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/*
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.
*/

#ifndef L_INVENTORY_H_
#define L_INVENTORY_H_

#include "lua_api/l_base.h"

#include "inventory.h"
#include "inventorymanager.h"

class Player;

/*
	InvRef
*/

class InvRef : public ModApiBase {
private:
	InventoryLocation m_loc;

	static const char className[];
	static const luaL_reg methods[];

	static InvRef *checkobject(lua_State *L, int narg);

	static Inventory* getinv(lua_State *L, InvRef *ref);

	static InventoryList* getlist(lua_State *L, InvRef *ref,
			const char *listname);

	static void reportInventoryChange(lua_State *L, InvRef *ref);

	// Exported functions

	// garbage collector
	static int gc_object(lua_State *L);

	// is_empty(self, listname) -> true/false
	static int l_is_empty(lua_State *L);

	// get_size(self, listname)
	static int l_get_size(lua_State *L);

	// get_width(self, listname)
	static int l_get_width(lua_State *L);

	// set_size(self, listname, size)
	static int l_set_size(lua_State *L);

	// set_width(self, listname, size)
	static int l_set_width(lua_State *L);

	// get_stack(self, listname, i) -> itemstack
	static int l_get_stack(lua_State *L);

	// set_stack(self, listname, i, stack) -> true/false
	static int l_set_stack(lua_State *L);

	// get_list(self, listname) -> list or nil
	static int l_get_list(lua_State *L);

	// set_list(self, listname, list)
	static int l_set_list(lua_State *L);

	// get_lists(self) -> list of InventoryLists
	static int l_get_lists(lua_State *L);

	// set_lists(self, lists)
	static int l_set_lists(lua_State *L);

	// add_item(self, listname, itemstack or itemstring or table or nil) -> itemstack
	// Returns the leftover stack
	static int l_add_item(lua_State *L);

	// room_for_item(self, listname, itemstack or itemstring or table or nil) -> true/false
	// Returns true if the item completely fits into the list
	static int l_room_for_item(lua_State *L);

	// contains_item(self, listname, itemstack or itemstring or table or nil) -> true/false
	// Returns true if the list contains the given count of the given item name
	static int l_contains_item(lua_State *L);

	// remove_item(self, listname, itemstack or itemstring or table or nil) -> itemstack
	// Returns the items that were actually removed
	static int l_remove_item(lua_State *L);

	// get_location() -> location (like get_inventory(location))
	static int l_get_location(lua_State *L);

public:
	InvRef(const InventoryLocation &loc);

	~InvRef();

	// Creates an InvRef and leaves it on top of stack
	// Not callable from Lua; all references are created on the C side.
	static void create(lua_State *L, const InventoryLocation &loc);
	static void createPlayer(lua_State *L, Player *player);
	static void createNodeMeta(lua_State *L, v3s16 p);
	static void Register(lua_State *L);
};

class ModApiInventory : public ModApiBase {
private:
	static int l_create_detached_inventory_raw(lua_State *L);

	static int l_get_inventory(lua_State *L);

	static void inventory_set_list_from_lua(Inventory *inv, const char *name,
			lua_State *L, int tableindex, int forcesize);
	static void inventory_get_list_to_lua(Inventory *inv, const char *name,
			lua_State *L);

public:
	static void Initialize(lua_State *L, int top);
};

#endif /* L_INVENTORY_H_ */
class="hl kwb">bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 camera_fov, f32 range, f32 *distance_ptr) { v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE; // Block center position v3f blockpos( ((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS, ((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS, ((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS ); // Block position relative to camera v3f blockpos_relative = blockpos - camera_pos; // Total distance f32 d = MYMAX(0, blockpos_relative.getLength() - BLOCK_MAX_RADIUS); if (distance_ptr) *distance_ptr = d; // If block is far away, it's not in sight if (d > range) return false; // If block is (nearly) touching the camera, don't // bother validating further (that is, render it anyway) if (d == 0) return true; // Adjust camera position, for purposes of computing the angle, // such that a block that has any portion visible with the // current camera position will have the center visible at the // adjusted postion f32 adjdist = BLOCK_MAX_RADIUS / cos((M_PI - camera_fov) / 2); // Block position relative to adjusted camera v3f blockpos_adj = blockpos - (camera_pos - camera_dir * adjdist); // Distance in camera direction (+=front, -=back) f32 dforward = blockpos_adj.dotProduct(camera_dir); // Cosine of the angle between the camera direction // and the block direction (camera_dir is an unit vector) f32 cosangle = dforward / blockpos_adj.getLength(); // If block is not in the field of view, skip it // HOTFIX: use sligthly increased angle (+10%) to fix too agressive // culling. Somebody have to find out whats wrong with the math here. // Previous value: camera_fov / 2 if (cosangle < std::cos(camera_fov * 0.55f)) return false; return true; } inline float adjustDist(float dist, float zoom_fov) { // 1.775 ~= 72 * PI / 180 * 1.4, the default FOV on the client. // The heuristic threshold for zooming is half of that. static constexpr const float threshold_fov = 1.775f / 2.0f; if (zoom_fov < 0.001f || zoom_fov > threshold_fov) return dist; return dist * std::cbrt((1.0f - std::cos(threshold_fov)) / (1.0f - std::cos(zoom_fov / 2.0f))); } s16 adjustDist(s16 dist, float zoom_fov) { return std::round(adjustDist((float)dist, zoom_fov)); } void setPitchYawRollRad(core::matrix4 &m, const v3f &rot) { f64 a1 = rot.Z, a2 = rot.X, a3 = rot.Y; f64 c1 = cos(a1), s1 = sin(a1); f64 c2 = cos(a2), s2 = sin(a2); f64 c3 = cos(a3), s3 = sin(a3); f32 *M = m.pointer(); M[0] = s1 * s2 * s3 + c1 * c3; M[1] = s1 * c2; M[2] = s1 * s2 * c3 - c1 * s3; M[4] = c1 * s2 * s3 - s1 * c3; M[5] = c1 * c2; M[6] = c1 * s2 * c3 + s1 * s3; M[8] = c2 * s3; M[9] = -s2; M[10] = c2 * c3; } v3f getPitchYawRollRad(const core::matrix4 &m) { const f32 *M = m.pointer(); f64 a1 = atan2(M[1], M[5]); f32 c2 = std::sqrt((f64)M[10]*M[10] + (f64)M[8]*M[8]); f32 a2 = atan2f(-M[9], c2); f64 c1 = cos(a1); f64 s1 = sin(a1); f32 a3 = atan2f(s1*M[6] - c1*M[2], c1*M[0] - s1*M[4]); return v3f(a2, a3, a1); }