aboutsummaryrefslogtreecommitdiff
path: root/src/script/lua_api/l_server.cpp
Commit message (Collapse)AuthorAge
* Improve core.sound_play with ephemeral sounds and player exclusionsfan52020-02-01
|
* Formspecs: Introduce formspec_version to modsSmallJoker2019-09-14
|
* Modernize lua read (part 2 & 3): C++ templating assurance (#7410)Loïc Blot2018-06-30
| | | | | | | | | * Modernize lua read (part 2 & 3): C++ templating assurance Implement the boolean reader Implement the string reader Also remove unused & unimplemented script_error_handler Add a reader with default value
* Fix narrow/utf8 difference in incoming/outcoming messagesnumber Zero2018-06-10
|
* Modernize lua read (part 1): C++ templating insurance (#7394)Loïc Blot2018-06-04
| | | | | | | * Modernize lua read (part 1): C++ templating assurance Implement the float reader
* Make Player::peer_id server-side only and add getters and setters (#6478)Loïc Blot2017-09-30
| | | | | | | * Make Player::peer_id server-side only and add getters and setters Player::peer_id has no sense client side, move it to server, make it private and add setter and getter Also add some PEER_ID_INEXISTENT instead of harcoded 0
* Optimize headers (part 2) (#6272)Loïc Blot2017-08-18
| | | | | | | | | | | | | | * Optimize headers (part 2) * less debug.h in headers * less remoteplayer.h for everybody * Cleanup (part 2) * camera.h: mesh.h * mapgen.h: mapnode.h * serverenvironment.h: mapblock.h * nodedef.h: shader.h
* l_server, clientenvironment, clientiface: code modernizationLoic Blot2017-08-17
| | | | | * use range-based for loops * use refs on some exceptions & one setter
* Clean up numeric.h and split FacePositionCache from itShadowNinja2017-05-06
| | | | | I also optiized FacePositionCache a bit: I removed a map lookup and vector copy from both branches of getFacePosition.
* Sound API: Add fading soundsBrandon2017-05-03
|
* Allow scripts to get the client protocol version in non-debug builds. (#5649)red-0012017-04-27
|
* Fix various points reported by cppcheck (#5656)Loïc Blot2017-04-25
| | | | | | | | | | | | * Fix various performance issues reported by cppcheck + code style (CI) * Make CI happy with code style on master * guiFileSelectMenu: remove useless includes * some performance fixes pointed by cppcheck * remove some useless casts * TextDest: remove unused setFormSpec function * Fix various iterator post-increment reported by cppcheck
* Player data to Database (#5475)Loïc Blot2017-04-23
| | | | | | | | | | | | * Player data to Database Add player data into databases (SQLite3 & PG only) PostgreSQL & SQLite: better POO Design for databases Add --migrate-players argument to server + deprecation warning * Remove players directory if empty
* lua: remove core.cause_error call (#5637)Loïc Blot2017-04-22
| | | it was used in minimal to trigger core crash, not very useful
* Implement delayed server shutdown with cancelation (#4664)Loïc Blot2017-04-15
|
* Add minetest.get_server_uptime() function to Lua API (#4702)Brandon2016-11-02
| | | Add minetest.get_server_uptime() function to Lua API
* Player/LocalPlayer/RemotePlayer inheritance cleanup (part 2 on X)Loic Blot2016-10-08
| | | | | | | * Server/Client Environments now have an helper to cast Player object in the right type to use it * Server: use RemotePlayer everywhere and remove previous added casts * Client: use LocalPlayer where needed * Environment: remove unused functions (getPlayers(), getRandomConnectedPlayer(), getNearestConnectedPlayer())
* Add server side ncurses terminalest312015-11-06
| | | | | | | | | | | | | | | | | | | | | | | | This adds a chat console the server owner can use for administration or to talk with players. It runs in its own thread, which makes the user interface immune to the server's lag, behaving just like a client, except timeout. As it uses the same console code as the f10 console, things like nick completion or a scroll buffer basically come for free. The terminal itself is written in a general way so that adding a client version later on is just about implementing an interface. Fatal errors are printed after the console exists and the ncurses terminal buffer gets cleaned up with endwin(), so that the error still remains visible. The server owner can chose their username their entered text will have in chat and where players can send PMs to. Once the username is secured with a password to prevent anybody to take over the server, the owner can execute admin tasks over the console. This change includes a contribution by @kahrl who has improved ncurses library detection.
* SAPI: Mark all Lua API functions requiring envlockkwolekr2015-10-25
|
* Rename macros with two leading underscoresShadowNinja2015-10-14
| | | | These names are reserved for the compiler/library implementations.
* Use numeric indices and raw table access with LUA_REGISTRYINDEXKahrl2015-08-27
|
* SAPI: Track last executed mod and include in error messageskwolekr2015-08-12
|
* Optional reconnect functionalityest312015-07-23
| | | | | | Enable the server to request the client to reconnect. This can be done with the now extended minetest.request_shutdown([reason], [reconnect]) setting.
* Use UTF-8 instead of narrowest312015-07-08
| | | | | Use wide_to_utf8 and utf8_to_wide instead of wide_to_narrow and narrow_to_wide at almost all places. Only exceptions: test functions for narrow conversion, and chat, which is done in a separate commit.
* Add mod securityShadowNinja2015-05-16
| | | | Due to compatibility concerns, this is temporarily disabled.
* Prepare Protocol v25 init & authentication.Loic Blot2015-03-13
| | | | | | | | | | * TOSERVER_INIT and TOCLIENT_INIT renamed to _LEGACY * TOSERVER_PASSWORD merged from dev-0.5, can use protocol v24 and v25 * TOCLIENT_ACCESS_DENIED merged from dev-0.5, can use protocol v24 and v25, with normalized strings an a custom id for custom errors * new TOSERVER_INIT packet only send MT version, supported compressions, protocols and serialization, this permit to rework everything later without break the _INIT packet * new TOSERVER_AUTH packet which auth the client * new TOCLIENT_HELLO packet which send server serialization version atm * new TOCLIENT_AUTH_ACCEPTED which is send when TOCLIENT_AUTH was okay. After this packet, the client load datas from servers, like after TOCLIENT_INIT_LEGACY packet
* l_get_modnames: Compare using std::sort instead of a custom function which ↵Loic Blot2015-03-05
| | | | does same work
* Performance improvement: Use std::list instead of std::vector for ↵Loic Blot2015-03-05
| | | | | | request_media, Server::getModNames, Environment::m_simple_objects. * Also remove unused Server::m_modspaths
* Add lua exception handling test codesapier2014-08-23
| | | | Catch some error situations when mod used without thinking about it
* Use "core" namespace internallyShadowNinja2014-05-08
|
* Organize builtin into subdirectoriesShadowNinja2014-05-07
|
* Cleanup client init states by bumping protocol versionsapier2014-04-08
| | | | | | | | | | Don't use TOSERVER_RECEIVED_MEDIA but TOSERVER_CLIENT_READY as indicatio for client ready Handle clients with protocol version < 23 (almost) same way as before Make client tell server about it's version Add client state to not send bogus player position updates prior init complete Add access to statistics information (peer connction time,rtt,version) Fix clients standing stalled in world while preloading item visuals (new clients only) Add get_player_information to read client specific information from lua
* Remove "Server -!- " prefix from player messagesShadowNinja2014-02-27
|
* Add minetest.kick_player(name, reason)sapier2014-02-03
|
* Optimize table creationShadowNinja2013-11-30
|
* Pass a errfunc to lua_pcall to get a tracebackShadowNinja2013-11-15
|
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
'#n818'>818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400
/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "lua_api/l_object.h"
#include "lua_api/l_internal.h"
#include "lua_api/l_inventory.h"
#include "lua_api/l_item.h"
#include "common/c_converter.h"
#include "common/c_content.h"
#include "log.h"
#include "tool.h"
#include "serverobject.h"
#include "content_sao.h"
#include "server.h"
#include "hud.h"


struct EnumString es_HudElementType[] =
{
	{HUD_ELEM_IMAGE,     "image"},
	{HUD_ELEM_TEXT,      "text"},
	{HUD_ELEM_STATBAR,   "statbar"},
	{HUD_ELEM_INVENTORY, "inventory"},
	{HUD_ELEM_WAYPOINT,  "waypoint"},
{0, NULL},
};

struct EnumString es_HudElementStat[] =
{
	{HUD_STAT_POS,    "position"},
	{HUD_STAT_POS,    "pos"}, /* Deprecated, only for compatibility's sake */
	{HUD_STAT_NAME,   "name"},
	{HUD_STAT_SCALE,  "scale"},
	{HUD_STAT_TEXT,   "text"},
	{HUD_STAT_NUMBER, "number"},
	{HUD_STAT_ITEM,   "item"},
	{HUD_STAT_DIR,    "direction"},
	{HUD_STAT_ALIGN,  "alignment"},
	{HUD_STAT_OFFSET, "offset"},
	{HUD_STAT_WORLD_POS, "world_pos"},
	{0, NULL},
};

struct EnumString es_HudBuiltinElement[] =
{
	{HUD_FLAG_HOTBAR_VISIBLE,    "hotbar"},
	{HUD_FLAG_HEALTHBAR_VISIBLE, "healthbar"},
	{HUD_FLAG_CROSSHAIR_VISIBLE, "crosshair"},
	{HUD_FLAG_WIELDITEM_VISIBLE, "wielditem"},
	{HUD_FLAG_BREATHBAR_VISIBLE, "breathbar"},
	{0, NULL},
};

/*
	ObjectRef
*/


ObjectRef* ObjectRef::checkobject(lua_State *L, int narg)
{
	luaL_checktype(L, narg, LUA_TUSERDATA);
	void *ud = luaL_checkudata(L, narg, className);
	if(!ud) luaL_typerror(L, narg, className);
	return *(ObjectRef**)ud;  // unbox pointer
}

ServerActiveObject* ObjectRef::getobject(ObjectRef *ref)
{
	ServerActiveObject *co = ref->m_object;
	return co;
}

LuaEntitySAO* ObjectRef::getluaobject(ObjectRef *ref)
{
	ServerActiveObject *obj = getobject(ref);
	if(obj == NULL)
		return NULL;
	if(obj->getType() != ACTIVEOBJECT_TYPE_LUAENTITY)
		return NULL;
	return (LuaEntitySAO*)obj;
}

PlayerSAO* ObjectRef::getplayersao(ObjectRef *ref)
{
	ServerActiveObject *obj = getobject(ref);
	if(obj == NULL)
		return NULL;
	if(obj->getType() != ACTIVEOBJECT_TYPE_PLAYER)
		return NULL;
	return (PlayerSAO*)obj;
}

Player* ObjectRef::getplayer(ObjectRef *ref)
{
	PlayerSAO *playersao = getplayersao(ref);
	if(playersao == NULL)
		return NULL;
	return playersao->getPlayer();
}

// Exported functions

// garbage collector
int ObjectRef::gc_object(lua_State *L) {
	ObjectRef *o = *(ObjectRef **)(lua_touserdata(L, 1));
	//infostream<<"ObjectRef::gc_object: o="<<o<<std::endl;
	delete o;
	return 0;
}

// remove(self)
int ObjectRef::l_remove(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	ServerActiveObject *co = getobject(ref);
	if(co == NULL) return 0;
	if(co->getType() == ACTIVEOBJECT_TYPE_PLAYER) return 0;
	verbosestream<<"ObjectRef::l_remove(): id="<<co->getId()<<std::endl;
	co->m_removed = true;
	return 0;
}

// getpos(self)
// returns: {x=num, y=num, z=num}
int ObjectRef::l_getpos(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	ServerActiveObject *co = getobject(ref);
	if(co == NULL) return 0;
	v3f pos = co->getBasePosition() / BS;
	lua_newtable(L);
	lua_pushnumber(L, pos.X);
	lua_setfield(L, -2, "x");
	lua_pushnumber(L, pos.Y);
	lua_setfield(L, -2, "y");
	lua_pushnumber(L, pos.Z);
	lua_setfield(L, -2, "z");
	return 1;
}

// setpos(self, pos)
int ObjectRef::l_setpos(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	//LuaEntitySAO *co = getluaobject(ref);
	ServerActiveObject *co = getobject(ref);
	if(co == NULL) return 0;
	// pos
	v3f pos = checkFloatPos(L, 2);
	// Do it
	co->setPos(pos);
	return 0;
}

// moveto(self, pos, continuous=false)
int ObjectRef::l_moveto(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	//LuaEntitySAO *co = getluaobject(ref);
	ServerActiveObject *co = getobject(ref);
	if(co == NULL) return 0;
	// pos
	v3f pos = checkFloatPos(L, 2);
	// continuous
	bool continuous = lua_toboolean(L, 3);
	// Do it
	co->moveTo(pos, continuous);
	return 0;
}

// punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
int ObjectRef::l_punch(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	ObjectRef *puncher_ref = checkobject(L, 2);
	ServerActiveObject *co = getobject(ref);
	ServerActiveObject *puncher = getobject(puncher_ref);
	if(co == NULL) return 0;
	if(puncher == NULL) return 0;
	v3f dir;
	if(lua_type(L, 5) != LUA_TTABLE)
		dir = co->getBasePosition() - puncher->getBasePosition();
	else
		dir = read_v3f(L, 5);
	float time_from_last_punch = 1000000;
	if(lua_isnumber(L, 3))
		time_from_last_punch = lua_tonumber(L, 3);
	ToolCapabilities toolcap = read_tool_capabilities(L, 4);
	dir.normalize();

	s16 src_original_hp = co->getHP();
	s16 dst_origin_hp = puncher->getHP();

	// Do it
	co->punch(dir, &toolcap, puncher, time_from_last_punch);

	// If the punched is a player, and its HP changed
	if (src_original_hp != co->getHP() &&
			co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
		getServer(L)->SendPlayerHPOrDie(((PlayerSAO*)co)->getPeerID(),
				co->getHP() == 0);
	}

	// If the puncher is a player, and its HP changed
	if (dst_origin_hp != puncher->getHP() &&
			puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
		getServer(L)->SendPlayerHPOrDie(((PlayerSAO*)puncher)->getPeerID(),
				puncher->getHP() == 0);
	}
	return 0;
}

// right_click(self, clicker); clicker = an another ObjectRef
int ObjectRef::l_right_click(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	ObjectRef *ref2 = checkobject(L, 2);
	ServerActiveObject *co = getobject(ref);
	ServerActiveObject *co2 = getobject(ref2);
	if(co == NULL) return 0;
	if(co2 == NULL) return 0;
	// Do it
	co->rightClick(co2);
	return 0;
}

// set_hp(self, hp)
// hp = number of hitpoints (2 * number of hearts)
// returns: nil
int ObjectRef::l_set_hp(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	luaL_checknumber(L, 2);
	ServerActiveObject *co = getobject(ref);
	if(co == NULL) return 0;
	int hp = lua_tonumber(L, 2);
	/*infostream<<"ObjectRef::l_set_hp(): id="<<co->getId()
			<<" hp="<<hp<<std::endl;*/
	// Do it
	co->setHP(hp);
	if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
		getServer(L)->SendPlayerHPOrDie(((PlayerSAO*)co)->getPeerID(), co->getHP() == 0);
	}
	// Return
	return 0;
}

// get_hp(self)
// returns: number of hitpoints (2 * number of hearts)
// 0 if not applicable to this type of object
int ObjectRef::l_get_hp(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	ServerActiveObject *co = getobject(ref);
	if(co == NULL){
		// Default hp is 1
		lua_pushnumber(L, 1);
		return 1;
	}
	int hp = co->getHP();
	/*infostream<<"ObjectRef::l_get_hp(): id="<<co->getId()
			<<" hp="<<hp<<std::endl;*/
	// Return
	lua_pushnumber(L, hp);
	return 1;
}

// get_inventory(self)
int ObjectRef::l_get_inventory(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	ServerActiveObject *co = getobject(ref);
	if(co == NULL) return 0;
	// Do it
	InventoryLocation loc = co->getInventoryLocation();
	if(getServer(L)->getInventory(loc) != NULL)
		InvRef::create(L, loc);
	else
		lua_pushnil(L); // An object may have no inventory (nil)
	return 1;
}

// get_wield_list(self)
int ObjectRef::l_get_wield_list(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	ServerActiveObject *co = getobject(ref);
	if(co == NULL) return 0;
	// Do it
	lua_pushstring(L, co->getWieldList().c_str());
	return 1;
}

// get_wield_index(self)
int ObjectRef::l_get_wield_index(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	ServerActiveObject *co = getobject(ref);
	if(co == NULL) return 0;
	// Do it
	lua_pushinteger(L, co->getWieldIndex() + 1);
	return 1;
}

// get_wielded_item(self)
int ObjectRef::l_get_wielded_item(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	ServerActiveObject *co = getobject(ref);
	if(co == NULL){
		// Empty ItemStack
		LuaItemStack::create(L, ItemStack());
		return 1;
	}
	// Do it
	LuaItemStack::create(L, co->getWieldedItem());
	return 1;
}

// set_wielded_item(self, itemstack or itemstring or table or nil)
int ObjectRef::l_set_wielded_item(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	ServerActiveObject *co = getobject(ref);
	if(co == NULL) return 0;
	// Do it
	ItemStack item = read_item(L, 2, getServer(L));
	bool success = co->setWieldedItem(item);
	if (success && co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
		getServer(L)->SendInventory(((PlayerSAO*)co));
	}
	lua_pushboolean(L, success);
	return 1;
}

// set_armor_groups(self, groups)
int ObjectRef::l_set_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;
	read_groups(L, 2, groups);
	co->setArmorGroups(groups);
	return 0;
}

// set_physics_override(self, physics_override_speed, physics_override_jump,
//                      physics_override_gravity, sneak, sneak_glitch)
int ObjectRef::l_set_physics_override(lua_State *L)
{
	ObjectRef *ref = checkobject(L, 1);
	PlayerSAO *co = (PlayerSAO *) getobject(ref);
	if(co == NULL) return 0;
	// Do it
	if (lua_istable(L, 2)) {
		co->m_physics_override_speed = getfloatfield_default(L, 2, "speed", co->m_physics_override_speed);
		co->m_physics_override_jump = getfloatfield_default(L, 2, "jump", co->m_physics_override_jump);
		co->m_physics_override_gravity = getfloatfield_default(L, 2, "gravity", co->m_physics_override_gravity);
		co->m_physics_override_sneak = getboolfield_default(L, 2, "sneak", co->m_physics_override_sneak);
		co->m_physics_override_sneak_glitch = getboolfield_default(L, 2, "sneak_glitch", co->m_physics_override_sneak_glitch);
		co->m_physics_override_sent = false;
	} else {
		// old, non-table format
		if(!lua_isnil(L, 2)){
			co->m_physics_override_speed = lua_tonumber(L, 2);
			co->m_physics_override_sent = false;
		}
		if(!lua_isnil(L, 3)){
			co->m_physics_override_jump = lua_tonumber(L, 3);
			co->m_physics_override_sent = false;
		}
		if(!lua_isnil(L, 4)){
			co->m_physics_override_gravity = lua_tonumber(L, 4);
			co->m_physics_override_sent = false;
		}
	}
	return 0;
}

// set_animation(self, frame_range, frame_speed, frame_blend)
int ObjectRef::l_set_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);
	if(!lua_isnil(L, 2))
		frames = read_v2f(L, 2);
	float frame_speed = 15;
	if(!lua_isnil(L, 3))
		frame_speed = lua_tonumber(L, 3);
	float frame_blend = 0;
	if(!lua_isnil(L, 4))
		frame_blend = lua_tonumber(L, 4);
	co->setAnimation(frames, frame_speed, frame_blend);
	return 0;
}

// set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
int ObjectRef::l_set_local_animation(lua_State *L)
{
	//NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if (player == NULL)
		return 0;
	// Do it
	v2s32 frames[4];
	for (int i=0;i<4;i++) {
		if(!lua_isnil(L, 2+1))
			frames[i] = read_v2s32(L, 2+i);
	}
	float frame_speed = 30;
	if(!lua_isnil(L, 6))
		frame_speed = lua_tonumber(L, 6);

	if (!getServer(L)->setLocalPlayerAnimations(player, frames, frame_speed))
		return 0;

	lua_pushboolean(L, true);
	return 0;
}

// set_eye_offset(self, v3f first pv, v3f third pv)
int ObjectRef::l_set_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
	v3f offset_first = v3f(0, 0, 0);
	v3f offset_third = v3f(0, 0, 0);

	if(!lua_isnil(L, 2))
		offset_first = read_v3f(L, 2);
	if(!lua_isnil(L, 3))
		offset_third = read_v3f(L, 3);

	// Prevent abuse of offset values (keep player always visible)
	offset_third.X = rangelim(offset_third.X,-10,10);
	offset_third.Z = rangelim(offset_third.Z,-5,5);
	/* TODO: if possible: improve the camera colision detetion to allow Y <= -1.5) */
	offset_third.Y = rangelim(offset_third.Y,-10,15); //1.5*BS

	if (!getServer(L)->setPlayerEyeOffset(player, offset_first, offset_third))
		return 0;

	lua_pushboolean(L, true);
	return 0;
}

// set_bone_position(self, std::string bone, v3f position, v3f rotation)
int ObjectRef::l_set_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);
	if(!lua_isnil(L, 3))
		position = read_v3f(L, 3);
	v3f rotation = v3f(0, 0, 0);
	if(!lua_isnil(L, 4))
		rotation = read_v3f(L, 4);
	co->setBonePosition(bone, position, rotation);
	return 0;
}

// set_attach(self, parent, bone, position, rotation)
int ObjectRef::l_set_attach(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	ObjectRef *parent_ref = checkobject(L, 2);
	ServerActiveObject *co = getobject(ref);
	ServerActiveObject *parent = getobject(parent_ref);
	if(co == NULL) return 0;
	if(parent == NULL) return 0;
	// Do it
	std::string bone = "";
	if(!lua_isnil(L, 3))
		bone = lua_tostring(L, 3);
	v3f position = v3f(0, 0, 0);
	if(!lua_isnil(L, 4))
		position = read_v3f(L, 4);
	v3f rotation = v3f(0, 0, 0);
	if(!lua_isnil(L, 5))
		rotation = read_v3f(L, 5);
	co->setAttachment(parent->getId(), bone, position, rotation);
	return 0;
}

// set_detach(self)
int ObjectRef::l_set_detach(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	ServerActiveObject *co = getobject(ref);
	if(co == NULL) return 0;
	// Do it
	co->setAttachment(0, "", v3f(0,0,0), v3f(0,0,0));
	return 0;
}

// set_properties(self, properties)
int ObjectRef::l_set_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;
	read_object_properties(L, 2, prop);
	co->notifyObjectPropertiesModified();
	return 0;
}

/* LuaEntitySAO-only */

// setvelocity(self, {x=num, y=num, z=num})
int ObjectRef::l_setvelocity(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	LuaEntitySAO *co = getluaobject(ref);
	if(co == NULL) return 0;
	v3f pos = checkFloatPos(L, 2);
	// Do it
	co->setVelocity(pos);
	return 0;
}

// getvelocity(self)
int ObjectRef::l_getvelocity(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	LuaEntitySAO *co = getluaobject(ref);
	if(co == NULL) return 0;
	// Do it
	v3f v = co->getVelocity();
	pushFloatPos(L, v);
	return 1;
}

// setacceleration(self, {x=num, y=num, z=num})
int ObjectRef::l_setacceleration(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	LuaEntitySAO *co = getluaobject(ref);
	if(co == NULL) return 0;
	// pos
	v3f pos = checkFloatPos(L, 2);
	// Do it
	co->setAcceleration(pos);
	return 0;
}

// getacceleration(self)
int ObjectRef::l_getacceleration(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	LuaEntitySAO *co = getluaobject(ref);
	if(co == NULL) return 0;
	// Do it
	v3f v = co->getAcceleration();
	pushFloatPos(L, v);
	return 1;
}

// setyaw(self, radians)
int ObjectRef::l_setyaw(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	LuaEntitySAO *co = getluaobject(ref);
	if(co == NULL) return 0;
	float yaw = luaL_checknumber(L, 2) * core::RADTODEG;
	// Do it
	co->setYaw(yaw);
	return 0;
}

// getyaw(self)
int ObjectRef::l_getyaw(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	LuaEntitySAO *co = getluaobject(ref);
	if(co == NULL) return 0;
	// Do it
	float yaw = co->getYaw() * core::DEGTORAD;
	lua_pushnumber(L, yaw);
	return 1;
}

// settexturemod(self, mod)
int ObjectRef::l_settexturemod(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	LuaEntitySAO *co = getluaobject(ref);
	if(co == NULL) return 0;
	// Do it
	std::string mod = luaL_checkstring(L, 2);
	co->setTextureMod(mod);
	return 0;
}

// setsprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2,
//           select_horiz_by_yawpitch=false)
int ObjectRef::l_setsprite(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	LuaEntitySAO *co = getluaobject(ref);
	if(co == NULL) return 0;
	// Do it
	v2s16 p(0,0);
	if(!lua_isnil(L, 2))
		p = read_v2s16(L, 2);
	int num_frames = 1;
	if(!lua_isnil(L, 3))
		num_frames = lua_tonumber(L, 3);
	float framelength = 0.2;
	if(!lua_isnil(L, 4))
		framelength = lua_tonumber(L, 4);
	bool select_horiz_by_yawpitch = false;
	if(!lua_isnil(L, 5))
		select_horiz_by_yawpitch = lua_toboolean(L, 5);
	co->setSprite(p, num_frames, framelength, select_horiz_by_yawpitch);
	return 0;
}

// DEPRECATED
// get_entity_name(self)
int ObjectRef::l_get_entity_name(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	LuaEntitySAO *co = getluaobject(ref);
	log_deprecated(L,"Deprecated call to \"get_entity_name");
	if(co == NULL) return 0;
	// Do it
	std::string name = co->getName();
	lua_pushstring(L, name.c_str());
	return 1;
}

// get_luaentity(self)
int ObjectRef::l_get_luaentity(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	LuaEntitySAO *co = getluaobject(ref);
	if(co == NULL) return 0;
	// Do it
	luaentity_get(L, co->getId());
	return 1;
}

/* Player-only */

// is_player(self)
int ObjectRef::l_is_player(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	lua_pushboolean(L, (player != NULL));
	return 1;
}

// is_player_connected(self)
int ObjectRef::l_is_player_connected(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	lua_pushboolean(L, (player != NULL && player->peer_id != 0));
	return 1;
}

// get_player_name(self)
int ObjectRef::l_get_player_name(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if(player == NULL){
		lua_pushlstring(L, "", 0);
		return 1;
	}
	// Do it
	lua_pushstring(L, player->getName());
	return 1;
}

// get_look_dir(self)
int ObjectRef::l_get_look_dir(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if(player == NULL) return 0;
	// Do it
	float pitch = player->getRadPitch();
	float yaw = player->getRadYaw();
	v3f v(cos(pitch)*cos(yaw), sin(pitch), cos(pitch)*sin(yaw));
	push_v3f(L, v);
	return 1;
}

// get_look_pitch(self)
int ObjectRef::l_get_look_pitch(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if(player == NULL) return 0;
	// Do it
	lua_pushnumber(L, player->getRadPitch());
	return 1;
}

// get_look_yaw(self)
int ObjectRef::l_get_look_yaw(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if(player == NULL) return 0;
	// Do it
	lua_pushnumber(L, player->getRadYaw());
	return 1;
}

// set_look_pitch(self, radians)
int ObjectRef::l_set_look_pitch(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	PlayerSAO* co = getplayersao(ref);
	if(co == NULL) return 0;
	float pitch = luaL_checknumber(L, 2) * core::RADTODEG;
	// Do it
	co->setPitch(pitch);
	return 1;
}

// set_look_yaw(self, radians)
int ObjectRef::l_set_look_yaw(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	PlayerSAO* co = getplayersao(ref);
	if(co == NULL) return 0;
	float yaw = luaL_checknumber(L, 2) * core::RADTODEG;
	// Do it
	co->setYaw(yaw);
	return 1;
}

// set_breath(self, breath)
int ObjectRef::l_set_breath(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	PlayerSAO* co = getplayersao(ref);
	if(co == NULL) return 0;
	u16 breath = luaL_checknumber(L, 2);
	// Do it
	co->setBreath(breath);

	// If the object is a player sent the breath to client
	if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER)
			getServer(L)->SendPlayerBreath(((PlayerSAO*)co)->getPeerID());

	return 0;
}

// get_breath(self)
int ObjectRef::l_get_breath(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	PlayerSAO* co = getplayersao(ref);
	if(co == NULL) return 0;
	// Do it
	u16 breath = co->getBreath();
	lua_pushinteger (L, breath);
	return 1;
}

// set_inventory_formspec(self, formspec)
int ObjectRef::l_set_inventory_formspec(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if(player == NULL) return 0;
	std::string formspec = luaL_checkstring(L, 2);

	player->inventory_formspec = formspec;
	getServer(L)->reportInventoryFormspecModified(player->getName());
	lua_pushboolean(L, true);
	return 1;
}

// get_inventory_formspec(self) -> formspec
int ObjectRef::l_get_inventory_formspec(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if(player == NULL) return 0;

	std::string formspec = player->inventory_formspec;
	lua_pushlstring(L, formspec.c_str(), formspec.size());
	return 1;
}

// get_player_control(self)
int ObjectRef::l_get_player_control(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if(player == NULL){
		lua_pushlstring(L, "", 0);
		return 1;
	}
	// Do it
	PlayerControl control = player->getPlayerControl();
	lua_newtable(L);
	lua_pushboolean(L, control.up);
	lua_setfield(L, -2, "up");
	lua_pushboolean(L, control.down);
	lua_setfield(L, -2, "down");
	lua_pushboolean(L, control.left);
	lua_setfield(L, -2, "left");
	lua_pushboolean(L, control.right);
	lua_setfield(L, -2, "right");
	lua_pushboolean(L, control.jump);
	lua_setfield(L, -2, "jump");
	lua_pushboolean(L, control.aux1);
	lua_setfield(L, -2, "aux1");
	lua_pushboolean(L, control.sneak);
	lua_setfield(L, -2, "sneak");
	lua_pushboolean(L, control.LMB);
	lua_setfield(L, -2, "LMB");
	lua_pushboolean(L, control.RMB);
	lua_setfield(L, -2, "RMB");
	return 1;
}

// get_player_control_bits(self)
int ObjectRef::l_get_player_control_bits(lua_State *L)
{
	NO_MAP_LOCK_REQUIRED;
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if(player == NULL){
		lua_pushlstring(L, "", 0);
		return 1;
	}
	// Do it
	lua_pushnumber(L, player->keyPressed);
	return 1;
}

// hud_add(self, form)
int ObjectRef::l_hud_add(lua_State *L)
{
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if (player == NULL)
		return 0;

	HudElement *elem = new HudElement;

	elem->type = (HudElementType)getenumfield(L, 2, "hud_elem_type",
								es_HudElementType, HUD_ELEM_TEXT);

	lua_getfield(L, 2, "position");
	elem->pos = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
	lua_pop(L, 1);

	lua_getfield(L, 2, "scale");
	elem->scale = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
	lua_pop(L, 1);

	lua_getfield(L, 2, "size");
	elem->size = lua_istable(L, -1) ? read_v2s32(L, -1) : v2s32();
	lua_pop(L, 1);

	elem->name   = getstringfield_default(L, 2, "name", "");
	elem->text   = getstringfield_default(L, 2, "text", "");
	elem->number = getintfield_default(L, 2, "number", 0);
	elem->item   = getintfield_default(L, 2, "item", 0);
	elem->dir    = getintfield_default(L, 2, "direction", 0);

	// Deprecated, only for compatibility's sake
	if (elem->dir == 0)
		elem->dir = getintfield_default(L, 2, "dir", 0);

	lua_getfield(L, 2, "alignment");
	elem->align = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
	lua_pop(L, 1);

	lua_getfield(L, 2, "offset");
	elem->offset = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
	lua_pop(L, 1);

	lua_getfield(L, 2, "world_pos");
	elem->world_pos = lua_istable(L, -1) ? read_v3f(L, -1) : v3f();
	lua_pop(L, 1);

	/* check for known deprecated element usage */
	if ((elem->type  == HUD_ELEM_STATBAR) && (elem->size == v2s32())) {
		log_deprecated(L,"Deprecated usage of statbar without size!");
	}

	u32 id = getServer(L)->hudAdd(player, elem);
	if (id == (u32)-1) {
		delete elem;
		return 0;
	}

	lua_pushnumber(L, id);
	return 1;
}

// hud_remove(self, id)
int ObjectRef::l_hud_remove(lua_State *L)
{
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if (player == NULL)
		return 0;

	u32 id = -1;
	if (!lua_isnil(L, 2))
		id = lua_tonumber(L, 2);

	if (!getServer(L)->hudRemove(player, id))
		return 0;

	lua_pushboolean(L, true);
	return 1;
}

// hud_change(self, id, stat, data)
int ObjectRef::l_hud_change(lua_State *L)
{
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if (player == NULL)
		return 0;

	u32 id = lua_isnumber(L, 2) ? lua_tonumber(L, 2) : -1;

	HudElement *e = player->getHud(id);
	if (!e)
		return 0;

	HudElementStat stat = HUD_STAT_NUMBER;
	if (lua_isstring(L, 3)) {
		int statint;
		std::string statstr = lua_tostring(L, 3);
		stat = string_to_enum(es_HudElementStat, statint, statstr) ?
				(HudElementStat)statint : HUD_STAT_NUMBER;
	}

	void *value = NULL;
	switch (stat) {
		case HUD_STAT_POS:
			e->pos = read_v2f(L, 4);
			value = &e->pos;
			break;
		case HUD_STAT_NAME:
			e->name = luaL_checkstring(L, 4);
			value = &e->name;
			break;
		case HUD_STAT_SCALE:
			e->scale = read_v2f(L, 4);
			value = &e->scale;
			break;
		case HUD_STAT_TEXT:
			e->text = luaL_checkstring(L, 4);
			value = &e->text;
			break;
		case HUD_STAT_NUMBER:
			e->number = luaL_checknumber(L, 4);
			value = &e->number;
			break;
		case HUD_STAT_ITEM:
			e->item = luaL_checknumber(L, 4);
			value = &e->item;
			break;
		case HUD_STAT_DIR:
			e->dir = luaL_checknumber(L, 4);
			value = &e->dir;
			break;
		case HUD_STAT_ALIGN:
			e->align = read_v2f(L, 4);
			value = &e->align;
			break;
		case HUD_STAT_OFFSET:
			e->offset = read_v2f(L, 4);
			value = &e->offset;
			break;
		case HUD_STAT_WORLD_POS:
			e->world_pos = read_v3f(L, 4);
			value = &e->world_pos;
			break;
		case HUD_STAT_SIZE:
			e->size = read_v2s32(L, 4);
			value = &e->size;
			break;
	}

	getServer(L)->hudChange(player, id, stat, value);

	lua_pushboolean(L, true);
	return 1;
}

// hud_get(self, id)
int ObjectRef::l_hud_get(lua_State *L)
{
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if (player == NULL)
		return 0;

	u32 id = lua_tonumber(L, -1);

	HudElement *e = player->getHud(id);
	if (!e)
		return 0;

	lua_newtable(L);

	lua_pushstring(L, es_HudElementType[(u8)e->type].str);
	lua_setfield(L, -2, "type");

	push_v2f(L, e->pos);
	lua_setfield(L, -2, "position");

	lua_pushstring(L, e->name.c_str());
	lua_setfield(L, -2, "name");

	push_v2f(L, e->scale);
	lua_setfield(L, -2, "scale");

	lua_pushstring(L, e->text.c_str());
	lua_setfield(L, -2, "text");

	lua_pushnumber(L, e->number);
	lua_setfield(L, -2, "number");

	lua_pushnumber(L, e->item);
	lua_setfield(L, -2, "item");

	lua_pushnumber(L, e->dir);
	lua_setfield(L, -2, "direction");

	// Deprecated, only for compatibility's sake
	lua_pushnumber(L, e->dir);
	lua_setfield(L, -2, "dir");

	push_v3f(L, e->world_pos);
	lua_setfield(L, -2, "world_pos");

	return 1;
}

// hud_set_flags(self, flags)
int ObjectRef::l_hud_set_flags(lua_State *L)
{
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if (player == NULL)
		return 0;

	u32 flags = 0;
	u32 mask  = 0;
	bool flag;

	const EnumString *esp = es_HudBuiltinElement;
	for (int i = 0; esp[i].str; i++) {
		if (getboolfield(L, 2, esp[i].str, flag)) {
			flags |= esp[i].num * flag;
			mask  |= esp[i].num;
		}
	}
	if (!getServer(L)->hudSetFlags(player, flags, mask))
		return 0;

	lua_pushboolean(L, true);
	return 1;
}

int ObjectRef::l_hud_get_flags(lua_State *L)
{
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if (player == NULL)
		return 0;

	lua_newtable(L);
	lua_pushboolean(L, player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE);
	lua_setfield(L, -2, "hotbar");
	lua_pushboolean(L, player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE);
	lua_setfield(L, -2, "healthbar");
	lua_pushboolean(L, player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE);
	lua_setfield(L, -2, "crosshair");
	lua_pushboolean(L, player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE);
	lua_setfield(L, -2, "wielditem");
	lua_pushboolean(L, player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE);
	lua_setfield(L, -2, "breathbar");

	return 1;
}

// hud_set_hotbar_itemcount(self, hotbar_itemcount)
int ObjectRef::l_hud_set_hotbar_itemcount(lua_State *L)
{
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if (player == NULL)
		return 0;

	s32 hotbar_itemcount = lua_tonumber(L, 2);

	if (!getServer(L)->hudSetHotbarItemcount(player, hotbar_itemcount))
		return 0;

	lua_pushboolean(L, true);
	return 1;
}

// hud_set_hotbar_image(self, name)
int ObjectRef::l_hud_set_hotbar_image(lua_State *L)
{
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if (player == NULL)
		return 0;

	std::string name = lua_tostring(L, 2);

	getServer(L)->hudSetHotbarImage(player, name);
	return 1;
}

// hud_set_hotbar_selected_image(self, name)
int ObjectRef::l_hud_set_hotbar_selected_image(lua_State *L)
{
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if (player == NULL)
		return 0;

	std::string name = lua_tostring(L, 2);

	getServer(L)->hudSetHotbarSelectedImage(player, name);
	return 1;
}

// set_sky(self, bgcolor, type, list)
int ObjectRef::l_set_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);
	if (!lua_isnil(L, 2))
		bgcolor = readARGB8(L, 2);

	std::string type = luaL_checkstring(L, 3);

	std::vector<std::string> params;
	if (lua_istable(L, 4)) {
		int table = lua_gettop(L);
		lua_pushnil(L);
		while (lua_next(L, table) != 0) {
			// key at index -2 and value at index -1
			if (lua_isstring(L, -1))
				params.push_back(lua_tostring(L, -1));
			else
				params.push_back("");
			// removes value, keeps key for next iteration
			lua_pop(L, 1);
		}
	}

	if (type == "skybox" && params.size() != 6)
		throw LuaError("skybox expects 6 textures");

	if (!getServer(L)->setSky(player, bgcolor, type, params))
		return 0;

	lua_pushboolean(L, true);
	return 1;
}

// override_day_night_ratio(self, brightness=0...1)
int ObjectRef::l_override_day_night_ratio(lua_State *L)
{
	ObjectRef *ref = checkobject(L, 1);
	Player *player = getplayer(ref);
	if (player == NULL)
		return 0;

	bool do_override = false;
	float ratio = 0.0f;
	if (!lua_isnil(L, 2)){
		do_override = true;
		ratio = luaL_checknumber(L, 2);
	}

	if (!getServer(L)->overrideDayNightRatio(player, do_override, ratio))
		return 0;

	lua_pushboolean(L, true);
	return 1;
}

ObjectRef::ObjectRef(ServerActiveObject *object):
	m_object(object)
{
	//infostream<<"ObjectRef created for id="<<m_object->getId()<<std::endl;
}

ObjectRef::~ObjectRef()
{
	/*if(m_object)
		infostream<<"ObjectRef destructing for id="
				<<m_object->getId()<<std::endl;
	else
		infostream<<"ObjectRef destructing for id=unknown"<<std::endl;*/
}

// Creates an ObjectRef and leaves it on top of stack
// Not callable from Lua; all references are created on the C side.
void ObjectRef::create(lua_State *L, ServerActiveObject *object)
{
	ObjectRef *o = new ObjectRef(object);
	//infostream<<"ObjectRef::create: o="<<o<<std::endl;
	*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
	luaL_getmetatable(L, className);
	lua_setmetatable(L, -2);
}

void ObjectRef::set_null(lua_State *L)
{
	ObjectRef *o = checkobject(L, -1);
	o->m_object = NULL;
}

void ObjectRef::Register(lua_State *L)
{
	lua_newtable(L);
	int methodtable = lua_gettop(L);
	luaL_newmetatable(L, className);
	int metatable = lua_gettop(L);

	lua_pushliteral(L, "__metatable");
	lua_pushvalue(L, methodtable);
	lua_settable(L, metatable);  // hide metatable from Lua getmetatable()

	lua_pushliteral(L, "__index");
	lua_pushvalue(L, methodtable);
	lua_settable(L, metatable);

	lua_pushliteral(L, "__gc");
	lua_pushcfunction(L, gc_object);
	lua_settable(L, metatable);

	lua_pop(L, 1);  // drop metatable

	luaL_openlib(L, 0, methods, 0);  // fill methodtable
	lua_pop(L, 1);  // drop methodtable

	// Cannot be created from Lua
	//lua_register(L, className, create_object);
}

const char ObjectRef::className[] = "ObjectRef";
const luaL_reg ObjectRef::methods[] = {
	// ServerActiveObject
	luamethod(ObjectRef, remove),
	luamethod(ObjectRef, getpos),
	luamethod(ObjectRef, setpos),
	luamethod(ObjectRef, moveto),
	luamethod(ObjectRef, punch),
	luamethod(ObjectRef, right_click),
	luamethod(ObjectRef, set_hp),
	luamethod(ObjectRef, get_hp),
	luamethod(ObjectRef, get_inventory),
	luamethod(ObjectRef, get_wield_list),
	luamethod(ObjectRef, get_wield_index),
	luamethod(ObjectRef, get_wielded_item),
	luamethod(ObjectRef, set_wielded_item),
	luamethod(ObjectRef, set_armor_groups),
	luamethod(ObjectRef, set_physics_override),
	luamethod(ObjectRef, set_animation),
	luamethod(ObjectRef, set_bone_position),
	luamethod(ObjectRef, set_attach),
	luamethod(ObjectRef, set_detach),
	luamethod(ObjectRef, set_properties),
	// LuaEntitySAO-only
	luamethod(ObjectRef, setvelocity),
	luamethod(ObjectRef, getvelocity),
	luamethod(ObjectRef, setacceleration),
	luamethod(ObjectRef, getacceleration),
	luamethod(ObjectRef, setyaw),
	luamethod(ObjectRef, getyaw),
	luamethod(ObjectRef, settexturemod),
	luamethod(ObjectRef, setsprite),
	luamethod(ObjectRef, get_entity_name),
	luamethod(ObjectRef, get_luaentity),
	// Player-only
	luamethod(ObjectRef, is_player),
	luamethod(ObjectRef, is_player_connected),
	luamethod(ObjectRef, get_player_name),
	luamethod(ObjectRef, get_look_dir),
	luamethod(ObjectRef, get_look_pitch),
	luamethod(ObjectRef, get_look_yaw),
	luamethod(ObjectRef, set_look_yaw),
	luamethod(ObjectRef, set_look_pitch),
	luamethod(ObjectRef, get_breath),
	luamethod(ObjectRef, set_breath),
	luamethod(ObjectRef, set_inventory_formspec),
	luamethod(ObjectRef, get_inventory_formspec),
	luamethod(ObjectRef, get_player_control),
	luamethod(ObjectRef, get_player_control_bits),
	luamethod(ObjectRef, hud_add),
	luamethod(ObjectRef, hud_remove),
	luamethod(ObjectRef, hud_change),
	luamethod(ObjectRef, hud_get),
	luamethod(ObjectRef, hud_set_flags),
	luamethod(ObjectRef, hud_get_flags),
	luamethod(ObjectRef, hud_set_hotbar_itemcount),
	luamethod(ObjectRef, hud_set_hotbar_image),
	luamethod(ObjectRef, hud_set_hotbar_selected_image),
	luamethod(ObjectRef, set_sky),
	luamethod(ObjectRef, override_day_night_ratio),
	luamethod(ObjectRef, set_local_animation),
	luamethod(ObjectRef, set_eye_offset),
	{0,0}
};