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path: root/src/script/cpp_api/s_player.cpp
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/*
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 "cpp_api/s_player.h"
#include "cpp_api/s_internal.h"
#include "util/string.h"

void ScriptApiPlayer::on_newplayer(ServerActiveObject *player)
{
	SCRIPTAPI_PRECHECKHEADER

	// Get core.registered_on_newplayers
	lua_getglobal(L, "core");
	lua_getfield(L, -1, "registered_on_newplayers");
	// Call callbacks
	objectrefGetOrCreate(L, player);
	script_run_callbacks(L, 1, RUN_CALLBACKS_MODE_FIRST);
}

void ScriptApiPlayer::on_dieplayer(ServerActiveObject *player)
{
	SCRIPTAPI_PRECHECKHEADER

	// Get core.registered_on_dieplayers
	lua_getglobal(L, "core");
	lua_getfield(L, -1, "registered_on_dieplayers");
	// Call callbacks
	objectrefGetOrCreate(L, player);
	script_run_callbacks(L, 1, RUN_CALLBACKS_MODE_FIRST);
}

bool ScriptApiPlayer::on_respawnplayer(ServerActiveObject *player)
{
	SCRIPTAPI_PRECHECKHEADER

	// Get core.registered_on_respawnplayers
	lua_getglobal(L, "core");
	lua_getfield(L, -1, "registered_on_respawnplayers");
	// Call callbacks
	objectrefGetOrCreate(L, player);
	script_run_callbacks(L, 1, RUN_CALLBACKS_MODE_OR);
	bool positioning_handled_by_some = lua_toboolean(L, -1);
	return positioning_handled_by_some;
}

bool ScriptApiPlayer::on_prejoinplayer(std::string name, std::string ip, std::string &reason)
{
	SCRIPTAPI_PRECHECKHEADER

	// Get core.registered_on_prejoinplayers
	lua_getglobal(L, "core");
	lua_getfield(L, -1, "registered_on_prejoinplayers");
	lua_pushstring(L, name.c_str());
	lua_pushstring(L, ip.c_str());
	script_run_callbacks(L, 2, RUN_CALLBACKS_MODE_OR);
	if (lua_isstring(L, -1)) {
		reason.assign(lua_tostring(L, -1));
		return true;
	}
	return false;
}

void ScriptApiPlayer::on_joinplayer(ServerActiveObject *player)
{
	SCRIPTAPI_PRECHECKHEADER

	// Get core.registered_on_joinplayers
	lua_getglobal(L, "core");
	lua_getfield(L, -1, "registered_on_joinplayers");
	// Call callbacks
	objectrefGetOrCreate(L, player);
	script_run_callbacks(L, 1, RUN_CALLBACKS_MODE_FIRST);
}

void ScriptApiPlayer::on_leaveplayer(ServerActiveObject *player)
{
	SCRIPTAPI_PRECHECKHEADER

	// Get core.registered_on_leaveplayers
	lua_getglobal(L, "core");
	lua_getfield(L, -1, "registered_on_leaveplayers");
	// Call callbacks
	objectrefGetOrCreate(L, player);
	script_run_callbacks(L, 1, RUN_CALLBACKS_MODE_FIRST);
}

void ScriptApiPlayer::on_cheat(ServerActiveObject *player,
		const std::string &cheat_type)
{
	SCRIPTAPI_PRECHECKHEADER

	// Get core.registered_on_cheats
	lua_getglobal(L, "core");
	lua_getfield(L, -1, "registered_on_cheats");
	// Call callbacks
	objectrefGetOrCreate(L, player);
	lua_newtable(L);
	lua_pushlstring(L, cheat_type.c_str(), cheat_type.size());
	lua_setfield(L, -2, "type");
	script_run_callbacks(L, 2, RUN_CALLBACKS_MODE_FIRST);
}

void ScriptApiPlayer::on_playerReceiveFields(ServerActiveObject *player,
		const std::string &formname,
		const std::map<std::string, std::string> &fields)
{
	SCRIPTAPI_PRECHECKHEADER

	// Get core.registered_on_chat_messages
	lua_getglobal(L, "core");
	lua_getfield(L, -1, "registered_on_player_receive_fields");
	// Call callbacks
	// param 1
	objectrefGetOrCreate(L, player);
	// param 2
	lua_pushstring(L, formname.c_str());
	// param 3
	lua_newtable(L);
	for(std::map<std::string, std::string>::const_iterator
			i = fields.begin(); i != fields.end(); i++){
		const std::string &name = i->first;
		const std::string &value = i->second;
		lua_pushstring(L, name.c_str());
		lua_pushlstring(L, value.c_str(), value.size());
		lua_settable(L, -3);
	}
	script_run_callbacks(L, 3, RUN_CALLBACKS_MODE_OR_SC);
}
ScriptApiPlayer::~ScriptApiPlayer() {
}


ed against the next solid node. The right number of slopes is subtracted from the item stack if you are in survival. <!--l. 95--><p class="indent" > <!--l. 95--><p class="noindent" ><span class="ecsx-1200">Bumpers,</span> <span class="ecsx-1200">platforms,</span> <span class="ecsx-1200">signals</span> <span class="ecsx-1200">and</span> <span class="ecsx-1200">detector</span> <span class="ecsx-1200">rails</span> <!--l. 97--><p class="indent" > <img src="10_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2016-09-17_09-48-54.png" alt="PIC" > <!--l. 99--><p class="indent" > Bumpers are objects that are usually placed at the end of a track to prevent trains rolling off it. After placed, they can be rotated using the Trackworker. <!--l. 103--><p class="indent" > <img src="11_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2016-09-17_09-50-27.png" alt="PIC" ><img src="12_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2016-09-17_09-51-02.png" alt="PIC" > <!--l. 105--><p class="indent" > These are a regular analog signal and an electric signal. Like everything, you can rotate them using the Trackworker. Right-click or power with mesecons to signal trains that they can pass or have to stop. The signals do not have any effect on trains, they can only signal the driver. A more advanced signalling system (with distant signals/signal combinations) is planned. <!--l. 112--><p class="indent" > <img src="13_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2016-09-17_09-58-39.png" alt="PIC" ><img src="14_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2016-09-17_09-58-20.png" alt="PIC" > <!--l. 114--><p class="indent" > These are some platform nodes. I suggest using the left one, it&#8217;s only half height and looks better. These nodes also have a sandstone variant, craft with sandstone bricks <!--l. 118--><p class="indent" > <img src="15_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2017-03-09_11-33-09.png" alt="PIC" > <!--l. 120--><p class="indent" > These detector rails turn adjacent mesecons on when a train is standing/driving over them. <!--l. 123--><p class="indent" > Notice: Detector rails and bumpers currently aren&#8217;t aligned to the regular tracks. This will be fixed soon. Meanwhile, you need to rotate them manually. <!--l. 127--><p class="indent" > <!--l. 127--><p class="noindent" ><span class="ecsx-1200">Trains</span> <!--l. 129--><p class="indent" > There are some wagons included in this modpack, however community members (namely mbb and Andrey) have made some more wagons that can be downloaded and enabled separately. Visit the forum topic (<a href="https://forum.minetest.net/viewtopic.php?f=11&t=14726" class="url" ><span class="ectt-1000">https://forum.minetest.net/viewtopic.php?f=11&amp;t=14726</span></a>) to download them. <!--l. 134--><p class="indent" > To see what&#8217;s included, look up in a craft guide or consult the creative mode inventory. <!--l. 137--><p class="indent" > To place wagons simply craft and click a track. To remove a wagon, punch it. Only the person who placed the wagon can do this. In survival if you destroy trains you get only some of your steel back, so you will be asked to confirm if you really want to destroy a wagon. <!--l. 142--><p class="indent" > <!--l. 142--><p class="noindent" ><span class="ecsx-1200">Driving</span> <span class="ecsx-1200">trains</span> <!--l. 144--><p class="indent" > Right-click any wagon to get on. This will attach you to the wagon and register you as passenger. Depending on how the wagon is set up, you are either in a passenger seat or inside a driver stand. Right-clicking again will show your possibilities on what you can do in/with the wagon. <!--l. 150--><p class="indent" > Example: <!--l. 152--><p class="indent" > <img src="16_home_moritz_Home_Projekte_Minetest_minetest____nual_img_Bildschirmfoto_2017-03-09_11-42-49.png" alt="PIC" > <!--l. 154--><p class="indent" > When entering a subway wagon, you are formally inside the passenger area. You can see this by the fact that there&#8217;s no head-up display. Right-clicking brings up this form. <!--l. 158--><p class="indent" > The first button will make you move to the Driver stand, so you can drive the train. <!--l. 161--><p class="indent" > The second button should say &#8220;Wagon properties&#8221; and appears only for the wagon owner. See &#8220;Wagon Properties&#8221;. <!--l. 164--><p class="indent" > The last button tells that the doors are closed, so you can&#8217;t get off at this time. If the doors are open or the wagon has no doors, this button says &#8220;Get off&#8221;. <!--l. 168--><p class="indent" > It is always possible to bypass closed doors and get off by holding the Sneak key and right-clicking the wagon or by holding Sneak and Use at the same time. Remember that this may result in your death when the train is travelling fast. <!--l. 173--><p class="indent" > The Japanese train and the Subway train support automatic getting on by just walking into the wagon. As soon as you stand on a platform and walk towards a door, you will automatically get on the wagon. On these, pressing W or S while inside the Passenger Area will also make you get off. <!--l. 179--><p class="indent" > <!--l. 179--><p class="noindent" ><span class="ecsx-1200">Train</span> <span class="ecsx-1200">controls</span> <!--l. 181--><p class="indent" > If you are inside a driver stand you are presented with a head-up display: <!--l. 184--><p class="indent" > The upper bar shows your current speed and the lower bar shows what speed you ordered the train to hold. Assuming you have the default controls (WASD, Shift for sneak, Space for jump), the following key bindings apply: <ul class="itemize1"> <li class="itemize">W - faster </li> <li class="itemize">S - slower / change direction </li> <li class="itemize">A / D &#8211; open/close doors </li> <li class="itemize">Space: brake (shown by =B=, target speed will be decreased automatically) </li> <li class="itemize">Sneak+S: set speed to 0 (train rolls out, brake to stop!) </li> <li class="itemize">Sneak+W: Set full speed </li> <li class="itemize">Sneak+A: Set speed to 4 (~40km/h) </li> <li class="itemize">Sneak+D: Set speed to 8 (~100km/h) </li> <li class="itemize">Sneak+Space: toggle brake (the brake will not release when releasing the keys, shown by =^B=)</li></ul> <!--l. 201--><p class="indent" > <!--l. 201--><p class="noindent" ><span class="ecsx-1200">Coupling</span> <span class="ecsx-1200">wagons</span> <!--l. 203--><p class="indent" > You just learned how to drive an engine. Now place a wagon anywhere and drive your engine slowly towards that wagon. As soon as they collided your engine will stop. Now get off and right-click the green icon that appeared between the engine and the train. You have coupled the wagon to the engine. <!--l. 209--><p class="indent" > <img src="17_home_moritz_Home_Projekte_Minetest_minetest____ssets_manual_img_screenshot_20161203_231622.png" alt="PIC" > <!--l. 211--><p class="indent" > To discouple a wagon, punch the red icon between the wagons you want to discouple while the train is standing. <!--l. 214--><p class="indent" > <!--l. 214--><p class="noindent" ><span class="ecsx-1200">Automatic</span> <span class="ecsx-1200">Train</span> <span class="ecsx-1200">Control</span> <span class="ecsx-1200">(ATC)</span> <!--l. 216--><p class="indent" > ATC rails allow you to automate train operation. There are two types of ATC rails: <!--l. 219--><p class="indent" > <!--l. 219--><p class="noindent" ><span class="ecsx-1000">Regular</span> <span class="ecsx-1000">ATC</span> <!--l. 221--><p class="indent" > The ATC rail does not have a crafting recipe. When placed, you can set a command and it will be sent to any train driving over the controller. <!--l. 224--><p class="indent" > Only the static mode is implemented, changing the mode has no effect. <!--l. 226--><p class="indent" > For a detailed explanation how ATC commands work and their syntax see atc_command.txt <!--l. 229--><p class="indent" > Note: to rotate ATC rails, you need to bypass the formspec that is set for the node. To do this, hold Sneak when right-clicking the rail with the trackworker tool. <!--l. 233--><p class="indent" > <!--l. 233--><p class="noindent" ><span class="ecsx-1000">LUA</span> <span class="ecsx-1000">ATC</span> <!--l. 235--><p class="indent" > The LUA ATC suite is part of the mod advtrains_luaautomation. The LUA ATC components are quite similar to Mesecons Luacontrollers and allow to create all kinds of automation systems. This tool is not intended for beginners or regular players, but for server admins who wish to create a heavily automated subway system. <!--l. 241--><p class="indent" > More information on those can be found inside the mod directory of advtrains_luaautomation. </body></html>