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path: root/src/script/lua_api/l_minimap.h
Commit message (Expand)AuthorAge
* Code modernization: subfolders (#6283)Loïc Blot2017-08-19
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
* C++11 cleanup on constructors (#6000)Vincent Glize2017-06-19
* [CSM] Add function to set minimap shape (#5569)bigfoot5472017-04-14
* Replace luaL_reg with luaL_Reg as recent LuaJIT dropped the Lua 5.0 compat (#...Loïc Blot2017-04-08
* Pass clang-format on 14 trivial header files fixesLoic Blot2017-04-07
* [CSM] Add minimap API modifiers (#5399)Loïc Blot2017-03-16
n86' href='#n86'>86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247
-- Minetest: builtin/misc.lua

--
-- Misc. API functions
--

local jobs = {}
local time = 0.0
local last = core.get_us_time() / 1000000

core.register_globalstep(function(dtime)
	local new = core.get_us_time() / 1000000
	if new > last then
		time = time + (new - last)
	else
		-- Overflow, we may lose a little bit of time here but
		-- only 1 tick max, potentially running timers slightly
		-- too early.
		time = time + new
	end
	last = new

	if #jobs < 1 then
		return
	end

	-- Iterate backwards so that we miss any new timers added by
	-- a timer callback, and so that we don't skip the next timer
	-- in the list if we remove one.
	for i = #jobs, 1, -1 do
		local job = jobs[i]
		if time >= job.expire then
			core.set_last_run_mod(job.mod_origin)
			job.func(unpack(job.arg))
			table.remove(jobs, i)
		end
	end
end)

function core.after(after, func, ...)
	assert(tonumber(after) and type(func) == "function",
			"Invalid core.after invocation")
	jobs[#jobs + 1] = {
		func = func,
		expire = time + after,
		arg = {...},
		mod_origin = core.get_last_run_mod()
	}
end

function core.check_player_privs(name, ...)
	local arg_type = type(name)
	if (arg_type == "userdata" or arg_type == "table") and
			name.get_player_name then -- If it quacks like a Player...
		name = name:get_player_name()
	elseif arg_type ~= "string" then
		error("Invalid core.check_player_privs argument type: " .. arg_type, 2)
	end
	
	local requested_privs = {...}
	local player_privs = core.get_player_privs(name)
	local missing_privileges = {}
	
	if type(requested_privs[1]) == "table" then
		-- We were provided with a table like { privA = true, privB = true }.
		for priv, value in pairs(requested_privs[1]) do
			if value and not player_privs[priv] then
				missing_privileges[#missing_privileges + 1] = priv
			end
		end
	else
		-- Only a list, we can process it directly.
		for key, priv in pairs(requested_privs) do
			if not player_privs[priv] then
				missing_privileges[#missing_privileges + 1] = priv
			end
		end
	end
	
	if #missing_privileges > 0 then
		return false, missing_privileges
	end
	
	return true, ""
end

local player_list = {}

core.register_on_joinplayer(function(player)
	local player_name = player:get_player_name()
	player_list[player_name] = player
	if not minetest.is_singleplayer() then
		core.chat_send_all("*** " .. player_name .. " joined the game.")
	end
end)

core.register_on_leaveplayer(function(player, timed_out)
	local player_name = player:get_player_name()
	player_list[player_name] = nil
	local announcement = "*** " ..  player_name .. " left the game."
	if timed_out then
		announcement = announcement .. " (timed out)"
	end
	core.chat_send_all(announcement)
end)

function core.get_connected_players()
	local temp_table = {}
	for index, value in pairs(player_list) do
		if value:is_player_connected() then
			temp_table[#temp_table + 1] = value
		end
	end
	return temp_table
end

-- Returns two position vectors representing a box of `radius` in each
-- direction centered around the player corresponding to `player_name`
function core.get_player_radius_area(player_name, radius)
	local player = core.get_player_by_name(player_name)
	if player == nil then
		return nil
	end

	local p1 = player:getpos()
	local p2 = p1

	if radius then
		p1 = vector.subtract(p1, radius)
		p2 = vector.add(p2, radius)
	end

	return p1, p2
end

function core.hash_node_position(pos)
	return (pos.z+32768)*65536*65536 + (pos.y+32768)*65536 + pos.x+32768
end

function core.get_position_from_hash(hash)
	local pos = {}
	pos.x = (hash%65536) - 32768
	hash = math.floor(hash/65536)
	pos.y = (hash%65536) - 32768
	hash = math.floor(hash/65536)
	pos.z = (hash%65536) - 32768
	return pos
end

function core.get_item_group(name, group)
	if not core.registered_items[name] or not
			core.registered_items[name].groups[group] then
		return 0
	end
	return core.registered_items[name].groups[group]
end

function core.get_node_group(name, group)
	core.log("deprecated", "Deprecated usage of get_node_group, use get_item_group instead")
	return core.get_item_group(name, group)
end

function core.setting_get_pos(name)
	local value = core.setting_get(name)
	if not value then
		return nil
	end
	return core.string_to_pos(value)
end

-- To be overriden by protection mods
function core.is_protected(pos, name)
	return false
end

function core.record_protection_violation(pos, name)
	for _, func in pairs(core.registered_on_protection_violation) do
		func(pos, name)
	end
end

local raillike_ids = {}
local raillike_cur_id = 0
function core.raillike_group(name)
	local id = raillike_ids[name]
	if not id then
		raillike_cur_id = raillike_cur_id + 1
		raillike_ids[name] = raillike_cur_id
		id = raillike_cur_id
	end
	return id
end

-- HTTP callback interface
function core.http_add_fetch(httpenv)
	httpenv.fetch = function(req, callback)
		local handle = httpenv.fetch_async(req)

		local function update_http_status()
			local res = httpenv.fetch_async_get(handle)
			if res.completed then
				callback(res)
			else
				core.after(0, update_http_status)
			end
		end
		core.after(0, update_http_status)
	end

	return httpenv
end

if minetest.setting_getbool("disable_escape_sequences") then

	function core.get_color_escape_sequence(color)
		return ""
	end

	function core.get_background_escape_sequence(color)
		return ""
	end

	function core.colorize(color, message)
		return message
	end

else

	local ESCAPE_CHAR = string.char(0x1b)
	function core.get_color_escape_sequence(color)
		return ESCAPE_CHAR .. "(c@" .. color .. ")"
	end

	function core.get_background_escape_sequence(color)
		return ESCAPE_CHAR .. "(b@" .. color .. ")"
	end

	function core.colorize(color, message)
		return core.get_color_escape_sequence(color) .. message .. core.get_color_escape_sequence("#ffffff")
	end

end

function core.close_formspec(player_name, formname)
	return minetest.show_formspec(player_name, formname, "")
end