forked from Mirrorlandia_minetest/minetest
ab43377577
On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
83 lines
2.4 KiB
C++
83 lines
2.4 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef SCRIPTAPI_H_
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#define SCRIPTAPI_H_
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#include <map>
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#include <set>
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#include <vector>
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#include "cpp_api/s_base.h"
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#include "cpp_api/s_player.h"
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#include "cpp_api/s_env.h"
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#include "cpp_api/s_node.h"
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#include "cpp_api/s_inventory.h"
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#include "cpp_api/s_entity.h"
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class ModApiBase;
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/*****************************************************************************/
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/* Scriptapi <-> Core Interface */
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/*****************************************************************************/
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class ScriptApi
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: virtual public ScriptApiBase,
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public ScriptApiPlayer,
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public ScriptApiEnv,
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public ScriptApiNode,
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public ScriptApiDetached,
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public ScriptApiEntity
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{
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public:
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ScriptApi();
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ScriptApi(Server* server);
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~ScriptApi();
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// Returns true if script handled message
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bool on_chat_message(const std::string &name, const std::string &message);
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/* server */
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void on_shutdown();
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/* auth */
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bool getAuth(const std::string &playername,
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std::string *dst_password, std::set<std::string> *dst_privs);
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void createAuth(const std::string &playername,
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const std::string &password);
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bool setPassword(const std::string &playername,
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const std::string &password);
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/** register a lua api module to scriptapi */
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static bool registerModApiModule(ModApiBase* prototype);
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/** load a mod **/
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bool loadMod(const std::string &scriptpath,const std::string &modname);
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private:
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void getAuthHandler();
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void readPrivileges(int index,std::set<std::string> &result);
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bool scriptLoad(const char *path);
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static std::vector<ModApiBase*>* m_mod_api_modules;
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};
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#endif /* SCRIPTAPI_H_ */
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