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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.
*/
#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();
// 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 const 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)
// returns: {x=num, y=num, z=num}
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=false)
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); clicker = an another ObjectRef
static int l_right_click(lua_State *L);
// set_hp(self, hp)
// hp = number of hitpoints (2 * number of hearts)
// returns: nil
static int l_set_hp(lua_State *L);
// get_hp(self)
// returns: number of hitpoints (2 * number of hearts)
// 0 if not applicable to this type of object
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, itemstack or itemstring or table or nil)
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, physics_override_speed, physics_override_jump,
// physics_override_gravity, sneak, sneak_glitch, new_move)
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);
// get_animation(self)
static int l_get_animation(lua_State *L);
// set_bone_position(self, std::string bone, v3f position, v3f 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);
// 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, {x=num, y=num, z=num})
static int l_set_velocity(lua_State *L);
// get_velocity(self)
static int l_get_velocity(lua_State *L);
// set_acceleration(self, {x=num, y=num, z=num})
static int l_set_acceleration(lua_State *L);
// get_acceleration(self)
static int l_get_acceleration(lua_State *L);
// set_yaw(self, radians)
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, p={x=0,y=0}, num_frames=1, framelength=0.2,
// select_horiz_by_yawpitch=false)
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 */
// is_player_connected(self)
static int l_is_player_connected(lua_State *L);
// get_player_name(self)
static int l_get_player_name(lua_State *L);
// get_player_velocity(self)
static int l_get_player_velocity(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_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);
// set_attribute(self, attribute, value)
static int l_set_attribute(lua_State *L);
// get_attribute(self, attribute)
static int l_get_attribute(lua_State *L);
// set_inventory_formspec(self, formspec)
static int l_set_inventory_formspec(lua_State *L);
// get_inventory_formspec(self) -> formspec
static int l_get_inventory_formspec(lua_State *L);
// get_player_control(self)
static int l_get_player_control(lua_State *L);
// get_player_control_bits(self)
static int l_get_player_control_bits(lua_State *L);
// hud_add(self, id, form)
static int l_hud_add(lua_State *L);
// hud_rm(self, id)
static int l_hud_remove(lua_State *L);
// hud_change(self, id, stat, data)
static int l_hud_change(lua_State *L);
// hud_get_next_id(self)
static u32 hud_get_next_id(lua_State *L);
// hud_get(self, id)
static int l_hud_get(lua_State *L);
// hud_set_flags(self, flags)
static int l_hud_set_flags(lua_State *L);
// hud_get_flags()
static int l_hud_get_flags(lua_State *L);
// hud_set_hotbar_itemcount(self, hotbar_itemcount)
static int l_hud_set_hotbar_itemcount(lua_State *L);
// hud_get_hotbar_itemcount(self)
static int l_hud_get_hotbar_itemcount(lua_State *L);
// hud_set_hotbar_image(self, name)
static int l_hud_set_hotbar_image(lua_State *L);
// hud_get_hotbar_image(self)
static int l_hud_get_hotbar_image(lua_State *L);
// hud_set_hotbar_selected_image(self, name)
static int l_hud_set_hotbar_selected_image(lua_State *L);
// hud_get_hotbar_selected_image(self)
static int l_hud_get_hotbar_selected_image(lua_State *L);
// set_sky(self, bgcolor, type, list, clouds = true)
static int l_set_sky(lua_State *L);
// get_sky(self)
static int l_get_sky(lua_State *L);
// set_clouds(self, {density=, color=, ambient=, height=, thickness=, speed=})
static int l_set_clouds(lua_State *L);
// get_clouds(self)
static int l_get_clouds(lua_State *L);
// override_day_night_ratio(self, type)
static int l_override_day_night_ratio(lua_State *L);
// get_day_night_ratio(self)
static int l_get_day_night_ratio(lua_State *L);
// set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
static int l_set_local_animation(lua_State *L);
// get_local_animation(self)
static int l_get_local_animation(lua_State *L);
// set_eye_offset(self, v3f first pv, v3f third pv)
static int l_set_eye_offset(lua_State *L);
// get_eye_offset(self)
static int l_get_eye_offset(lua_State *L);
// set_nametag_attributes(self, attributes)
static int l_set_nametag_attributes(lua_State *L);
// get_nametag_attributes(self)
static int l_get_nametag_attributes(lua_State *L);
};
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