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/*
Minetest-c55
Copyright (C) 2011 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 General Public License as published by
the Free Software Foundation; either version 2 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 General Public License for more details.
You should have received a copy of the GNU 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 SCRIPTAPI_HEADER
#define SCRIPTAPI_HEADER
#include "irrlichttypes.h"
#include <string>
#include "mapnode.h"
class Server;
class ServerEnvironment;
class ServerActiveObject;
class ServerRemotePlayer;
typedef struct lua_State lua_State;
struct LuaEntityProperties;
struct ItemStack;
struct PointedThing;
//class IGameDef;
void scriptapi_export(lua_State *L, Server *server);
bool scriptapi_loadmod(lua_State *L, const std::string &scriptpath,
const std::string &modname);
void scriptapi_add_environment(lua_State *L, ServerEnvironment *env);
void scriptapi_add_object_reference(lua_State *L, ServerActiveObject *cobj);
void scriptapi_rm_object_reference(lua_State *L, ServerActiveObject *cobj);
// Returns true if script handled message
bool scriptapi_on_chat_message(lua_State *L, const std::string &name,
const std::string &message);
/* environment */
// On environment step
void scriptapi_environment_step(lua_State *L, float dtime);
// After generating a piece of map
void scriptapi_environment_on_generated(lua_State *L, v3s16 minp, v3s16 maxp);
/* misc */
void scriptapi_on_newplayer(lua_State *L, ServerActiveObject *player);
void scriptapi_on_dieplayer(lua_State *L, ServerActiveObject *player);
bool scriptapi_on_respawnplayer(lua_State *L, ServerActiveObject *player);
void scriptapi_get_creative_inventory(lua_State *L, ServerRemotePlayer *player);
/* item callbacks */
bool scriptapi_item_on_drop(lua_State *L, ItemStack &item,
ServerActiveObject *dropper, v3f pos);
bool scriptapi_item_on_place(lua_State *L, ItemStack &item,
ServerActiveObject *placer, const PointedThing &pointed);
bool scriptapi_item_on_use(lua_State *L, ItemStack &item,
ServerActiveObject *user, const PointedThing &pointed);
/* node callbacks */
bool scriptapi_node_on_punch(lua_State *L, v3s16 p, MapNode node,
ServerActiveObject *puncher);
bool scriptapi_node_on_dig(lua_State *L, v3s16 p, MapNode node,
ServerActiveObject *digger);
/* luaentity */
// Returns true if succesfully added into Lua; false otherwise.
bool scriptapi_luaentity_add(lua_State *L, u16 id, const char *name,
const std::string &staticdata);
void scriptapi_luaentity_rm(lua_State *L, u16 id);
std::string scriptapi_luaentity_get_staticdata(lua_State *L, u16 id);
void scriptapi_luaentity_get_properties(lua_State *L, u16 id,
LuaEntityProperties *prop);
void scriptapi_luaentity_step(lua_State *L, u16 id, float dtime);
void scriptapi_luaentity_punch(lua_State *L, u16 id,
ServerActiveObject *puncher, float time_from_last_punch);
void scriptapi_luaentity_rightclick(lua_State *L, u16 id,
ServerActiveObject *clicker);
#endif
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