Revert "Add a Lua call to do damages / heals" ok @ShadowNinja

This reverts commit 467fc0ddc912ae38c3bf9fcb99e0b66d7478eec0.
This commit is contained in:
Loic Blot 2015-03-22 18:01:56 +01:00
parent 61f2d0ca34
commit 008d7e0467
3 changed files with 3 additions and 45 deletions

@ -2336,7 +2336,6 @@ This is basically a reference to a C++ `ServerActiveObject`
* `right_click(clicker)`; `clicker` is another `ObjectRef` * `right_click(clicker)`; `clicker` is another `ObjectRef`
* `get_hp()`: returns number of hitpoints (2 * number of hearts) * `get_hp()`: returns number of hitpoints (2 * number of hearts)
* `set_hp(hp)`: set number of hitpoints (2 * number of hearts) * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
* `apply_damage(damage)`: set amount of damage to object. If damage < 0, heal the target
* `get_inventory()`: returns an `InvRef` * `get_inventory()`: returns an `InvRef`
* `get_wield_list()`: returns the name of the inventory list the wielded item is in * `get_wield_list()`: returns the name of the inventory list the wielded item is in
* `get_wield_index()`: returns the index of the wielded item * `get_wield_index()`: returns the index of the wielded item

@ -29,8 +29,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "content_sao.h" #include "content_sao.h"
#include "server.h" #include "server.h"
#include "hud.h" #include "hud.h"
#include "settings.h"
#include "main.h"
struct EnumString es_HudElementType[] = struct EnumString es_HudElementType[] =
@ -257,10 +255,10 @@ int ObjectRef::l_set_hp(lua_State *L)
ObjectRef *ref = checkobject(L, 1); ObjectRef *ref = checkobject(L, 1);
luaL_checknumber(L, 2); luaL_checknumber(L, 2);
ServerActiveObject *co = getobject(ref); ServerActiveObject *co = getobject(ref);
if(co == NULL) if(co == NULL) return 0;
return 0;
int hp = lua_tonumber(L, 2); int hp = lua_tonumber(L, 2);
/*infostream<<"ObjectRef::l_set_hp(): id="<<co->getId()
<<" hp="<<hp<<std::endl;*/
// Do it // Do it
co->setHP(hp); co->setHP(hp);
if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER) { if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
@ -291,38 +289,6 @@ int ObjectRef::l_get_hp(lua_State *L)
return 1; return 1;
} }
// apply_damage(self, damage)
// damage = amount of damage to apply
// if damage is negative, heal the player
// returns: nil
int ObjectRef::l_apply_damage(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 damage = lua_tonumber(L, 2);
// No damage, no heal => do nothing
if (damage == 0)
return 0;
// If damage is positive (not healing) and damage is disabled, ignore
if (damage > 0 && g_settings->getBool("enable_damage") == false)
return 0;
// Do damage/heal
co->setHP(co->getHP() - damage);
if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
getServer(L)->SendPlayerHPOrDie(((PlayerSAO*)co)->getPeerID(), co->getHP() == 0);
}
return 0;
}
// get_inventory(self) // get_inventory(self)
int ObjectRef::l_get_inventory(lua_State *L) int ObjectRef::l_get_inventory(lua_State *L)
{ {
@ -1379,7 +1345,6 @@ const luaL_reg ObjectRef::methods[] = {
luamethod(ObjectRef, right_click), luamethod(ObjectRef, right_click),
luamethod(ObjectRef, set_hp), luamethod(ObjectRef, set_hp),
luamethod(ObjectRef, get_hp), luamethod(ObjectRef, get_hp),
luamethod(ObjectRef, apply_damage),
luamethod(ObjectRef, get_inventory), luamethod(ObjectRef, get_inventory),
luamethod(ObjectRef, get_wield_list), luamethod(ObjectRef, get_wield_list),
luamethod(ObjectRef, get_wield_index), luamethod(ObjectRef, get_wield_index),

@ -83,12 +83,6 @@ private:
// 0 if not applicable to this type of object // 0 if not applicable to this type of object
static int l_get_hp(lua_State *L); static int l_get_hp(lua_State *L);
// apply_damage(self, damage)
// damage = amount of damage to apply
// if damage is negative, heal the player
// returns: nil
static int l_apply_damage(lua_State *L);
// get_inventory(self) // get_inventory(self)
static int l_get_inventory(lua_State *L); static int l_get_inventory(lua_State *L);