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path: root/advtrains/advtrains_train_industrial/init.lua
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* Rewrite seating systemorwell962017-01-25
| | | | Players no longer need to worry where to sit down.
* Add intllib support and German translationorwell962017-01-23
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* Restructure mod directoryorwell962017-01-04
'n89' href='#n89'>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
/*
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 "scripting_game.h"
#include "server.h"
#include "log.h"
#include "settings.h"
#include "cpp_api/s_internal.h"
#include "lua_api/l_areastore.h"
#include "lua_api/l_base.h"
#include "lua_api/l_craft.h"
#include "lua_api/l_env.h"
#include "lua_api/l_inventory.h"
#include "lua_api/l_item.h"
#include "lua_api/l_mapgen.h"
#include "lua_api/l_nodemeta.h"
#include "lua_api/l_nodetimer.h"
#include "lua_api/l_noise.h"
#include "lua_api/l_object.h"
#include "lua_api/l_particles.h"
#include "lua_api/l_rollback.h"
#include "lua_api/l_server.h"
#include "lua_api/l_util.h"
#include "lua_api/l_vmanip.h"
#include "lua_api/l_settings.h"
#include "lua_api/l_http.h"

extern "C" {
#include "lualib.h"
}

GameScripting::GameScripting(Server* server)
{
	setServer(server);

	// setEnv(env) is called by ScriptApiEnv::initializeEnvironment()
	// once the environment has been created

	SCRIPTAPI_PRECHECKHEADER

	if (g_settings->getBool("secure.enable_security")) {
		initializeSecurity();
	}

	lua_getglobal(L, "core");
	int top = lua_gettop(L);

	lua_newtable(L);
	lua_setfield(L, -2, "object_refs");

	lua_newtable(L);
	lua_setfield(L, -2, "luaentities");

	// Initialize our lua_api modules
	InitializeModApi(L, top);
	lua_pop(L, 1);

	// Push builtin initialization type
	lua_pushstring(L, "game");
	lua_setglobal(L, "INIT");

	infostream << "SCRIPTAPI: Initialized game modules" << std::endl;
}

void GameScripting::InitializeModApi(lua_State *L, int top)
{
	// Initialize mod api modules
	ModApiCraft::Initialize(L, top);
	ModApiEnvMod::Initialize(L, top);
	ModApiInventory::Initialize(L, top);
	ModApiItemMod::Initialize(L, top);
	ModApiMapgen::Initialize(L, top);
	ModApiParticles::Initialize(L, top);
	ModApiRollback::Initialize(L, top);
	ModApiServer::Initialize(L, top);
	ModApiUtil::Initialize(L, top);
	ModApiHttp::Initialize(L, top);

	// Register reference classes (userdata)
	InvRef::Register(L);
	LuaAreaStore::Register(L);
	LuaItemStack::Register(L);
	LuaPerlinNoise::Register(L);
	LuaPerlinNoiseMap::Register(L);
	LuaPseudoRandom::Register(L);
	LuaPcgRandom::Register(L);
	LuaSecureRandom::Register(L);
	LuaVoxelManip::Register(L);
	NodeMetaRef::Register(L);
	NodeTimerRef::Register(L);
	ObjectRef::Register(L);
	LuaSettings::Register(L);
}

void log_deprecated(const std::string &message)
{
	log_deprecated(NULL, message);
}