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d4e8da1041 |
@ -272,3 +272,29 @@ function core.get_globals_to_transfer()
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}
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return all
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end
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do
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local function valid_object_iterator(objects)
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local i = 0
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local function next_valid_object()
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i = i + 1
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local obj = objects[i]
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if obj == nil then
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return
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end
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if obj:is_valid() then
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return obj
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end
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return next_valid_object()
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end
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return next_valid_object
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end
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function core.objects_inside_radius(center, radius)
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return valid_object_iterator(core.get_objects_inside_radius(center, radius))
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end
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function core.objects_in_area(min_pos, max_pos)
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return valid_object_iterator(core.get_objects_in_area(min_pos, max_pos))
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end
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end
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@ -3902,6 +3902,7 @@ Operators
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---------
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Operators can be used if all of the involved vectors have metatables:
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* `v1 == v2`:
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* Returns whether `v1` and `v2` are identical.
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* `-v`:
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@ -6129,12 +6130,24 @@ Environment access
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* Items can be added also to unloaded and non-generated blocks.
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* `minetest.get_player_by_name(name)`: Get an `ObjectRef` to a player
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* Returns nothing in case of error (player offline, doesn't exist, ...).
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* `minetest.get_objects_inside_radius(pos, radius)`
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* returns a list of ObjectRefs.
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* `minetest.get_objects_inside_radius(center, radius)`
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* returns a list of ObjectRefs
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* `radius`: using a Euclidean metric
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* `minetest.get_objects_in_area(pos1, pos2)`
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* returns a list of ObjectRefs.
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* `pos1` and `pos2` are the min and max positions of the area to search.
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* **Warning**: Any kind of interaction with the environment or other APIs
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can cause later objects in the list to become invalid while you're iterating it.
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(e.g. punching an entity removes its children)
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It is recommended to use `minetest.objects_inside_radius` instead, which
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transparently takes care of this possibility.
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* `minetest.objects_inside_radius(center, radius)`
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* returns an iterator of valid objects
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* example: `for obj in minetest.objects_inside_radius(center, radius) do obj:punch(...) end`
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* `minetest.get_objects_in_area(min_pos, max_pos)`
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* returns a list of ObjectRefs
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* `min_pos` and `max_pos` are the min and max positions of the area to search
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* **Warning**: The same warning as for `minetest.get_objects_inside_radius` applies.
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Use `minetest.objects_in_area` instead to iterate only valid objects.
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* `minetest.objects_in_area(min_pos, max_pos)`
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* returns an iterator of valid objects
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* `minetest.set_timeofday(val)`: set time of day
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* `val` is between `0` and `1`; `0` for midnight, `0.5` for midday
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* `minetest.get_timeofday()`: get time of day
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@ -7796,13 +7809,18 @@ When you receive an `ObjectRef` as a callback argument or from another API
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function, it is possible to store the reference somewhere and keep it around.
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It will keep functioning until the object is unloaded or removed.
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However, doing this is **NOT** recommended as there is (intentionally) no method
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to test if a previously acquired `ObjectRef` is still valid.
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Instead, `ObjectRefs` should be "let go" of as soon as control is returned from
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Lua back to the engine.
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However, doing this is **NOT** recommended - `ObjectRefs` should be "let go"
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of as soon as control is returned from Lua back to the engine.
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Doing so is much less error-prone and you will never need to wonder if the
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object you are working with still exists.
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If this is not feasible, you can test whether an `ObjectRef` is still valid
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via `object:is_valid()`.
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Getters may be called for invalid objects and will return nothing then.
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All other methods should not be called on invalid objects.
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### Attachments
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It is possible to attach objects to other objects (`set_attach` method).
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@ -7821,6 +7839,8 @@ child will follow movement and rotation of that bone.
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### Methods
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* `is_valid()`: returns whether the object is valid.
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* See "Advice on handling `ObjectRefs`" above.
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* `get_pos()`: returns position as vector `{x=num, y=num, z=num}`
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* `set_pos(pos)`:
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* Sets the position of the object.
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@ -71,13 +71,13 @@ local function test_entity_lifecycle(_, pos)
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-- with binary in staticdata
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local obj = core.add_entity(pos, "unittests:callbacks", "abc\000def")
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assert(obj and obj:is_valid())
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check_log({"on_activate(7)"})
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obj:set_hp(0)
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check_log({"on_death(nil)", "on_deactivate(true)"})
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-- objectref must be invalid now
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assert(obj:get_velocity() == nil)
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assert(not obj:is_valid())
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end
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unittests.register("test_entity_lifecycle", test_entity_lifecycle, {map=true})
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@ -130,3 +130,57 @@ local function test_entity_attach(player, pos)
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obj:remove()
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end
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unittests.register("test_entity_attach", test_entity_attach, {player=true, map=true})
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core.register_entity("unittests:dummy", {
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initial_properties = {
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hp_max = 1,
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visual = "upright_sprite",
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textures = { "no_texture.png" },
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static_save = false,
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},
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})
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local function test_entity_raycast(_, pos)
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local obj1 = core.add_entity(pos, "unittests:dummy")
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local obj2 = core.add_entity(pos:offset(1, 0, 0), "unittests:dummy")
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local raycast = core.raycast(pos:offset(-1, 0, 0), pos:offset(2, 0, 0), true, false)
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for pt in raycast do
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if pt.type == "object" then
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assert(pt.ref == obj1)
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obj1:remove()
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obj2:remove()
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obj1 = nil -- object should be hit exactly one
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end
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end
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assert(obj1 == nil)
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end
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unittests.register("test_entity_raycast", test_entity_raycast, {map=true})
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local function test_object_iterator(pos, make_iterator)
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local obj1 = core.add_entity(pos, "unittests:dummy")
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local obj2 = core.add_entity(pos, "unittests:dummy")
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assert(obj1 and obj2)
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local found = false
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-- As soon as we find one of the objects, we remove both, invalidating the other.
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for obj in make_iterator() do
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assert(obj:is_valid())
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if obj == obj1 or obj == obj2 then
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obj1:remove()
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obj2:remove()
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found = true
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end
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end
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assert(found)
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end
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unittests.register("test_objects_inside_radius", function(_, pos)
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test_object_iterator(pos, function()
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return core.objects_inside_radius(pos, 1)
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end)
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end, {map=true})
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unittests.register("test_objects_in_area", function(_, pos)
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test_object_iterator(pos, function()
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return core.objects_in_area(pos:offset(-1, -1, -1), pos:offset(1, 1, 1))
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end)
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end, {map=true})
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@ -129,9 +129,9 @@ EM_BOOL CIrrDeviceSDL::MouseLeaveCallback(int eventType, const EmscriptenMouseEv
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}
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#endif
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bool CIrrDeviceSDL::keyIsKnownSpecial(EKEY_CODE key)
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bool CIrrDeviceSDL::keyIsKnownSpecial(EKEY_CODE irrlichtKey)
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{
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switch (key) {
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switch (irrlichtKey) {
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// keys which are known to have safe special character interpretation
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// could need changes over time (removals and additions!)
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case KEY_RETURN:
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@ -189,24 +189,68 @@ bool CIrrDeviceSDL::keyIsKnownSpecial(EKEY_CODE key)
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}
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}
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int CIrrDeviceSDL::findCharToPassToIrrlicht(int assumedChar, EKEY_CODE key)
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int CIrrDeviceSDL::findCharToPassToIrrlicht(uint32_t sdlKey, EKEY_CODE irrlichtKey, bool numlock)
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{
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switch (irrlichtKey) {
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// special cases that always return a char regardless of how the SDL keycode
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// looks
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switch (key) {
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case KEY_RETURN:
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case KEY_ESCAPE:
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return (int)key;
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return (int)irrlichtKey;
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// This is necessary for keys on the numpad because they don't use the same
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// keycodes as their non-numpad versions (whose keycodes correspond to chars),
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// but have their own SDL keycodes and their own Irrlicht keycodes (which
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// don't correspond to chars).
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case KEY_MULTIPLY:
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return '*';
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case KEY_ADD:
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return '+';
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case KEY_SUBTRACT:
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return '-';
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case KEY_DIVIDE:
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return '/';
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default:
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break;
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}
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if (numlock) {
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// Number keys on the numpad are also affected, but we only want them
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// to produce number chars when numlock is enabled.
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switch (irrlichtKey) {
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case KEY_NUMPAD0:
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return '0';
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case KEY_NUMPAD1:
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return '1';
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case KEY_NUMPAD2:
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return '2';
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case KEY_NUMPAD3:
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return '3';
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case KEY_NUMPAD4:
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return '4';
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case KEY_NUMPAD5:
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return '5';
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case KEY_NUMPAD6:
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return '6';
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case KEY_NUMPAD7:
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return '7';
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case KEY_NUMPAD8:
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return '8';
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case KEY_NUMPAD9:
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return '9';
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default:
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break;
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}
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}
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// SDL in-place ORs values with no character representation with 1<<30
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// https://wiki.libsdl.org/SDL2/SDLKeycodeLookup
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if (assumedChar & (1 << 30))
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// This also affects the numpad keys btw.
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if (sdlKey & (1 << 30))
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return 0;
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switch (key) {
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switch (irrlichtKey) {
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case KEY_PRIOR:
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case KEY_NEXT:
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case KEY_HOME:
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@ -218,7 +262,7 @@ int CIrrDeviceSDL::findCharToPassToIrrlicht(int assumedChar, EKEY_CODE key)
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case KEY_NUMLOCK:
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return 0;
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default:
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return assumedChar;
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return sdlKey;
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}
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}
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@ -825,7 +869,8 @@ bool CIrrDeviceSDL::run()
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irrevent.KeyInput.PressedDown = (SDL_event.type == SDL_KEYDOWN);
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irrevent.KeyInput.Shift = (SDL_event.key.keysym.mod & KMOD_SHIFT) != 0;
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irrevent.KeyInput.Control = (SDL_event.key.keysym.mod & KMOD_CTRL) != 0;
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irrevent.KeyInput.Char = findCharToPassToIrrlicht(mp.SDLKey, key);
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irrevent.KeyInput.Char = findCharToPassToIrrlicht(mp.SDLKey, key,
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(SDL_event.key.keysym.mod & KMOD_NUM) != 0);
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postEventFromUser(irrevent);
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} break;
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@ -273,10 +273,10 @@ class CIrrDeviceSDL : public CIrrDeviceStub
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#endif
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// Check if a key is a known special character with no side effects on text boxes.
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static bool keyIsKnownSpecial(EKEY_CODE key);
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static bool keyIsKnownSpecial(EKEY_CODE irrlichtKey);
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// Return the Char that should be sent to Irrlicht for the given key (either the one passed in or 0).
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static int findCharToPassToIrrlicht(int assumedChar, EKEY_CODE key);
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static int findCharToPassToIrrlicht(uint32_t sdlKey, EKEY_CODE irrlichtKey, bool numlock);
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// Check if a text box is in focus. Enable or disable SDL_TEXTINPUT events only if in focus.
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void resetReceiveTextInputEvents();
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@ -155,6 +155,7 @@ void LuaLBM::trigger(ServerEnvironment *env, v3s16 p,
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int LuaRaycast::l_next(lua_State *L)
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{
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GET_PLAIN_ENV_PTR;
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ServerEnvironment *senv = dynamic_cast<ServerEnvironment*>(env);
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bool csm = false;
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#ifndef SERVER
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@ -163,7 +164,17 @@ int LuaRaycast::l_next(lua_State *L)
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LuaRaycast *o = checkObject<LuaRaycast>(L, 1);
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PointedThing pointed;
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env->continueRaycast(&o->state, &pointed);
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for (;;) {
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env->continueRaycast(&o->state, &pointed);
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if (pointed.type != POINTEDTHING_OBJECT)
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break;
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if (!senv)
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break;
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const auto *obj = senv->getActiveObject(pointed.object_id);
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if (obj && !obj->isGone())
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break;
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// skip gone object
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}
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if (pointed.type == POINTEDTHING_NOTHING)
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lua_pushnil(L);
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else
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@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "lua_api/l_object.h"
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#include <cmath>
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#include <lua.h>
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#include "lua_api/l_internal.h"
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#include "lua_api/l_inventory.h"
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#include "lua_api/l_item.h"
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@ -106,6 +107,13 @@ int ObjectRef::l_remove(lua_State *L)
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return 0;
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}
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// is_valid(self)
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int ObjectRef::l_is_valid(lua_State *L)
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{
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lua_pushboolean(L, getobject(checkObject<ObjectRef>(L, 1)) != nullptr);
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return 1;
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}
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// get_pos(self)
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int ObjectRef::l_get_pos(lua_State *L)
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{
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@ -2646,6 +2654,7 @@ const char ObjectRef::className[] = "ObjectRef";
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luaL_Reg ObjectRef::methods[] = {
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// ServerActiveObject
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luamethod(ObjectRef, remove),
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luamethod(ObjectRef, is_valid),
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luamethod_aliased(ObjectRef, get_pos, getpos),
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luamethod_aliased(ObjectRef, set_pos, setpos),
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luamethod(ObjectRef, add_pos),
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@ -67,6 +67,9 @@ class ObjectRef : public ModApiBase {
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// remove(self)
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static int l_remove(lua_State *L);
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// is_valid(self)
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static int l_is_valid(lua_State *L);
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// get_pos(self)
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static int l_get_pos(lua_State *L);
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|
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