aboutsummaryrefslogtreecommitdiff
path: root/src/scriptapi.h
blob: 2fe662ddc1aaad52957d323d63cfc2ac3c08c68e (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
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
/*
Minetest-c55
Copyright (C) 2011 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 SCRIPTAPI_HEADER
#define SCRIPTAPI_HEADER

#include "irrlichttypes_bloated.h"
#include <string>
#include "mapnode.h"
#include <set>
#include <map>

class Server;
class ServerEnvironment;
class ServerActiveObject;
typedef struct lua_State lua_State;
struct ObjectProperties;
struct ItemStack;
struct PointedThing;
//class IGameDef;
struct ToolCapabilities;

void scriptapi_export(lua_State *L, Server *server);
bool scriptapi_loadmod(lua_State *L, const std::string &scriptpath,
		const std::string &modname);
void scriptapi_add_environment(lua_State *L, ServerEnvironment *env);

void scriptapi_add_object_reference(lua_State *L, ServerActiveObject *cobj);
void scriptapi_rm_object_reference(lua_State *L, ServerActiveObject *cobj);

// Returns true if script handled message
bool scriptapi_on_chat_message(lua_State *L, const std::string &name,
		const std::string &message);

/* environment */
// On environment step
void scriptapi_environment_step(lua_State *L, float dtime);
// After generating a piece of map
void scriptapi_environment_on_generated(lua_State *L, v3s16 minp, v3s16 maxp,
		u32 blockseed);

/* misc */
void scriptapi_on_newplayer(lua_State *L, ServerActiveObject *player);
void scriptapi_on_dieplayer(lua_State *L, ServerActiveObject *player);
bool scriptapi_on_respawnplayer(lua_State *L, ServerActiveObject *player);
void scriptapi_on_joinplayer(lua_State *L, ServerActiveObject *player);
void scriptapi_on_leaveplayer(lua_State *L, ServerActiveObject *player);
void scriptapi_get_creative_inventory(lua_State *L, ServerActiveObject *player);
bool scriptapi_get_auth(lua_State *L, const std::string &playername,
		std::string *dst_password, std::set<std::string> *dst_privs);
void scriptapi_create_auth(lua_State *L, const std::string &playername,
		const std::string &password);
bool scriptapi_set_password(lua_State *L, const std::string &playername,
		const std::string &password);

/* player */
void scriptapi_on_player_receive_fields(lua_State *L, 
		ServerActiveObject *player,
		const std::string &formname,
		const std::map<std::string, std::string> &fields);

/* item callbacks */
bool scriptapi_item_on_drop(lua_State *L, ItemStack &item,
		ServerActiveObject *dropper, v3f pos);
bool scriptapi_item_on_place(lua_State *L, ItemStack &item,
		ServerActiveObject *placer, const PointedThing &pointed);
bool scriptapi_item_on_use(lua_State *L, ItemStack &item,
		ServerActiveObject *user, const PointedThing &pointed);

/* node callbacks */
bool scriptapi_node_on_punch(lua_State *L, v3s16 p, MapNode node,
		ServerActiveObject *puncher);
bool scriptapi_node_on_dig(lua_State *L, v3s16 p, MapNode node,
		ServerActiveObject *digger);
// Node constructor
void scriptapi_node_on_construct(lua_State *L, v3s16 p, MapNode node);
// Node destructor
void scriptapi_node_on_destruct(lua_State *L, v3s16 p, MapNode node);
// Node post-destructor
void scriptapi_node_after_destruct(lua_State *L, v3s16 p, MapNode node);
// Called when a metadata form returns values
void scriptapi_node_on_receive_fields(lua_State *L, v3s16 p,
		const std::string &formname,
		const std::map<std::string, std::string> &fields,
		ServerActiveObject *sender);
// Moves items
void scriptapi_node_on_metadata_inventory_move(lua_State *L, v3s16 p,
		const std::string &from_list, int from_index,
		const std::string &to_list, int to_index,
		int count, ServerActiveObject *player);
// Inserts items, returns rejected items
ItemStack scriptapi_node_on_metadata_inventory_offer(lua_State *L, v3s16 p,
		const std::string &listname, int index, ItemStack &stack,
		ServerActiveObject *player);
// Takes items, returns taken items
ItemStack scriptapi_node_on_metadata_inventory_take(lua_State *L, v3s16 p,
		const std::string &listname, int index, int count,
		ServerActiveObject *player);

/* luaentity */
// Returns true if succesfully added into Lua; false otherwise.
bool scriptapi_luaentity_add(lua_State *L, u16 id, const char *name);
void scriptapi_luaentity_activate(lua_State *L, u16 id,
		const std::string &staticdata);
void scriptapi_luaentity_rm(lua_State *L, u16 id);
std::string scriptapi_luaentity_get_staticdata(lua_State *L, u16 id);
void scriptapi_luaentity_get_properties(lua_State *L, u16 id,
		ObjectProperties *prop);
void scriptapi_luaentity_step(lua_State *L, u16 id, float dtime);
void scriptapi_luaentity_punch(lua_State *L, u16 id,
		ServerActiveObject *puncher, float time_from_last_punch,
		const ToolCapabilities *toolcap, v3f dir);
void scriptapi_luaentity_rightclick(lua_State *L, u16 id,
		ServerActiveObject *clicker);

#endif