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path: root/src/script/cpp_api/s_inventory.cpp
Commit message (Expand)AuthorAge
* Push error handler afresh each time lua_pcall is usedKahrl2015-08-27
* SAPI: Track last executed mod and include in error messageskwolekr2015-08-12
* Improve Script CPP API diagnosticskwolekr2015-08-05
* Fix object reference pushing functions when called from coroutinesShadowNinja2014-10-07
* Use "core" namespace internallyShadowNinja2014-05-08
* Only push the Lua error handler onceShadowNinja2014-04-27
* Add more informative error messages for inventory and item method errorsShadowNinja2014-03-15
* Remove lua_State parameter from LuaError::LuaErrorShadowNinja2014-03-15
* Revert "Make sure we get a stacktrace for as many lua errors as possible"ShadowNinja2014-03-15
* Make sure we get a stacktrace for as many lua errors as possibleSfan52014-03-15
* Correct misleading detached inventory error messageCiaran Gultnieks2014-03-09
* Handle LuaErrors in Lua -> C++ calls on LuaJITShadowNinja2013-12-18
* Pass a errfunc to lua_pcall to get a tracebackShadowNinja2013-11-15
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Move scriptapi to separate folder (by sapier)sapier2013-05-25
n> "util/cpp11_container.h" class ClientEnvironment; class ITextureSource; class Client; class IGameDef; class LocalPlayer; struct ItemStack; class WieldMeshSceneNode; class ClientActiveObject : public ActiveObject { public: ClientActiveObject(u16 id, Client *client, ClientEnvironment *env); virtual ~ClientActiveObject(); virtual void addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc, IrrlichtDevice *irr){} virtual void removeFromScene(bool permanent){} // 0 <= light_at_pos <= LIGHT_SUN virtual void updateLight(u8 light_at_pos){} virtual void updateLightNoCheck(u8 light_at_pos){} virtual v3s16 getLightPosition(){return v3s16(0,0,0);} virtual aabb3f *getSelectionBox() { return NULL; } virtual bool getCollisionBox(aabb3f *toset) const { return false; } virtual bool collideWithObjects() const { return false; } virtual v3f getPosition(){return v3f(0,0,0);} virtual float getYaw() const {return 0;} virtual scene::ISceneNode *getSceneNode(){return NULL;} virtual scene::IMeshSceneNode *getMeshSceneNode(){return NULL;} virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(){return NULL;} virtual WieldMeshSceneNode *getWieldMeshSceneNode(){return NULL;} virtual scene::IBillboardSceneNode *getSpriteSceneNode(){return NULL;} virtual bool isPlayer() const {return false;} virtual bool isLocalPlayer() const {return false;} virtual void setAttachments(){} virtual bool doShowSelectionBox(){return true;} virtual void updateCameraOffset(v3s16 camera_offset){}; // Step object in time virtual void step(float dtime, ClientEnvironment *env){} // Process a message sent by the server side object virtual void processMessage(const std::string &data){} virtual std::string infoText() {return "";} virtual std::string debugInfoText() {return "";} /* This takes the return value of ServerActiveObject::getClientInitializationData */ virtual void initialize(const std::string &data){} // Create a certain type of ClientActiveObject static ClientActiveObject* create(ActiveObjectType type, Client *client, ClientEnvironment *env); // If returns true, punch will not be sent to the server virtual bool directReportPunch(v3f dir, const ItemStack *punchitem=NULL, float time_from_last_punch=1000000) { return false; } protected: // Used for creating objects based on type typedef ClientActiveObject* (*Factory)(Client *client, ClientEnvironment *env); static void registerType(u16 type, Factory f); Client *m_client; ClientEnvironment *m_env; private: // Used for creating objects based on type static UNORDERED_MAP<u16, Factory> m_types; }; struct DistanceSortedActiveObject { ClientActiveObject *obj; f32 d; DistanceSortedActiveObject(ClientActiveObject *a_obj, f32 a_d) { obj = a_obj; d = a_d; } bool operator < (const DistanceSortedActiveObject &other) const { return d < other.d; } }; #endif