minetest/src/scriptapi_object.cpp
2013-04-24 17:28:00 +03:00

1213 lines
29 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 "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"
#include "hud.h"
struct EnumString es_HudElementType[] =
{
{HUD_ELEM_IMAGE, "image"},
{HUD_ELEM_TEXT, "text"},
{HUD_ELEM_STATBAR, "statbar"},
{HUD_ELEM_INVENTORY, "inventory"},
{0, NULL},
};
struct EnumString es_HudElementStat[] =
{
{HUD_STAT_POS, "pos"},
{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"},
{0, NULL},
};
struct EnumString es_HudBuiltinElement[] =
{
{HUD_BUILTIN_HOTBAR, "hotbar"},
{HUD_BUILTIN_HEALTHBAR, "healthbar"},
{HUD_BUILTIN_CROSSHAIR, "crosshair"},
{HUD_BUILTIN_WIELDITEM, "wielditem"},
{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;
}
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="<<o<<std::endl;
delete o;
return 0;
}
// remove(self)
int ObjectRef::l_remove(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if(co == NULL) return 0;
verbosestream<<"ObjectRef::l_remove(): id="<<co->getId()<<std::endl;
co->m_removed = true;
return 0;
}
// getpos(self)
// returns: {x=num, y=num, z=num}
int ObjectRef::l_getpos(lua_State *L)
{
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;
}
// setpos(self, pos)
int ObjectRef::l_setpos(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);
// Do it
co->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="<<co->getId()
<<" hp="<<hp<<std::endl;*/
// Do it
co->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="<<co->getId()
<<" hp="<<hp<<std::endl;*/
// Return
lua_pushnumber(L, hp);
return 1;
}
// get_inventory(self)
int ObjectRef::l_get_inventory(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if(co == NULL) return 0;
// Do it
InventoryLocation loc = co->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;
}
// hud_add(self, form)
int ObjectRef::l_hud_add(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
Player *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);
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);
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);
u32 id = get_server(L)->hudAdd(player, elem);
if (id == (u32)-1) {
delete elem;
return 0;
}
lua_pushnumber(L, id);
return 1;
}
// hud_remove(self, id)
int ObjectRef::l_hud_remove(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
Player *player = getplayer(ref);
if (player == NULL)
return 0;
u32 id = -1;
if (!lua_isnil(L, 2))
id = lua_tonumber(L, 2);
if (!get_server(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)
{
ObjectRef *ref = checkobject(L, 1);
Player *player = getplayer(ref);
if (player == NULL)
return 0;
u32 id = !lua_isnil(L, 2) ? lua_tonumber(L, 2) : -1;
if (id >= player->hud.size())
return 0;
HudElementStat stat = HUD_STAT_NUMBER;
if (!lua_isnil(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;
HudElement *e = player->hud[id];
if (!e)
return 0;
switch (stat) {
case HUD_STAT_POS:
e->pos = read_v2f(L, 4);
value = &e->pos;
break;
case HUD_STAT_NAME:
e->name = lua_tostring(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 = lua_tostring(L, 4);
value = &e->text;
break;
case HUD_STAT_NUMBER:
e->number = lua_tonumber(L, 4);
value = &e->number;
break;
case HUD_STAT_ITEM:
e->item = lua_tonumber(L, 4);
value = &e->item;
break;
case HUD_STAT_DIR:
e->dir = lua_tonumber(L, 4);
value = &e->dir;
case HUD_STAT_ALIGN:
e->align = read_v2f(L, 4);
value = &e->align;
case HUD_STAT_OFFSET:
e->offset = read_v2f(L, 4);
value = &e->offset;
}
get_server(L)->hudChange(player, id, stat, value);
lua_pushboolean(L, true);
return 1;
}
// hud_get(self, id)
int ObjectRef::l_hud_get(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
Player *player = getplayer(ref);
if (player == NULL)
return 0;
u32 id = lua_tonumber(L, -1);
if (id >= player->hud.size())
return 0;
HudElement *e = player->hud[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, "dir");
return 1;
}
// hud_builtin_enable(self, id, flag)
int ObjectRef::l_hud_builtin_enable(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
Player *player = getplayer(ref);
if (player == NULL)
return 0;
HudBuiltinElement id;
int id_i;
std::string s(lua_tostring(L, 2));
// Return nil if component is not in enum
if (!string_to_enum(es_HudBuiltinElement, id_i, s))
return 0;
id = (HudBuiltinElement)id_i;
bool flag = (bool)lua_toboolean(L, 3);
bool ok = get_server(L)->hudBuiltinEnable(player, id, flag);
lua_pushboolean(L, (int)ok);
return 1;
}
ObjectRef::ObjectRef(ServerActiveObject *object):
m_object(object)
{
//infostream<<"ObjectRef created for id="<<m_object->getId()<<std::endl;
}
ObjectRef::~ObjectRef()
{
/*if(m_object)
infostream<<"ObjectRef destructing for id="
<<m_object->getId()<<std::endl;
else
infostream<<"ObjectRef destructing for id=unknown"<<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(ObjectRef, getpos),
luamethod(ObjectRef, setpos),
luamethod(ObjectRef, 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, set_physics_override),
luamethod(ObjectRef, set_animation),
luamethod(ObjectRef, set_bone_position),
luamethod(ObjectRef, set_attach),
luamethod(ObjectRef, set_detach),
luamethod(ObjectRef, set_properties),
// LuaEntitySAO-only
luamethod(ObjectRef, setvelocity),
luamethod(ObjectRef, getvelocity),
luamethod(ObjectRef, setacceleration),
luamethod(ObjectRef, getacceleration),
luamethod(ObjectRef, setyaw),
luamethod(ObjectRef, getyaw),
luamethod(ObjectRef, settexturemod),
luamethod(ObjectRef, setsprite),
luamethod(ObjectRef, get_entity_name),
luamethod(ObjectRef, get_luaentity),
// Player-only
luamethod(ObjectRef, is_player),
luamethod(ObjectRef, get_player_name),
luamethod(ObjectRef, get_look_dir),
luamethod(ObjectRef, get_look_pitch),
luamethod(ObjectRef, get_look_yaw),
luamethod(ObjectRef, set_look_yaw),
luamethod(ObjectRef, set_look_pitch),
luamethod(ObjectRef, set_inventory_formspec),
luamethod(ObjectRef, get_inventory_formspec),
luamethod(ObjectRef, get_player_control),
luamethod(ObjectRef, get_player_control_bits),
luamethod(ObjectRef, hud_add),
luamethod(ObjectRef, hud_remove),
luamethod(ObjectRef, hud_change),
luamethod(ObjectRef, hud_get),
luamethod(ObjectRef, hud_builtin_enable),
//luamethod(ObjectRef, hud_lock_next_bar),
//luamethod(ObjectRef, hud_unlock_bar),
{0,0}
};
// Creates a new anonymous reference if cobj=NULL or id=0
void objectref_get_or_create(lua_State *L,
ServerActiveObject *cobj)
{
if(cobj == NULL || cobj->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="<<cobj->getId()<<std::endl;
StackUnroller stack_unroller(L);
// Create object on stack
ObjectRef::create(L, cobj); // Puts ObjectRef (as userdata) on stack
int object = lua_gettop(L);
// Get minetest.object_refs table
lua_getglobal(L, "minetest");
lua_getfield(L, -1, "object_refs");
luaL_checktype(L, -1, LUA_TTABLE);
int objectstable = lua_gettop(L);
// object_refs[id] = object
lua_pushnumber(L, cobj->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="<<cobj->getId()<<std::endl;
StackUnroller stack_unroller(L);
// Get minetest.object_refs table
lua_getglobal(L, "minetest");
lua_getfield(L, -1, "object_refs");
luaL_checktype(L, -1, LUA_TTABLE);
int objectstable = lua_gettop(L);
// Get object_refs[id]
lua_pushnumber(L, cobj->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);
}