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Add a Lua call to do damages / heals
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@ -2336,6 +2336,7 @@ This is basically a reference to a C++ `ServerActiveObject`
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* `right_click(clicker)`; `clicker` is another `ObjectRef`
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* `get_hp()`: returns number of hitpoints (2 * number of hearts)
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* `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
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* `apply_damage(damage)`: set amount of damage to object. If damage < 0, heal the target
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* `get_inventory()`: returns an `InvRef`
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* `get_wield_list()`: returns the name of the inventory list the wielded item is in
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* `get_wield_index()`: returns the index of the wielded item
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@ -29,6 +29,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "content_sao.h"
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#include "server.h"
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#include "hud.h"
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#include "settings.h"
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#include "main.h"
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struct EnumString es_HudElementType[] =
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@ -255,10 +257,10 @@ int ObjectRef::l_set_hp(lua_State *L)
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ObjectRef *ref = checkobject(L, 1);
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luaL_checknumber(L, 2);
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ServerActiveObject *co = getobject(ref);
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if(co == NULL) return 0;
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if(co == NULL)
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return 0;
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int hp = lua_tonumber(L, 2);
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/*infostream<<"ObjectRef::l_set_hp(): id="<<co->getId()
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<<" hp="<<hp<<std::endl;*/
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// Do it
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co->setHP(hp);
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if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
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@ -289,6 +291,38 @@ int ObjectRef::l_get_hp(lua_State *L)
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return 1;
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}
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// apply_damage(self, damage)
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// damage = amount of damage to apply
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// if damage is negative, heal the player
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// returns: nil
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int ObjectRef::l_apply_damage(lua_State *L)
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{
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NO_MAP_LOCK_REQUIRED;
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ObjectRef *ref = checkobject(L, 1);
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luaL_checknumber(L, 2);
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ServerActiveObject *co = getobject(ref);
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if(co == NULL)
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return 0;
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int damage = lua_tonumber(L, 2);
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// No damage, no heal => do nothing
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if (damage == 0)
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return 0;
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// If damage is positive (not healing) and damage is disabled, ignore
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if (damage > 0 && g_settings->getBool("enable_damage") == false)
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return 0;
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// Do damage/heal
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co->setHP(co->getHP() - damage);
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if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
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getServer(L)->SendPlayerHPOrDie(((PlayerSAO*)co)->getPeerID(), co->getHP() == 0);
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}
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return 0;
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}
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// get_inventory(self)
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int ObjectRef::l_get_inventory(lua_State *L)
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{
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@ -1345,6 +1379,7 @@ const luaL_reg ObjectRef::methods[] = {
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luamethod(ObjectRef, right_click),
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luamethod(ObjectRef, set_hp),
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luamethod(ObjectRef, get_hp),
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luamethod(ObjectRef, apply_damage),
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luamethod(ObjectRef, get_inventory),
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luamethod(ObjectRef, get_wield_list),
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luamethod(ObjectRef, get_wield_index),
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@ -83,6 +83,12 @@ private:
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// 0 if not applicable to this type of object
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static int l_get_hp(lua_State *L);
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// apply_damage(self, damage)
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// damage = amount of damage to apply
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// if damage is negative, heal the player
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// returns: nil
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static int l_apply_damage(lua_State *L);
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// get_inventory(self)
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static int l_get_inventory(lua_State *L);
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