/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola 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. */ #pragma once #include "lua_api/l_base.h" #include "irrlichttypes.h" class ServerActiveObject; class LuaEntitySAO; class PlayerSAO; class RemotePlayer; /* ObjectRef */ class ObjectRef : public ModApiBase { public: ObjectRef(ServerActiveObject *object); ~ObjectRef() = default; // Creates an ObjectRef 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, ServerActiveObject *object); static void set_null(lua_State *L); static void Register(lua_State *L); static ObjectRef *checkobject(lua_State *L, int narg); static ServerActiveObject* getobject(ObjectRef *ref); private: ServerActiveObject *m_object = nullptr; static const char className[]; static luaL_Reg methods[]; static LuaEntitySAO* getluaobject(ObjectRef *ref); static PlayerSAO* getplayersao(ObjectRef *ref); static RemotePlayer *getplayer(ObjectRef *ref); // Exported functions // garbage collector static int gc_object(lua_State *L); // remove(self) static int l_remove(lua_State *L); // get_pos(self) static int l_get_pos(lua_State *L); // set_pos(self, pos) static int l_set_pos(lua_State *L); // move_to(self, pos, continuous) static int l_move_to(lua_State *L); // punch(self, puncher, time_from_last_punch, tool_capabilities, dir) static int l_punch(lua_State *L); // right_click(self, clicker) static int l_right_click(lua_State *L); // set_hp(self, hp, reason) static int l_set_hp(lua_State *L); // get_hp(self) static int l_get_hp(lua_State *L); // get_inventory(self) static int l_get_inventory(lua_State *L); // get_wield_list(self) static int l_get_wield_list(lua_State *L); // get_wield_index(self) static int l_get_wield_index(lua_State *L); // get_wielded_item(self) static int l_get_wielded_item(lua_State *L); // set_wielded_item(self, item) static int l_set_wielded_item(lua_State *L); // set_armor_groups(self, groups) static int l_set_armor_groups(lua_State *L); // get_armor_groups(self) static int l_get_armor_groups(lua_State *L); // set_physics_override(self, override_table) static int l_set_physics_override(lua_State *L); // get_physics_override(self) static int l_get_physics_override(lua_State *L); // set_animation(self, frame_range, frame_speed, frame_blend, frame_loop) static int l_set_animation(lua_State *L); // set_animation_frame_speed(self, frame_speed) static int l_set_animation_frame_speed(lua_State *L); // get_animation(self) static int l_get_animation(lua_State *L); // set_bone_position(self, bone, position, rotation) static int l_set_bone_position(lua_State *L); // get_bone_position(self, bone) static int l_get_bone_position(lua_State *L); // set_attach(self, parent, bone, position, rotation) static int l_set_attach(lua_State *L); // get_attach(self) static int l_get_attach(lua_State *L); // get_children(self) static int l_get_children(lua_State *L); // set_detach(self) static int l_set_detach(lua_State *L); // set_properties(self, properties) static int l_set_properties(lua_State *L); // get_properties(self) static int l_get_properties(lua_State *L); // is_player(self) static int l_is_player(lua_State *L); /* LuaEntitySAO-only */ // set_velocity(self, velocity) static int l_set_velocity(lua_State *L); // add_velocity(self, velocity) static int l_add_velocity(lua_State *L); // get_velocity(self) static int l_get_velocity(lua_State *L); // set_acceleration(self, acceleration) static int l_set_acceleration(lua_State *L); // get_acceleration(self) static int l_get_acceleration(lua_State *L); // set_rotation(self, rotation) static int l_set_rotation(lua_State *L); // get_rotation(self) static int l_get_rotation(lua_State *L); // set_yaw(self, yaw) static int l_set_yaw(lua_State *L); // get_yaw(self) static int l_get_yaw(lua_State *L); // set_texture_mod(self, mod) static int l_set_texture_mod(lua_State *L); // l_get_texture_mod(self) static int l_get_texture_mod(lua_State *L); // set_sprite(self, start_frame, num_frames, framelength, select_x_by_camera) static int l_set_sprite(lua_State *L); // DEPRECATED // get_entity_name(self) static int l_get_entity_name(lua_State *L); // get_luaentity(self) static int l_get_luaentity(lua_State *L); /* Player-only */ // get_player_name(self) static int l_get_player_name(lua_State *L); // get_fov(self) static int l_get_fov(lua_State *L); // get_look_dir(self) static int l_get_look_dir(lua_State *L); // DEPRECATED // get_look_pitch(self) static int l_get_look_pitch(lua_State *L); // DEPRECATED // get_look_yaw(self) static int l_get_look_yaw(lua_State *L); // get_look_pitch2(self) static int l_get_look_vertical(lua_State *L); // get_look_yaw2(self) static int l_get_look_horizontal(lua_State *L); // set_fov(self, degrees, is_multiplier, transition_time) static int l_set_fov(lua_State *L); // set_look_vertical(self, radians) static int l_set_look_vertical(lua_State *L); // set_look_horizontal(self, radians) static int l_set_look_horizontal(lua_State *L); // DEPRECATED // set_look_pitch(self, radians) static int l_set_look_pitch(lua_State *L); // DEPRECATED // set_look_yaw(self, radians) static int l_set_look_yaw(lua_State *L); // set_breath(self, breath) static int l_set_breath(lua_State *L); // get_breath(self, breath) static int l_get_breath(lua_State *L); // DEPRECATED // set_attribute(self, attribute, value) static int l_set_attribute(lua_State *L); // DEP (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 BIOME_HEADER #define BIOME_HEADER #include <string> #include "nodedef.h" #include "gamedef.h" #include "mapnode.h" #include "noise.h" #include "mapgen.h" enum BiomeTerrainType { BIOME_TERRAIN_NORMAL, BIOME_TERRAIN_LIQUID, BIOME_TERRAIN_NETHER, BIOME_TERRAIN_AETHER, BIOME_TERRAIN_FLAT }; extern NoiseParams nparams_biome_def_heat; extern NoiseParams nparams_biome_def_humidity; class Biome { public: u8 id; std::string name; u32 flags; std::string nname_top; std::string nname_filler; std::string nname_water; std::string nname_dust; std::string nname_dust_water; content_t c_top; content_t c_filler; content_t c_water; content_t c_dust; content_t c_dust_water; s16 depth_top; s16 depth_filler; s16 height_min; s16 height_max