/* Minetest-c55 Copyright (C) 2011 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 SCRIPTAPI_HEADER #define SCRIPTAPI_HEADER #include "irrlichttypes_bloated.h" #include #include "mapnode.h" #include #include class Server; class ServerEnvironment; class ServerActiveObject; typedef struct lua_State lua_State; struct ObjectProperties; struct ItemStack; struct PointedThing; //class IGameDef; struct ToolCapabilities; void scriptapi_export(lua_State *L, Server *server); bool scriptapi_loadmod(lua_State *L, const std::string &scriptpath, const std::string &modname); void scriptapi_add_environment(lua_State *L, ServerEnvironment *env); void scriptapi_add_object_reference(lua_State *L, ServerActiveObject *cobj); void scriptapi_rm_object_reference(lua_State *L, ServerActiveObject *cobj); // Returns true if script handled message bool scriptapi_on_chat_message(lua_State *L, const std::string &name, const std::string &message); /* environment */ // On environment step void scriptapi_environment_step(lua_State *L, float dtime); // After generating a piece of map void scriptapi_environment_on_generated(lua_State *L, v3s16 minp, v3s16 maxp, u32 blockseed); /* misc */ void scriptapi_on_newplayer(lua_State *L, ServerActiveObject *player); void scriptapi_on_dieplayer(lua_State *L, ServerActiveObject *player); bool scriptapi_on_respawnplayer(lua_State *L, ServerActiveObject *player); void scriptapi_on_joinplayer(lua_State *L, ServerActiveObject *player); void scriptapi_on_leaveplayer(lua_State *L, ServerActiveObject *player); bool scriptapi_get_auth(lua_State *L, const std::string &playername, std::string *dst_password, std::set *dst_privs); void scriptapi_create_auth(lua_State *L, const std::string &playername, const std::string &password); bool scriptapi_set_password(lua_State *L, const std::string &playername, const std::string &password); /* player */ void scriptapi_on_player_receive_fields(lua_State *L, ServerActiveObject *player, const std::string &formname, const std::map &fields); /* item callbacks */ bool scriptapi_item_on_drop(lua_State *L, ItemStack &item, ServerActiveObject *dropper, v3f pos); bool scriptapi_item_on_place(lua_State *L, ItemStack &item, ServerActiveObject *placer, const PointedThing &pointed); bool scriptapi_item_on_use(lua_State *L, ItemStack &item, ServerActiveObject *user, const PointedThing &pointed); /* node callbacks */ bool scriptapi_node_on_punch(lua_State *L, v3s16 p, MapNode node, ServerActiveObject *puncher); bool scriptapi_node_on_dig(lua_State *L, v3s16 p, MapNode node, ServerActiveObject *digger); // Node constructor void scriptapi_node_on_construct(lua_State *L, v3s16 p, MapNode node); // Node destructor void scriptapi_node_on_destruct(lua_State *L, v3s16 p, MapNode node); // Node post-destructor void scriptapi_node_after_destruct(lua_State *L, v3s16 p, MapNode node); // Node Timer event bool scriptapi_node_on_timer(lua_State *L, v3s16 p, MapNode node, f32 dtime); // Called when a metadata form returns values void scriptapi_node_on_receive_fields(lua_State *L, v3s16 p, const std::string &formname, const std::map &fields, ServerActiveObject *sender); /* Node metadata inventory callbacks */ // Return number of accepted items to be moved int scriptapi_nodemeta_inventory_allow_move(lua_State *L, v3s16 p, const std::string &from_list, int from_index, const std::string &to_list, int to_index, int count, ServerActiveObject *player); // Return number of accepted items to be put int scriptapi_nodemeta_inventory_allow_put(lua_State *L, v3s16 p, const std::string &listname, int index, ItemStack &stack, ServerActiveObject *player); // Return number of accepted items to be taken int scriptapi_nodemeta_inventory_allow_take(lua_State *L, v3s16 p, const std::string &listname, int index, ItemStack &stack, ServerActiveObject *player); // Report moved items void scriptapi_nodemeta_inventory_on_move(lua_State *L, v3s16 p, const std::string &from_list, int from_index, const std::string &to_list, int to_index, int count, ServerActiveObject *player); // Report put items void scriptapi_nodemeta_inventory_on_put(lua_State *L, v3s16 p, const std::string &listname, int index, ItemStack &stack, ServerActiveObject *player); // Report taken items void scriptapi_nodemeta_inventory_on_take(lua_State *L, v3s16 p, const std::string &listname, int index, ItemStack &stack, ServerActiveObject *player); /* Detached inventory callbacks */ // Return number of accepted items to be moved int scriptapi_detached_inventory_allow_move(lua_State *L, const std::string &name, const std::string &from_list, int from_index, const std::string &to_list, int to_index, int count, ServerActiveObject *player); // Return number of accepted items to be put int scriptapi_detached_inventory_allow_put(lua_State *L, const std::string &name, const std::string &listname, int index, ItemStack &stack, ServerActiveObject *player); // Return number of accepted items to be taken int scriptapi_detached_inventory_allow_take(lua_State *L, const std::string &name, const std::string &listname, int index, ItemStack &stack, ServerActiveObject *player); // Report moved items void scriptapi_detached_inventory_on_move(lua_State *L, const std::string &name, const std::string &from_list, int from_index, const std::string &to_list, int to_index, int count, ServerActiveObject *player); // Report put items void scriptapi_detached_inventory_on_put(lua_State *L, const std::string &name, const std::string &listname, int index, ItemStack &stack, ServerActiveObject *player); // Report taken items void scriptapi_detached_inventory_on_take(lua_State *L, const std::string &name, const std::string &listname, int index, ItemStack &stack, ServerActiveObject *player); /* luaentity */ // Returns true if succesfully added into Lua; false otherwise. bool scriptapi_luaentity_add(lua_State *L, u16 id, const char *name); void scriptapi_luaentity_activate(lua_State *L, u16 id, const std::string &staticdata); void scriptapi_luaentity_rm(lua_State *L, u16 id); std::string scriptapi_luaentity_get_staticdata(lua_State *L, u16 id); void scriptapi_luaentity_get_properties(lua_State *L, u16 id, ObjectProperties *prop); void scriptapi_luaentity_step(lua_State *L, u16 id, float dtime); void scriptapi_luaentity_punch(lua_State *L, u16 id, ServerActiveObject *puncher, float time_from_last_punch, const ToolCapabilities *toolcap, v3f dir); void scriptapi_luaentity_rightclick(lua_State *L, u16 id, ServerActiveObject *clicker); #endif