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path: root/src/voxelalgorithms.cpp
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/*
Minetest
Copyright (C) 2010-2013 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 "voxelalgorithms.h"
#include "nodedef.h"

namespace voxalgo
{

void setLight(VoxelManipulator &v, VoxelArea a, u8 light,
		INodeDefManager *ndef)
{
	for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
	for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
	for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
	{
		v3s16 p(x,y,z);
		MapNode &n = v.getNodeRefUnsafe(p);
		n.setLight(LIGHTBANK_DAY, light, ndef);
		n.setLight(LIGHTBANK_NIGHT, light, ndef);
	}
}

void clearLightAndCollectSources(VoxelManipulator &v, VoxelArea a,
		enum LightBank bank, INodeDefManager *ndef,
		std::set<v3s16> & light_sources,
		std::map<v3s16, u8> & unlight_from)
{
	// The full area we shall touch
	VoxelArea required_a = a;
	required_a.pad(v3s16(0,0,0));
	// Make sure we have access to it
	v.emerge(a);

	for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
	for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
	for(s32 y=a.MinEdge.Y; y<=a.MaxEdge.Y; y++)
	{
		v3s16 p(x,y,z);
		MapNode &n = v.getNodeRefUnsafe(p);
		u8 oldlight = n.getLight(bank, ndef);
		n.setLight(bank, 0, ndef);

		// If node sources light, add to list
		u8 source = ndef->get(n).light_source;
		if(source != 0)
			light_sources.insert(p);

		// Collect borders for unlighting
		if((x==a.MinEdge.X || x == a.MaxEdge.X
		|| y==a.MinEdge.Y || y == a.MaxEdge.Y
		|| z==a.MinEdge.Z || z == a.MaxEdge.Z)
		&& oldlight != 0)
		{
			unlight_from[p] = oldlight;
		}
	}
}

SunlightPropagateResult propagateSunlight(VoxelManipulator &v, VoxelArea a,
		bool inexistent_top_provides_sunlight,
		std::set<v3s16> & light_sources,
		INodeDefManager *ndef)
{
	// Return values
	bool bottom_sunlight_valid = true;

	// The full area we shall touch extends one extra at top and bottom
	VoxelArea required_a = a;
	required_a.pad(v3s16(0,1,0));
	// Make sure we have access to it
	v.emerge(a);

	s16 max_y = a.MaxEdge.Y;
	s16 min_y = a.MinEdge.Y;

	for(s32 x=a.MinEdge.X; x<=a.MaxEdge.X; x++)
	for(s32 z=a.MinEdge.Z; z<=a.MaxEdge.Z; z++)
	{
		v3s16 p_overtop(x, max_y+1, z);
		bool overtop_has_sunlight = false;
		// If overtop node does not exist, trust heuristics
		if(!v.exists(p_overtop))
			overtop_has_sunlight = inexistent_top_provides_sunlight;
		else if(v.getNodeRefUnsafe(p_overtop).getContent() == CONTENT_IGNORE)
			overtop_has_sunlight = inexistent_top_provides_sunlight;
		// Otherwise refer to it's light value
		else
			overtop_has_sunlight = (v.getNodeRefUnsafe(p_overtop).getLight(
					LIGHTBANK_DAY, ndef) == LIGHT_SUN);

		// Copy overtop's sunlight all over the place
		u8 incoming_light = overtop_has_sunlight ? LIGHT_SUN : 0;
		for(s32 y=max_y; y>=min_y; y--)
		{
			v3s16 p(x,y,z);
			MapNode &n = v.getNodeRefUnsafe(p);
			if(incoming_light == 0){
				// Do nothing
			} else if(incoming_light == LIGHT_SUN &&
					ndef->get(n).sunlight_propagates){
				// Do nothing
			} else if(ndef->get(n).sunlight_propagates == false){
				incoming_light = 0;
			} else {
				incoming_light = diminish_light(incoming_light);
			}
			u8 old_light = n.getLight(LIGHTBANK_DAY, ndef);

			if(incoming_light > old_light)
				n.setLight(LIGHTBANK_DAY, incoming_light, ndef);

			if(diminish_light(incoming_light) != 0)
				light_sources.insert(p);
		}

		// Check validity of sunlight at top of block below if it
		// hasn't already been proven invalid
		if(bottom_sunlight_valid)
		{
			bool sunlight_should_continue_down = (incoming_light == LIGHT_SUN);
			v3s16 p_overbottom(x, min_y-1, z);
			if(!v.exists(p_overbottom) ||
					v.getNodeRefUnsafe(p_overbottom
							).getContent() == CONTENT_IGNORE){
				// Is not known, cannot compare
			} else {
				bool overbottom_has_sunlight = (v.getNodeRefUnsafe(p_overbottom
						).getLight(LIGHTBANK_DAY, ndef) == LIGHT_SUN);
				if(sunlight_should_continue_down != overbottom_has_sunlight){
					bottom_sunlight_valid = false;
				}
			}
		}
	}

	return SunlightPropagateResult(bottom_sunlight_valid);
}

} // namespace voxalgo

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/*
Minetest
Copyright (C) 2013 sapier

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_mainmenu.h"
#include "lua_api/l_internal.h"
#include "common/c_content.h"
#include "cpp_api/s_async.h"
#include "scripting_mainmenu.h"
#include "gui/guiEngine.h"
#include "gui/guiMainMenu.h"
#include "gui/guiKeyChangeMenu.h"
#include "gui/guiPathSelectMenu.h"
#include "version.h"
#include "porting.h"
#include "filesys.h"
#include "convert_json.h"
#include "content/content.h"
#include "content/subgames.h"
#include "serverlist.h"
#include "mapgen/mapgen.h"
#include "settings.h"
#include "client/client.h"
#include "client/renderingengine.h"
#include "network/networkprotocol.h"


/******************************************************************************/
std::string ModApiMainMenu::getTextData(lua_State *L, std::string name)
{
	lua_getglobal(L, "gamedata");

	lua_getfield(L, -1, name.c_str());

	if(lua_isnil(L, -1))
		return "";

	return luaL_checkstring(L, -1);
}

/******************************************************************************/
int ModApiMainMenu::getIntegerData(lua_State *L, std::string name,bool& valid)
{
	lua_getglobal(L, "gamedata");

	lua_getfield(L, -1, name.c_str());

	if(lua_isnil(L, -1)) {
		valid = false;
		return -1;
		}

	valid = true;
	return luaL_checkinteger(L, -1);
}

/******************************************************************************/
int ModApiMainMenu::getBoolData(lua_State *L, std::string name,bool& valid)
{
	lua_getglobal(L, "gamedata");

	lua_getfield(L, -1, name.c_str());

	if(lua_isnil(L, -1)) {
		valid = false;
		return false;
		}

	valid = true;
	return readParam<bool>(L, -1);
}

/******************************************************************************/
int ModApiMainMenu::l_update_formspec(lua_State *L)
{
	GUIEngine* engine = getGuiEngine(L);
	sanity_check(engine != NULL);

	if (engine->m_startgame)
		return 0;

	//read formspec
	std::string formspec(luaL_checkstring(L, 1));

	if (engine->m_formspecgui != 0) {
		engine->m_formspecgui->setForm(formspec);
	}

	return 0;
}

/******************************************************************************/
int ModApiMainMenu::l_set_formspec_prepend(lua_State *L)
{
	GUIEngine *engine = getGuiEngine(L);
	sanity_check(engine != NULL);

	if (engine->m_startgame)
		return 0;

	std::string formspec(luaL_checkstring(L, 1));
	engine->setFormspecPrepend(formspec);

	return 0;
}

/******************************************************************************/
int ModApiMainMenu::l_start(lua_State *L)
{
	GUIEngine* engine = getGuiEngine(L);
	sanity_check(engine != NULL);

	//update c++ gamedata from lua table

	bool valid = false;

	MainMenuData *data = engine->m_data;

	data->selected_world = getIntegerData(L, "selected_world",valid) -1;
	data->simple_singleplayer_mode = getBoolData(L,"singleplayer",valid);
	data->do_reconnect = getBoolData(L, "do_reconnect", valid);
	if (!data->do_reconnect) {
		data->name     = getTextData(L,"playername");
		data->password = getTextData(L,"password");
		data->address  = getTextData(L,"address");
		data->port     = getTextData(L,"port");
	}
	data->serverdescription = getTextData(L,"serverdescription");
	data->servername        = getTextData(L,"servername");

	//close menu next time
	engine->m_startgame = true;
	return 0;
}

/******************************************************************************/
int ModApiMainMenu::l_close(lua_State *L)
{
	GUIEngine* engine = getGuiEngine(L);
	sanity_check(engine != NULL);

	engine->m_kill = true;
	return 0;
}

/******************************************************************************/
int ModApiMainMenu::l_set_background(lua_State *L)
{
	GUIEngine* engine = getGuiEngine(L);
	sanity_check(engine != NULL);

	std::string backgroundlevel(luaL_checkstring(L, 1));
	std::string texturename(luaL_checkstring(L, 2));

	bool tile_image = false;
	bool retval     = false;
	unsigned int minsize = 16;

	if (!lua_isnone(L, 3)) {
		tile_image = readParam<bool>(L, 3);
	}

	if (!lua_isnone(L, 4)) {
		minsize = lua_tonumber(L, 4);
	}

	if (backgroundlevel == "background") {
		retval |= engine->setTexture(TEX_LAYER_BACKGROUND, texturename,
				tile_image, minsize);
	}

	if (backgroundlevel == "overlay") {
		retval |= engine->setTexture(TEX_LAYER_OVERLAY, texturename,
				tile_image, minsize);
	}

	if (backgroundlevel == "header") {
		retval |= engine->setTexture(TEX_LAYER_HEADER,  texturename,
				tile_image, minsize);
	}

	if (backgroundlevel == "footer") {
		retval |= engine->setTexture(TEX_LAYER_FOOTER, texturename,
				tile_image, minsize);
	}

	lua_pushboolean(L,retval);
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_set_clouds(lua_State *L)
{
	GUIEngine* engine = getGuiEngine(L);
	sanity_check(engine != NULL);

	bool value = readParam<bool>(L,1);

	engine->m_clouds_enabled = value;

	return 0;
}

/******************************************************************************/
int ModApiMainMenu::l_get_textlist_index(lua_State *L)
{
	// get_table_index accepts both tables and textlists
	return l_get_table_index(L);
}

/******************************************************************************/
int ModApiMainMenu::l_get_table_index(lua_State *L)
{
	GUIEngine* engine = getGuiEngine(L);
	sanity_check(engine != NULL);

	std::string tablename(luaL_checkstring(L, 1));
	GUITable *table = engine->m_menu->getTable(tablename);
	s32 selection = table ? table->getSelected() : 0;

	if (selection >= 1)
		lua_pushinteger(L, selection);
	else
		lua_pushnil(L);
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_get_worlds(lua_State *L)
{
	std::vector<WorldSpec> worlds = getAvailableWorlds();

	lua_newtable(L);
	int top = lua_gettop(L);
	unsigned int index = 1;

	for (const WorldSpec &world : worlds) {
		lua_pushnumber(L,index);

		lua_newtable(L);
		int top_lvl2 = lua_gettop(L);

		lua_pushstring(L,"path");
		lua_pushstring(L, world.path.c_str());
		lua_settable(L, top_lvl2);

		lua_pushstring(L,"name");
		lua_pushstring(L, world.name.c_str());
		lua_settable(L, top_lvl2);

		lua_pushstring(L,"gameid");
		lua_pushstring(L, world.gameid.c_str());
		lua_settable(L, top_lvl2);

		lua_settable(L, top);
		index++;
	}
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_get_games(lua_State *L)
{
	std::vector<SubgameSpec> games = getAvailableGames();

	lua_newtable(L);
	int top = lua_gettop(L);
	unsigned int index = 1;

	for (const SubgameSpec &game : games) {
		lua_pushnumber(L, index);
		lua_newtable(L);
		int top_lvl2 = lua_gettop(L);

		lua_pushstring(L,  "id");
		lua_pushstring(L,  game.id.c_str());
		lua_settable(L,    top_lvl2);

		lua_pushstring(L,  "path");
		lua_pushstring(L,  game.path.c_str());
		lua_settable(L,    top_lvl2);

		lua_pushstring(L,  "type");
		lua_pushstring(L,  "game");
		lua_settable(L,    top_lvl2);

		lua_pushstring(L,  "gamemods_path");
		lua_pushstring(L,  game.gamemods_path.c_str());
		lua_settable(L,    top_lvl2);

		lua_pushstring(L,  "name");
		lua_pushstring(L,  game.name.c_str());
		lua_settable(L,    top_lvl2);

		lua_pushstring(L,  "author");
		lua_pushstring(L,  game.author.c_str());
		lua_settable(L,    top_lvl2);

		lua_pushstring(L,  "release");
		lua_pushinteger(L, game.release);
		lua_settable(L,    top_lvl2);

		lua_pushstring(L,  "menuicon_path");
		lua_pushstring(L,  game.menuicon_path.c_str());
		lua_settable(L,    top_lvl2);

		lua_pushstring(L, "addon_mods_paths");
		lua_newtable(L);
		int table2 = lua_gettop(L);
		int internal_index = 1;
		for (const std::string &addon_mods_path : game.addon_mods_paths) {
			lua_pushnumber(L, internal_index);
			lua_pushstring(L, addon_mods_path.c_str());
			lua_settable(L,   table2);
			internal_index++;
		}
		lua_settable(L, top_lvl2);
		lua_settable(L, top);
		index++;
	}
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_get_content_info(lua_State *L)
{
	std::string path = luaL_checkstring(L, 1);

	ContentSpec spec;
	spec.path = path;
	parseContentInfo(spec);

	lua_newtable(L);

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

	lua_pushstring(L, spec.type.c_str());
	lua_setfield(L, -2, "type");

	lua_pushstring(L, spec.author.c_str());
	lua_setfield(L, -2, "author");

	lua_pushinteger(L, spec.release);
	lua_setfield(L, -2, "release");

	lua_pushstring(L, spec.desc.c_str());
	lua_setfield(L, -2, "description");

	lua_pushstring(L, spec.path.c_str());
	lua_setfield(L, -2, "path");

	if (spec.type == "mod") {
		ModSpec spec;
		spec.path = path;
		parseModContents(spec);

		// Dependencies
		lua_newtable(L);
		int i = 1;
		for (const auto &dep : spec.depends) {
			lua_pushstring(L, dep.c_str());
			lua_rawseti(L, -2, i++);
		}
		lua_setfield(L, -2, "depends");

		// Optional Dependencies
		lua_newtable(L);
		i = 1;
		for (const auto &dep : spec.optdepends) {
			lua_pushstring(L, dep.c_str());
			lua_rawseti(L, -2, i++);
		}
		lua_setfield(L, -2, "optional_depends");
	}

	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_show_keys_menu(lua_State *L)
{
	GUIEngine* engine = getGuiEngine(L);
	sanity_check(engine != NULL);

	GUIKeyChangeMenu *kmenu = new GUIKeyChangeMenu(
			engine->m_rendering_engine->get_gui_env(),
			engine->m_parent,
			-1,
			engine->m_menumanager,
			engine->m_texture_source);
	kmenu->drop();
	return 0;
}

/******************************************************************************/
int ModApiMainMenu::l_create_world(lua_State *L)
{
	const char *name	= luaL_checkstring(L, 1);
	int gameidx			= luaL_checkinteger(L,2) -1;

	std::string path = porting::path_user + DIR_DELIM
			"worlds" + DIR_DELIM
			+ sanitizeDirName(name, "world_");

	std::vector<SubgameSpec> games = getAvailableGames();

	if ((gameidx >= 0) &&
			(gameidx < (int) games.size())) {

		// Create world if it doesn't exist
		try {
			loadGameConfAndInitWorld(path, name, games[gameidx], true);
			lua_pushnil(L);
		} catch (const BaseException &e) {
			lua_pushstring(L, (std::string("Failed to initialize world: ") + e.what()).c_str());
		}
	} else {
		lua_pushstring(L, "Invalid game index");
	}
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_delete_world(lua_State *L)
{
	int world_id = luaL_checkinteger(L, 1) - 1;
	std::vector<WorldSpec> worlds = getAvailableWorlds();
	if (world_id < 0 || world_id >= (int) worlds.size()) {
		lua_pushstring(L, "Invalid world index");
		return 1;
	}
	const WorldSpec &spec = worlds[world_id];
	if (!fs::RecursiveDelete(spec.path)) {
		lua_pushstring(L, "Failed to delete world");
		return 1;
	}
	return 0;
}

/******************************************************************************/
int ModApiMainMenu::l_set_topleft_text(lua_State *L)
{
	GUIEngine* engine = getGuiEngine(L);
	sanity_check(engine != NULL);

	std::string text;

	if (!lua_isnone(L,1) &&	!lua_isnil(L,1))
		text = luaL_checkstring(L, 1);

	engine->setTopleftText(text);
	return 0;
}

/******************************************************************************/
int ModApiMainMenu::l_get_mapgen_names(lua_State *L)
{
	std::vector<const char *> names;
	bool include_hidden = lua_isboolean(L, 1) && readParam<bool>(L, 1);
	Mapgen::getMapgenNames(&names, include_hidden);

	lua_newtable(L);
	for (size_t i = 0; i != names.size(); i++) {
		lua_pushstring(L, names[i]);
		lua_rawseti(L, -2, i + 1);
	}

	return 1;
}


/******************************************************************************/
int ModApiMainMenu::l_get_user_path(lua_State *L)
{
	std::string path = fs::RemoveRelativePathComponents(porting::path_user);
	lua_pushstring(L, path.c_str());
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_get_modpath(lua_State *L)
{
	std::string modpath = fs::RemoveRelativePathComponents(
		porting::path_user + DIR_DELIM + "mods" + DIR_DELIM);
	lua_pushstring(L, modpath.c_str());
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_get_modpaths(lua_State *L)
{
	int index = 1;
	lua_newtable(L);
	ModApiMainMenu::l_get_modpath(L);
	lua_rawseti(L, -2, index);
	for (const std::string &component : getEnvModPaths()) {
		index++;
		lua_pushstring(L, component.c_str());
		lua_rawseti(L, -2, index);
	}
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_get_clientmodpath(lua_State *L)
{
	std::string modpath = fs::RemoveRelativePathComponents(
		porting::path_user + DIR_DELIM + "clientmods" + DIR_DELIM);
	lua_pushstring(L, modpath.c_str());
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_get_gamepath(lua_State *L)
{
	std::string gamepath = fs::RemoveRelativePathComponents(
		porting::path_user + DIR_DELIM + "games" + DIR_DELIM);
	lua_pushstring(L, gamepath.c_str());
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_get_texturepath(lua_State *L)
{
	std::string gamepath = fs::RemoveRelativePathComponents(
		porting::path_user + DIR_DELIM + "textures");
	lua_pushstring(L, gamepath.c_str());
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_get_texturepath_share(lua_State *L)
{
	std::string gamepath = fs::RemoveRelativePathComponents(
		porting::path_share + DIR_DELIM + "textures");
	lua_pushstring(L, gamepath.c_str());
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_get_cache_path(lua_State *L)
{
	lua_pushstring(L, fs::RemoveRelativePathComponents(porting::path_cache).c_str());
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_get_temp_path(lua_State *L)
{
	if (lua_isnoneornil(L, 1) || !lua_toboolean(L, 1))
		lua_pushstring(L, fs::TempPath().c_str());
	else
		lua_pushstring(L, fs::CreateTempFile().c_str());
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_create_dir(lua_State *L) {
	const char *path = luaL_checkstring(L, 1);

	if (ModApiMainMenu::mayModifyPath(path)) {
		lua_pushboolean(L, fs::CreateAllDirs(path));
		return 1;
	}

	lua_pushboolean(L, false);
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_delete_dir(lua_State *L)
{
	const char *path = luaL_checkstring(L, 1);

	std::string absolute_path = fs::RemoveRelativePathComponents(path);

	if (ModApiMainMenu::mayModifyPath(absolute_path)) {
		lua_pushboolean(L, fs::RecursiveDelete(absolute_path));
		return 1;
	}

	lua_pushboolean(L, false);
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_copy_dir(lua_State *L)
{
	const char *source	= luaL_checkstring(L, 1);
	const char *destination	= luaL_checkstring(L, 2);

	bool keep_source = true;
	if (!lua_isnoneornil(L, 3))
		keep_source = readParam<bool>(L, 3);

	std::string abs_destination = fs::RemoveRelativePathComponents(destination);
	std::string abs_source = fs::RemoveRelativePathComponents(source);

	if (!ModApiMainMenu::mayModifyPath(abs_destination) ||
		(!keep_source && !ModApiMainMenu::mayModifyPath(abs_source))) {
		lua_pushboolean(L, false);
		return 1;
	}

	bool retval;
	if (keep_source)
		retval = fs::CopyDir(abs_source, abs_destination);
	else
		retval = fs::MoveDir(abs_source, abs_destination);
	lua_pushboolean(L, retval);
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_is_dir(lua_State *L)
{
	const char *path = luaL_checkstring(L, 1);

	lua_pushboolean(L, fs::IsDir(path));
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_extract_zip(lua_State *L)
{
	const char *zipfile	= luaL_checkstring(L, 1);
	const char *destination	= luaL_checkstring(L, 2);

	std::string absolute_destination = fs::RemoveRelativePathComponents(destination);

	if (ModApiMainMenu::mayModifyPath(absolute_destination)) {
		auto fs = RenderingEngine::get_raw_device()->getFileSystem();
		bool ok = fs::extractZipFile(fs, zipfile, destination);
		lua_pushboolean(L, ok);
		return 1;
	}

	lua_pushboolean(L,false);
	return 1;
}

/******************************************************************************/
int ModApiMainMenu::l_get_mainmenu_path(lua_State *L)
{
	GUIEngine* engine = getGuiEngine(L);
	sanity_check(engine != NULL);

	lua_pushstring(L,engine->getScriptDir().c_str());
	return 1;
}

/******************************************************************************/
bool ModApiMainMenu::mayModifyPath(std::string path)
{
	path = fs::RemoveRelativePathComponents(path);

	if (fs::PathStartsWith(path, fs::TempPath()))
		return true;

	std::string path_user = fs::RemoveRelativePathComponents(porting::path_user);

	if (fs::PathStartsWith(path, path_user + DIR_DELIM "client"))
		return true;
	if (fs::PathStartsWith(path, path_user + DIR_DELIM "games"))
		return true;
	if (fs::PathStartsWith(path, path_user + DIR_DELIM "mods"))
		return true;
	if (fs::PathStartsWith(path, path_user + DIR_DELIM "textures"))
		return true;
	if (fs::PathStartsWith(path, path_user + DIR_DELIM "worlds"))
		return true;

	if (fs::PathStartsWith(path, fs::RemoveRelativePathComponents(porting::path_cache)))
		return true;

	return false;
}


/******************************************************************************/
int ModApiMainMenu::l_may_modify_path(lua_State *L)
{
	const char *target = luaL_checkstring(L, 1);
	std::string absolute_destination = fs::RemoveRelativePathComponents(target);
	lua_pushboolean(L, ModApiMainMenu::mayModifyPath(absolute_destination));
	return 1;
}