pop error handler
}
void ScriptApiNode::node_on_destruct(v3s16 p, MapNode node)
{
SCRIPTAPI_PRECHECKHEADER
int error_handler = PUSH_ERROR_HANDLER(L);
INodeDefManager *ndef = getServer()->ndef();
// Push callback function on stack
2014-04-15 19:30:46 +02:00
if (!getItemCallback(ndef->get(node).name.c_str(), "on_destruct"))
return;
// Call function
push_v3s16(L, p);
PCALL_RES(lua_pcall(L, 1, 0, error_handler));
lua_pop(L, 1); // Pop error handler
}
void ScriptApiNode::node_after_destruct(v3s16 p, MapNode node)
{
SCRIPTAPI_PRECHECKHEADER
int error_handler = PUSH_ERROR_HANDLER(L);
INodeDefManager *ndef = getServer()->ndef();
// Push callback function on stack
2014-04-15 19:30:46 +02:00
if (!getItemCallback(ndef->get(node).name.c_str(), "after_destruct"))
return;
// Call function
push_v3s16(L, p);
pushnode(L, node, ndef);
PCALL_RES(lua_pcall(L, 2, 0, error_handler));
lua_pop(L, 1); // Pop error handler
}
bool ScriptApiNode::node_on_timer(v3s16 p, MapNode node, f32 dtime)
{
SCRIPTAPI_PRECHECKHEADER
int error_handler = PUSH_ERROR_HANDLER(L);
INodeDefManager *ndef = getServer()->ndef();
// Push callback function on stack
2014-04-15 19:30:46 +02:00
if (!getItemCallback(ndef->get(node).name.c_str(), "on_timer"))
return false;
// Call function
push_v3s16(L, p);
lua_pushnumber(L,dtime);
PCALL_RES(lua_pcall(L, 2, 1, error_handler));
lua_remove(L, error_handler);
return (bool) lua_isboolean(L, -1) && (bool) lua_toboolean(L, -1) == true;
}
void ScriptApiNode::node_on_receive_fields(v3s16 p,
const std::string &formname,
const StringMap &fields,
ServerActiveObject *sender)
{
SCRIPTAPI_PRECHECKHEADER
int error_handler = PUSH_ERROR_HANDLER(L);
INodeDefManager *ndef = getServer()->ndef();
// If node doesn't exist, we don't know what callback to call
MapNode node = getEnv()->getMap().getNodeNoEx(p);
2014-04-15 19:30:46 +02:00
if (node.getContent() == CONTENT_IGNORE)
return;
// Push callback function on stack
2014-04-15 19:30:46 +02:00
if (!getItemCallback(ndef->get(node).name.c_str(), "on_receive_fields"))
return;
// Call function
push_v3s16(L, p); // pos
lua_pushstring(L, formname.c_str()); // formname
lua_newtable(L); // fields
StringMap::const_iterator it;
for (it = fields.begin(); it != fields.end(); it++) {
2014-04-15 19:30:46 +02:00
const std::string &name = it->first;
const std::string &value = it->second;
lua_pushstring(L, name.c_str());
lua_pushlstring(L, value.c_str(), value.size());
lua_settable(L, -3);
}
objectrefGetOrCreate(L, sender); // player
PCALL_RES(lua_pcall(L, 4, 0, error_handler));
lua_pop(L, 1); // Pop error handler
}
2013-07-27 20:34:30 +02:00
void ScriptApiNode::node_falling_update(v3s16 p)
{
SCRIPTAPI_PRECHECKHEADER
int error_handler = PUSH_ERROR_HANDLER(L);
2013-07-27 20:34:30 +02:00
lua_getglobal(L, "nodeupdate");
push_v3s16(L, p);
PCALL_RES(lua_pcall(L, 1, 0, error_handler));
lua_pop(L, 1); // Pop error handler
2013-07-27 20:34:30 +02:00
}
void ScriptApiNode::node_falling_update_single(v3s16 p)
{
SCRIPTAPI_PRECHECKHEADER
int error_handler = PUSH_ERROR_HANDLER(L);
2013-07-27 20:34:30 +02:00
lua_getglobal(L, "nodeupdate_single");
push_v3s16(L, p);
PCALL_RES(lua_pcall(L, 1, 0, error_handler));
lua_pop(L, 1); // Pop error handler
2013-07-27 20:34:30 +02:00
}