/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola 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 "lua_api/l_object.h" #include "lua_api/l_internal.h" #include "lua_api/l_inventory.h" #include "lua_api/l_item.h" #include "common/c_converter.h" #include "common/c_content.h" #include "log.h" #include "tool.h" #include "serverobject.h" #include "content_sao.h" #include "server.h" #include "hud.h" struct EnumString es_HudElementType[] = { {HUD_ELEM_IMAGE, "image"}, {HUD_ELEM_TEXT, "text"}, {HUD_ELEM_STATBAR, "statbar"}, {HUD_ELEM_INVENTORY, "inventory"}, {HUD_ELEM_WAYPOINT, "waypoint"}, {0, NULL}, }; struct EnumString es_HudElementStat[] = { {HUD_STAT_POS, "position"}, {HUD_STAT_POS, "pos"}, /* Deprecated, only for compatibility's sake */ {HUD_STAT_NAME, "name"}, {HUD_STAT_SCALE, "scale"}, {HUD_STAT_TEXT, "text"}, {HUD_STAT_NUMBER, "number"}, {HUD_STAT_ITEM, "item"}, {HUD_STAT_DIR, "direction"}, {HUD_STAT_ALIGN, "alignment"}, {HUD_STAT_OFFSET, "offset"}, {HUD_STAT_WORLD_POS, "world_pos"}, {0, NULL}, }; struct EnumString es_HudBuiltinElement[] = { {HUD_FLAG_HOTBAR_VISIBLE, "hotbar"}, {HUD_FLAG_HEALTHBAR_VISIBLE, "healthbar"}, {HUD_FLAG_CROSSHAIR_VISIBLE, "crosshair"}, {HUD_FLAG_WIELDITEM_VISIBLE, "wielditem"}, {HUD_FLAG_BREATHBAR_VISIBLE, "breathbar"}, {0, NULL}, }; /* ObjectRef */ ObjectRef* ObjectRef::checkobject(lua_State *L, int narg) { luaL_checktype(L, narg, LUA_TUSERDATA); void *ud = luaL_checkudata(L, narg, className); if(!ud) luaL_typerror(L, narg, className); return *(ObjectRef**)ud; // unbox pointer } ServerActiveObject* ObjectRef::getobject(ObjectRef *ref) { ServerActiveObject *co = ref->m_object; return co; } LuaEntitySAO* ObjectRef::getluaobject(ObjectRef *ref) { ServerActiveObject *obj = getobject(ref); if(obj == NULL) return NULL; if(obj->getType() != ACTIVEOBJECT_TYPE_LUAENTITY) return NULL; return (LuaEntitySAO*)obj; } PlayerSAO* ObjectRef::getplayersao(ObjectRef *ref) { ServerActiveObject *obj = getobject(ref); if(obj == NULL) return NULL; if(obj->getType() != ACTIVEOBJECT_TYPE_PLAYER) return NULL; return (PlayerSAO*)obj; } Player* ObjectRef::getplayer(ObjectRef *ref) { PlayerSAO *playersao = getplayersao(ref); if(playersao == NULL) return NULL; return playersao->getPlayer(); } // Exported functions // garbage collector int ObjectRef::gc_object(lua_State *L) { ObjectRef *o = *(ObjectRef **)(lua_touserdata(L, 1)); //infostream<<"ObjectRef::gc_object: o="<getType() == ACTIVEOBJECT_TYPE_PLAYER) return 0; verbosestream<<"ObjectRef::l_remove(): id="<getId()<m_removed = true; return 0; } // getpos(self) // returns: {x=num, y=num, z=num} int ObjectRef::l_getpos(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); ServerActiveObject *co = getobject(ref); if(co == NULL) return 0; v3f pos = co->getBasePosition() / BS; lua_newtable(L); lua_pushnumber(L, pos.X); lua_setfield(L, -2, "x"); lua_pushnumber(L, pos.Y); lua_setfield(L, -2, "y"); lua_pushnumber(L, pos.Z); lua_setfield(L, -2, "z"); return 1; } // setpos(self, pos) int ObjectRef::l_setpos(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); //LuaEntitySAO *co = getluaobject(ref); ServerActiveObject *co = getobject(ref); if(co == NULL) return 0; // pos v3f pos = checkFloatPos(L, 2); // Do it co->setPos(pos); return 0; } // moveto(self, pos, continuous=false) int ObjectRef::l_moveto(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); //LuaEntitySAO *co = getluaobject(ref); ServerActiveObject *co = getobject(ref); if(co == NULL) return 0; // pos v3f pos = checkFloatPos(L, 2); // continuous bool continuous = lua_toboolean(L, 3); // Do it co->moveTo(pos, continuous); return 0; } // punch(self, puncher, time_from_last_punch, tool_capabilities, dir) int ObjectRef::l_punch(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); ObjectRef *puncher_ref = checkobject(L, 2); ServerActiveObject *co = getobject(ref); ServerActiveObject *puncher = getobject(puncher_ref); if(co == NULL) return 0; if(puncher == NULL) return 0; v3f dir; if(lua_type(L, 5) != LUA_TTABLE) dir = co->getBasePosition() - puncher->getBasePosition(); else dir = read_v3f(L, 5); float time_from_last_punch = 1000000; if(lua_isnumber(L, 3)) time_from_last_punch = lua_tonumber(L, 3); ToolCapabilities toolcap = read_tool_capabilities(L, 4); dir.normalize(); // Do it co->punch(dir, &toolcap, puncher, time_from_last_punch); return 0; } // right_click(self, clicker); clicker = an another ObjectRef int ObjectRef::l_right_click(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); ObjectRef *ref2 = checkobject(L, 2); ServerActiveObject *co = getobject(ref); ServerActiveObject *co2 = getobject(ref2); if(co == NULL) return 0; if(co2 == NULL) return 0; // Do it co->rightClick(co2); return 0; } // set_hp(self, hp) // hp = number of hitpoints (2 * number of hearts) // returns: nil int ObjectRef::l_set_hp(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); luaL_checknumber(L, 2); ServerActiveObject *co = getobject(ref); if(co == NULL) return 0; int hp = lua_tonumber(L, 2); /*infostream<<"ObjectRef::l_set_hp(): id="<getId() <<" hp="<setHP(hp); // Return return 0; } // get_hp(self) // returns: number of hitpoints (2 * number of hearts) // 0 if not applicable to this type of object int ObjectRef::l_get_hp(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); ServerActiveObject *co = getobject(ref); if(co == NULL){ // Default hp is 1 lua_pushnumber(L, 1); return 1; } int hp = co->getHP(); /*infostream<<"ObjectRef::l_get_hp(): id="<getId() <<" hp="<getInventoryLocation(); if(getServer(L)->getInventory(loc) != NULL) InvRef::create(L, loc); else lua_pushnil(L); // An object may have no inventory (nil) return 1; } // get_wield_list(self) int ObjectRef::l_get_wield_list(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); ServerActiveObject *co = getobject(ref); if(co == NULL) return 0; // Do it lua_pushstring(L, co->getWieldList().c_str()); return 1; } // get_wield_index(self) int ObjectRef::l_get_wield_index(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); ServerActiveObject *co = getobject(ref); if(co == NULL) return 0; // Do it lua_pushinteger(L, co->getWieldIndex() + 1); return 1; } // get_wielded_item(self) int ObjectRef::l_get_wielded_item(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); ServerActiveObject *co = getobject(ref); if(co == NULL){ // Empty ItemStack LuaItemStack::create(L, ItemStack()); return 1; } // Do it LuaItemStack::create(L, co->getWieldedItem()); return 1; } // set_wielded_item(self, itemstack or itemstring or table or nil) int ObjectRef::l_set_wielded_item(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); ServerActiveObject *co = getobject(ref); if(co == NULL) return 0; // Do it ItemStack item = read_item(L, 2, getServer(L)); bool success = co->setWieldedItem(item); lua_pushboolean(L, success); return 1; } // set_armor_groups(self, groups) int ObjectRef::l_set_armor_groups(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); ServerActiveObject *co = getobject(ref); if(co == NULL) return 0; // Do it ItemGroupList groups; read_groups(L, 2, groups); co->setArmorGroups(groups); return 0; } // set_physics_override(self, physics_override_speed, physics_override_jump, // physics_override_gravity, sneak, sneak_glitch) int ObjectRef::l_set_physics_override(lua_State *L) { ObjectRef *ref = checkobject(L, 1); PlayerSAO *co = (PlayerSAO *) getobject(ref); if(co == NULL) return 0; // Do it if (lua_istable(L, 2)) { co->m_physics_override_speed = getfloatfield_default(L, 2, "speed", co->m_physics_override_speed); co->m_physics_override_jump = getfloatfield_default(L, 2, "jump", co->m_physics_override_jump); co->m_physics_override_gravity = getfloatfield_default(L, 2, "gravity", co->m_physics_override_gravity); co->m_physics_override_sneak = getboolfield_default(L, 2, "sneak", co->m_physics_override_sneak); co->m_physics_override_sneak_glitch = getboolfield_default(L, 2, "sneak_glitch", co->m_physics_override_sneak_glitch); co->m_physics_override_sent = false; } else { // old, non-table format if(!lua_isnil(L, 2)){ co->m_physics_override_speed = lua_tonumber(L, 2); co->m_physics_override_sent = false; } if(!lua_isnil(L, 3)){ co->m_physics_override_jump = lua_tonumber(L, 3); co->m_physics_override_sent = false; } if(!lua_isnil(L, 4)){ co->m_physics_override_gravity = lua_tonumber(L, 4); co->m_physics_override_sent = false; } } return 0; } // set_animation(self, frame_range, frame_speed, frame_blend) int ObjectRef::l_set_animation(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); ServerActiveObject *co = getobject(ref); if(co == NULL) return 0; // Do it v2f frames = v2f(1, 1); if(!lua_isnil(L, 2)) frames = read_v2f(L, 2); float frame_speed = 15; if(!lua_isnil(L, 3)) frame_speed = lua_tonumber(L, 3); float frame_blend = 0; if(!lua_isnil(L, 4)) frame_blend = lua_tonumber(L, 4); co->setAnimation(frames, frame_speed, frame_blend); return 0; } // set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed) int ObjectRef::l_set_local_animation(lua_State *L) { //NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if (player == NULL) return 0; // Do it v2s32 frames[4]; for (int i=0;i<4;i++) { if(!lua_isnil(L, 2+1)) frames[i] = read_v2s32(L, 2+i); } float frame_speed = 30; if(!lua_isnil(L, 6)) frame_speed = lua_tonumber(L, 6); if (!getServer(L)->setLocalPlayerAnimations(player, frames, frame_speed)) return 0; lua_pushboolean(L, true); return 0; } // set_eye_offset(self, v3f first pv, v3f third pv) int ObjectRef::l_set_eye_offset(lua_State *L) { //NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if (player == NULL) return 0; // Do it v3f offset_first = v3f(0, 0, 0); v3f offset_third = v3f(0, 0, 0); if(!lua_isnil(L, 2)) offset_first = read_v3f(L, 2); if(!lua_isnil(L, 3)) offset_third = read_v3f(L, 3); // Prevent abuse of offset values (keep player always visible) offset_third.X = rangelim(offset_third.X,-10,10); offset_third.Z = rangelim(offset_third.Z,-5,5); /* TODO: if possible: improve the camera colision detetion to allow Y <= -1.5) */ offset_third.Y = rangelim(offset_third.Y,-10,15); //1.5*BS if (!getServer(L)->setPlayerEyeOffset(player, offset_first, offset_third)) return 0; lua_pushboolean(L, true); return 0; } // set_bone_position(self, std::string bone, v3f position, v3f rotation) int ObjectRef::l_set_bone_position(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); ServerActiveObject *co = getobject(ref); if(co == NULL) return 0; // Do it std::string bone = ""; if(!lua_isnil(L, 2)) bone = lua_tostring(L, 2); v3f position = v3f(0, 0, 0); if(!lua_isnil(L, 3)) position = read_v3f(L, 3); v3f rotation = v3f(0, 0, 0); if(!lua_isnil(L, 4)) rotation = read_v3f(L, 4); co->setBonePosition(bone, position, rotation); return 0; } // set_attach(self, parent, bone, position, rotation) int ObjectRef::l_set_attach(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); ObjectRef *parent_ref = checkobject(L, 2); ServerActiveObject *co = getobject(ref); ServerActiveObject *parent = getobject(parent_ref); if(co == NULL) return 0; if(parent == NULL) return 0; // Do it std::string bone = ""; if(!lua_isnil(L, 3)) bone = lua_tostring(L, 3); v3f position = v3f(0, 0, 0); if(!lua_isnil(L, 4)) position = read_v3f(L, 4); v3f rotation = v3f(0, 0, 0); if(!lua_isnil(L, 5)) rotation = read_v3f(L, 5); co->setAttachment(parent->getId(), bone, position, rotation); return 0; } // set_detach(self) int ObjectRef::l_set_detach(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); ServerActiveObject *co = getobject(ref); if(co == NULL) return 0; // Do it co->setAttachment(0, "", v3f(0,0,0), v3f(0,0,0)); return 0; } // set_properties(self, properties) int ObjectRef::l_set_properties(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); ServerActiveObject *co = getobject(ref); if(co == NULL) return 0; ObjectProperties *prop = co->accessObjectProperties(); if(!prop) return 0; read_object_properties(L, 2, prop); co->notifyObjectPropertiesModified(); return 0; } /* LuaEntitySAO-only */ // setvelocity(self, {x=num, y=num, z=num}) int ObjectRef::l_setvelocity(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if(co == NULL) return 0; v3f pos = checkFloatPos(L, 2); // Do it co->setVelocity(pos); return 0; } // getvelocity(self) int ObjectRef::l_getvelocity(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if(co == NULL) return 0; // Do it v3f v = co->getVelocity(); pushFloatPos(L, v); return 1; } // setacceleration(self, {x=num, y=num, z=num}) int ObjectRef::l_setacceleration(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if(co == NULL) return 0; // pos v3f pos = checkFloatPos(L, 2); // Do it co->setAcceleration(pos); return 0; } // getacceleration(self) int ObjectRef::l_getacceleration(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if(co == NULL) return 0; // Do it v3f v = co->getAcceleration(); pushFloatPos(L, v); return 1; } // setyaw(self, radians) int ObjectRef::l_setyaw(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if(co == NULL) return 0; float yaw = luaL_checknumber(L, 2) * core::RADTODEG; // Do it co->setYaw(yaw); return 0; } // getyaw(self) int ObjectRef::l_getyaw(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if(co == NULL) return 0; // Do it float yaw = co->getYaw() * core::DEGTORAD; lua_pushnumber(L, yaw); return 1; } // settexturemod(self, mod) int ObjectRef::l_settexturemod(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if(co == NULL) return 0; // Do it std::string mod = luaL_checkstring(L, 2); co->setTextureMod(mod); return 0; } // setsprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2, // select_horiz_by_yawpitch=false) int ObjectRef::l_setsprite(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if(co == NULL) return 0; // Do it v2s16 p(0,0); if(!lua_isnil(L, 2)) p = read_v2s16(L, 2); int num_frames = 1; if(!lua_isnil(L, 3)) num_frames = lua_tonumber(L, 3); float framelength = 0.2; if(!lua_isnil(L, 4)) framelength = lua_tonumber(L, 4); bool select_horiz_by_yawpitch = false; if(!lua_isnil(L, 5)) select_horiz_by_yawpitch = lua_toboolean(L, 5); co->setSprite(p, num_frames, framelength, select_horiz_by_yawpitch); return 0; } // DEPRECATED // get_entity_name(self) int ObjectRef::l_get_entity_name(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); log_deprecated(L,"Deprecated call to \"get_entity_name"); if(co == NULL) return 0; // Do it std::string name = co->getName(); lua_pushstring(L, name.c_str()); return 1; } // get_luaentity(self) int ObjectRef::l_get_luaentity(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); if(co == NULL) return 0; // Do it luaentity_get(L, co->getId()); return 1; } /* Player-only */ // is_player(self) int ObjectRef::l_is_player(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); lua_pushboolean(L, (player != NULL)); return 1; } // is_player_connected(self) int ObjectRef::l_is_player_connected(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); lua_pushboolean(L, (player != NULL && player->peer_id != 0)); return 1; } // get_player_name(self) int ObjectRef::l_get_player_name(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if(player == NULL){ lua_pushlstring(L, "", 0); return 1; } // Do it lua_pushstring(L, player->getName()); return 1; } // get_look_dir(self) int ObjectRef::l_get_look_dir(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if(player == NULL) return 0; // Do it float pitch = player->getRadPitch(); float yaw = player->getRadYaw(); v3f v(cos(pitch)*cos(yaw), sin(pitch), cos(pitch)*sin(yaw)); push_v3f(L, v); return 1; } // get_look_pitch(self) int ObjectRef::l_get_look_pitch(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if(player == NULL) return 0; // Do it lua_pushnumber(L, player->getRadPitch()); return 1; } // get_look_yaw(self) int ObjectRef::l_get_look_yaw(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if(player == NULL) return 0; // Do it lua_pushnumber(L, player->getRadYaw()); return 1; } // set_look_pitch(self, radians) int ObjectRef::l_set_look_pitch(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); PlayerSAO* co = getplayersao(ref); if(co == NULL) return 0; float pitch = luaL_checknumber(L, 2) * core::RADTODEG; // Do it co->setPitch(pitch); return 1; } // set_look_yaw(self, radians) int ObjectRef::l_set_look_yaw(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); PlayerSAO* co = getplayersao(ref); if(co == NULL) return 0; float yaw = luaL_checknumber(L, 2) * core::RADTODEG; // Do it co->setYaw(yaw); return 1; } // set_breath(self, breath) int ObjectRef::l_set_breath(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); PlayerSAO* co = getplayersao(ref); if(co == NULL) return 0; u16 breath = luaL_checknumber(L, 2); // Do it co->setBreath(breath); co->m_breath_not_sent = true; return 0; } // get_breath(self) int ObjectRef::l_get_breath(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); PlayerSAO* co = getplayersao(ref); if(co == NULL) return 0; // Do it u16 breath = co->getBreath(); lua_pushinteger (L, breath); return 1; } // set_inventory_formspec(self, formspec) int ObjectRef::l_set_inventory_formspec(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if(player == NULL) return 0; std::string formspec = luaL_checkstring(L, 2); player->inventory_formspec = formspec; getServer(L)->reportInventoryFormspecModified(player->getName()); lua_pushboolean(L, true); return 1; } // get_inventory_formspec(self) -> formspec int ObjectRef::l_get_inventory_formspec(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if(player == NULL) return 0; std::string formspec = player->inventory_formspec; lua_pushlstring(L, formspec.c_str(), formspec.size()); return 1; } // get_player_control(self) int ObjectRef::l_get_player_control(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if(player == NULL){ lua_pushlstring(L, "", 0); return 1; } // Do it PlayerControl control = player->getPlayerControl(); lua_newtable(L); lua_pushboolean(L, control.up); lua_setfield(L, -2, "up"); lua_pushboolean(L, control.down); lua_setfield(L, -2, "down"); lua_pushboolean(L, control.left); lua_setfield(L, -2, "left"); lua_pushboolean(L, control.right); lua_setfield(L, -2, "right"); lua_pushboolean(L, control.jump); lua_setfield(L, -2, "jump"); lua_pushboolean(L, control.aux1); lua_setfield(L, -2, "aux1"); lua_pushboolean(L, control.sneak); lua_setfield(L, -2, "sneak"); lua_pushboolean(L, control.LMB); lua_setfield(L, -2, "LMB"); lua_pushboolean(L, control.RMB); lua_setfield(L, -2, "RMB"); return 1; } // get_player_control_bits(self) int ObjectRef::l_get_player_control_bits(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if(player == NULL){ lua_pushlstring(L, "", 0); return 1; } // Do it lua_pushnumber(L, player->keyPressed); return 1; } // hud_add(self, form) int ObjectRef::l_hud_add(lua_State *L) { ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if (player == NULL) return 0; HudElement *elem = new HudElement; 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); elem->name = getstringfield_default(L, 2, "name", ""); elem->text = getstringfield_default(L, 2, "text", ""); elem->number = getintfield_default(L, 2, "number", 0); elem->item = getintfield_default(L, 2, "item", 0); elem->dir = getintfield_default(L, 2, "direction", 0); // 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!"); } u32 id = getServer(L)->hudAdd(player, elem); if (id == (u32)-1) { delete elem; return 0; } lua_pushnumber(L, id); return 1; } // hud_remove(self, id) int ObjectRef::l_hud_remove(lua_State *L) { ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if (player == NULL) return 0; u32 id = -1; if (!lua_isnil(L, 2)) id = lua_tonumber(L, 2); if (!getServer(L)->hudRemove(player, id)) return 0; lua_pushboolean(L, true); return 1; } // hud_change(self, id, stat, data) int ObjectRef::l_hud_change(lua_State *L) { ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if (player == NULL) return 0; u32 id = lua_isnumber(L, 2) ? lua_tonumber(L, 2) : -1; HudElement *e = player->getHud(id); if (!e) return 0; 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 : HUD_STAT_NUMBER; } void *value = NULL; switch (stat) { case HUD_STAT_POS: e->pos = read_v2f(L, 4); value = &e->pos; break; case HUD_STAT_NAME: e->name = luaL_checkstring(L, 4); value = &e->name; break; case HUD_STAT_SCALE: e->scale = read_v2f(L, 4); value = &e->scale; break; case HUD_STAT_TEXT: e->text = luaL_checkstring(L, 4); value = &e->text; break; case HUD_STAT_NUMBER: e->number = luaL_checknumber(L, 4); value = &e->number; break; case HUD_STAT_ITEM: e->item = luaL_checknumber(L, 4); value = &e->item; break; case HUD_STAT_DIR: e->dir = luaL_checknumber(L, 4); value = &e->dir; break; case HUD_STAT_ALIGN: e->align = read_v2f(L, 4); value = &e->align; break; case HUD_STAT_OFFSET: e->offset = read_v2f(L, 4); value = &e->offset; break; case HUD_STAT_WORLD_POS: e->world_pos = read_v3f(L, 4); value = &e->world_pos; break; case HUD_STAT_SIZE: e->size = read_v2s32(L, 4); value = &e->size; break; } getServer(L)->hudChange(player, id, stat, value); lua_pushboolean(L, true); return 1; } // hud_get(self, id) int ObjectRef::l_hud_get(lua_State *L) { ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if (player == NULL) return 0; u32 id = lua_tonumber(L, -1); HudElement *e = player->getHud(id); if (!e) return 0; lua_newtable(L); lua_pushstring(L, es_HudElementType[(u8)e->type].str); lua_setfield(L, -2, "type"); push_v2f(L, e->pos); lua_setfield(L, -2, "position"); lua_pushstring(L, e->name.c_str()); lua_setfield(L, -2, "name"); push_v2f(L, e->scale); lua_setfield(L, -2, "scale"); lua_pushstring(L, e->text.c_str()); lua_setfield(L, -2, "text"); lua_pushnumber(L, e->number); lua_setfield(L, -2, "number"); lua_pushnumber(L, e->item); lua_setfield(L, -2, "item"); lua_pushnumber(L, e->dir); lua_setfield(L, -2, "direction"); // Deprecated, only for compatibility's sake lua_pushnumber(L, e->dir); lua_setfield(L, -2, "dir"); push_v3f(L, e->world_pos); lua_setfield(L, -2, "world_pos"); return 1; } // hud_set_flags(self, flags) int ObjectRef::l_hud_set_flags(lua_State *L) { ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if (player == NULL) return 0; u32 flags = 0; u32 mask = 0; bool flag; const EnumString *esp = es_HudBuiltinElement; for (int i = 0; esp[i].str; i++) { if (getboolfield(L, 2, esp[i].str, flag)) { flags |= esp[i].num * flag; mask |= esp[i].num; } } if (!getServer(L)->hudSetFlags(player, flags, mask)) return 0; lua_pushboolean(L, true); return 1; } int ObjectRef::l_hud_get_flags(lua_State *L) { ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if (player == NULL) return 0; lua_newtable(L); lua_pushboolean(L, player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE); lua_setfield(L, -2, "hotbar"); lua_pushboolean(L, player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE); lua_setfield(L, -2, "healthbar"); lua_pushboolean(L, player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE); lua_setfield(L, -2, "crosshair"); lua_pushboolean(L, player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE); lua_setfield(L, -2, "wielditem"); lua_pushboolean(L, player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE); lua_setfield(L, -2, "breathbar"); return 1; } // hud_set_hotbar_itemcount(self, hotbar_itemcount) int ObjectRef::l_hud_set_hotbar_itemcount(lua_State *L) { ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if (player == NULL) return 0; s32 hotbar_itemcount = lua_tonumber(L, 2); if (!getServer(L)->hudSetHotbarItemcount(player, hotbar_itemcount)) return 0; lua_pushboolean(L, true); return 1; } // hud_set_hotbar_image(self, name) int ObjectRef::l_hud_set_hotbar_image(lua_State *L) { ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if (player == NULL) return 0; std::string name = lua_tostring(L, 2); getServer(L)->hudSetHotbarImage(player, name); return 1; } // hud_set_hotbar_selected_image(self, name) int ObjectRef::l_hud_set_hotbar_selected_image(lua_State *L) { ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if (player == NULL) return 0; std::string name = lua_tostring(L, 2); getServer(L)->hudSetHotbarSelectedImage(player, name); return 1; } // set_sky(self, bgcolor, type, list) int ObjectRef::l_set_sky(lua_State *L) { ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if (player == NULL) return 0; video::SColor bgcolor(255,255,255,255); if (!lua_isnil(L, 2)) bgcolor = readARGB8(L, 2); std::string type = luaL_checkstring(L, 3); std::vector params; if (lua_istable(L, 4)) { 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)) params.push_back(lua_tostring(L, -1)); else params.push_back(""); // removes value, keeps key for next iteration lua_pop(L, 1); } } if (type == "skybox" && params.size() != 6) throw LuaError("skybox expects 6 textures"); if (!getServer(L)->setSky(player, bgcolor, type, params)) return 0; lua_pushboolean(L, true); return 1; } // override_day_night_ratio(self, brightness=0...1) int ObjectRef::l_override_day_night_ratio(lua_State *L) { ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if (player == NULL) return 0; bool do_override = false; float ratio = 0.0f; if (!lua_isnil(L, 2)){ do_override = true; ratio = luaL_checknumber(L, 2); } if (!getServer(L)->overrideDayNightRatio(player, do_override, ratio)) return 0; lua_pushboolean(L, true); return 1; } ObjectRef::ObjectRef(ServerActiveObject *object): m_object(object) { //infostream<<"ObjectRef created for id="<getId()<