/* 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. */ #ifndef LUA_OBJECT_H_ #define LUA_OBJECT_H_ extern "C" { #include #include } #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); // 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); // 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_ */