forked from Mirrorlandia_minetest/minetest
Rename ObjectRef methods to be consistent and predictable
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f3bd4c405d
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@ -2788,9 +2788,9 @@ This is basically a reference to a C++ `ServerActiveObject`
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#### Methods
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#### Methods
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* `remove()`: remove object (after returning from Lua)
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* `remove()`: remove object (after returning from Lua)
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* Note: Doesn't work on players, use minetest.kick_player instead
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* Note: Doesn't work on players, use minetest.kick_player instead
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* `getpos()`: returns `{x=num, y=num, z=num}`
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* `get_pos()`: returns `{x=num, y=num, z=num}`
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* `setpos(pos)`; `pos`=`{x=num, y=num, z=num}`
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* `set_pos(pos)`; `pos`=`{x=num, y=num, z=num}`
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* `moveto(pos, continuous=false)`: interpolated move
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* `move_to(pos, continuous=false)`: interpolated move
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* `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
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* `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
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* `puncher` = another `ObjectRef`,
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* `puncher` = another `ObjectRef`,
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* `time_from_last_punch` = time since last punch action of the puncher
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* `time_from_last_punch` = time since last punch action of the puncher
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@ -2836,14 +2836,14 @@ This is basically a reference to a C++ `ServerActiveObject`
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}
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}
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##### LuaEntitySAO-only (no-op for other objects)
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##### LuaEntitySAO-only (no-op for other objects)
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* `setvelocity({x=num, y=num, z=num})`
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* `set_velocity({x=num, y=num, z=num})`
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* `getvelocity()`: returns `{x=num, y=num, z=num}`
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* `get_velocity()`: returns `{x=num, y=num, z=num}`
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* `setacceleration({x=num, y=num, z=num})`
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* `set_acceleration({x=num, y=num, z=num})`
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* `getacceleration()`: returns `{x=num, y=num, z=num}`
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* `get_acceleration()`: returns `{x=num, y=num, z=num}`
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* `setyaw(radians)`
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* `set_yaw(radians)`
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* `getyaw()`: returns number in radians
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* `get_yaw()`: returns number in radians
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* `settexturemod(mod)`
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* `set_texture_mod(mod)`
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* `setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
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* `set_sprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
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select_horiz_by_yawpitch=false)`
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select_horiz_by_yawpitch=false)`
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* Select sprite from spritesheet with optional animation and DM-style
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* Select sprite from spritesheet with optional animation and DM-style
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texture selection based on yaw relative to camera
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texture selection based on yaw relative to camera
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@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "common/c_internal.h"
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#include "common/c_internal.h"
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#define luamethod(class, name) {#name, class::l_##name}
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#define luamethod(class, name) {#name, class::l_##name}
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#define luamethod_aliased(class, name, alias) {#name, class::l_##name}, {#alias, class::l_##name}
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#define API_FCT(name) registerFunction(L, #name, l_##name,top)
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#define API_FCT(name) registerFunction(L, #name, l_##name,top)
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#define ASYNC_API_FCT(name) engine.registerFunction(#name, l_##name)
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#define ASYNC_API_FCT(name) engine.registerFunction(#name, l_##name)
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@ -150,9 +150,9 @@ int ObjectRef::l_remove(lua_State *L)
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return 0;
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return 0;
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}
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}
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// getpos(self)
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// get_pos(self)
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// returns: {x=num, y=num, z=num}
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// returns: {x=num, y=num, z=num}
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int ObjectRef::l_getpos(lua_State *L)
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int ObjectRef::l_get_pos(lua_State *L)
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{
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{
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NO_MAP_LOCK_REQUIRED;
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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ObjectRef *ref = checkobject(L, 1);
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@ -169,8 +169,8 @@ int ObjectRef::l_getpos(lua_State *L)
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return 1;
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return 1;
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}
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}
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// setpos(self, pos)
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// set_pos(self, pos)
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int ObjectRef::l_setpos(lua_State *L)
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int ObjectRef::l_set_pos(lua_State *L)
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{
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{
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NO_MAP_LOCK_REQUIRED;
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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ObjectRef *ref = checkobject(L, 1);
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@ -184,8 +184,8 @@ int ObjectRef::l_setpos(lua_State *L)
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return 0;
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return 0;
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}
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}
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// moveto(self, pos, continuous=false)
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// move_to(self, pos, continuous=false)
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int ObjectRef::l_moveto(lua_State *L)
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int ObjectRef::l_move_to(lua_State *L)
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{
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{
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NO_MAP_LOCK_REQUIRED;
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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ObjectRef *ref = checkobject(L, 1);
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@ -821,8 +821,8 @@ int ObjectRef::l_get_nametag_attributes(lua_State *L)
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/* LuaEntitySAO-only */
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/* LuaEntitySAO-only */
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// setvelocity(self, {x=num, y=num, z=num})
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// set_velocity(self, {x=num, y=num, z=num})
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int ObjectRef::l_setvelocity(lua_State *L)
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int ObjectRef::l_set_velocity(lua_State *L)
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{
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{
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NO_MAP_LOCK_REQUIRED;
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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ObjectRef *ref = checkobject(L, 1);
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@ -834,8 +834,8 @@ int ObjectRef::l_setvelocity(lua_State *L)
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return 0;
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return 0;
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}
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}
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// getvelocity(self)
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// get_velocity(self)
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int ObjectRef::l_getvelocity(lua_State *L)
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int ObjectRef::l_get_velocity(lua_State *L)
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{
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{
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NO_MAP_LOCK_REQUIRED;
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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ObjectRef *ref = checkobject(L, 1);
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@ -847,8 +847,8 @@ int ObjectRef::l_getvelocity(lua_State *L)
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return 1;
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return 1;
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}
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}
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// setacceleration(self, {x=num, y=num, z=num})
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// set_acceleration(self, {x=num, y=num, z=num})
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int ObjectRef::l_setacceleration(lua_State *L)
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int ObjectRef::l_set_acceleration(lua_State *L)
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{
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{
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NO_MAP_LOCK_REQUIRED;
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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ObjectRef *ref = checkobject(L, 1);
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@ -861,8 +861,8 @@ int ObjectRef::l_setacceleration(lua_State *L)
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return 0;
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return 0;
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}
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}
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// getacceleration(self)
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// get_acceleration(self)
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int ObjectRef::l_getacceleration(lua_State *L)
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int ObjectRef::l_get_acceleration(lua_State *L)
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{
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{
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NO_MAP_LOCK_REQUIRED;
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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ObjectRef *ref = checkobject(L, 1);
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@ -874,8 +874,8 @@ int ObjectRef::l_getacceleration(lua_State *L)
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return 1;
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return 1;
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}
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}
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// setyaw(self, radians)
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// set_yaw(self, radians)
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int ObjectRef::l_setyaw(lua_State *L)
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int ObjectRef::l_set_yaw(lua_State *L)
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{
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{
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NO_MAP_LOCK_REQUIRED;
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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ObjectRef *ref = checkobject(L, 1);
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@ -887,8 +887,8 @@ int ObjectRef::l_setyaw(lua_State *L)
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return 0;
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return 0;
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}
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}
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// getyaw(self)
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// get_yaw(self)
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int ObjectRef::l_getyaw(lua_State *L)
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int ObjectRef::l_get_yaw(lua_State *L)
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{
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{
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NO_MAP_LOCK_REQUIRED;
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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ObjectRef *ref = checkobject(L, 1);
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@ -900,8 +900,8 @@ int ObjectRef::l_getyaw(lua_State *L)
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return 1;
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return 1;
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}
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}
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// settexturemod(self, mod)
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// set_texture_mod(self, mod)
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int ObjectRef::l_settexturemod(lua_State *L)
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int ObjectRef::l_set_texture_mod(lua_State *L)
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{
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{
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NO_MAP_LOCK_REQUIRED;
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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ObjectRef *ref = checkobject(L, 1);
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@ -913,9 +913,9 @@ int ObjectRef::l_settexturemod(lua_State *L)
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return 0;
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return 0;
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}
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}
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// setsprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2,
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// set_sprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2,
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// select_horiz_by_yawpitch=false)
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// select_horiz_by_yawpitch=false)
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int ObjectRef::l_setsprite(lua_State *L)
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int ObjectRef::l_set_sprite(lua_State *L)
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{
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{
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NO_MAP_LOCK_REQUIRED;
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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ObjectRef *ref = checkobject(L, 1);
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@ -1774,9 +1774,9 @@ const char ObjectRef::className[] = "ObjectRef";
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const luaL_reg ObjectRef::methods[] = {
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const luaL_reg ObjectRef::methods[] = {
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// ServerActiveObject
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// ServerActiveObject
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luamethod(ObjectRef, remove),
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luamethod(ObjectRef, remove),
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luamethod(ObjectRef, getpos),
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luamethod_aliased(ObjectRef, get_pos, getpos),
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luamethod(ObjectRef, setpos),
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luamethod_aliased(ObjectRef, set_pos, setpos),
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luamethod(ObjectRef, moveto),
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luamethod_aliased(ObjectRef, move_to, moveto),
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luamethod(ObjectRef, punch),
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luamethod(ObjectRef, punch),
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luamethod(ObjectRef, right_click),
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luamethod(ObjectRef, right_click),
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luamethod(ObjectRef, set_hp),
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luamethod(ObjectRef, set_hp),
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@ -1800,14 +1800,14 @@ const luaL_reg ObjectRef::methods[] = {
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luamethod(ObjectRef, set_nametag_attributes),
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luamethod(ObjectRef, set_nametag_attributes),
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luamethod(ObjectRef, get_nametag_attributes),
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luamethod(ObjectRef, get_nametag_attributes),
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// LuaEntitySAO-only
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// LuaEntitySAO-only
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luamethod(ObjectRef, setvelocity),
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luamethod_aliased(ObjectRef, set_velocity, setvelocity),
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luamethod(ObjectRef, getvelocity),
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luamethod_aliased(ObjectRef, get_velocity, getvelocity),
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luamethod(ObjectRef, setacceleration),
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luamethod_aliased(ObjectRef, set_acceleration, setacceleration),
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luamethod(ObjectRef, getacceleration),
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luamethod_aliased(ObjectRef, get_acceleration, getacceleration),
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luamethod(ObjectRef, setyaw),
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luamethod_aliased(ObjectRef, set_yaw, setyaw),
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luamethod(ObjectRef, getyaw),
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luamethod_aliased(ObjectRef, get_yaw, getyaw),
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luamethod(ObjectRef, settexturemod),
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luamethod_aliased(ObjectRef, set_texture_mod, set_texturemod),
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luamethod(ObjectRef, setsprite),
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luamethod_aliased(ObjectRef, set_sprite, setsprite),
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luamethod(ObjectRef, get_entity_name),
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luamethod(ObjectRef, get_entity_name),
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luamethod(ObjectRef, get_luaentity),
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luamethod(ObjectRef, get_luaentity),
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// Player-only
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// Player-only
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@ -57,15 +57,15 @@ private:
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// remove(self)
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// remove(self)
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static int l_remove(lua_State *L);
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static int l_remove(lua_State *L);
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// getpos(self)
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// get_pos(self)
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// returns: {x=num, y=num, z=num}
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// returns: {x=num, y=num, z=num}
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static int l_getpos(lua_State *L);
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static int l_get_pos(lua_State *L);
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// setpos(self, pos)
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// set_pos(self, pos)
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static int l_setpos(lua_State *L);
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static int l_set_pos(lua_State *L);
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// moveto(self, pos, continuous=false)
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// move_to(self, pos, continuous=false)
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static int l_moveto(lua_State *L);
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static int l_move_to(lua_State *L);
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// punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
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// punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
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static int l_punch(lua_State *L);
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static int l_punch(lua_State *L);
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@ -143,30 +143,30 @@ private:
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/* LuaEntitySAO-only */
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/* LuaEntitySAO-only */
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// setvelocity(self, {x=num, y=num, z=num})
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// set_velocity(self, {x=num, y=num, z=num})
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static int l_setvelocity(lua_State *L);
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static int l_set_velocity(lua_State *L);
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// getvelocity(self)
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// get_velocity(self)
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static int l_getvelocity(lua_State *L);
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static int l_get_velocity(lua_State *L);
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// setacceleration(self, {x=num, y=num, z=num})
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// set_acceleration(self, {x=num, y=num, z=num})
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static int l_setacceleration(lua_State *L);
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static int l_set_acceleration(lua_State *L);
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// getacceleration(self)
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// get_acceleration(self)
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static int l_getacceleration(lua_State *L);
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static int l_get_acceleration(lua_State *L);
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// setyaw(self, radians)
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// set_yaw(self, radians)
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static int l_setyaw(lua_State *L);
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static int l_set_yaw(lua_State *L);
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// getyaw(self)
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// get_yaw(self)
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static int l_getyaw(lua_State *L);
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static int l_get_yaw(lua_State *L);
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// settexturemod(self, mod)
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// set_texture_mod(self, mod)
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static int l_settexturemod(lua_State *L);
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static int l_set_texture_mod(lua_State *L);
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// setsprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2,
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// set_sprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2,
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// select_horiz_by_yawpitch=false)
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// select_horiz_by_yawpitch=false)
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static int l_setsprite(lua_State *L);
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static int l_set_sprite(lua_State *L);
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// DEPRECATED
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// DEPRECATED
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// get_entity_name(self)
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// get_entity_name(self)
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