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#include <windows.h>
#include <winuser.h>
#include <commctrl.h>
#include <richedit.h>

#ifndef USE_CMAKE_CONFIG_H
#define USE_CMAKE_CONFIG_H
#endif
#include "config.h"
#undef USE_CMAKE_CONFIG_H

#if RUN_IN_PLACE
	#define BUILDMODE "RUN_IN_PLACE=1"
#else
	#define BUILDMODE "RUN_IN_PLACE=0"
#endif

#ifdef __MINGW32__
CREATEPROCESS_MANIFEST_RESOURCE_ID RT_MANIFEST "minetest.exe.manifest"
#endif

LANGUAGE 0, SUBLANG_NEUTRAL
130        ICON         "minetest-icon.ico"

/////////////////////////////////////////////////////////////////////////////
//
// Version
//

1 VERSIONINFO
 FILEVERSION VERSION_MAJOR,VERSION_MINOR,VERSION_PATCH,0
 PRODUCTVERSION VERSION_MAJOR,VERSION_MINOR,VERSION_PATCH,0
 FILEFLAGSMASK 0x3fL
#ifndef NDEBUG
 FILEFLAGS 0x1L
#else
 FILEFLAGS 0x0L
#endif
 FILEOS VOS_NT_WINDOWS32
 FILETYPE VFT_APP
 FILESUBTYPE 0x0L
BEGIN
    BLOCK "StringFileInfo"
    BEGIN
        BLOCK "040904b0"
    BEGIN
        VALUE "Comments", ""
        VALUE "CompanyName", PROJECT_NAME_C " community"
        VALUE "FileDescription", PROJECT_NAME_C " engine"
        VALUE "FileVersion", VERSION_STRING
        VALUE "InternalName", PROJECT_NAME
        VALUE "LegalCopyright", "(c) 2011-2015 celeron55"
        VALUE "LegalTrademarks", """Minetest"" is the property of the Minetest community, don't use it without permission!"
        VALUE "OriginalFilename", "minetest.exe"
        VALUE "PrivateBuild", VERSION_EXTRA
        VALUE "ProductName", PROJECT_NAME_C
        VALUE "ProductVersion", PRODUCT_VERSION_STRING
        VALUE "SpecialBuild", BUILDMODE
    END
END
BLOCK "VarFileInfo"
BEGIN
    VALUE "Translation", 0x409, 1200
END
END

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 "log.h" #include "cpp_api/s_internal.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" extern "C" { #include "lualib.h" } GameScripting::GameScripting(Server* server) { setServer(server); // setEnv(env) is called by ScriptApiEnv::initializeEnvironment() // once the environment has been created //TODO add security luaL_openlibs(getStack()); SCRIPTAPI_PRECHECKHEADER // Create the main minetest table lua_newtable(L); lua_newtable(L); lua_setfield(L, -2, "object_refs"); lua_newtable(L); lua_setfield(L, -2, "luaentities"); lua_setglobal(L, "minetest"); // Initialize our lua_api modules lua_getglobal(L, "minetest"); int top = lua_gettop(L); InitializeModApi(L, top); lua_pop(L, 1); 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); // Register reference classes (userdata) InvRef::Register(L); LuaItemStack::Register(L); LuaPerlinNoise::Register(L); LuaPerlinNoiseMap::Register(L); LuaPseudoRandom::Register(L); LuaVoxelManip::Register(L); NodeMetaRef::Register(L); NodeTimerRef::Register(L); ObjectRef::Register(L); LuaSettings::Register(L); }