/* 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 "scriptapi.h" #include "scriptapi_object.h" #include "log.h" #include "tool.h" #include "scriptapi_types.h" #include "scriptapi_inventory.h" #include "scriptapi_item.h" #include "scriptapi_entity.h" #include "scriptapi_common.h" /* 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="<setPos(pos); return 0; } // moveto(self, pos, continuous=false) int ObjectRef::l_moveto(lua_State *L) { 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) { 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) { 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) { 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) { 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(get_server(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) { 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) { 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) { 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) { ObjectRef *ref = checkobject(L, 1); ServerActiveObject *co = getobject(ref); if(co == NULL) return 0; // Do it ItemStack item = read_item(L, 2); 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) { 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) 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_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) { 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_bone_position(self, std::string bone, v3f position, v3f rotation) int ObjectRef::l_set_bone_position(lua_State *L) { 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) { 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) { 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) { 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) { 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) { 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) { 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) { 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) { 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) { 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) { 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) { 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) { ObjectRef *ref = checkobject(L, 1); LuaEntitySAO *co = getluaobject(ref); 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) { 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) { ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); lua_pushboolean(L, (player != NULL)); return 1; } // get_player_name(self) int ObjectRef::l_get_player_name(lua_State *L) { 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) { 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) { 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) { 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) { 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) { 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_inventory_formspec(self, formspec) int ObjectRef::l_set_inventory_formspec(lua_State *L) { 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; get_server(L)->reportInventoryFormspecModified(player->getName()); lua_pushboolean(L, true); return 1; } // get_inventory_formspec(self) -> formspec int ObjectRef::l_get_inventory_formspec(lua_State *L) { 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) { 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) { 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; } ObjectRef::ObjectRef(ServerActiveObject *object): m_object(object) { //infostream<<"ObjectRef created for id="<getId()<getId() == 0){ ObjectRef::create(L, cobj); } else { objectref_get(L, cobj->getId()); } } void objectref_get(lua_State *L, u16 id) { // Get minetest.object_refs[i] lua_getglobal(L, "minetest"); lua_getfield(L, -1, "object_refs"); luaL_checktype(L, -1, LUA_TTABLE); lua_pushnumber(L, id); lua_gettable(L, -2); lua_remove(L, -2); // object_refs lua_remove(L, -2); // minetest } /* ObjectProperties */ void read_object_properties(lua_State *L, int index, ObjectProperties *prop) { if(index < 0) index = lua_gettop(L) + 1 + index; if(!lua_istable(L, index)) return; prop->hp_max = getintfield_default(L, -1, "hp_max", 10); getboolfield(L, -1, "physical", prop->physical); getfloatfield(L, -1, "weight", prop->weight); lua_getfield(L, -1, "collisionbox"); if(lua_istable(L, -1)) prop->collisionbox = read_aabb3f(L, -1, 1.0); lua_pop(L, 1); getstringfield(L, -1, "visual", prop->visual); getstringfield(L, -1, "mesh", prop->mesh); lua_getfield(L, -1, "visual_size"); if(lua_istable(L, -1)) prop->visual_size = read_v2f(L, -1); 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.push_back(lua_tostring(L, -1)); else prop->textures.push_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)){ prop->colors.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->colors.push_back(readARGB8(L, -1)); else prop->colors.push_back(video::SColor(255, 255, 255, 255)); // removes value, keeps key for next iteration lua_pop(L, 1); } } 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); getfloatfield(L, -1, "automatic_rotate", prop->automatic_rotate); } /* object_reference */ void scriptapi_add_object_reference(lua_State *L, ServerActiveObject *cobj) { realitycheck(L); assert(lua_checkstack(L, 20)); //infostream<<"scriptapi_add_object_reference: id="<getId()<getId()); // Push id lua_pushvalue(L, object); // Copy object to top of stack lua_settable(L, objectstable); } void scriptapi_rm_object_reference(lua_State *L, ServerActiveObject *cobj) { realitycheck(L); assert(lua_checkstack(L, 20)); //infostream<<"scriptapi_rm_object_reference: id="<getId()<getId()); // Push id lua_gettable(L, objectstable); // Set object reference to NULL ObjectRef::set_null(L); lua_pop(L, 1); // pop object // Set object_refs[id] = nil lua_pushnumber(L, cobj->getId()); // Push id lua_pushnil(L); lua_settable(L, objectstable); }