/* Minetest Copyright (C) 2013 kwolekr, Ryan Kwolek 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 #include "irr_v3d.h" #include "lua_api/l_base.h" class Map; class MapBlock; class MMVManip; /* VoxelManip */ class LuaVoxelManip : public ModApiBase { private: std::map modified_blocks; bool is_mapgen_vm = false; static const char className[]; static const luaL_Reg methods[]; static int gc_object(lua_State *L); static int l_read_from_map(lua_State *L); static int l_get_data(lua_State *L); static int l_set_data(lua_State *L); static int l_write_to_map(lua_State *L); static int l_get_node_at(lua_State *L); static int l_set_node_at(lua_State *L); static int l_update_map(lua_State *L); static int l_update_liquids(lua_State *L); static int l_calc_lighting(lua_State *L); static int l_set_lighting(lua_State *L); static int l_get_light_data(lua_State *L); static int l_set_light_data(lua_State *L); static int l_get_param2_data(lua_State *L); static int l_set_param2_data(lua_State *L); static int l_was_modified(lua_State *L); static int l_get_emerged_area(lua_State *L); public: MMVManip *vm = nullptr; LuaVoxelManip(MMVManip *mmvm, bool is_mapgen_vm); LuaVoxelManip(Map *map, v3s16 p1, v3s16 p2); LuaVoxelManip(Map *map); ~LuaVoxelManip(); // LuaVoxelManip() // Creates a LuaVoxelManip and leaves it on top of stack static int create_object(lua_State *L); static LuaVoxelManip *checkobject(lua_State *L, int narg); static void Register(lua_State *L); };