minetest/src/script/common/c_content.h

224 lines
9.5 KiB
C++

/*
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.
*/
/******************************************************************************/
/******************************************************************************/
/* WARNING!!!! do NOT add this header in any include file or any code file */
/* not being a script/modapi file!!!!!!!! */
/******************************************************************************/
/******************************************************************************/
#pragma once
extern "C" {
#include <lua.h>
}
#include <iostream>
#include <vector>
#include <array>
#include "irrlichttypes_bloated.h"
#include "util/string.h"
#include "itemgroup.h"
#include "itemdef.h"
#include "util/pointabilities.h"
#include "c_types.h"
// We do an explicit path include because by default c_content.h include src/client/hud.h
// prior to the src/hud.h, which is not good on server only build
#include "../../hud.h"
#include "content/mods.h"
namespace Json { class Value; }
struct MapNode;
class NodeDefManager;
struct PointedThing;
struct ItemStack;
struct ItemDefinition;
struct ToolCapabilities;
struct ObjectProperties;
struct SoundSpec;
struct ServerPlayingSound;
class Inventory;
class InventoryList;
struct NodeBox;
struct ContentFeatures;
struct TileDef;
class IGameDef;
struct DigParams;
struct HitParams;
struct EnumString;
struct NoiseParams;
class Schematic;
class ServerActiveObject;
struct collisionMoveResult;
namespace treegen { struct TreeDef; }
extern struct EnumString es_TileAnimationType[];
extern const std::array<const char *, 33> object_property_keys;
void read_content_features (lua_State *L, ContentFeatures &f,
int index);
void push_content_features (lua_State *L,
const ContentFeatures &c);
void push_nodebox (lua_State *L,
const NodeBox &box);
void push_palette (lua_State *L,
const std::vector<video::SColor> *palette);
TileDef read_tiledef (lua_State *L, int index,
u8 drawtype, bool special);
void read_simplesoundspec (lua_State *L, int index,
SoundSpec &spec);
NodeBox read_nodebox (lua_State *L, int index);
void read_server_sound_params (lua_State *L, int index,
ServerPlayingSound &params);
void push_dig_params (lua_State *L,
const DigParams &params);
void push_hit_params (lua_State *L,
const HitParams &params);
ItemStack read_item (lua_State *L, int index, IItemDefManager *idef);
struct TileAnimationParams read_animation_definition(lua_State *L, int index);
PointabilityType read_pointability_type (lua_State *L, int index);
Pointabilities read_pointabilities (lua_State *L, int index);
void push_pointability_type (lua_State *L, PointabilityType pointable);
void push_pointabilities (lua_State *L, const Pointabilities &pointabilities);
ToolCapabilities read_tool_capabilities (lua_State *L, int table);
void push_tool_capabilities (lua_State *L,
const ToolCapabilities &prop);
WearBarParams read_wear_bar_params (lua_State *L, int table);
void push_wear_bar_params (lua_State *L,
const WearBarParams &prop);
void read_item_definition (lua_State *L, int index, const ItemDefinition &default_def,
ItemDefinition &def);
void push_item_definition (lua_State *L,
const ItemDefinition &i);
void push_item_definition_full (lua_State *L,
const ItemDefinition &i);
void read_object_properties (lua_State *L, int index,
ServerActiveObject *sao,
ObjectProperties *prop,
IItemDefManager *idef);
void push_object_properties (lua_State *L,
const ObjectProperties *prop);
void push_inventory_list (lua_State *L,
const InventoryList &invlist);
void push_inventory_lists (lua_State *L,
const Inventory &inv);
void read_inventory_list (lua_State *L, int tableindex,
Inventory *inv, const char *name,
IGameDef *gdef, int forcesize=-1);
MapNode readnode (lua_State *L, int index);
void pushnode (lua_State *L, const MapNode &n);
void read_groups (lua_State *L, int index,
ItemGroupList &result);
void push_groups (lua_State *L,
const ItemGroupList &groups);
//TODO rename to "read_enum_field"
int getenumfield (lua_State *L, int table,
const char *fieldname,
const EnumString *spec,
int default_);
bool getflagsfield (lua_State *L, int table,
const char *fieldname,
FlagDesc *flagdesc,
u32 *flags, u32 *flagmask);
bool read_flags (lua_State *L, int index,
FlagDesc *flagdesc,
u32 *flags, u32 *flagmask);
void push_flags_string (lua_State *L, FlagDesc *flagdesc,
u32 flags, u32 flagmask);
u32 read_flags_table (lua_State *L, int table,
FlagDesc *flagdesc, u32 *flagmask);
void push_items (lua_State *L,
const std::vector<ItemStack> &items);
std::vector<ItemStack> read_items (lua_State *L,
int index,
IGameDef* gdef);
void push_simplesoundspec (lua_State *L,
const SoundSpec &spec);
bool string_to_enum (const EnumString *spec,
int &result,
const std::string &str);
bool read_noiseparams (lua_State *L, int index,
NoiseParams *np);
void push_noiseparams (lua_State *L, NoiseParams *np);
bool read_tree_def (lua_State *L, int idx,
const NodeDefManager *ndef,
treegen::TreeDef &tree_def);
void luaentity_get (lua_State *L,u16 id);
bool push_json_value (lua_State *L,
const Json::Value &value,
int nullindex);
void read_json_value (lua_State *L, Json::Value &root,
int index, u8 recursion = 0);
/*!
* Pushes a Lua `pointed_thing` to the given Lua stack.
* \param csm If true, a client side pointed thing is pushed
* \param hitpoint If true, the exact pointing location is also pushed
*/
void push_pointed_thing(lua_State *L, const PointedThing &pointed, bool csm =
false, bool hitpoint = false);
void push_objectRef (lua_State *L, const u16 id);
void read_hud_element (lua_State *L, HudElement *elem);
void push_hud_element (lua_State *L, HudElement *elem);
bool read_hud_change (lua_State *L, HudElementStat &stat, HudElement *elem, void **value);
void push_collision_move_result(lua_State *L, const collisionMoveResult &res);
void push_mod_spec(lua_State *L, const ModSpec &spec, bool include_unsatisfied);