+ lua_pushboolean(L, true);
+ return 1;
+}
+
+// get_player_names()
+int ModApiClient::l_get_player_names(lua_State *L)
+{
+ const std::list<std::string> &plist = getClient(L)->getConnectedPlayerNames();
+ lua_createtable(L, plist.size(), 0);
+ int newTable = lua_gettop(L);
+ int index = 1;
+ std::list<std::string>::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;
+ 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(pos)
+// pos = {x=num, y=num, z=num}
+int ModApiClient::l_get_node(lua_State *L)
+{
+ // pos
+ v3s16 pos = read_v3s16(L, 1);
+ // Do it
+ bool pos_ok;
+ MapNode n = getClient(L)->getNode(pos, &pos_ok);
+ // Return node
+ pushnode(L, n, getClient(L)->ndef());
+ 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)->getNode(pos, &pos_ok);
+ if (pos_ok) {
+ // Return node
+ pushnode(L, n, getClient(L)->ndef());
+ } else {
+ lua_pushnil(L);
+ }
+ return 1;
+}
+
+int ModApiClient::l_get_wielded_item(lua_State *L)
+{
+ Client *client = getClient(L);
+
+ Inventory local_inventory(client->idef());
+ client->getLocalInventory(local_inventory);
+
+ InventoryList *mlist = local_inventory.getList("main");
+
+ if (mlist && client->getPlayerItem() < mlist->getSize()) {
+ LuaItemStack::create(L, mlist->getItem(client->getPlayerItem()));
+ } else {
+ LuaItemStack::create(L, ItemStack());
+ }
+ return 1;
+}
+
+// get_meta(pos)
+int ModApiClient::l_get_meta(lua_State *L)
+{
+ v3s16 p = read_v3s16(L, 1);
+ NodeMetadata *meta = getClient(L)->getEnv().getMap().getNodeMetadata(p);
+ NodeMetaRef::createClient(L, meta);
+ return 1;
+}
+
+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, 0.0f, pitch);
+ lua_pushinteger(L, handle);
+
+ return 1;
+}
+
+int ModApiClient::l_sound_stop(lua_State *L)
+{
+ u32 handle = luaL_checkinteger(L, 1);
+
+ getClient(L)->getSoundManager()->stopSound(handle);
+
+ 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 (!lua_isstring(L, 1))
+ return 0;
+
+ const std::string &name(lua_tostring(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);
+
+ INodeDefManager *ndef = gdef->ndef();
+ assert(ndef);
+
+ if (!lua_isstring(L, 1))
+ return 0;
+
+ const std::string &name = lua_tostring(L, 1);
+ const ContentFeatures &cf = ndef->get(ndef->getId(name));
+ if (cf.name != name) // Unknown node. | name = <whatever>, cf.name = ignore
+ return 0;
+
+ push_content_features(L, cf);
+
+ return 1;
+}
+
+int ModApiClient::l_take_screenshot(lua_State *L)
+{
+ Client *client = getClient(L);
+ client->makeScreenshot();
+ return 0;
+}
+
+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 ":");