Add some missing getter functions to the lua API

ObjectRef:
get_properties
get_armor_groups
get_animation
get_attach
get_bone_position

Players:
get_physics_override
hud_get_hotbar_itemcount
hud_get_hotbar_image
hud_get_hotbar_selected_image
get_sky
get_day_night_ratio
get_local_animation
get_eye_offset

Global:
minetest.get_gen_notify
minetest.get_noiseparams
This commit is contained in:
TeTpaAka 2015-05-26 14:10:08 +02:00 committed by est31
parent 990a96578f
commit c0335f7d13
17 changed files with 665 additions and 8 deletions

@ -1932,6 +1932,7 @@ and `minetest.auth_reload` call the authetification handler.
* `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`, * `flags` is a flag field with the available flags: `dungeon`, `temple`, `cave_begin`,
`cave_end`, `large_cave_begin`, `large_cave_end`, `decoration` `cave_end`, `large_cave_begin`, `large_cave_end`, `decoration`
* The second parameter is a list of IDS of decorations which notification is requested for * The second parameter is a list of IDS of decorations which notification is requested for
* `get_gen_notify()`: returns a flagstring and a table with the deco_ids
* `minetest.get_mapgen_object(objectname)` * `minetest.get_mapgen_object(objectname)`
* Return requested mapgen object if available (see "Mapgen objects") * Return requested mapgen object if available (see "Mapgen objects")
* `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing * `minetest.get_mapgen_params()` Returns mapgen parameters, a table containing
@ -1950,6 +1951,7 @@ and `minetest.auth_reload` call the authetification handler.
* Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`. * Sets the noiseparams setting of `name` to the noiseparams table specified in `noiseparams`.
* `set_default` is an optional boolean (default: `true`) that specifies whether the setting * `set_default` is an optional boolean (default: `true`) that specifies whether the setting
should be applied to the default config or current active config should be applied to the default config or current active config
* `minetest.get_noiseparams(name)`: returns a table of the noiseparams for name
* `minetest.generate_ores(vm, pos1, pos2)` * `minetest.generate_ores(vm, pos1, pos2)`
* Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`. * Generate all registered ores within the VoxelManip `vm` and in the area from `pos1` to `pos2`.
* `pos1` and `pos2` are optional and default to mapchunk minp and maxp. * `pos1` and `pos2` are optional and default to mapchunk minp and maxp.
@ -2412,17 +2414,22 @@ This is basically a reference to a C++ `ServerActiveObject`
* `get_wielded_item()`: returns an `ItemStack` * `get_wielded_item()`: returns an `ItemStack`
* `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful * `set_wielded_item(item)`: replaces the wielded item, returns `true` if successful
* `set_armor_groups({group1=rating, group2=rating, ...})` * `set_armor_groups({group1=rating, group2=rating, ...})`
* `get_armor_groups()`: returns a table with the armor group ratings
* `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)` * `set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)`
* `get_animation()`: returns range, frame_speed and frame_blend
* `set_attach(parent, bone, position, rotation)` * `set_attach(parent, bone, position, rotation)`
* `bone`: string * `bone`: string
* `position`: `{x=num, y=num, z=num}` (relative) * `position`: `{x=num, y=num, z=num}` (relative)
* `rotation`: `{x=num, y=num, z=num}` * `rotation`: `{x=num, y=num, z=num}`
* `get_attach()`: returns parent, bone, position, rotation or nil if it isn't attached
* `set_detach()` * `set_detach()`
* `set_bone_position(bone, position, rotation)` * `set_bone_position(bone, position, rotation)`
* `bone`: string * `bone`: string
* `position`: `{x=num, y=num, z=num}` (relative) * `position`: `{x=num, y=num, z=num}` (relative)
* `rotation`: `{x=num, y=num, z=num}` * `rotation`: `{x=num, y=num, z=num}`
* `get_bone_position(bone)`: returns position and rotation of the bone
* `set_properties(object property table)` * `set_properties(object property table)`
* `get_properties()`: returns object property table
* `is_player()`: returns true for players, false otherwise * `is_player()`: returns true for players, false otherwise
##### LuaEntitySAO-only (no-op for other objects) ##### LuaEntitySAO-only (no-op for other objects)
@ -2468,6 +2475,7 @@ This is basically a reference to a C++ `ServerActiveObject`
* `gravity`: multiplier to default gravity value (default: `1`) * `gravity`: multiplier to default gravity value (default: `1`)
* `sneak`: whether player can sneak (default: `true`) * `sneak`: whether player can sneak (default: `true`)
* `sneak_glitch`: whether player can use the sneak glitch (default: `true`) * `sneak_glitch`: whether player can use the sneak glitch (default: `true`)
* `get_physics_override()`: returns the table given to set_physics_override
* `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID * `hud_add(hud definition)`: add a HUD element described by HUD def, returns ID
number on success number on success
* `hud_remove(id)`: remove the HUD element of the specified id * `hud_remove(id)`: remove the HUD element of the specified id
@ -2482,10 +2490,13 @@ This is basically a reference to a C++ `ServerActiveObject`
* returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }` * returns `{ hotbar=true, healthbar=true, crosshair=true, wielditem=true, breathbar=true }`
* `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar * `hud_set_hotbar_itemcount(count)`: sets number of items in builtin hotbar
* `count`: number of items, must be between `1` and `23` * `count`: number of items, must be between `1` and `23`
* `hud_get_hotbar_itemcount`: returns number of visible items
* `hud_set_hotbar_image(texturename)` * `hud_set_hotbar_image(texturename)`
* sets background image for hotbar * sets background image for hotbar
* `hud_get_hotbar_image`: returns texturename
* `hud_set_hotbar_selected_image(texturename)` * `hud_set_hotbar_selected_image(texturename)`
* sets image for selected item of hotbar * sets image for selected item of hotbar
* `hud_get_hotbar_selected_image`: returns texturename
* `hud_replace_builtin(name, hud_definition)` * `hud_replace_builtin(name, hud_definition)`
* replace definition of a builtin hud element * replace definition of a builtin hud element
* `name`: `"breath"` or `"health"` * `name`: `"breath"` or `"health"`
@ -2498,10 +2509,12 @@ This is basically a reference to a C++ `ServerActiveObject`
* `"plain"`: Uses 0 textures, `bgcolor` used * `"plain"`: Uses 0 textures, `bgcolor` used
* **Note**: currently does not work directly in `on_joinplayer`; use * **Note**: currently does not work directly in `on_joinplayer`; use
`minetest.after(0)` in there. `minetest.after(0)` in there.
* `get_sky()`: returns bgcolor, type and a table with the textures
* `override_day_night_ratio(ratio or nil)` * `override_day_night_ratio(ratio or nil)`
* `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount * `0`...`1`: Overrides day-night ratio, controlling sunlight to a specific amount
* `nil`: Disables override, defaulting to sunlight based on day-night cycle * `nil`: Disables override, defaulting to sunlight based on day-night cycle
* `set_local_animation(walk, dig, walk+dig, frame_speed=frame_speed)` * `get_day_night_ratio()`: returns the ratio or nil if it isn't overridden
* `set_local_animation(stand/idle, walk, dig, walk+dig, frame_speed=frame_speed)`
set animation for player model in third person view set animation for player model in third person view
@ -2510,10 +2523,11 @@ This is basically a reference to a C++ `ServerActiveObject`
{x=189, y=198}, -- < dig animation key frames {x=189, y=198}, -- < dig animation key frames
{x=200, y=219}, -- < walk+dig animation key frames {x=200, y=219}, -- < walk+dig animation key frames
frame_speed=30): -- < animation frame speed frame_speed=30): -- < animation frame speed
* `get_local_animation()`: returns stand, walk, dig, dig+walk tables and frame_speed
* `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player * `set_eye_offset({x=0,y=0,z=0},{x=0,y=0,z=0})`: defines offset value for camera per player
* in first person view * in first person view
* in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`) * in third person view (max. values `{x=-10/10,y=-10,15,z=-5/5}`)
* `get_eye_offset()`: returns offset_first and offset_third
* `get_nametag_attributes()` * `get_nametag_attributes()`
* returns a table with the attributes of the nametag of the player * returns a table with the attributes of the nametag of the player
* { * {

@ -533,6 +533,11 @@ void LuaEntitySAO::setArmorGroups(const ItemGroupList &armor_groups)
m_armor_groups_sent = false; m_armor_groups_sent = false;
} }
ItemGroupList LuaEntitySAO::getArmorGroups()
{
return m_armor_groups;
}
void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend) void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
{ {
m_animation_range = frame_range; m_animation_range = frame_range;
@ -541,12 +546,25 @@ void LuaEntitySAO::setAnimation(v2f frame_range, float frame_speed, float frame_
m_animation_sent = false; m_animation_sent = false;
} }
void LuaEntitySAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend)
{
*frame_range = m_animation_range;
*frame_speed = m_animation_speed;
*frame_blend = m_animation_blend;
}
void LuaEntitySAO::setBonePosition(const std::string &bone, v3f position, v3f rotation) void LuaEntitySAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
{ {
m_bone_position[bone] = core::vector2d<v3f>(position, rotation); m_bone_position[bone] = core::vector2d<v3f>(position, rotation);
m_bone_position_sent = false; m_bone_position_sent = false;
} }
void LuaEntitySAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
{
*position = m_bone_position[bone].X;
*rotation = m_bone_position[bone].Y;
}
void LuaEntitySAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation) void LuaEntitySAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
{ {
// Attachments need to be handled on both the server and client. // Attachments need to be handled on both the server and client.
@ -564,6 +582,15 @@ void LuaEntitySAO::setAttachment(int parent_id, const std::string &bone, v3f pos
m_attachment_sent = false; m_attachment_sent = false;
} }
void LuaEntitySAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
v3f *rotation)
{
*parent_id = m_attachment_parent_id;
*bone = m_attachment_bone;
*position = m_attachment_position;
*rotation = m_attachment_rotation;
}
ObjectProperties* LuaEntitySAO::accessObjectProperties() ObjectProperties* LuaEntitySAO::accessObjectProperties()
{ {
return &m_prop; return &m_prop;
@ -1133,6 +1160,11 @@ void PlayerSAO::setArmorGroups(const ItemGroupList &armor_groups)
m_armor_groups_sent = false; m_armor_groups_sent = false;
} }
ItemGroupList PlayerSAO::getArmorGroups()
{
return m_armor_groups;
}
void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend) void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_blend)
{ {
// store these so they can be updated to clients // store these so they can be updated to clients
@ -1142,6 +1174,13 @@ void PlayerSAO::setAnimation(v2f frame_range, float frame_speed, float frame_ble
m_animation_sent = false; m_animation_sent = false;
} }
void PlayerSAO::getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend)
{
*frame_range = m_animation_range;
*frame_speed = m_animation_speed;
*frame_blend = m_animation_blend;
}
void PlayerSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation) void PlayerSAO::setBonePosition(const std::string &bone, v3f position, v3f rotation)
{ {
// store these so they can be updated to clients // store these so they can be updated to clients
@ -1149,6 +1188,12 @@ void PlayerSAO::setBonePosition(const std::string &bone, v3f position, v3f rotat
m_bone_position_sent = false; m_bone_position_sent = false;
} }
void PlayerSAO::getBonePosition(const std::string &bone, v3f *position, v3f *rotation)
{
*position = m_bone_position[bone].X;
*rotation = m_bone_position[bone].Y;
}
void PlayerSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation) void PlayerSAO::setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
{ {
// Attachments need to be handled on both the server and client. // Attachments need to be handled on both the server and client.
@ -1166,6 +1211,15 @@ void PlayerSAO::setAttachment(int parent_id, const std::string &bone, v3f positi
m_attachment_sent = false; m_attachment_sent = false;
} }
void PlayerSAO::getAttachment(int *parent_id, std::string *bone, v3f *position,
v3f *rotation)
{
*parent_id = m_attachment_parent_id;
*bone = m_attachment_bone;
*position = m_attachment_position;
*rotation = m_attachment_rotation;
}
ObjectProperties* PlayerSAO::accessObjectProperties() ObjectProperties* PlayerSAO::accessObjectProperties()
{ {
return &m_prop; return &m_prop;

@ -58,9 +58,13 @@ public:
void setHP(s16 hp); void setHP(s16 hp);
s16 getHP() const; s16 getHP() const;
void setArmorGroups(const ItemGroupList &armor_groups); void setArmorGroups(const ItemGroupList &armor_groups);
ItemGroupList getArmorGroups();
void setAnimation(v2f frame_range, float frame_speed, float frame_blend); void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend);
void setBonePosition(const std::string &bone, v3f position, v3f rotation); void setBonePosition(const std::string &bone, v3f position, v3f rotation);
void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation); void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
ObjectProperties* accessObjectProperties(); ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified(); void notifyObjectPropertiesModified();
/* LuaEntitySAO-specific */ /* LuaEntitySAO-specific */
@ -192,9 +196,13 @@ public:
u16 getBreath() const; u16 getBreath() const;
void setBreath(u16 breath); void setBreath(u16 breath);
void setArmorGroups(const ItemGroupList &armor_groups); void setArmorGroups(const ItemGroupList &armor_groups);
ItemGroupList getArmorGroups();
void setAnimation(v2f frame_range, float frame_speed, float frame_blend); void setAnimation(v2f frame_range, float frame_speed, float frame_blend);
void getAnimation(v2f *frame_range, float *frame_speed, float *frame_blend);
void setBonePosition(const std::string &bone, v3f position, v3f rotation); void setBonePosition(const std::string &bone, v3f position, v3f rotation);
void getBonePosition(const std::string &bone, v3f *position, v3f *rotation);
void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation); void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation);
void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation);
ObjectProperties* accessObjectProperties(); ObjectProperties* accessObjectProperties();
void notifyObjectPropertiesModified(); void notifyObjectPropertiesModified();
void setNametagColor(video::SColor color); void setNametagColor(video::SColor color);

@ -42,8 +42,6 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef, const char *name):
last_pitch(0), last_pitch(0),
last_yaw(0), last_yaw(0),
last_keyPressed(0), last_keyPressed(0),
eye_offset_first(v3f(0,0,0)),
eye_offset_third(v3f(0,0,0)),
last_animation(NO_ANIM), last_animation(NO_ANIM),
hotbar_image(""), hotbar_image(""),
hotbar_selected_image(""), hotbar_selected_image(""),
@ -59,6 +57,8 @@ LocalPlayer::LocalPlayer(IGameDef *gamedef, const char *name):
// Initialize hp to 0, so that no hearts will be shown if server // Initialize hp to 0, so that no hearts will be shown if server
// doesn't support health points // doesn't support health points
hp = 0; hp = 0;
eye_offset_first = v3f(0,0,0);
eye_offset_third = v3f(0,0,0);
} }
LocalPlayer::~LocalPlayer() LocalPlayer::~LocalPlayer()

@ -62,8 +62,6 @@ public:
unsigned int last_keyPressed; unsigned int last_keyPressed;
float camera_impact; float camera_impact;
v3f eye_offset_first;
v3f eye_offset_third;
int last_animation; int last_animation;
float last_animation_speed; float last_animation_speed;

@ -215,6 +215,56 @@ public:
return size; return size;
} }
void setHotbarItemcount(s32 hotbar_itemcount) {
hud_hotbar_itemcount = hotbar_itemcount;
}
s32 getHotbarItemcount() {
return hud_hotbar_itemcount;
}
void setHotbarImage(std::string name) {
hud_hotbar_image = name;
}
std::string getHotbarImage() {
return hud_hotbar_image;
}
void setHotbarSelectedImage(std::string name) {
hud_hotbar_selected_image = name;
}
std::string getHotbarSelectedImage() {
return hud_hotbar_selected_image;
}
void setSky(const video::SColor &bgcolor, const std::string &type,
const std::vector<std::string> &params) {
m_sky_bgcolor = bgcolor;
m_sky_type = type;
m_sky_params = params;
}
void getSky(video::SColor *bgcolor, std::string *type,
std::vector<std::string> *params) {
*bgcolor = m_sky_bgcolor;
*type = m_sky_type;
*params = m_sky_params;
}
void overrideDayNightRatio(bool do_override, float ratio) {
m_day_night_ratio_do_override = do_override;
m_day_night_ratio = ratio;
}
void getDayNightRatio(bool *do_override, float *ratio) {
*do_override = m_day_night_ratio_do_override;
*ratio = m_day_night_ratio;
}
void setLocalAnimations(v2s32 frames[4], float frame_speed) {
for (int i = 0; i < 4; i++)
local_animations[i] = frames[i];
local_animation_speed = frame_speed;
}
void getLocalAnimations(v2s32 *frames, float *frame_speed) {
for (int i = 0; i < 4; i++)
frames[i] = local_animations[i];
*frame_speed = local_animation_speed;
}
virtual bool isLocal() const virtual bool isLocal() const
{ return false; } { return false; }
virtual PlayerSAO *getPlayerSAO() virtual PlayerSAO *getPlayerSAO()
@ -255,6 +305,8 @@ public:
bool is_climbing; bool is_climbing;
bool swimming_vertical; bool swimming_vertical;
bool camera_barely_in_ceiling; bool camera_barely_in_ceiling;
v3f eye_offset_first;
v3f eye_offset_third;
Inventory inventory; Inventory inventory;
@ -308,6 +360,8 @@ public:
u32 hud_flags; u32 hud_flags;
s32 hud_hotbar_itemcount; s32 hud_hotbar_itemcount;
std::string hud_hotbar_image;
std::string hud_hotbar_selected_image;
protected: protected:
IGameDef *m_gamedef; IGameDef *m_gamedef;
@ -322,6 +376,13 @@ protected:
bool m_dirty; bool m_dirty;
std::vector<HudElement *> hud; std::vector<HudElement *> hud;
std::string m_sky_type;
video::SColor m_sky_bgcolor;
std::vector<std::string> m_sky_params;
bool m_day_night_ratio_do_override;
float m_day_night_ratio;
private: private:
// Protect some critical areas // Protect some critical areas
// hud for example can be modified by EmergeThread // hud for example can be modified by EmergeThread

@ -199,6 +199,64 @@ void read_object_properties(lua_State *L, int index,
lua_pop(L, 1); lua_pop(L, 1);
} }
/******************************************************************************/
void push_object_properties(lua_State *L, ObjectProperties *prop)
{
lua_newtable(L);
lua_pushnumber(L, prop->hp_max);
lua_setfield(L, -2, "hp_max");
lua_pushboolean(L, prop->physical);
lua_setfield(L, -2, "physical");
lua_pushboolean(L, prop->collideWithObjects);
lua_setfield(L, -2, "collide_with_objects");
lua_pushnumber(L, prop->weight);
lua_setfield(L, -2, "weight");
push_aabb3f(L, prop->collisionbox);
lua_setfield(L, -2, "collisionbox");
lua_pushlstring(L, prop->visual.c_str(), prop->visual.size());
lua_setfield(L, -2, "visual");
lua_pushlstring(L, prop->mesh.c_str(), prop->mesh.size());
lua_setfield(L, -2, "mesh");
push_v2f(L, prop->visual_size);
lua_setfield(L, -2, "visual_size");
lua_newtable(L);
u16 i = 1;
for (std::vector<std::string>::iterator it = prop->textures.begin();
it != prop->textures.end(); ++it) {
lua_pushlstring(L, it->c_str(), it->size());
lua_rawseti(L, -2, i);
}
lua_setfield(L, -2, "textures");
lua_newtable(L);
i = 1;
for (std::vector<video::SColor>::iterator it = prop->colors.begin();
it != prop->colors.end(); ++it) {
push_ARGB8(L, *it);
lua_rawseti(L, -2, i);
}
lua_setfield(L, -2, "colors");
push_v2s16(L, prop->spritediv);
lua_setfield(L, -2, "spritediv");
push_v2s16(L, prop->initial_sprite_basepos);
lua_setfield(L, -2, "initial_sprite_basepos");
lua_pushboolean(L, prop->is_visible);
lua_setfield(L, -2, "is_visible");
lua_pushboolean(L, prop->makes_footstep_sound);
lua_setfield(L, -2, "makes_footstep_sound");
lua_pushnumber(L, prop->automatic_rotate);
lua_setfield(L, -2, "automatic_rotate");
lua_pushnumber(L, prop->stepheight / BS);
lua_setfield(L, -2, "stepheight");
if (prop->automatic_face_movement_dir)
lua_pushnumber(L, prop->automatic_face_movement_dir_offset);
else
lua_pushboolean(L, false);
lua_setfield(L, -2, "automatic_face_movement_dir");
}
/******************************************************************************/ /******************************************************************************/
TileDef read_tiledef(lua_State *L, int index) TileDef read_tiledef(lua_State *L, int index)
{ {
@ -896,6 +954,12 @@ u32 read_flags_table(lua_State *L, int table, FlagDesc *flagdesc, u32 *flagmask)
return flags; return flags;
} }
void push_flags_string(lua_State *L, FlagDesc *flagdesc, u32 flags, u32 flagmask)
{
std::string flagstring = writeFlagString(flags, flagdesc, flagmask);
lua_pushlstring(L, flagstring.c_str(), flagstring.size());
}
/******************************************************************************/ /******************************************************************************/
/* Lua Stored data! */ /* Lua Stored data! */
/******************************************************************************/ /******************************************************************************/
@ -920,6 +984,17 @@ void read_groups(lua_State *L, int index,
} }
} }
/******************************************************************************/
void push_groups(lua_State *L, std::map<std::string, int> groups)
{
lua_newtable(L);
for (std::map<std::string, int>::iterator it = groups.begin();
it != groups.end(); ++it) {
lua_pushnumber(L, it->second);
lua_setfield(L, -2, it->first.c_str());
}
}
/******************************************************************************/ /******************************************************************************/
void push_items(lua_State *L, const std::vector<ItemStack> &items) void push_items(lua_State *L, const std::vector<ItemStack> &items)
{ {
@ -997,6 +1072,30 @@ bool read_noiseparams(lua_State *L, int index, NoiseParams *np)
return true; return true;
} }
void push_noiseparams(lua_State *L, NoiseParams *np)
{
lua_newtable(L);
lua_pushnumber(L, np->offset);
lua_setfield(L, -2, "offset");
lua_pushnumber(L, np->scale);
lua_setfield(L, -2, "scale");
lua_pushnumber(L, np->persist);
lua_setfield(L, -2, "persistence");
lua_pushnumber(L, np->lacunarity);
lua_setfield(L, -2, "lacunarity");
lua_pushnumber(L, np->seed);
lua_setfield(L, -2, "seed");
lua_pushnumber(L, np->octaves);
lua_setfield(L, -2, "octaves");
push_flags_string(L, flagdesc_noiseparams, np->flags,
np->flags);
lua_setfield(L, -2, "flags");
push_v3f(L, np->spread);
lua_setfield(L, -2, "spread");
}
/******************************************************************************/ /******************************************************************************/
// Returns depth of json value tree // Returns depth of json value tree
static int push_json_value_getdepth(const Json::Value &value) static int push_json_value_getdepth(const Json::Value &value)

@ -88,6 +88,8 @@ ItemDefinition read_item_definition (lua_State *L,
void read_object_properties (lua_State *L, void read_object_properties (lua_State *L,
int index, int index,
ObjectProperties *prop); ObjectProperties *prop);
void push_object_properties (lua_State *L,
ObjectProperties *prop);
void push_inventory_list (lua_State *L, void push_inventory_list (lua_State *L,
Inventory *inv, Inventory *inv,
@ -127,6 +129,8 @@ bool getflagsfield (lua_State *L, int table,
bool read_flags (lua_State *L, int index, bool read_flags (lua_State *L, int index,
FlagDesc *flagdesc, FlagDesc *flagdesc,
u32 *flags, u32 *flagmask); u32 *flags, u32 *flagmask);
void push_flags_string (lua_State *L, FlagDesc *flagdesc,
u32 flags, u32 flagmask);
u32 read_flags_table (lua_State *L, int table, u32 read_flags_table (lua_State *L, int table,
FlagDesc *flagdesc, u32 *flagmask); FlagDesc *flagdesc, u32 *flagmask);
@ -149,6 +153,7 @@ bool string_to_enum (const EnumString *spec,
bool read_noiseparams (lua_State *L, int index, bool read_noiseparams (lua_State *L, int index,
NoiseParams *np); NoiseParams *np);
void push_noiseparams (lua_State *L, NoiseParams *np);
void luaentity_get (lua_State *L,u16 id); void luaentity_get (lua_State *L,u16 id);

@ -88,6 +88,24 @@ v2s16 check_v2s16(lua_State *L, int index)
return p; return p;
} }
void push_v2s16(lua_State *L, v2s16 p)
{
lua_newtable(L);
lua_pushnumber(L, p.X);
lua_setfield(L, -2, "x");
lua_pushnumber(L, p.Y);
lua_setfield(L, -2, "y");
}
void push_v2s32(lua_State *L, v2s32 p)
{
lua_newtable(L);
lua_pushnumber(L, p.X);
lua_setfield(L, -2, "x");
lua_pushnumber(L, p.Y);
lua_setfield(L, -2, "y");
}
v2s32 read_v2s32(lua_State *L, int index) v2s32 read_v2s32(lua_State *L, int index)
{ {
v2s32 p; v2s32 p;
@ -277,6 +295,23 @@ aabb3f read_aabb3f(lua_State *L, int index, f32 scale)
return box; return box;
} }
void push_aabb3f(lua_State *L, aabb3f box)
{
lua_newtable(L);
lua_pushnumber(L, box.MinEdge.X);
lua_rawseti(L, -2, 1);
lua_pushnumber(L, box.MinEdge.Y);
lua_rawseti(L, -2, 2);
lua_pushnumber(L, box.MinEdge.Z);
lua_rawseti(L, -2, 3);
lua_pushnumber(L, box.MaxEdge.X);
lua_rawseti(L, -2, 4);
lua_pushnumber(L, box.MaxEdge.Y);
lua_rawseti(L, -2, 5);
lua_pushnumber(L, box.MaxEdge.Z);
lua_rawseti(L, -2, 6);
}
std::vector<aabb3f> read_aabb3f_vector(lua_State *L, int index, f32 scale) std::vector<aabb3f> read_aabb3f_vector(lua_State *L, int index, f32 scale)
{ {
std::vector<aabb3f> boxes; std::vector<aabb3f> boxes;

@ -96,11 +96,16 @@ std::vector<aabb3f> read_aabb3f_vector (lua_State *L, int index, f32 scale);
size_t read_stringlist (lua_State *L, int index, size_t read_stringlist (lua_State *L, int index,
std::vector<std::string> *result); std::vector<std::string> *result);
void push_v2s16 (lua_State *L, v2s16 p);
void push_v2s32 (lua_State *L, v2s32 p);
void push_v3s16 (lua_State *L, v3s16 p); void push_v3s16 (lua_State *L, v3s16 p);
void push_aabb3f (lua_State *L, aabb3f box);
void push_ARGB8 (lua_State *L, video::SColor color); void push_ARGB8 (lua_State *L, video::SColor color);
void pushFloatPos (lua_State *L, v3f p); void pushFloatPos (lua_State *L, v3f p);
void push_v3f (lua_State *L, v3f p); void push_v3f (lua_State *L, v3f p);
void push_v2f (lua_State *L, v2f p); void push_v2f (lua_State *L, v2f p);
void push_groups (lua_State *L,
std::map<std::string, int> groups);
void warn_if_field_exists(lua_State *L, int table, void warn_if_field_exists(lua_State *L, int table,
const char *fieldname, const char *fieldname,

@ -637,6 +637,20 @@ int ModApiMapgen::l_set_noiseparams(lua_State *L)
} }
// get_noiseparams(name)
int ModApiMapgen::l_get_noiseparams(lua_State *L)
{
std::string name = luaL_checkstring(L, 1);
NoiseParams np;
if (!g_settings->getNoiseParams(name, np))
return 0;
push_noiseparams(L, &np);
return 1;
}
// set_gen_notify(flags, {deco_id_table}) // set_gen_notify(flags, {deco_id_table})
int ModApiMapgen::l_set_gen_notify(lua_State *L) int ModApiMapgen::l_set_gen_notify(lua_State *L)
{ {
@ -661,6 +675,25 @@ int ModApiMapgen::l_set_gen_notify(lua_State *L)
} }
// get_gen_notify()
int ModApiMapgen::l_get_gen_notify(lua_State *L)
{
EmergeManager *emerge = getServer(L)->getEmergeManager();
push_flags_string(L, flagdesc_gennotify, emerge->gen_notify_on,
emerge->gen_notify_on);
lua_newtable(L);
int i = 1;
for (std::set<u32>::iterator it = emerge->gen_notify_on_deco_ids.begin();
it != emerge->gen_notify_on_deco_ids.end(); ++it) {
lua_pushnumber(L, *it);
lua_rawseti(L, -2, i);
i++;
}
return 2;
}
// register_biome({lots of stuff}) // register_biome({lots of stuff})
int ModApiMapgen::l_register_biome(lua_State *L) int ModApiMapgen::l_register_biome(lua_State *L)
{ {
@ -1187,7 +1220,9 @@ void ModApiMapgen::Initialize(lua_State *L, int top)
API_FCT(get_mapgen_params); API_FCT(get_mapgen_params);
API_FCT(set_mapgen_params); API_FCT(set_mapgen_params);
API_FCT(set_noiseparams); API_FCT(set_noiseparams);
API_FCT(get_noiseparams);
API_FCT(set_gen_notify); API_FCT(set_gen_notify);
API_FCT(get_gen_notify);
API_FCT(register_biome); API_FCT(register_biome);
API_FCT(register_decoration); API_FCT(register_decoration);

@ -39,9 +39,15 @@ private:
// set_noiseparam_defaults(name, noiseparams, set_default) // set_noiseparam_defaults(name, noiseparams, set_default)
static int l_set_noiseparams(lua_State *L); static int l_set_noiseparams(lua_State *L);
// get_noiseparam_defaults(name)
static int l_get_noiseparams(lua_State *L);
// set_gen_notify(flagstring) // set_gen_notify(flagstring)
static int l_set_gen_notify(lua_State *L); static int l_set_gen_notify(lua_State *L);
// set_gen_notify(flagstring)
static int l_get_gen_notify(lua_State *L);
// register_biome({lots of stuff}) // register_biome({lots of stuff})
static int l_register_biome(lua_State *L); static int l_register_biome(lua_State *L);

@ -29,7 +29,11 @@ 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 "scripting_game.h"
#define GET_ENV_PTR ServerEnvironment* env = \
dynamic_cast<ServerEnvironment*>(getEnv(L)); \
if (env == NULL) return 0
struct EnumString es_HudElementType[] = struct EnumString es_HudElementType[] =
{ {
@ -376,6 +380,20 @@ int ObjectRef::l_set_armor_groups(lua_State *L)
return 0; 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
ItemGroupList groups = co->getArmorGroups();
push_groups(L, groups);
return 1;
}
// set_physics_override(self, physics_override_speed, physics_override_jump, // set_physics_override(self, physics_override_speed, physics_override_jump,
// physics_override_gravity, sneak, sneak_glitch) // physics_override_gravity, sneak, sneak_glitch)
int ObjectRef::l_set_physics_override(lua_State *L) int ObjectRef::l_set_physics_override(lua_State *L)
@ -409,6 +427,28 @@ int ObjectRef::l_set_physics_override(lua_State *L)
return 0; return 0;
} }
// get_physics_override(self)
int ObjectRef::l_get_physics_override(lua_State *L)
{
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");
return 1;
}
// set_animation(self, frame_range, frame_speed, frame_blend) // set_animation(self, frame_range, frame_speed, frame_blend)
int ObjectRef::l_set_animation(lua_State *L) int ObjectRef::l_set_animation(lua_State *L)
{ {
@ -430,6 +470,26 @@ int ObjectRef::l_set_animation(lua_State *L)
return 0; 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;
co->getAnimation(&frames, &frame_speed, &frame_blend);
push_v2f(L, frames);
lua_pushnumber(L, frame_speed);
lua_pushnumber(L, frame_blend);
return 3;
}
// set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed) // set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
int ObjectRef::l_set_local_animation(lua_State *L) int ObjectRef::l_set_local_animation(lua_State *L)
{ {
@ -455,6 +515,27 @@ int ObjectRef::l_set_local_animation(lua_State *L)
return 0; return 0;
} }
// get_local_animation(self)
int ObjectRef::l_get_local_animation(lua_State *L)
{
//NO_MAP_LOCK_REQUIRED
ObjectRef *ref = checkobject(L, 1);
Player *player = getplayer(ref);
if (player == NULL)
return 0;
v2s32 frames[4];
float frame_speed;
player->getLocalAnimations(frames, &frame_speed);
for (int i = 0; i < 4; i++) {
push_v2s32(L, frames[i]);
}
lua_pushnumber(L, frame_speed);
return 5;
}
// set_eye_offset(self, v3f first pv, v3f third pv) // set_eye_offset(self, v3f first pv, v3f third pv)
int ObjectRef::l_set_eye_offset(lua_State *L) int ObjectRef::l_set_eye_offset(lua_State *L)
{ {
@ -485,6 +566,20 @@ int ObjectRef::l_set_eye_offset(lua_State *L)
return 0; return 0;
} }
// get_eye_offset(self)
int ObjectRef::l_get_eye_offset(lua_State *L)
{
//NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
Player *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) // set_bone_position(self, std::string bone, v3f position, v3f rotation)
int ObjectRef::l_set_bone_position(lua_State *L) int ObjectRef::l_set_bone_position(lua_State *L)
{ {
@ -506,6 +601,28 @@ int ObjectRef::l_set_bone_position(lua_State *L)
return 0; 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) // set_attach(self, parent, bone, position, rotation)
int ObjectRef::l_set_attach(lua_State *L) int ObjectRef::l_set_attach(lua_State *L)
{ {
@ -530,6 +647,34 @@ int ObjectRef::l_set_attach(lua_State *L)
return 0; return 0;
} }
// get_attach(self)
int ObjectRef::l_get_attach(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
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) // set_detach(self)
int ObjectRef::l_set_detach(lua_State *L) int ObjectRef::l_set_detach(lua_State *L)
{ {
@ -557,6 +702,21 @@ int ObjectRef::l_set_properties(lua_State *L)
return 0; 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) // is_player(self)
int ObjectRef::l_is_player(lua_State *L) int ObjectRef::l_is_player(lua_State *L)
{ {
@ -1185,6 +1345,20 @@ int ObjectRef::l_hud_set_hotbar_itemcount(lua_State *L)
return 1; return 1;
} }
// hud_get_hotbar_itemcount(self)
int ObjectRef::l_hud_get_hotbar_itemcount(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
Player *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) // hud_set_hotbar_image(self, name)
int ObjectRef::l_hud_set_hotbar_image(lua_State *L) int ObjectRef::l_hud_set_hotbar_image(lua_State *L)
{ {
@ -1199,6 +1373,19 @@ int ObjectRef::l_hud_set_hotbar_image(lua_State *L)
return 1; return 1;
} }
// hud_get_hotbar_image(self)
int ObjectRef::l_hud_get_hotbar_image(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
Player *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) // hud_set_hotbar_selected_image(self, name)
int ObjectRef::l_hud_set_hotbar_selected_image(lua_State *L) int ObjectRef::l_hud_set_hotbar_selected_image(lua_State *L)
{ {
@ -1213,6 +1400,19 @@ int ObjectRef::l_hud_set_hotbar_selected_image(lua_State *L)
return 1; return 1;
} }
// hud_get_hotbar_selected_image(self)
int ObjectRef::l_hud_get_hotbar_selected_image(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
Player *player = getplayer(ref);
if (player == NULL)
return 0;
std::string name = getServer(L)->hudGetHotbarSelectedImage(player);
lua_pushlstring(L, name.c_str(), name.size());
return 1;
}
// set_sky(self, bgcolor, type, list) // set_sky(self, bgcolor, type, list)
int ObjectRef::l_set_sky(lua_State *L) int ObjectRef::l_set_sky(lua_State *L)
{ {
@ -1251,6 +1451,33 @@ int ObjectRef::l_set_sky(lua_State *L)
return 1; return 1;
} }
// get_sky(self)
int ObjectRef::l_get_sky(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
Player *player = getplayer(ref);
if (player == NULL)
return 0;
video::SColor bgcolor(255, 255, 255, 255);
std::string type;
std::vector<std::string> params;
player->getSky(&bgcolor, &type, &params);
type = type == "" ? "regular" : type;
push_ARGB8(L, bgcolor);
lua_pushlstring(L, type.c_str(), type.size());
lua_newtable(L);
s16 i = 1;
for (std::vector<std::string>::iterator it = params.begin();
it != params.end(); ++it) {
lua_pushlstring(L, it->c_str(), it->size());
lua_rawseti(L, -2, i);
i++;
}
return 3;
}
// override_day_night_ratio(self, brightness=0...1) // override_day_night_ratio(self, brightness=0...1)
int ObjectRef::l_override_day_night_ratio(lua_State *L) int ObjectRef::l_override_day_night_ratio(lua_State *L)
{ {
@ -1273,6 +1500,26 @@ int ObjectRef::l_override_day_night_ratio(lua_State *L)
return 1; return 1;
} }
// get_day_night_ratio(self)
int ObjectRef::l_get_day_night_ratio(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
Player *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;
}
// set_nametag_attributes(self, attributes) // set_nametag_attributes(self, attributes)
int ObjectRef::l_set_nametag_attributes(lua_State *L) int ObjectRef::l_set_nametag_attributes(lua_State *L)
{ {
@ -1389,12 +1636,16 @@ const luaL_reg ObjectRef::methods[] = {
luamethod(ObjectRef, get_wielded_item), luamethod(ObjectRef, get_wielded_item),
luamethod(ObjectRef, set_wielded_item), luamethod(ObjectRef, set_wielded_item),
luamethod(ObjectRef, set_armor_groups), luamethod(ObjectRef, set_armor_groups),
luamethod(ObjectRef, set_physics_override), luamethod(ObjectRef, get_armor_groups),
luamethod(ObjectRef, set_animation), luamethod(ObjectRef, set_animation),
luamethod(ObjectRef, get_animation),
luamethod(ObjectRef, set_bone_position), luamethod(ObjectRef, set_bone_position),
luamethod(ObjectRef, get_bone_position),
luamethod(ObjectRef, set_attach), luamethod(ObjectRef, set_attach),
luamethod(ObjectRef, get_attach),
luamethod(ObjectRef, set_detach), luamethod(ObjectRef, set_detach),
luamethod(ObjectRef, set_properties), luamethod(ObjectRef, set_properties),
luamethod(ObjectRef, get_properties),
// LuaEntitySAO-only // LuaEntitySAO-only
luamethod(ObjectRef, setvelocity), luamethod(ObjectRef, setvelocity),
luamethod(ObjectRef, getvelocity), luamethod(ObjectRef, getvelocity),
@ -1421,6 +1672,8 @@ const luaL_reg ObjectRef::methods[] = {
luamethod(ObjectRef, get_inventory_formspec), luamethod(ObjectRef, get_inventory_formspec),
luamethod(ObjectRef, get_player_control), luamethod(ObjectRef, get_player_control),
luamethod(ObjectRef, get_player_control_bits), luamethod(ObjectRef, get_player_control_bits),
luamethod(ObjectRef, set_physics_override),
luamethod(ObjectRef, get_physics_override),
luamethod(ObjectRef, hud_add), luamethod(ObjectRef, hud_add),
luamethod(ObjectRef, hud_remove), luamethod(ObjectRef, hud_remove),
luamethod(ObjectRef, hud_change), luamethod(ObjectRef, hud_change),
@ -1428,12 +1681,19 @@ const luaL_reg ObjectRef::methods[] = {
luamethod(ObjectRef, hud_set_flags), luamethod(ObjectRef, hud_set_flags),
luamethod(ObjectRef, hud_get_flags), luamethod(ObjectRef, hud_get_flags),
luamethod(ObjectRef, hud_set_hotbar_itemcount), luamethod(ObjectRef, hud_set_hotbar_itemcount),
luamethod(ObjectRef, hud_get_hotbar_itemcount),
luamethod(ObjectRef, hud_set_hotbar_image), luamethod(ObjectRef, hud_set_hotbar_image),
luamethod(ObjectRef, hud_get_hotbar_image),
luamethod(ObjectRef, hud_set_hotbar_selected_image), luamethod(ObjectRef, hud_set_hotbar_selected_image),
luamethod(ObjectRef, hud_get_hotbar_selected_image),
luamethod(ObjectRef, set_sky), luamethod(ObjectRef, set_sky),
luamethod(ObjectRef, get_sky),
luamethod(ObjectRef, override_day_night_ratio), luamethod(ObjectRef, override_day_night_ratio),
luamethod(ObjectRef, get_day_night_ratio),
luamethod(ObjectRef, set_local_animation), luamethod(ObjectRef, set_local_animation),
luamethod(ObjectRef, get_local_animation),
luamethod(ObjectRef, set_eye_offset), luamethod(ObjectRef, set_eye_offset),
luamethod(ObjectRef, get_eye_offset),
luamethod(ObjectRef, set_nametag_attributes), luamethod(ObjectRef, set_nametag_attributes),
luamethod(ObjectRef, get_nametag_attributes), luamethod(ObjectRef, get_nametag_attributes),
{0,0} {0,0}

@ -101,25 +101,43 @@ private:
// set_armor_groups(self, groups) // set_armor_groups(self, groups)
static int l_set_armor_groups(lua_State *L); static int l_set_armor_groups(lua_State *L);
// get_armor_groups(self)
static int l_get_armor_groups(lua_State *L);
// set_physics_override(self, physics_override_speed, physics_override_jump, // set_physics_override(self, physics_override_speed, physics_override_jump,
// physics_override_gravity, sneak, sneak_glitch) // physics_override_gravity, sneak, sneak_glitch)
static int l_set_physics_override(lua_State *L); static int l_set_physics_override(lua_State *L);
// get_physics_override(self)
static int l_get_physics_override(lua_State *L);
// set_animation(self, frame_range, frame_speed, frame_blend) // set_animation(self, frame_range, frame_speed, frame_blend)
static int l_set_animation(lua_State *L); static int l_set_animation(lua_State *L);
// get_animation(self)
static int l_get_animation(lua_State *L);
// set_bone_position(self, std::string bone, v3f position, v3f rotation) // set_bone_position(self, std::string bone, v3f position, v3f rotation)
static int l_set_bone_position(lua_State *L); static int l_set_bone_position(lua_State *L);
// get_bone_position(self, bone)
static int l_get_bone_position(lua_State *L);
// set_attach(self, parent, bone, position, rotation) // set_attach(self, parent, bone, position, rotation)
static int l_set_attach(lua_State *L); static int l_set_attach(lua_State *L);
// get_attach(self)
static int l_get_attach(lua_State *L);
// set_detach(self) // set_detach(self)
static int l_set_detach(lua_State *L); static int l_set_detach(lua_State *L);
// set_properties(self, properties) // set_properties(self, properties)
static int l_set_properties(lua_State *L); static int l_set_properties(lua_State *L);
// get_properties(self)
static int l_get_properties(lua_State *L);
// is_player(self) // is_player(self)
static int l_is_player(lua_State *L); static int l_is_player(lua_State *L);
@ -222,24 +240,45 @@ private:
// hud_set_hotbar_itemcount(self, hotbar_itemcount) // hud_set_hotbar_itemcount(self, hotbar_itemcount)
static int l_hud_set_hotbar_itemcount(lua_State *L); static int l_hud_set_hotbar_itemcount(lua_State *L);
// hud_get_hotbar_itemcount(self)
static int l_hud_get_hotbar_itemcount(lua_State *L);
// hud_set_hotbar_image(self, name) // hud_set_hotbar_image(self, name)
static int l_hud_set_hotbar_image(lua_State *L); static int l_hud_set_hotbar_image(lua_State *L);
// hud_get_hotbar_image(self)
static int l_hud_get_hotbar_image(lua_State *L);
// hud_set_hotbar_selected_image(self, name) // hud_set_hotbar_selected_image(self, name)
static int l_hud_set_hotbar_selected_image(lua_State *L); static int l_hud_set_hotbar_selected_image(lua_State *L);
// hud_get_hotbar_selected_image(self)
static int l_hud_get_hotbar_selected_image(lua_State *L);
// set_sky(self, type, list) // set_sky(self, type, list)
static int l_set_sky(lua_State *L); static int l_set_sky(lua_State *L);
// override_day_night_ratio(self, type, list) // get_sky(self, type, list)
static int l_get_sky(lua_State *L);
// override_day_night_ratio(self, type)
static int l_override_day_night_ratio(lua_State *L); static int l_override_day_night_ratio(lua_State *L);
// get_day_night_ratio(self)
static int l_get_day_night_ratio(lua_State *L);
// set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed) // set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
static int l_set_local_animation(lua_State *L); static int l_set_local_animation(lua_State *L);
// get_local_animation(self)
static int l_get_local_animation(lua_State *L);
// set_eye_offset(self, v3f first pv, v3f third pv) // set_eye_offset(self, v3f first pv, v3f third pv)
static int l_set_eye_offset(lua_State *L); static int l_set_eye_offset(lua_State *L);
// get_eye_offset(self)
static int l_get_eye_offset(lua_State *L);
// set_nametag_attributes(self, attributes) // set_nametag_attributes(self, attributes)
static int l_set_nametag_attributes(lua_State *L); static int l_set_nametag_attributes(lua_State *L);

@ -2915,31 +2915,54 @@ bool Server::hudSetHotbarItemcount(Player *player, s32 hotbar_itemcount) {
if (hotbar_itemcount <= 0 || hotbar_itemcount > HUD_HOTBAR_ITEMCOUNT_MAX) if (hotbar_itemcount <= 0 || hotbar_itemcount > HUD_HOTBAR_ITEMCOUNT_MAX)
return false; return false;
player->setHotbarItemcount(hotbar_itemcount);
std::ostringstream os(std::ios::binary); std::ostringstream os(std::ios::binary);
writeS32(os, hotbar_itemcount); writeS32(os, hotbar_itemcount);
SendHUDSetParam(player->peer_id, HUD_PARAM_HOTBAR_ITEMCOUNT, os.str()); SendHUDSetParam(player->peer_id, HUD_PARAM_HOTBAR_ITEMCOUNT, os.str());
return true; return true;
} }
s32 Server::hudGetHotbarItemcount(Player *player) {
if (!player)
return 0;
return player->getHotbarItemcount();
}
void Server::hudSetHotbarImage(Player *player, std::string name) { void Server::hudSetHotbarImage(Player *player, std::string name) {
if (!player) if (!player)
return; return;
player->setHotbarImage(name);
SendHUDSetParam(player->peer_id, HUD_PARAM_HOTBAR_IMAGE, name); SendHUDSetParam(player->peer_id, HUD_PARAM_HOTBAR_IMAGE, name);
} }
std::string Server::hudGetHotbarImage(Player *player) {
if (!player)
return "";
return player->getHotbarImage();
}
void Server::hudSetHotbarSelectedImage(Player *player, std::string name) { void Server::hudSetHotbarSelectedImage(Player *player, std::string name) {
if (!player) if (!player)
return; return;
player->setHotbarSelectedImage(name);
SendHUDSetParam(player->peer_id, HUD_PARAM_HOTBAR_SELECTED_IMAGE, name); SendHUDSetParam(player->peer_id, HUD_PARAM_HOTBAR_SELECTED_IMAGE, name);
} }
std::string Server::hudGetHotbarSelectedImage(Player *player) {
if (!player)
return "";
return player->getHotbarSelectedImage();
}
bool Server::setLocalPlayerAnimations(Player *player, v2s32 animation_frames[4], f32 frame_speed) bool Server::setLocalPlayerAnimations(Player *player, v2s32 animation_frames[4], f32 frame_speed)
{ {
if (!player) if (!player)
return false; return false;
player->setLocalAnimations(animation_frames, frame_speed);
SendLocalPlayerAnimations(player->peer_id, animation_frames, frame_speed); SendLocalPlayerAnimations(player->peer_id, animation_frames, frame_speed);
return true; return true;
} }
@ -2949,6 +2972,8 @@ bool Server::setPlayerEyeOffset(Player *player, v3f first, v3f third)
if (!player) if (!player)
return false; return false;
player->eye_offset_first = first;
player->eye_offset_third = third;
SendEyeOffset(player->peer_id, first, third); SendEyeOffset(player->peer_id, first, third);
return true; return true;
} }
@ -2959,6 +2984,7 @@ bool Server::setSky(Player *player, const video::SColor &bgcolor,
if (!player) if (!player)
return false; return false;
player->setSky(bgcolor, type, params);
SendSetSky(player->peer_id, bgcolor, type, params); SendSetSky(player->peer_id, bgcolor, type, params);
return true; return true;
} }
@ -2969,6 +2995,7 @@ bool Server::overrideDayNightRatio(Player *player, bool do_override,
if (!player) if (!player)
return false; return false;
player->overrideDayNightRatio(do_override, ratio);
SendOverrideDayNightRatio(player->peer_id, do_override, ratio); SendOverrideDayNightRatio(player->peer_id, do_override, ratio);
return true; return true;
} }

@ -343,8 +343,11 @@ public:
bool hudChange(Player *player, u32 id, HudElementStat stat, void *value); bool hudChange(Player *player, u32 id, HudElementStat stat, void *value);
bool hudSetFlags(Player *player, u32 flags, u32 mask); bool hudSetFlags(Player *player, u32 flags, u32 mask);
bool hudSetHotbarItemcount(Player *player, s32 hotbar_itemcount); bool hudSetHotbarItemcount(Player *player, s32 hotbar_itemcount);
s32 hudGetHotbarItemcount(Player *player);
void hudSetHotbarImage(Player *player, std::string name); void hudSetHotbarImage(Player *player, std::string name);
std::string hudGetHotbarImage(Player *player);
void hudSetHotbarSelectedImage(Player *player, std::string name); void hudSetHotbarSelectedImage(Player *player, std::string name);
std::string hudGetHotbarSelectedImage(Player *player);
inline Address getPeerAddress(u16 peer_id) inline Address getPeerAddress(u16 peer_id)
{ return m_con.GetPeerAddress(peer_id); } { return m_con.GetPeerAddress(peer_id); }

@ -147,14 +147,22 @@ public:
virtual void setArmorGroups(const ItemGroupList &armor_groups) virtual void setArmorGroups(const ItemGroupList &armor_groups)
{} {}
virtual ItemGroupList getArmorGroups()
{ return ItemGroupList(); }
virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity) virtual void setPhysicsOverride(float physics_override_speed, float physics_override_jump, float physics_override_gravity)
{} {}
virtual void setAnimation(v2f frames, float frame_speed, float frame_blend) virtual void setAnimation(v2f frames, float frame_speed, float frame_blend)
{} {}
virtual void getAnimation(v2f *frames, float *frame_spee, float *frame_blend)
{}
virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation) virtual void setBonePosition(const std::string &bone, v3f position, v3f rotation)
{} {}
virtual void getBonePosition(const std::string &bone, v3f *position, v3f *lotation)
{}
virtual void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation) virtual void setAttachment(int parent_id, const std::string &bone, v3f position, v3f rotation)
{} {}
virtual void getAttachment(int *parent_id, std::string *bone, v3f *position, v3f *rotation)
{}
virtual ObjectProperties* accessObjectProperties() virtual ObjectProperties* accessObjectProperties()
{ return NULL; } { return NULL; }
virtual void notifyObjectPropertiesModified() virtual void notifyObjectPropertiesModified()