3 Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
23 #include "lua_api/l_base.h"
24 #include "irrlichttypes.h"
26 class ServerActiveObject;
35 class ObjectRef : public ModApiBase {
37 ServerActiveObject *m_object;
39 static const char className[];
40 static const luaL_reg methods[];
42 static ObjectRef *checkobject(lua_State *L, int narg);
44 static ServerActiveObject* getobject(ObjectRef *ref);
46 static LuaEntitySAO* getluaobject(ObjectRef *ref);
48 static PlayerSAO* getplayersao(ObjectRef *ref);
50 static Player* getplayer(ObjectRef *ref);
55 static int gc_object(lua_State *L);
58 static int l_remove(lua_State *L);
61 // returns: {x=num, y=num, z=num}
62 static int l_getpos(lua_State *L);
65 static int l_setpos(lua_State *L);
67 // moveto(self, pos, continuous=false)
68 static int l_moveto(lua_State *L);
70 // punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
71 static int l_punch(lua_State *L);
73 // right_click(self, clicker); clicker = an another ObjectRef
74 static int l_right_click(lua_State *L);
77 // hp = number of hitpoints (2 * number of hearts)
79 static int l_set_hp(lua_State *L);
82 // returns: number of hitpoints (2 * number of hearts)
83 // 0 if not applicable to this type of object
84 static int l_get_hp(lua_State *L);
86 // get_inventory(self)
87 static int l_get_inventory(lua_State *L);
89 // get_wield_list(self)
90 static int l_get_wield_list(lua_State *L);
92 // get_wield_index(self)
93 static int l_get_wield_index(lua_State *L);
95 // get_wielded_item(self)
96 static int l_get_wielded_item(lua_State *L);
98 // set_wielded_item(self, itemstack or itemstring or table or nil)
99 static int l_set_wielded_item(lua_State *L);
101 // set_armor_groups(self, groups)
102 static int l_set_armor_groups(lua_State *L);
104 // set_physics_override(self, physics_override_speed, physics_override_jump,
105 // physics_override_gravity, sneak, sneak_glitch)
106 static int l_set_physics_override(lua_State *L);
108 // set_animation(self, frame_range, frame_speed, frame_blend)
109 static int l_set_animation(lua_State *L);
111 // set_bone_position(self, std::string bone, v3f position, v3f rotation)
112 static int l_set_bone_position(lua_State *L);
114 // set_attach(self, parent, bone, position, rotation)
115 static int l_set_attach(lua_State *L);
118 static int l_set_detach(lua_State *L);
120 // set_properties(self, properties)
121 static int l_set_properties(lua_State *L);
124 static int l_is_player(lua_State *L);
126 /* LuaEntitySAO-only */
128 // setvelocity(self, {x=num, y=num, z=num})
129 static int l_setvelocity(lua_State *L);
132 static int l_getvelocity(lua_State *L);
134 // setacceleration(self, {x=num, y=num, z=num})
135 static int l_setacceleration(lua_State *L);
137 // getacceleration(self)
138 static int l_getacceleration(lua_State *L);
140 // setyaw(self, radians)
141 static int l_setyaw(lua_State *L);
144 static int l_getyaw(lua_State *L);
146 // settexturemod(self, mod)
147 static int l_settexturemod(lua_State *L);
149 // setsprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2,
150 // select_horiz_by_yawpitch=false)
151 static int l_setsprite(lua_State *L);
154 // get_entity_name(self)
155 static int l_get_entity_name(lua_State *L);
157 // get_luaentity(self)
158 static int l_get_luaentity(lua_State *L);
162 // is_player_connected(self)
163 static int l_is_player_connected(lua_State *L);
165 // get_player_name(self)
166 static int l_get_player_name(lua_State *L);
168 // get_look_dir(self)
169 static int l_get_look_dir(lua_State *L);
171 // get_look_pitch(self)
172 static int l_get_look_pitch(lua_State *L);
174 // get_look_yaw(self)
175 static int l_get_look_yaw(lua_State *L);
177 // set_look_pitch(self, radians)
178 static int l_set_look_pitch(lua_State *L);
180 // set_look_yaw(self, radians)
181 static int l_set_look_yaw(lua_State *L);
183 // set_breath(self, breath)
184 static int l_set_breath(lua_State *L);
186 // get_breath(self, breath)
187 static int l_get_breath(lua_State *L);
189 // set_inventory_formspec(self, formspec)
190 static int l_set_inventory_formspec(lua_State *L);
192 // get_inventory_formspec(self) -> formspec
193 static int l_get_inventory_formspec(lua_State *L);
195 // get_player_control(self)
196 static int l_get_player_control(lua_State *L);
198 // get_player_control_bits(self)
199 static int l_get_player_control_bits(lua_State *L);
201 // hud_add(self, id, form)
202 static int l_hud_add(lua_State *L);
205 static int l_hud_remove(lua_State *L);
207 // hud_change(self, id, stat, data)
208 static int l_hud_change(lua_State *L);
210 // hud_get_next_id(self)
211 static u32 hud_get_next_id(lua_State *L);
214 static int l_hud_get(lua_State *L);
216 // hud_set_flags(self, flags)
217 static int l_hud_set_flags(lua_State *L);
220 static int l_hud_get_flags(lua_State *L);
222 // hud_set_hotbar_itemcount(self, hotbar_itemcount)
223 static int l_hud_set_hotbar_itemcount(lua_State *L);
225 // hud_set_hotbar_image(self, name)
226 static int l_hud_set_hotbar_image(lua_State *L);
228 // hud_set_hotbar_selected_image(self, name)
229 static int l_hud_set_hotbar_selected_image(lua_State *L);
231 // set_sky(self, type, list)
232 static int l_set_sky(lua_State *L);
234 // override_day_night_ratio(self, type, list)
235 static int l_override_day_night_ratio(lua_State *L);
237 // set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
238 static int l_set_local_animation(lua_State *L);
240 // set_eye_offset(self, v3f first pv, v3f third pv)
241 static int l_set_eye_offset(lua_State *L);
243 // set_nametag_attributes(self, attributes)
244 static int l_set_nametag_attributes(lua_State *L);
246 // get_nametag_attributes(self)
247 static int l_get_nametag_attributes(lua_State *L);
250 ObjectRef(ServerActiveObject *object);
254 // Creates an ObjectRef and leaves it on top of stack
255 // Not callable from Lua; all references are created on the C side.
256 static void create(lua_State *L, ServerActiveObject *object);
258 static void set_null(lua_State *L);
260 static void Register(lua_State *L);
263 #endif /* L_OBJECT_H_ */