minetest/src/script/lua_api/l_object.cpp
Loïc Blot 1c1c97cbd1 Modernize source code: last part (#6285)
* Modernize source code: last par

* Use empty when needed
* Use emplace_back instead of push_back when needed
* For range-based loops
* Initializers fixes
* constructors, destructors default
* c++ C stl includes
2017-08-20 13:30:50 +02:00

2000 lines
49 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.
*/
#include "lua_api/l_object.h"
#include "lua_api/l_internal.h"
#include "lua_api/l_inventory.h"
#include "lua_api/l_item.h"
#include "common/c_converter.h"
#include "common/c_content.h"
#include "log.h"
#include "tool.h"
#include "serverobject.h"
#include "content_sao.h"
#include "remoteplayer.h"
#include "server.h"
#include "hud.h"
#include "scripting_server.h"
struct EnumString es_HudElementType[] =
{
{HUD_ELEM_IMAGE, "image"},
{HUD_ELEM_TEXT, "text"},
{HUD_ELEM_STATBAR, "statbar"},
{HUD_ELEM_INVENTORY, "inventory"},
{HUD_ELEM_WAYPOINT, "waypoint"},
{0, NULL},
};
struct EnumString es_HudElementStat[] =
{
{HUD_STAT_POS, "position"},
{HUD_STAT_POS, "pos"}, /* Deprecated, only for compatibility's sake */
{HUD_STAT_NAME, "name"},
{HUD_STAT_SCALE, "scale"},
{HUD_STAT_TEXT, "text"},
{HUD_STAT_NUMBER, "number"},
{HUD_STAT_ITEM, "item"},
{HUD_STAT_DIR, "direction"},
{HUD_STAT_ALIGN, "alignment"},
{HUD_STAT_OFFSET, "offset"},
{HUD_STAT_WORLD_POS, "world_pos"},
{0, NULL},
};
struct EnumString es_HudBuiltinElement[] =
{
{HUD_FLAG_HOTBAR_VISIBLE, "hotbar"},
{HUD_FLAG_HEALTHBAR_VISIBLE, "healthbar"},
{HUD_FLAG_CROSSHAIR_VISIBLE, "crosshair"},
{HUD_FLAG_WIELDITEM_VISIBLE, "wielditem"},
{HUD_FLAG_BREATHBAR_VISIBLE, "breathbar"},
{HUD_FLAG_MINIMAP_VISIBLE, "minimap"},
{0, NULL},
};
/*
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;
}
RemotePlayer *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="<<o<<std::endl;
delete o;
return 0;
}
// remove(self)
int ObjectRef::l_remove(lua_State *L)
{
GET_ENV_PTR;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER)
return 0;
const std::unordered_set<int> &child_ids = co->getAttachmentChildIds();
std::unordered_set<int>::const_iterator it;
for (it = child_ids.begin(); it != child_ids.end(); ++it) {
// Child can be NULL if it was deleted earlier
if (ServerActiveObject *child = env->getActiveObject(*it))
child->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
}
verbosestream<<"ObjectRef::l_remove(): id="<<co->getId()<<std::endl;
co->m_removed = true;
return 0;
}
// get_pos(self)
// returns: {x=num, y=num, z=num}
int ObjectRef::l_get_pos(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
v3f pos = co->getBasePosition() / BS;
lua_newtable(L);
lua_pushnumber(L, pos.X);
lua_setfield(L, -2, "x");
lua_pushnumber(L, pos.Y);
lua_setfield(L, -2, "y");
lua_pushnumber(L, pos.Z);
lua_setfield(L, -2, "z");
return 1;
}
// set_pos(self, pos)
int ObjectRef::l_set_pos(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
//LuaEntitySAO *co = getluaobject(ref);
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
// pos
v3f pos = checkFloatPos(L, 2);
// Do it
co->setPos(pos);
return 0;
}
// move_to(self, pos, continuous=false)
int ObjectRef::l_move_to(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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)
{
NO_MAP_LOCK_REQUIRED;
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();
s16 src_original_hp = co->getHP();
s16 dst_origin_hp = puncher->getHP();
// Do it
co->punch(dir, &toolcap, puncher, time_from_last_punch);
// If the punched is a player, and its HP changed
if (src_original_hp != co->getHP() &&
co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
getServer(L)->SendPlayerHPOrDie((PlayerSAO *)co);
}
// If the puncher is a player, and its HP changed
if (dst_origin_hp != puncher->getHP() &&
puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
getServer(L)->SendPlayerHPOrDie((PlayerSAO *)puncher);
}
return 0;
}
// right_click(self, clicker); clicker = an another ObjectRef
int ObjectRef::l_right_click(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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)
{
NO_MAP_LOCK_REQUIRED;
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="<<co->getId()
<<" hp="<<hp<<std::endl;*/
// Do it
co->setHP(hp);
if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER)
getServer(L)->SendPlayerHPOrDie((PlayerSAO *)co);
// 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)
{
NO_MAP_LOCK_REQUIRED;
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="<<co->getId()
<<" hp="<<hp<<std::endl;*/
// Return
lua_pushnumber(L, hp);
return 1;
}
// get_inventory(self)
int ObjectRef::l_get_inventory(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
// Do it
InventoryLocation loc = co->getInventoryLocation();
if (getServer(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)
{
NO_MAP_LOCK_REQUIRED;
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)
{
NO_MAP_LOCK_REQUIRED;
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)
{
NO_MAP_LOCK_REQUIRED;
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)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
// Do it
ItemStack item = read_item(L, 2, getServer(L)->idef());
bool success = co->setWieldedItem(item);
if (success && co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
getServer(L)->SendInventory(((PlayerSAO*)co));
}
lua_pushboolean(L, success);
return 1;
}
// set_armor_groups(self, groups)
int ObjectRef::l_set_armor_groups(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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;
}
// get_armor_groups(self)
int ObjectRef::l_get_armor_groups(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
// Do it
push_groups(L, co->getArmorGroups());
return 1;
}
// set_physics_override(self, physics_override_speed, physics_override_jump,
// physics_override_gravity, sneak, sneak_glitch, new_move)
int ObjectRef::l_set_physics_override(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
PlayerSAO *co = (PlayerSAO *) getobject(ref);
if (co == NULL) return 0;
// Do it
if (lua_istable(L, 2)) {
co->m_physics_override_speed = getfloatfield_default(
L, 2, "speed", co->m_physics_override_speed);
co->m_physics_override_jump = getfloatfield_default(
L, 2, "jump", co->m_physics_override_jump);
co->m_physics_override_gravity = getfloatfield_default(
L, 2, "gravity", co->m_physics_override_gravity);
co->m_physics_override_sneak = getboolfield_default(
L, 2, "sneak", co->m_physics_override_sneak);
co->m_physics_override_sneak_glitch = getboolfield_default(
L, 2, "sneak_glitch", co->m_physics_override_sneak_glitch);
co->m_physics_override_new_move = getboolfield_default(
L, 2, "new_move", co->m_physics_override_new_move);
co->m_physics_override_sent = false;
} else {
// old, non-table format
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;
}
// get_physics_override(self)
int ObjectRef::l_get_physics_override(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
PlayerSAO *co = (PlayerSAO *)getobject(ref);
if (co == NULL)
return 0;
// Do it
lua_newtable(L);
lua_pushnumber(L, co->m_physics_override_speed);
lua_setfield(L, -2, "speed");
lua_pushnumber(L, co->m_physics_override_jump);
lua_setfield(L, -2, "jump");
lua_pushnumber(L, co->m_physics_override_gravity);
lua_setfield(L, -2, "gravity");
lua_pushboolean(L, co->m_physics_override_sneak);
lua_setfield(L, -2, "sneak");
lua_pushboolean(L, co->m_physics_override_sneak_glitch);
lua_setfield(L, -2, "sneak_glitch");
lua_pushboolean(L, co->m_physics_override_new_move);
lua_setfield(L, -2, "new_move");
return 1;
}
// set_animation(self, frame_range, frame_speed, frame_blend, frame_loop)
int ObjectRef::l_set_animation(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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);
bool frame_loop = true;
if (lua_isboolean(L, 5))
frame_loop = lua_toboolean(L, 5);
co->setAnimation(frames, frame_speed, frame_blend, frame_loop);
return 0;
}
// get_animation(self)
int ObjectRef::l_get_animation(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
// Do it
v2f frames = v2f(1,1);
float frame_speed = 15;
float frame_blend = 0;
bool frame_loop = true;
co->getAnimation(&frames, &frame_speed, &frame_blend, &frame_loop);
push_v2f(L, frames);
lua_pushnumber(L, frame_speed);
lua_pushnumber(L, frame_blend);
lua_pushboolean(L, frame_loop);
return 4;
}
// set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
int ObjectRef::l_set_local_animation(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
// Do it
v2s32 frames[4];
for (int i=0;i<4;i++) {
if (!lua_isnil(L, 2+1))
frames[i] = read_v2s32(L, 2+i);
}
float frame_speed = 30;
if (!lua_isnil(L, 6))
frame_speed = lua_tonumber(L, 6);
if (!getServer(L)->setLocalPlayerAnimations(player, frames, frame_speed))
return 0;
lua_pushboolean(L, true);
return 0;
}
// get_local_animation(self)
int ObjectRef::l_get_local_animation(lua_State *L)
{
NO_MAP_LOCK_REQUIRED
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
v2s32 frames[4];
float frame_speed;
player->getLocalAnimations(frames, &frame_speed);
for (const v2s32 &frame : frames) {
push_v2s32(L, frame);
}
lua_pushnumber(L, frame_speed);
return 5;
}
// set_eye_offset(self, v3f first pv, v3f third pv)
int ObjectRef::l_set_eye_offset(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
// Do it
v3f offset_first = v3f(0, 0, 0);
v3f offset_third = v3f(0, 0, 0);
if (!lua_isnil(L, 2))
offset_first = read_v3f(L, 2);
if (!lua_isnil(L, 3))
offset_third = read_v3f(L, 3);
// Prevent abuse of offset values (keep player always visible)
offset_third.X = rangelim(offset_third.X,-10,10);
offset_third.Z = rangelim(offset_third.Z,-5,5);
/* TODO: if possible: improve the camera colision detetion to allow Y <= -1.5) */
offset_third.Y = rangelim(offset_third.Y,-10,15); //1.5*BS
if (!getServer(L)->setPlayerEyeOffset(player, offset_first, offset_third))
return 0;
lua_pushboolean(L, true);
return 0;
}
// get_eye_offset(self)
int ObjectRef::l_get_eye_offset(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
// Do it
push_v3f(L, player->eye_offset_first);
push_v3f(L, player->eye_offset_third);
return 2;
}
// set_bone_position(self, std::string bone, v3f position, v3f rotation)
int ObjectRef::l_set_bone_position(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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 = check_v3f(L, 3);
v3f rotation = v3f(0, 0, 0);
if (!lua_isnil(L, 4))
rotation = check_v3f(L, 4);
co->setBonePosition(bone, position, rotation);
return 0;
}
// get_bone_position(self, bone)
int ObjectRef::l_get_bone_position(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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);
v3f rotation = v3f(0, 0, 0);
co->getBonePosition(bone, &position, &rotation);
push_v3f(L, position);
push_v3f(L, rotation);
return 2;
}
// set_attach(self, parent, bone, position, rotation)
int ObjectRef::l_set_attach(lua_State *L)
{
GET_ENV_PTR;
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
int parent_id = 0;
std::string bone;
v3f position = v3f(0, 0, 0);
v3f rotation = v3f(0, 0, 0);
co->getAttachment(&parent_id, &bone, &position, &rotation);
if (parent_id) {
ServerActiveObject *old_parent = env->getActiveObject(parent_id);
old_parent->removeAttachmentChild(co->getId());
}
bone = "";
if (!lua_isnil(L, 3))
bone = lua_tostring(L, 3);
position = v3f(0, 0, 0);
if (!lua_isnil(L, 4))
position = read_v3f(L, 4);
rotation = v3f(0, 0, 0);
if (!lua_isnil(L, 5))
rotation = read_v3f(L, 5);
co->setAttachment(parent->getId(), bone, position, rotation);
parent->addAttachmentChild(co->getId());
return 0;
}
// get_attach(self)
int ObjectRef::l_get_attach(lua_State *L)
{
GET_ENV_PTR;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
// Do it
int parent_id = 0;
std::string bone;
v3f position = v3f(0, 0, 0);
v3f rotation = v3f(0, 0, 0);
co->getAttachment(&parent_id, &bone, &position, &rotation);
if (!parent_id)
return 0;
ServerActiveObject *parent = env->getActiveObject(parent_id);
getScriptApiBase(L)->objectrefGetOrCreate(L, parent);
lua_pushlstring(L, bone.c_str(), bone.size());
push_v3f(L, position);
push_v3f(L, rotation);
return 4;
}
// set_detach(self)
int ObjectRef::l_set_detach(lua_State *L)
{
GET_ENV_PTR;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
int parent_id = 0;
std::string bone;
v3f position;
v3f rotation;
co->getAttachment(&parent_id, &bone, &position, &rotation);
ServerActiveObject *parent = NULL;
if (parent_id) {
parent = env->getActiveObject(parent_id);
co->setAttachment(0, "", position, rotation);
} else {
co->setAttachment(0, "", v3f(0, 0, 0), v3f(0, 0, 0));
}
// Do it
if (parent != NULL)
parent->removeAttachmentChild(co->getId());
return 0;
}
// set_properties(self, properties)
int ObjectRef::l_set_properties(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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, getServer(L)->idef());
co->notifyObjectPropertiesModified();
return 0;
}
// get_properties(self)
int ObjectRef::l_get_properties(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
ObjectProperties *prop = co->accessObjectProperties();
if (!prop)
return 0;
push_object_properties(L, prop);
return 1;
}
// is_player(self)
int ObjectRef::l_is_player(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
lua_pushboolean(L, (player != NULL));
return 1;
}
// set_nametag_attributes(self, attributes)
int ObjectRef::l_set_nametag_attributes(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
ObjectProperties *prop = co->accessObjectProperties();
if (!prop)
return 0;
lua_getfield(L, 2, "color");
if (!lua_isnil(L, -1)) {
video::SColor color = prop->nametag_color;
read_color(L, -1, &color);
prop->nametag_color = color;
}
lua_pop(L, 1);
std::string nametag = getstringfield_default(L, 2, "text", "");
prop->nametag = nametag;
co->notifyObjectPropertiesModified();
lua_pushboolean(L, true);
return 1;
}
// get_nametag_attributes(self)
int ObjectRef::l_get_nametag_attributes(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
ObjectProperties *prop = co->accessObjectProperties();
if (!prop)
return 0;
video::SColor color = prop->nametag_color;
lua_newtable(L);
push_ARGB8(L, color);
lua_setfield(L, -2, "color");
lua_pushstring(L, prop->nametag.c_str());
lua_setfield(L, -2, "text");
return 1;
}
/* LuaEntitySAO-only */
// set_velocity(self, {x=num, y=num, z=num})
int ObjectRef::l_set_velocity(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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;
}
// get_velocity(self)
int ObjectRef::l_get_velocity(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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;
}
// set_acceleration(self, {x=num, y=num, z=num})
int ObjectRef::l_set_acceleration(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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;
}
// get_acceleration(self)
int ObjectRef::l_get_acceleration(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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;
}
// set_yaw(self, radians)
int ObjectRef::l_set_yaw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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;
}
// get_yaw(self)
int ObjectRef::l_get_yaw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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;
}
// set_texture_mod(self, mod)
int ObjectRef::l_set_texture_mod(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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;
}
// get_texture_mod(self)
int ObjectRef::l_get_texture_mod(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (co == NULL) return 0;
// Do it
std::string mod = co->getTextureMod();
lua_pushstring(L, mod.c_str());
return 1;
}
// set_sprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2,
// select_horiz_by_yawpitch=false)
int ObjectRef::l_set_sprite(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
log_deprecated(L,"Deprecated call to \"get_entity_name");
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)
{
NO_MAP_LOCK_REQUIRED;
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_connected(self)
int ObjectRef::l_is_player_connected(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
lua_pushboolean(L, (player != NULL && player->peer_id != 0));
return 1;
}
// get_player_name(self)
int ObjectRef::l_get_player_name(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL) {
lua_pushlstring(L, "", 0);
return 1;
}
// Do it
lua_pushstring(L, player->getName());
return 1;
}
// get_player_velocity(self)
int ObjectRef::l_get_player_velocity(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL) {
lua_pushnil(L);
return 1;
}
// Do it
push_v3f(L, player->getSpeed() / BS);
return 1;
}
// get_look_dir(self)
int ObjectRef::l_get_look_dir(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
// Do it
float pitch = co->getRadPitchDep();
float yaw = co->getRadYawDep();
v3f v(cos(pitch)*cos(yaw), sin(pitch), cos(pitch)*sin(yaw));
push_v3f(L, v);
return 1;
}
// DEPRECATED
// get_look_pitch(self)
int ObjectRef::l_get_look_pitch(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
log_deprecated(L,
"Deprecated call to get_look_pitch, use get_look_vertical instead");
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
// Do it
lua_pushnumber(L, co->getRadPitchDep());
return 1;
}
// DEPRECATED
// get_look_yaw(self)
int ObjectRef::l_get_look_yaw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
log_deprecated(L,
"Deprecated call to get_look_yaw, use get_look_horizontal instead");
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
// Do it
lua_pushnumber(L, co->getRadYawDep());
return 1;
}
// get_look_pitch2(self)
int ObjectRef::l_get_look_vertical(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
// Do it
lua_pushnumber(L, co->getRadPitch());
return 1;
}
// get_look_yaw2(self)
int ObjectRef::l_get_look_horizontal(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
// Do it
lua_pushnumber(L, co->getRadYaw());
return 1;
}
// set_look_vertical(self, radians)
int ObjectRef::l_set_look_vertical(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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->setPitchAndSend(pitch);
return 1;
}
// set_look_horizontal(self, radians)
int ObjectRef::l_set_look_horizontal(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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->setYawAndSend(yaw);
return 1;
}
// DEPRECATED
// set_look_pitch(self, radians)
int ObjectRef::l_set_look_pitch(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
log_deprecated(L,
"Deprecated call to set_look_pitch, use set_look_vertical instead.");
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->setPitchAndSend(pitch);
return 1;
}
// DEPRECATED
// set_look_yaw(self, radians)
int ObjectRef::l_set_look_yaw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
log_deprecated(L,
"Deprecated call to set_look_yaw, use set_look_horizontal instead.");
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->setYawAndSend(yaw);
return 1;
}
// set_breath(self, breath)
int ObjectRef::l_set_breath(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
u16 breath = luaL_checknumber(L, 2);
co->setBreath(breath);
return 0;
}
// get_breath(self)
int ObjectRef::l_get_breath(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
// Do it
u16 breath = co->getBreath();
lua_pushinteger (L, breath);
return 1;
}
// set_attribute(self, attribute, value)
int ObjectRef::l_set_attribute(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) {
return 0;
}
std::string attr = luaL_checkstring(L, 2);
if (lua_isnil(L, 3)) {
co->removeExtendedAttribute(attr);
} else {
std::string value = luaL_checkstring(L, 3);
co->setExtendedAttribute(attr, value);
}
return 1;
}
// get_attribute(self, attribute)
int ObjectRef::l_get_attribute(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) {
return 0;
}
std::string attr = luaL_checkstring(L, 2);
std::string value;
if (co->getExtendedAttribute(attr, &value)) {
lua_pushstring(L, value.c_str());
return 1;
}
return 0;
}
// set_inventory_formspec(self, formspec)
int ObjectRef::l_set_inventory_formspec(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL) return 0;
std::string formspec = luaL_checkstring(L, 2);
player->inventory_formspec = formspec;
getServer(L)->reportInventoryFormspecModified(player->getName());
lua_pushboolean(L, true);
return 1;
}
// get_inventory_formspec(self) -> formspec
int ObjectRef::l_get_inventory_formspec(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *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)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL) {
lua_pushlstring(L, "", 0);
return 1;
}
const 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)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL) {
lua_pushlstring(L, "", 0);
return 1;
}
// Do it
lua_pushnumber(L, player->keyPressed);
return 1;
}
// hud_add(self, form)
int ObjectRef::l_hud_add(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
HudElement *elem = new HudElement;
elem->type = (HudElementType)getenumfield(L, 2, "hud_elem_type",
es_HudElementType, HUD_ELEM_TEXT);
lua_getfield(L, 2, "position");
elem->pos = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
lua_pop(L, 1);
lua_getfield(L, 2, "scale");
elem->scale = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
lua_pop(L, 1);
lua_getfield(L, 2, "size");
elem->size = lua_istable(L, -1) ? read_v2s32(L, -1) : v2s32();
lua_pop(L, 1);
elem->name = getstringfield_default(L, 2, "name", "");
elem->text = getstringfield_default(L, 2, "text", "");
elem->number = getintfield_default(L, 2, "number", 0);
elem->item = getintfield_default(L, 2, "item", 0);
elem->dir = getintfield_default(L, 2, "direction", 0);
// Deprecated, only for compatibility's sake
if (elem->dir == 0)
elem->dir = getintfield_default(L, 2, "dir", 0);
lua_getfield(L, 2, "alignment");
elem->align = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
lua_pop(L, 1);
lua_getfield(L, 2, "offset");
elem->offset = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
lua_pop(L, 1);
lua_getfield(L, 2, "world_pos");
elem->world_pos = lua_istable(L, -1) ? read_v3f(L, -1) : v3f();
lua_pop(L, 1);
/* check for known deprecated element usage */
if ((elem->type == HUD_ELEM_STATBAR) && (elem->size == v2s32())) {
log_deprecated(L,"Deprecated usage of statbar without size!");
}
u32 id = getServer(L)->hudAdd(player, elem);
if (id == U32_MAX) {
delete elem;
return 0;
}
lua_pushnumber(L, id);
return 1;
}
// hud_remove(self, id)
int ObjectRef::l_hud_remove(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
u32 id = -1;
if (!lua_isnil(L, 2))
id = lua_tonumber(L, 2);
if (!getServer(L)->hudRemove(player, id))
return 0;
lua_pushboolean(L, true);
return 1;
}
// hud_change(self, id, stat, data)
int ObjectRef::l_hud_change(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
u32 id = lua_isnumber(L, 2) ? lua_tonumber(L, 2) : -1;
HudElement *e = player->getHud(id);
if (!e)
return 0;
HudElementStat stat = HUD_STAT_NUMBER;
if (lua_isstring(L, 3)) {
int statint;
std::string statstr = lua_tostring(L, 3);
stat = string_to_enum(es_HudElementStat, statint, statstr) ?
(HudElementStat)statint : HUD_STAT_NUMBER;
}
void *value = NULL;
switch (stat) {
case HUD_STAT_POS:
e->pos = read_v2f(L, 4);
value = &e->pos;
break;
case HUD_STAT_NAME:
e->name = luaL_checkstring(L, 4);
value = &e->name;
break;
case HUD_STAT_SCALE:
e->scale = read_v2f(L, 4);
value = &e->scale;
break;
case HUD_STAT_TEXT:
e->text = luaL_checkstring(L, 4);
value = &e->text;
break;
case HUD_STAT_NUMBER:
e->number = luaL_checknumber(L, 4);
value = &e->number;
break;
case HUD_STAT_ITEM:
e->item = luaL_checknumber(L, 4);
value = &e->item;
break;
case HUD_STAT_DIR:
e->dir = luaL_checknumber(L, 4);
value = &e->dir;
break;
case HUD_STAT_ALIGN:
e->align = read_v2f(L, 4);
value = &e->align;
break;
case HUD_STAT_OFFSET:
e->offset = read_v2f(L, 4);
value = &e->offset;
break;
case HUD_STAT_WORLD_POS:
e->world_pos = read_v3f(L, 4);
value = &e->world_pos;
break;
case HUD_STAT_SIZE:
e->size = read_v2s32(L, 4);
value = &e->size;
break;
}
getServer(L)->hudChange(player, id, stat, value);
lua_pushboolean(L, true);
return 1;
}
// hud_get(self, id)
int ObjectRef::l_hud_get(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
u32 id = lua_tonumber(L, -1);
HudElement *e = player->getHud(id);
if (!e)
return 0;
lua_newtable(L);
lua_pushstring(L, es_HudElementType[(u8)e->type].str);
lua_setfield(L, -2, "type");
push_v2f(L, e->pos);
lua_setfield(L, -2, "position");
lua_pushstring(L, e->name.c_str());
lua_setfield(L, -2, "name");
push_v2f(L, e->scale);
lua_setfield(L, -2, "scale");
lua_pushstring(L, e->text.c_str());
lua_setfield(L, -2, "text");
lua_pushnumber(L, e->number);
lua_setfield(L, -2, "number");
lua_pushnumber(L, e->item);
lua_setfield(L, -2, "item");
lua_pushnumber(L, e->dir);
lua_setfield(L, -2, "direction");
// Deprecated, only for compatibility's sake
lua_pushnumber(L, e->dir);
lua_setfield(L, -2, "dir");
push_v3f(L, e->world_pos);
lua_setfield(L, -2, "world_pos");
return 1;
}
// hud_set_flags(self, flags)
int ObjectRef::l_hud_set_flags(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
u32 flags = 0;
u32 mask = 0;
bool flag;
const EnumString *esp = es_HudBuiltinElement;
for (int i = 0; esp[i].str; i++) {
if (getboolfield(L, 2, esp[i].str, flag)) {
flags |= esp[i].num * flag;
mask |= esp[i].num;
}
}
if (!getServer(L)->hudSetFlags(player, flags, mask))
return 0;
lua_pushboolean(L, true);
return 1;
}
int ObjectRef::l_hud_get_flags(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
lua_newtable(L);
lua_pushboolean(L, player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE);
lua_setfield(L, -2, "hotbar");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE);
lua_setfield(L, -2, "healthbar");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE);
lua_setfield(L, -2, "crosshair");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE);
lua_setfield(L, -2, "wielditem");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE);
lua_setfield(L, -2, "breathbar");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_MINIMAP_VISIBLE);
lua_setfield(L, -2, "minimap");
return 1;
}
// hud_set_hotbar_itemcount(self, hotbar_itemcount)
int ObjectRef::l_hud_set_hotbar_itemcount(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
s32 hotbar_itemcount = lua_tonumber(L, 2);
if (!getServer(L)->hudSetHotbarItemcount(player, hotbar_itemcount))
return 0;
lua_pushboolean(L, true);
return 1;
}
// hud_get_hotbar_itemcount(self)
int ObjectRef::l_hud_get_hotbar_itemcount(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
s32 hotbar_itemcount = getServer(L)->hudGetHotbarItemcount(player);
lua_pushnumber(L, hotbar_itemcount);
return 1;
}
// hud_set_hotbar_image(self, name)
int ObjectRef::l_hud_set_hotbar_image(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
std::string name = lua_tostring(L, 2);
getServer(L)->hudSetHotbarImage(player, name);
return 1;
}
// hud_get_hotbar_image(self)
int ObjectRef::l_hud_get_hotbar_image(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
std::string name = getServer(L)->hudGetHotbarImage(player);
lua_pushlstring(L, name.c_str(), name.size());
return 1;
}
// hud_set_hotbar_selected_image(self, name)
int ObjectRef::l_hud_set_hotbar_selected_image(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
std::string name = lua_tostring(L, 2);
getServer(L)->hudSetHotbarSelectedImage(player, name);
return 1;
}
// hud_get_hotbar_selected_image(self)
int ObjectRef::l_hud_get_hotbar_selected_image(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
const std::string &name = getServer(L)->hudGetHotbarSelectedImage(player);
lua_pushlstring(L, name.c_str(), name.size());
return 1;
}
// set_sky(self, bgcolor, type, list, clouds = true)
int ObjectRef::l_set_sky(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
video::SColor bgcolor(255,255,255,255);
read_color(L, 2, &bgcolor);
std::string type = luaL_checkstring(L, 3);
std::vector<std::string> params;
if (lua_istable(L, 4)) {
lua_pushnil(L);
while (lua_next(L, 4) != 0) {
// key at index -2 and value at index -1
if (lua_isstring(L, -1))
params.emplace_back(lua_tostring(L, -1));
else
params.emplace_back("");
// removes value, keeps key for next iteration
lua_pop(L, 1);
}
}
if (type == "skybox" && params.size() != 6)
throw LuaError("skybox expects 6 textures");
bool clouds = true;
if (lua_isboolean(L, 5))
clouds = lua_toboolean(L, 5);
if (!getServer(L)->setSky(player, bgcolor, type, params, clouds))
return 0;
lua_pushboolean(L, true);
return 1;
}
// get_sky(self)
int ObjectRef::l_get_sky(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
video::SColor bgcolor(255, 255, 255, 255);
std::string type;
std::vector<std::string> params;
bool clouds;
player->getSky(&bgcolor, &type, &params, &clouds);
type = type.empty() ? "regular" : type;
push_ARGB8(L, bgcolor);
lua_pushlstring(L, type.c_str(), type.size());
lua_newtable(L);
s16 i = 1;
for (const std::string &param : params) {
lua_pushlstring(L, param.c_str(), param.size());
lua_rawseti(L, -2, i);
i++;
}
lua_pushboolean(L, clouds);
return 4;
}
// set_clouds(self, {density=, color=, ambient=, height=, thickness=, speed=})
int ObjectRef::l_set_clouds(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (!player)
return 0;
if (!lua_istable(L, 2))
return 0;
CloudParams cloud_params = player->getCloudParams();
cloud_params.density = getfloatfield_default(L, 2, "density", cloud_params.density);
lua_getfield(L, 2, "color");
if (!lua_isnil(L, -1))
read_color(L, -1, &cloud_params.color_bright);
lua_pop(L, 1);
lua_getfield(L, 2, "ambient");
if (!lua_isnil(L, -1))
read_color(L, -1, &cloud_params.color_ambient);
lua_pop(L, 1);
cloud_params.height = getfloatfield_default(L, 2, "height", cloud_params.height );
cloud_params.thickness = getfloatfield_default(L, 2, "thickness", cloud_params.thickness);
lua_getfield(L, 2, "speed");
if (lua_istable(L, -1)) {
v2f new_speed;
new_speed.X = getfloatfield_default(L, -1, "x", 0);
new_speed.Y = getfloatfield_default(L, -1, "z", 0);
cloud_params.speed = new_speed;
}
lua_pop(L, 1);
if (!getServer(L)->setClouds(player, cloud_params.density,
cloud_params.color_bright, cloud_params.color_ambient,
cloud_params.height, cloud_params.thickness,
cloud_params.speed))
return 0;
player->setCloudParams(cloud_params);
lua_pushboolean(L, true);
return 1;
}
int ObjectRef::l_get_clouds(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (!player)
return 0;
const CloudParams &cloud_params = player->getCloudParams();
lua_newtable(L);
lua_pushnumber(L, cloud_params.density);
lua_setfield(L, -2, "density");
push_ARGB8(L, cloud_params.color_bright);
lua_setfield(L, -2, "color");
push_ARGB8(L, cloud_params.color_ambient);
lua_setfield(L, -2, "ambient");
lua_pushnumber(L, cloud_params.height);
lua_setfield(L, -2, "height");
lua_pushnumber(L, cloud_params.thickness);
lua_setfield(L, -2, "thickness");
lua_newtable(L);
lua_pushnumber(L, cloud_params.speed.X);
lua_setfield(L, -2, "x");
lua_pushnumber(L, cloud_params.speed.Y);
lua_setfield(L, -2, "y");
lua_setfield(L, -2, "speed");
return 1;
}
// override_day_night_ratio(self, brightness=0...1)
int ObjectRef::l_override_day_night_ratio(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
bool do_override = false;
float ratio = 0.0f;
if (!lua_isnil(L, 2)) {
do_override = true;
ratio = luaL_checknumber(L, 2);
}
if (!getServer(L)->overrideDayNightRatio(player, do_override, ratio))
return 0;
lua_pushboolean(L, true);
return 1;
}
// get_day_night_ratio(self)
int ObjectRef::l_get_day_night_ratio(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
bool do_override;
float ratio;
player->getDayNightRatio(&do_override, &ratio);
if (do_override)
lua_pushnumber(L, ratio);
else
lua_pushnil(L);
return 1;
}
ObjectRef::ObjectRef(ServerActiveObject *object):
m_object(object)
{
//infostream<<"ObjectRef created for id="<<m_object->getId()<<std::endl;
}
// Creates an ObjectRef and leaves it on top of stack
// Not callable from Lua; all references are created on the C side.
void ObjectRef::create(lua_State *L, ServerActiveObject *object)
{
ObjectRef *o = new ObjectRef(object);
//infostream<<"ObjectRef::create: o="<<o<<std::endl;
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
}
void ObjectRef::set_null(lua_State *L)
{
ObjectRef *o = checkobject(L, -1);
o->m_object = NULL;
}
void ObjectRef::Register(lua_State *L)
{
lua_newtable(L);
int methodtable = lua_gettop(L);
luaL_newmetatable(L, className);
int metatable = lua_gettop(L);
lua_pushliteral(L, "__metatable");
lua_pushvalue(L, methodtable);
lua_settable(L, metatable); // hide metatable from Lua getmetatable()
lua_pushliteral(L, "__index");
lua_pushvalue(L, methodtable);
lua_settable(L, metatable);
lua_pushliteral(L, "__gc");
lua_pushcfunction(L, gc_object);
lua_settable(L, metatable);
lua_pop(L, 1); // drop metatable
luaL_openlib(L, 0, methods, 0); // fill methodtable
lua_pop(L, 1); // drop methodtable
// Cannot be created from Lua
//lua_register(L, className, create_object);
}
const char ObjectRef::className[] = "ObjectRef";
const luaL_Reg ObjectRef::methods[] = {
// ServerActiveObject
luamethod(ObjectRef, remove),
luamethod_aliased(ObjectRef, get_pos, getpos),
luamethod_aliased(ObjectRef, set_pos, setpos),
luamethod_aliased(ObjectRef, move_to, moveto),
luamethod(ObjectRef, punch),
luamethod(ObjectRef, right_click),
luamethod(ObjectRef, set_hp),
luamethod(ObjectRef, get_hp),
luamethod(ObjectRef, get_inventory),
luamethod(ObjectRef, get_wield_list),
luamethod(ObjectRef, get_wield_index),
luamethod(ObjectRef, get_wielded_item),
luamethod(ObjectRef, set_wielded_item),
luamethod(ObjectRef, set_armor_groups),
luamethod(ObjectRef, get_armor_groups),
luamethod(ObjectRef, set_animation),
luamethod(ObjectRef, get_animation),
luamethod(ObjectRef, set_bone_position),
luamethod(ObjectRef, get_bone_position),
luamethod(ObjectRef, set_attach),
luamethod(ObjectRef, get_attach),
luamethod(ObjectRef, set_detach),
luamethod(ObjectRef, set_properties),
luamethod(ObjectRef, get_properties),
luamethod(ObjectRef, set_nametag_attributes),
luamethod(ObjectRef, get_nametag_attributes),
// LuaEntitySAO-only
luamethod_aliased(ObjectRef, set_velocity, setvelocity),
luamethod_aliased(ObjectRef, get_velocity, getvelocity),
luamethod_aliased(ObjectRef, set_acceleration, setacceleration),
luamethod_aliased(ObjectRef, get_acceleration, getacceleration),
luamethod_aliased(ObjectRef, set_yaw, setyaw),
luamethod_aliased(ObjectRef, get_yaw, getyaw),
luamethod_aliased(ObjectRef, set_texture_mod, settexturemod),
luamethod_aliased(ObjectRef, set_sprite, setsprite),
luamethod(ObjectRef, get_entity_name),
luamethod(ObjectRef, get_luaentity),
// Player-only
luamethod(ObjectRef, is_player),
luamethod(ObjectRef, is_player_connected),
luamethod(ObjectRef, get_player_name),
luamethod(ObjectRef, get_player_velocity),
luamethod(ObjectRef, get_look_dir),
luamethod(ObjectRef, get_look_pitch),
luamethod(ObjectRef, get_look_yaw),
luamethod(ObjectRef, get_look_vertical),
luamethod(ObjectRef, get_look_horizontal),
luamethod(ObjectRef, set_look_horizontal),
luamethod(ObjectRef, set_look_vertical),
luamethod(ObjectRef, set_look_yaw),
luamethod(ObjectRef, set_look_pitch),
luamethod(ObjectRef, get_breath),
luamethod(ObjectRef, set_breath),
luamethod(ObjectRef, get_attribute),
luamethod(ObjectRef, set_attribute),
luamethod(ObjectRef, set_inventory_formspec),
luamethod(ObjectRef, get_inventory_formspec),
luamethod(ObjectRef, get_player_control),
luamethod(ObjectRef, get_player_control_bits),
luamethod(ObjectRef, set_physics_override),
luamethod(ObjectRef, get_physics_override),
luamethod(ObjectRef, hud_add),
luamethod(ObjectRef, hud_remove),
luamethod(ObjectRef, hud_change),
luamethod(ObjectRef, hud_get),
luamethod(ObjectRef, hud_set_flags),
luamethod(ObjectRef, hud_get_flags),
luamethod(ObjectRef, hud_set_hotbar_itemcount),
luamethod(ObjectRef, hud_get_hotbar_itemcount),
luamethod(ObjectRef, hud_set_hotbar_image),
luamethod(ObjectRef, hud_get_hotbar_image),
luamethod(ObjectRef, hud_set_hotbar_selected_image),
luamethod(ObjectRef, hud_get_hotbar_selected_image),
luamethod(ObjectRef, set_sky),
luamethod(ObjectRef, get_sky),
luamethod(ObjectRef, set_clouds),
luamethod(ObjectRef, get_clouds),
luamethod(ObjectRef, override_day_night_ratio),
luamethod(ObjectRef, get_day_night_ratio),
luamethod(ObjectRef, set_local_animation),
luamethod(ObjectRef, get_local_animation),
luamethod(ObjectRef, set_eye_offset),
luamethod(ObjectRef, get_eye_offset),
{0,0}
};