/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola Copyright (C) 2017 nerzhul, Loic Blot 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 "l_client.h" #include "chatmessage.h" #include "client/client.h" #include "client/clientevent.h" #include "client/sound.h" #include "client/clientenvironment.h" #include "client/game.h" #include "common/c_content.h" #include "common/c_converter.h" #include "cpp_api/s_base.h" #include "gettext.h" #include "l_internal.h" #include "l_clientobject.h" #include "lua_api/l_nodemeta.h" #include "gui/mainmenumanager.h" #include "map.h" #include "util/string.h" #include "nodedef.h" #include "client/keycode.h" #define checkCSMRestrictionFlag(flag) \ ( getClient(L)->checkCSMRestrictionFlag(CSMRestrictionFlags::flag) ) // Not the same as FlagDesc, which contains an `u32 flag` struct CSMFlagDesc { const char *name; u64 flag; }; /* FIXME: This should eventually be moved somewhere else It also needs to be kept in sync with the definition of CSMRestrictionFlags in network/networkprotocol.h */ const static CSMFlagDesc flagdesc_csm_restriction[] = { {"load_client_mods", CSM_RF_LOAD_CLIENT_MODS}, {"chat_messages", CSM_RF_CHAT_MESSAGES}, {"read_itemdefs", CSM_RF_READ_ITEMDEFS}, {"read_nodedefs", CSM_RF_READ_NODEDEFS}, {"lookup_nodes", CSM_RF_LOOKUP_NODES}, {"read_playerinfo", CSM_RF_READ_PLAYERINFO}, {NULL, 0} }; // get_current_modname() int ModApiClient::l_get_current_modname(lua_State *L) { lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_CURRENT_MOD_NAME); return 1; } // get_modpath(modname) int ModApiClient::l_get_modpath(lua_State *L) { std::string modname = readParam(L, 1); // Client mods use a virtual filesystem, see Client::scanModSubfolder() std::string path = modname + ":"; lua_pushstring(L, path.c_str()); return 1; } // get_last_run_mod() int ModApiClient::l_get_last_run_mod(lua_State *L) { lua_rawgeti(L, LUA_REGISTRYINDEX, CUSTOM_RIDX_CURRENT_MOD_NAME); std::string current_mod = readParam(L, -1, ""); if (current_mod.empty()) { lua_pop(L, 1); lua_pushstring(L, getScriptApiBase(L)->getOrigin().c_str()); } return 1; } // set_last_run_mod(modname) int ModApiClient::l_set_last_run_mod(lua_State *L) { if (!lua_isstring(L, 1)) return 0; const char *mod = lua_tostring(L, 1); getScriptApiBase(L)->setOriginDirect(mod); lua_pushboolean(L, true); return 1; } // print(text) int ModApiClient::l_print(lua_State *L) { NO_MAP_LOCK_REQUIRED; std::string text = luaL_checkstring(L, 1); rawstream << text << std::endl; return 0; } // display_chat_message(message) int ModApiClient::l_display_chat_message(lua_State *L) { if (!lua_isstring(L, 1)) return 0; std::string message = luaL_checkstring(L, 1); getClient(L)->pushToChatQueue(new ChatMessage(utf8_to_wide(message))); lua_pushboolean(L, true); return 1; } // send_chat_message(message) int ModApiClient::l_send_chat_message(lua_State *L) { if (!lua_isstring(L, 1)) return 0; // If server disabled this API, discard if (checkCSMRestrictionFlag(CSM_RF_CHAT_MESSAGES)) return 0; std::string message = luaL_checkstring(L, 1); getClient(L)->sendChatMessage(utf8_to_wide(message)); return 0; } // clear_out_chat_queue() int ModApiClient::l_clear_out_chat_queue(lua_State *L) { getClient(L)->clearOutChatQueue(); return 0; } // get_player_names() int ModApiClient::l_get_player_names(lua_State *L) { if (checkCSMRestrictionFlag(CSM_RF_READ_PLAYERINFO)) return 0; const std::list &plist = getClient(L)->getConnectedPlayerNames(); lua_createtable(L, plist.size(), 0); int newTable = lua_gettop(L); int index = 1; std::list::const_iterator iter; for (iter = plist.begin(); iter != plist.end(); ++iter) { lua_pushstring(L, (*iter).c_str()); lua_rawseti(L, newTable, index); index++; } return 1; } // show_formspec(formspec) int ModApiClient::l_show_formspec(lua_State *L) { if (!lua_isstring(L, 1) || !lua_isstring(L, 2)) return 0; ClientEvent *event = new ClientEvent(); event->type = CE_SHOW_LOCAL_FORMSPEC; event->show_formspec.formname = new std::string(luaL_checkstring(L, 1)); event->show_formspec.formspec = new std::string(luaL_checkstring(L, 2)); getClient(L)->pushToEventQueue(event); lua_pushboolean(L, true); return 1; } // send_respawn() int ModApiClient::l_send_respawn(lua_State *L) { getClient(L)->sendRespawn(); return 0; } // disconnect() int ModApiClient::l_disconnect(lua_State *L) { // Stops badly written Lua code form causing boot loops if (getClient(L)->isShutdown()) { lua_pushboolean(L, false); return 1; } g_gamecallback->disconnect(); lua_pushboolean(L, true); return 1; } // gettext(text) int ModApiClient::l_gettext(lua_State *L) { std::string text = strgettext(std::string(luaL_checkstring(L, 1))); lua_pushstring(L, text.c_str()); return 1; } // get_node_or_nil(pos) // pos = {x=num, y=num, z=num} int ModApiClient::l_get_node_or_nil(lua_State *L) { // pos v3s16 pos = read_v3s16(L, 1); // Do it bool pos_ok; MapNode n = getClient(L)->CSMGetNode(pos, &pos_ok); if (pos_ok) { // Return node pushnode(L, n, getClient(L)->ndef()); } else { lua_pushnil(L); } return 1; } // get_langauge() int ModApiClient::l_get_language(lua_State *L) { #ifdef _WIN32 char *locale = setlocale(LC_ALL, NULL); #else char *locale = setlocale(LC_MESSAGES, NULL); #endif std::string lang = gettext("LANG_CODE"); if (lang == "LANG_CODE") lang = ""; lua_pushstring(L, locale); lua_pushstring(L, lang.c_str()); return 2; } // get_meta(pos) int ModApiClient::l_get_meta(lua_State *L) { v3s16 p = read_v3s16(L, 1); // check restrictions first bool pos_ok; getClient(L)->CSMGetNode(p, &pos_ok); if (!pos_ok) return 0; NodeMetadata *meta = getEnv(L)->getMap().getNodeMetadata(p); NodeMetaRef::createClient(L, meta); return 1; } // sound_play(spec, parameters) int ModApiClient::l_sound_play(lua_State *L) { ISoundManager *sound = getClient(L)->getSoundManager(); SimpleSoundSpec spec; read_soundspec(L, 1, spec); float gain = 1.0f; float pitch = 1.0f; bool looped = false; s32 handle; if (lua_istable(L, 2)) { getfloatfield(L, 2, "gain", gain); getfloatfield(L, 2, "pitch", pitch); getboolfield(L, 2, "loop", looped); lua_getfield(L, 2, "pos"); if (!lua_isnil(L, -1)) { v3f pos = read_v3f(L, -1) * BS; lua_pop(L, 1); handle = sound->playSoundAt( spec.name, looped, gain * spec.gain, pos, pitch); lua_pushinteger(L, handle); return 1; } } handle = sound->playSound(spec.name, looped, gain * spec.gain, spec.fade, pitch); lua_pushinteger(L, handle); return 1; } // sound_stop(handle) int ModApiClient::l_sound_stop(lua_State *L) { s32 handle = luaL_checkinteger(L, 1); getClient(L)->getSoundManager()->stopSound(handle); return 0; } // sound_fade(handle, step, gain) int ModApiClient::l_sound_fade(lua_State *L) { s32 handle = luaL_checkinteger(L, 1); float step = readParam(L, 2); float gain = readParam(L, 3); getClient(L)->getSoundManager()->fadeSound(handle, step, gain); return 0; } // get_server_info() int ModApiClient::l_get_server_info(lua_State *L) { Client *client = getClient(L); Address serverAddress = client->getServerAddress(); lua_newtable(L); lua_pushstring(L, client->getAddressName().c_str()); lua_setfield(L, -2, "address"); lua_pushstring(L, serverAddress.serializeString().c_str()); lua_setfield(L, -2, "ip"); lua_pushinteger(L, serverAddress.getPort()); lua_setfield(L, -2, "port"); lua_pushinteger(L, client->getProtoVersion()); lua_setfield(L, -2, "protocol_version"); return 1; } // get_item_def(itemstring) int ModApiClient::l_get_item_def(lua_State *L) { IGameDef *gdef = getGameDef(L); assert(gdef); IItemDefManager *idef = gdef->idef(); assert(idef); if (checkCSMRestrictionFlag(CSM_RF_READ_ITEMDEFS)) return 0; if (!lua_isstring(L, 1)) return 0; std::string name = readParam(L, 1); if (!idef->isKnown(name)) return 0; const ItemDefinition &def = idef->get(name); push_item_definition_full(L, def); return 1; } // get_node_def(nodename) int ModApiClient::l_get_node_def(lua_State *L) { IGameDef *gdef = getGameDef(L); assert(gdef); const NodeDefManager *ndef = gdef->ndef(); assert(ndef); if (!lua_isstring(L, 1)) return 0; if (checkCSMRestrictionFlag(CSM_RF_READ_NODEDEFS)) return 0; std::string name = readParam(L, 1); const ContentFeatures &cf = ndef->get(ndef->getId(name)); if (cf.name != name) // Unknown node. | name = , cf.name = ignore return 0; push_content_features(L, cf); return 1; } // get_privilege_list() int ModApiClient::l_get_privilege_list(lua_State *L) { const Client *client = getClient(L); lua_newtable(L); for (const std::string &priv : client->getPrivilegeList()) { lua_pushboolean(L, true); lua_setfield(L, -2, priv.c_str()); } return 1; } // get_builtin_path() int ModApiClient::l_get_builtin_path(lua_State *L) { lua_pushstring(L, BUILTIN_MOD_NAME ":"); return 1; } // get_csm_restrictions() int ModApiClient::l_get_csm_restrictions(lua_State *L) { u64 flags = getClient(L)->getCSMRestrictionFlags(); const CSMFlagDesc *flagdesc = flagdesc_csm_restriction; lua_newtable(L); for (int i = 0; flagdesc[i].name; i++) { setboolfield(L, -1, flagdesc[i].name, !!(flags & flagdesc[i].flag)); } return 1; } // send_damage(damage) int ModApiClient::l_send_damage(lua_State *L) { u16 damage = luaL_checknumber(L, 1); getClient(L)->sendDamage(damage); return 0; } // place_node(pos) int ModApiClient::l_place_node(lua_State *L) { Client *client = getClient(L); ClientMap &map = client->getEnv().getClientMap(); LocalPlayer *player = client->getEnv().getLocalPlayer(); ItemStack selected_item, hand_item; player->getWieldedItem(&selected_item, &hand_item); const ItemDefinition &selected_def = selected_item.getDefinition(getGameDef(L)->idef()); v3s16 pos = read_v3s16(L, 1); PointedThing pointed; pointed.type = POINTEDTHING_NODE; pointed.node_abovesurface = pos; pointed.node_undersurface = pos; NodeMetadata *meta = map.getNodeMetadata(pos); g_game->nodePlacement(selected_def, selected_item, pos, pos, pointed, meta, true); return 0; } // dig_node(pos) int ModApiClient::l_dig_node(lua_State *L) { Client *client = getClient(L); v3s16 pos = read_v3s16(L, 1); PointedThing pointed; pointed.type = POINTEDTHING_NODE; pointed.node_abovesurface = pos; pointed.node_undersurface = pos; client->interact(INTERACT_START_DIGGING, pointed); client->interact(INTERACT_DIGGING_COMPLETED, pointed); client->removeNode(pos); return 0; } // get_inventory(location) int ModApiClient::l_get_inventory(lua_State *L) { Client *client = getClient(L); InventoryLocation inventory_location; Inventory *inventory; std::string location; location = readParam(L, 1); try { inventory_location.deSerialize(location); inventory = client->getInventory(inventory_location); if (! inventory) throw SerializationError(std::string("Attempt to access nonexistant inventory (") + location + ")"); push_inventory_lists(L, *inventory); } catch (SerializationError &) { lua_pushnil(L); } return 1; } // set_keypress(key_setting, pressed) -> returns true on success int ModApiClient::l_set_keypress(lua_State *L) { std::string setting_name = "keymap_" + readParam(L, 1); bool pressed = lua_isboolean(L, 2) && readParam(L, 2); try { KeyPress keyCode = getKeySetting(setting_name.c_str()); if (pressed) g_game->input->setKeypress(keyCode); else g_game->input->unsetKeypress(keyCode); lua_pushboolean(L, true); } catch (SettingNotFoundException &) { lua_pushboolean(L, false); } return 1; } // drop_selected_item() int ModApiClient::l_drop_selected_item(lua_State *L) { g_game->dropSelectedItem(); return 0; } // get_objects_inside_radius(pos, radius) int ModApiClient::l_get_objects_inside_radius(lua_State *L) { ClientEnvironment &env = getClient(L)->getEnv(); v3f pos = checkFloatPos(L, 1); float radius = readParam(L, 2) * BS; std::vector objs; env.getActiveObjects(pos, radius, objs); int i = 0; lua_createtable(L, objs.size(), 0); for (const auto obj : objs) { push_objectRef(L, obj.obj->getId()); lua_rawseti(L, -2, ++i); } return 1; } // make_screenshot() int ModApiClient::l_make_screenshot(lua_State *L) { getClient(L)->makeScreenshot(); return 0; } /* `pointed_thing` --------------- * `{type="nothing"}` * `{type="node", under=pos, above=pos}` * Indicates a pointed node selection box. * `under` refers to the node position behind the pointed face. * `above` refers to the node position in front of the pointed face. * `{type="object", ref=ObjectRef}` Exact pointing location (currently only `Raycast` supports these fields): * `pointed_thing.intersection_point`: The absolute world coordinates of the point on the selection box which is pointed at. May be in the selection box if the pointer is in the box too. * `pointed_thing.box_id`: The ID of the pointed selection box (counting starts from 1). * `pointed_thing.intersection_normal`: Unit vector, points outwards of the selected selection box. This specifies which face is pointed at. Is a null vector `{x = 0, y = 0, z = 0}` when the pointer is inside the selection box. */ // interact(action, pointed_thing) int ModApiClient::l_interact(lua_State *L) { std::string action_str = readParam(L, 1); InteractAction action; if (action_str == "start_digging") action = INTERACT_START_DIGGING; else if (action_str == "stop_digging") action = INTERACT_STOP_DIGGING; else if (action_str == "digging_completed") action = INTERACT_DIGGING_COMPLETED; else if (action_str == "place") action = INTERACT_PLACE; else if (action_str == "use") action = INTERACT_USE; else if (action_str == "activate") action = INTERACT_ACTIVATE; else return 0; lua_getfield(L, 2, "type"); if (! lua_isstring(L, -1)) return 0; std::string type_str = lua_tostring(L, -1); lua_pop(L, 1); PointedThingType type; if (type_str == "nothing") type = POINTEDTHING_NOTHING; else if (type_str == "node") type = POINTEDTHING_NODE; else if (type_str == "object") type = POINTEDTHING_OBJECT; else return 0; PointedThing pointed; pointed.type = type; ClientObjectRef *obj; switch (type) { case POINTEDTHING_NODE: lua_getfield(L, 2, "under"); pointed.node_undersurface = check_v3s16(L, -1); lua_getfield(L, 2, "above"); pointed.node_abovesurface = check_v3s16(L, -1); break; case POINTEDTHING_OBJECT: lua_getfield(L, 2, "ref"); obj = ClientObjectRef::checkobject(L, -1); pointed.object_id = obj->getClientActiveObject()->getId(); break; default: break; } getClient(L)->interact(action, pointed); lua_pushboolean(L, true); return 1; } StringMap *table_to_stringmap(lua_State *L, int index) { StringMap *m = new StringMap; lua_pushvalue(L, index); lua_pushnil(L); while (lua_next(L, -2)) { lua_pushvalue(L, -2); std::basic_string key = lua_tostring(L, -1); std::basic_string value = lua_tostring(L, -2); (*m)[key] = value; lua_pop(L, 2); } lua_pop(L, 1); return m; } // send_inventory_fields(formname, fields) // Only works if the inventory form was opened beforehand. int ModApiClient::l_send_inventory_fields(lua_State *L) { std::string formname = luaL_checkstring(L, 1); StringMap *fields = table_to_stringmap(L, 2); getClient(L)->sendInventoryFields(formname, *fields); return 0; } // send_nodemeta_fields(position, formname, fields) int ModApiClient::l_send_nodemeta_fields(lua_State *L) { v3s16 pos = check_v3s16(L, 1); std::string formname = luaL_checkstring(L, 2); StringMap *m = table_to_stringmap(L, 3); getClient(L)->sendNodemetaFields(pos, formname, *m); return 0; } void ModApiClient::Initialize(lua_State *L, int top) { API_FCT(get_current_modname); API_FCT(get_modpath); API_FCT(print); API_FCT(display_chat_message); API_FCT(send_chat_message); API_FCT(clear_out_chat_queue); API_FCT(get_player_names); API_FCT(set_last_run_mod); API_FCT(get_last_run_mod); API_FCT(show_formspec); API_FCT(send_respawn); API_FCT(gettext); API_FCT(get_node_or_nil); API_FCT(disconnect); API_FCT(get_meta); API_FCT(sound_play); API_FCT(sound_stop); API_FCT(sound_fade); API_FCT(get_server_info); API_FCT(get_item_def); API_FCT(get_node_def); API_FCT(get_privilege_list); API_FCT(get_builtin_path); API_FCT(get_language); API_FCT(get_csm_restrictions); API_FCT(send_damage); API_FCT(place_node); API_FCT(dig_node); API_FCT(get_inventory); API_FCT(set_keypress); API_FCT(drop_selected_item); API_FCT(get_objects_inside_radius); API_FCT(make_screenshot); API_FCT(interact); API_FCT(send_inventory_fields); API_FCT(send_nodemeta_fields); }