#include "object_properties.h"
#include "collision.h"
#include "cpp_api/s_node.h"
+#include "lua_api/l_clientobject.h"
#include "lua_api/l_object.h"
#include "lua_api/l_item.h"
#include "common/c_internal.h"
}
push_groups(L, i.groups);
lua_setfield(L, -2, "groups");
+ lua_newtable(L);
push_soundspec(L, i.sound_place);
- lua_setfield(L, -2, "sound_place");
+ lua_setfield(L, -2, "place");
push_soundspec(L, i.sound_place_failed);
- lua_setfield(L, -2, "sound_place_failed");
+ lua_setfield(L, -2, "place_failed");
+ lua_setfield(L, -2, "sounds");
lua_pushstring(L, i.node_placement_prediction.c_str());
lua_setfield(L, -2, "node_placement_prediction");
}
if (getintfield(L, -1, "hp_max", hp_max)) {
prop->hp_max = (u16)rangelim(hp_max, 0, U16_MAX);
- if (prop->hp_max < sao->getHP()) {
+ if (sao && prop->hp_max < sao->getHP()) {
PlayerHPChangeReason reason(PlayerHPChangeReason::SET_HP);
sao->setHP(prop->hp_max, reason);
}
}
if (getintfield(L, -1, "breath_max", prop->breath_max)) {
- if (sao->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
+ if (sao && sao->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
PlayerSAO *player = (PlayerSAO *)sao;
if (prop->breath_max < player->getBreath())
player->setBreath(prop->breath_max);
return tiledef;
}
+/******************************************************************************/
+void push_tiledef(lua_State *L, TileDef tiledef)
+{
+ lua_newtable(L);
+ setstringfield(L, -1, "name", tiledef.name);
+ setboolfield(L, -1, "backface_culling", tiledef.backface_culling);
+ setboolfield(L, -1, "tileable_horizontal", tiledef.tileable_horizontal);
+ setboolfield(L, -1, "tileable_vertical", tiledef.tileable_vertical);
+ std::string align_style;
+ switch (tiledef.align_style) {
+ case ALIGN_STYLE_USER_DEFINED:
+ align_style = "user";
+ break;
+ case ALIGN_STYLE_WORLD:
+ align_style = "world";
+ break;
+ default:
+ align_style = "node";
+ }
+ setstringfield(L, -1, "align_style", align_style);
+ setintfield(L, -1, "scale", tiledef.scale);
+ if (tiledef.has_color) {
+ push_ARGB8(L, tiledef.color);
+ lua_setfield(L, -2, "color");
+ }
+ push_animation_definition(L, tiledef.animation);
+ lua_setfield(L, -2, "animation");
+}
+
/******************************************************************************/
void read_content_features(lua_State *L, ContentFeatures &f, int index)
{
std::string drawtype(ScriptApiNode::es_DrawType[(int)c.drawtype].str);
std::string liquid_type(ScriptApiNode::es_LiquidType[(int)c.liquid_type].str);
- /* Missing "tiles" because I don't see a usecase (at least not yet). */
+ lua_newtable(L);
+
+ // tiles
+ lua_newtable(L);
+ for (int i = 0; i < 6; i++) {
+ push_tiledef(L, c.tiledef[i]);
+ lua_rawseti(L, -2, i + 1);
+ }
+ lua_setfield(L, -2, "tiles");
+ // overlay_tiles
lua_newtable(L);
+ for (int i = 0; i < 6; i++) {
+ push_tiledef(L, c.tiledef_overlay[i]);
+ lua_rawseti(L, -2, i + 1);
+ }
+ lua_setfield(L, -2, "overlay_tiles");
+
+ // special_tiles
+ lua_newtable(L);
+ for (int i = 0; i < CF_SPECIAL_COUNT; i++) {
+ push_tiledef(L, c.tiledef_special[i]);
+ lua_rawseti(L, -2, i + 1);
+ }
+ lua_setfield(L, -2, "special_tiles");
+
lua_pushboolean(L, c.has_on_construct);
lua_setfield(L, -2, "has_on_construct");
lua_pushboolean(L, c.has_on_destruct);
lua_setfield(L, -2, "collision_box");
lua_newtable(L);
push_soundspec(L, c.sound_footstep);
- lua_setfield(L, -2, "sound_footstep");
+ lua_setfield(L, -2, "footstep");
push_soundspec(L, c.sound_dig);
- lua_setfield(L, -2, "sound_dig");
+ lua_setfield(L, -2, "dig");
push_soundspec(L, c.sound_dug);
- lua_setfield(L, -2, "sound_dug");
+ lua_setfield(L, -2, "dug");
lua_setfield(L, -2, "sounds");
lua_pushboolean(L, c.legacy_facedir_simple);
lua_setfield(L, -2, "legacy_facedir_simple");
return anim;
}
+void push_animation_definition(lua_State *L, struct TileAnimationParams anim)
+{
+ switch (anim.type) {
+ case TAT_NONE:
+ lua_pushnil(L);
+ break;
+ case TAT_VERTICAL_FRAMES:
+ lua_newtable(L);
+ setstringfield(L, -1, "type", "vertical_frames");
+ setfloatfield(L, -1, "aspect_w", anim.vertical_frames.aspect_w);
+ setfloatfield(L, -1, "aspect_h", anim.vertical_frames.aspect_h);
+ setfloatfield(L, -1, "length", anim.vertical_frames.length);
+ break;
+ case TAT_SHEET_2D:
+ lua_newtable(L);
+ setstringfield(L, -1, "type", "sheet_2d");
+ setintfield(L, -1, "frames_w", anim.sheet_2d.frames_w);
+ setintfield(L, -1, "frames_h", anim.sheet_2d.frames_h);
+ setintfield(L, -1, "frame_length", anim.sheet_2d.frame_length);
+ break;
+ }
+}
+
/******************************************************************************/
ToolCapabilities read_tool_capabilities(
lua_State *L, int table)
} else if (pointed.type == POINTEDTHING_OBJECT) {
lua_pushstring(L, "object");
lua_setfield(L, -2, "type");
-
- if (csm) {
- lua_pushinteger(L, pointed.object_id);
- lua_setfield(L, -2, "id");
- } else {
- push_objectRef(L, pointed.object_id);
- lua_setfield(L, -2, "ref");
- }
+ push_objectRef(L, pointed.object_id);
+ lua_setfield(L, -2, "ref");
} else {
lua_pushstring(L, "nothing");
lua_setfield(L, -2, "type");
lua_setfield(L, -2, "collisions");
/**/
}
+
+/******************************************************************************/
+void push_physics_override(lua_State *L, float speed, float jump, float gravity, bool sneak, bool sneak_glitch, bool new_move)
+{
+ lua_createtable(L, 0, 6);
+
+ lua_pushnumber(L, speed);
+ lua_setfield(L, -2, "speed");
+
+ lua_pushnumber(L, jump);
+ lua_setfield(L, -2, "jump");
+
+ lua_pushnumber(L, gravity);
+ lua_setfield(L, -2, "gravity");
+
+ lua_pushboolean(L, sneak);
+ lua_setfield(L, -2, "sneak");
+
+ lua_pushboolean(L, sneak_glitch);
+ lua_setfield(L, -2, "sneak_glitch");
+
+ lua_pushboolean(L, new_move);
+ lua_setfield(L, -2, "new_move");
+}