mirror of
https://github.com/minetest/minetest.git
synced 2024-11-28 02:23:48 +01:00
c57b4ff9b5
Send texture modifier to clients connecting later too
325 lines
8.4 KiB
C++
325 lines
8.4 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 L_OBJECT_H_
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#define L_OBJECT_H_
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#include "lua_api/l_base.h"
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#include "irrlichttypes.h"
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class ServerActiveObject;
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class LuaEntitySAO;
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class PlayerSAO;
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class RemotePlayer;
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/*
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ObjectRef
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*/
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class ObjectRef : public ModApiBase {
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private:
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ServerActiveObject *m_object;
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static const char className[];
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static const luaL_reg methods[];
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public:
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static ObjectRef *checkobject(lua_State *L, int narg);
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static ServerActiveObject* getobject(ObjectRef *ref);
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private:
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static LuaEntitySAO* getluaobject(ObjectRef *ref);
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static PlayerSAO* getplayersao(ObjectRef *ref);
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static RemotePlayer *getplayer(ObjectRef *ref);
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// Exported functions
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// garbage collector
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static int gc_object(lua_State *L);
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// remove(self)
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static int l_remove(lua_State *L);
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// get_pos(self)
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// returns: {x=num, y=num, z=num}
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static int l_get_pos(lua_State *L);
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// set_pos(self, pos)
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static int l_set_pos(lua_State *L);
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// move_to(self, pos, continuous=false)
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static int l_move_to(lua_State *L);
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// punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
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static int l_punch(lua_State *L);
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// right_click(self, clicker); clicker = an another ObjectRef
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static int l_right_click(lua_State *L);
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// set_hp(self, hp)
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// hp = number of hitpoints (2 * number of hearts)
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// returns: nil
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static int l_set_hp(lua_State *L);
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// get_hp(self)
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// returns: number of hitpoints (2 * number of hearts)
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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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// get_inventory(self)
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static int l_get_inventory(lua_State *L);
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// get_wield_list(self)
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static int l_get_wield_list(lua_State *L);
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// get_wield_index(self)
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static int l_get_wield_index(lua_State *L);
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// get_wielded_item(self)
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static int l_get_wielded_item(lua_State *L);
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// set_wielded_item(self, itemstack or itemstring or table or nil)
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static int l_set_wielded_item(lua_State *L);
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// set_armor_groups(self, groups)
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static int l_set_armor_groups(lua_State *L);
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// get_armor_groups(self)
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static int l_get_armor_groups(lua_State *L);
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// set_physics_override(self, physics_override_speed, physics_override_jump,
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// physics_override_gravity, sneak, sneak_glitch)
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static int l_set_physics_override(lua_State *L);
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// get_physics_override(self)
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static int l_get_physics_override(lua_State *L);
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// set_animation(self, frame_range, frame_speed, frame_blend, frame_loop)
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static int l_set_animation(lua_State *L);
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// get_animation(self)
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static int l_get_animation(lua_State *L);
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// set_bone_position(self, std::string bone, v3f position, v3f rotation)
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static int l_set_bone_position(lua_State *L);
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// get_bone_position(self, bone)
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static int l_get_bone_position(lua_State *L);
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// set_attach(self, parent, bone, position, rotation)
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static int l_set_attach(lua_State *L);
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// get_attach(self)
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static int l_get_attach(lua_State *L);
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// set_detach(self)
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static int l_set_detach(lua_State *L);
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// set_properties(self, properties)
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static int l_set_properties(lua_State *L);
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// get_properties(self)
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static int l_get_properties(lua_State *L);
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// is_player(self)
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static int l_is_player(lua_State *L);
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/* LuaEntitySAO-only */
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// set_velocity(self, {x=num, y=num, z=num})
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static int l_set_velocity(lua_State *L);
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// get_velocity(self)
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static int l_get_velocity(lua_State *L);
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// set_acceleration(self, {x=num, y=num, z=num})
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static int l_set_acceleration(lua_State *L);
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// get_acceleration(self)
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static int l_get_acceleration(lua_State *L);
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// set_yaw(self, radians)
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static int l_set_yaw(lua_State *L);
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// get_yaw(self)
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static int l_get_yaw(lua_State *L);
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// set_texture_mod(self, mod)
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static int l_set_texture_mod(lua_State *L);
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// l_get_texture_mod(self)
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static int l_get_texture_mod(lua_State *L);
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// set_sprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2,
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// select_horiz_by_yawpitch=false)
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static int l_set_sprite(lua_State *L);
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// DEPRECATED
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// get_entity_name(self)
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static int l_get_entity_name(lua_State *L);
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// get_luaentity(self)
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static int l_get_luaentity(lua_State *L);
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/* Player-only */
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// is_player_connected(self)
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static int l_is_player_connected(lua_State *L);
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// get_player_name(self)
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static int l_get_player_name(lua_State *L);
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// get_player_velocity(self)
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static int l_get_player_velocity(lua_State *L);
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// get_look_dir(self)
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static int l_get_look_dir(lua_State *L);
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// DEPRECATED
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// get_look_pitch(self)
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static int l_get_look_pitch(lua_State *L);
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// DEPRECATED
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// get_look_yaw(self)
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static int l_get_look_yaw(lua_State *L);
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// get_look_pitch2(self)
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static int l_get_look_vertical(lua_State *L);
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// get_look_yaw2(self)
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static int l_get_look_horizontal(lua_State *L);
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// set_look_vertical(self, radians)
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static int l_set_look_vertical(lua_State *L);
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// set_look_horizontal(self, radians)
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static int l_set_look_horizontal(lua_State *L);
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// DEPRECATED
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// set_look_pitch(self, radians)
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static int l_set_look_pitch(lua_State *L);
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// DEPRECATED
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// set_look_yaw(self, radians)
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static int l_set_look_yaw(lua_State *L);
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// set_breath(self, breath)
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static int l_set_breath(lua_State *L);
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// get_breath(self, breath)
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static int l_get_breath(lua_State *L);
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// set_inventory_formspec(self, formspec)
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static int l_set_inventory_formspec(lua_State *L);
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// get_inventory_formspec(self) -> formspec
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static int l_get_inventory_formspec(lua_State *L);
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// get_player_control(self)
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static int l_get_player_control(lua_State *L);
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// get_player_control_bits(self)
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static int l_get_player_control_bits(lua_State *L);
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// hud_add(self, id, form)
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static int l_hud_add(lua_State *L);
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// hud_rm(self, id)
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static int l_hud_remove(lua_State *L);
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// hud_change(self, id, stat, data)
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static int l_hud_change(lua_State *L);
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// hud_get_next_id(self)
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static u32 hud_get_next_id(lua_State *L);
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// hud_get(self, id)
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static int l_hud_get(lua_State *L);
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// hud_set_flags(self, flags)
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static int l_hud_set_flags(lua_State *L);
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// hud_get_flags()
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static int l_hud_get_flags(lua_State *L);
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// hud_set_hotbar_itemcount(self, hotbar_itemcount)
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static int l_hud_set_hotbar_itemcount(lua_State *L);
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// hud_get_hotbar_itemcount(self)
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static int l_hud_get_hotbar_itemcount(lua_State *L);
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// hud_set_hotbar_image(self, name)
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static int l_hud_set_hotbar_image(lua_State *L);
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// hud_get_hotbar_image(self)
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static int l_hud_get_hotbar_image(lua_State *L);
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// hud_set_hotbar_selected_image(self, name)
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static int l_hud_set_hotbar_selected_image(lua_State *L);
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// hud_get_hotbar_selected_image(self)
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static int l_hud_get_hotbar_selected_image(lua_State *L);
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// set_sky(self, type, list)
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static int l_set_sky(lua_State *L);
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// get_sky(self, type, list)
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static int l_get_sky(lua_State *L);
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// override_day_night_ratio(self, type)
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static int l_override_day_night_ratio(lua_State *L);
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// get_day_night_ratio(self)
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static int l_get_day_night_ratio(lua_State *L);
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// set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
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static int l_set_local_animation(lua_State *L);
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// get_local_animation(self)
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static int l_get_local_animation(lua_State *L);
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// set_eye_offset(self, v3f first pv, v3f third pv)
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static int l_set_eye_offset(lua_State *L);
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// get_eye_offset(self)
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static int l_get_eye_offset(lua_State *L);
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// set_nametag_attributes(self, attributes)
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static int l_set_nametag_attributes(lua_State *L);
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// get_nametag_attributes(self)
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static int l_get_nametag_attributes(lua_State *L);
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public:
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ObjectRef(ServerActiveObject *object);
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~ObjectRef();
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// Creates an ObjectRef and leaves it on top of stack
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// Not callable from Lua; all references are created on the C side.
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static void create(lua_State *L, ServerActiveObject *object);
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static void set_null(lua_State *L);
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static void Register(lua_State *L);
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};
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#endif /* L_OBJECT_H_ */
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