#include "common/c_converter.h"
#include "common/c_types.h"
#include "nodedef.h"
-#include "itemdef.h"
#include "object_properties.h"
#include "cpp_api/s_node.h"
#include "lua_api/l_object.h"
#include "tool.h"
#include "serverobject.h"
#include "porting.h"
-#include "mg_schematic.h"
+#include "mapgen/mg_schematic.h"
#include "noise.h"
+#include "util/pointedthing.h"
+#include "debug.h" // For FATAL_ERROR
#include <json/json.h>
struct EnumString es_TileAnimationType[] =
};
/******************************************************************************/
-ItemDefinition read_item_definition(lua_State* L,int index,
- ItemDefinition default_def)
+void read_item_definition(lua_State* L, int index,
+ const ItemDefinition &default_def, ItemDefinition &def)
{
- if(index < 0)
+ if (index < 0)
index = lua_gettop(L) + 1 + index;
- // Read the item definition
- ItemDefinition def = default_def;
-
def.type = (ItemType)getenumfield(L, index, "type",
es_ItemType, ITEM_NONE);
getstringfield(L, index, "name", def.name);
getstringfield(L, index, "description", def.description);
getstringfield(L, index, "inventory_image", def.inventory_image);
+ getstringfield(L, index, "inventory_overlay", def.inventory_overlay);
getstringfield(L, index, "wield_image", def.wield_image);
+ getstringfield(L, index, "wield_overlay", def.wield_overlay);
+ getstringfield(L, index, "palette", def.palette_image);
+
+ // Read item color.
+ lua_getfield(L, index, "color");
+ read_color(L, -1, &def.color);
+ lua_pop(L, 1);
lua_getfield(L, index, "wield_scale");
if(lua_istable(L, -1)){
// If name is "" (hand), ensure there are ToolCapabilities
// because it will be looked up there whenever any other item has
// no ToolCapabilities
- if(def.name == "" && def.tool_capabilities == NULL){
+ if (def.name.empty() && def.tool_capabilities == NULL){
def.tool_capabilities = new ToolCapabilities();
}
// "" = no prediction
getstringfield(L, index, "node_placement_prediction",
def.node_placement_prediction);
+}
+
+/******************************************************************************/
+void push_item_definition(lua_State *L, const ItemDefinition &i)
+{
+ lua_newtable(L);
+ lua_pushstring(L, i.name.c_str());
+ lua_setfield(L, -2, "name");
+ lua_pushstring(L, i.description.c_str());
+ lua_setfield(L, -2, "description");
+}
+
+void push_item_definition_full(lua_State *L, const ItemDefinition &i)
+{
+ std::string type(es_ItemType[(int)i.type].str);
- return def;
+ lua_newtable(L);
+ lua_pushstring(L, i.name.c_str());
+ lua_setfield(L, -2, "name");
+ lua_pushstring(L, i.description.c_str());
+ lua_setfield(L, -2, "description");
+ lua_pushstring(L, type.c_str());
+ lua_setfield(L, -2, "type");
+ lua_pushstring(L, i.inventory_image.c_str());
+ lua_setfield(L, -2, "inventory_image");
+ lua_pushstring(L, i.inventory_overlay.c_str());
+ lua_setfield(L, -2, "inventory_overlay");
+ lua_pushstring(L, i.wield_image.c_str());
+ lua_setfield(L, -2, "wield_image");
+ lua_pushstring(L, i.wield_overlay.c_str());
+ lua_setfield(L, -2, "wield_overlay");
+ lua_pushstring(L, i.palette_image.c_str());
+ lua_setfield(L, -2, "palette_image");
+ push_ARGB8(L, i.color);
+ lua_setfield(L, -2, "color");
+ push_v3f(L, i.wield_scale);
+ lua_setfield(L, -2, "wield_scale");
+ lua_pushinteger(L, i.stack_max);
+ lua_setfield(L, -2, "stack_max");
+ lua_pushboolean(L, i.usable);
+ lua_setfield(L, -2, "usable");
+ lua_pushboolean(L, i.liquids_pointable);
+ lua_setfield(L, -2, "liquids_pointable");
+ if (i.type == ITEM_TOOL) {
+ push_tool_capabilities(L, ToolCapabilities(
+ i.tool_capabilities->full_punch_interval,
+ i.tool_capabilities->max_drop_level,
+ i.tool_capabilities->groupcaps,
+ i.tool_capabilities->damageGroups));
+ lua_setfield(L, -2, "tool_capabilities");
+ }
+ push_groups(L, i.groups);
+ lua_setfield(L, -2, "groups");
+ push_soundspec(L, i.sound_place);
+ lua_setfield(L, -2, "sound_place");
+ push_soundspec(L, i.sound_place_failed);
+ lua_setfield(L, -2, "sound_place_failed");
+ lua_pushstring(L, i.node_placement_prediction.c_str());
+ lua_setfield(L, -2, "node_placement_prediction");
}
/******************************************************************************/
void read_object_properties(lua_State *L, int index,
- ObjectProperties *prop)
+ ObjectProperties *prop, IItemDefManager *idef)
{
if(index < 0)
index = lua_gettop(L) + 1 + index;
if(!lua_istable(L, index))
return;
- prop->hp_max = getintfield_default(L, -1, "hp_max", 10);
+ int hp_max = 0;
+ if (getintfield(L, -1, "hp_max", hp_max))
+ prop->hp_max = (s16)rangelim(hp_max, 0, S16_MAX);
+ getintfield(L, -1, "breath_max", prop->breath_max);
getboolfield(L, -1, "physical", prop->physical);
getboolfield(L, -1, "collide_with_objects", prop->collideWithObjects);
getfloatfield(L, -1, "weight", prop->weight);
lua_getfield(L, -1, "collisionbox");
- if(lua_istable(L, -1))
+ bool collisionbox_defined = lua_istable(L, -1);
+ if (collisionbox_defined)
prop->collisionbox = read_aabb3f(L, -1, 1.0);
lua_pop(L, 1);
+ lua_getfield(L, -1, "selectionbox");
+ if (lua_istable(L, -1))
+ prop->selectionbox = read_aabb3f(L, -1, 1.0);
+ else if (collisionbox_defined)
+ prop->selectionbox = prop->collisionbox;
+ lua_pop(L, 1);
+
+ getboolfield(L, -1, "pointable", prop->pointable);
getstringfield(L, -1, "visual", prop->visual);
getstringfield(L, -1, "mesh", prop->mesh);
while(lua_next(L, table) != 0){
// key at index -2 and value at index -1
if(lua_isstring(L, -1))
- prop->textures.push_back(lua_tostring(L, -1));
+ prop->textures.emplace_back(lua_tostring(L, -1));
else
- prop->textures.push_back("");
+ prop->textures.emplace_back("");
// removes value, keeps key for next iteration
lua_pop(L, 1);
}
getboolfield(L, -1, "is_visible", prop->is_visible);
getboolfield(L, -1, "makes_footstep_sound", prop->makes_footstep_sound);
- getfloatfield(L, -1, "automatic_rotate", prop->automatic_rotate);
if (getfloatfield(L, -1, "stepheight", prop->stepheight))
prop->stepheight *= BS;
+ getfloatfield(L, -1, "eye_height", prop->eye_height);
+
+ getfloatfield(L, -1, "automatic_rotate", prop->automatic_rotate);
lua_getfield(L, -1, "automatic_face_movement_dir");
if (lua_isnumber(L, -1)) {
prop->automatic_face_movement_dir = true;
}
lua_pop(L, 1);
getboolfield(L, -1, "backface_culling", prop->backface_culling);
+ getintfield(L, -1, "glow", prop->glow);
getstringfield(L, -1, "nametag", prop->nametag);
lua_getfield(L, -1, "nametag_color");
prop->automatic_face_movement_max_rotation_per_sec = luaL_checknumber(L, -1);
}
lua_pop(L, 1);
+
getstringfield(L, -1, "infotext", prop->infotext);
+ getboolfield(L, -1, "static_save", prop->static_save);
+
+ lua_getfield(L, -1, "wield_item");
+ if (!lua_isnil(L, -1))
+ prop->wield_item = read_item(L, -1, idef).getItemString();
+ lua_pop(L, 1);
+
+ getfloatfield(L, -1, "zoom_fov", prop->zoom_fov);
}
/******************************************************************************/
lua_newtable(L);
lua_pushnumber(L, prop->hp_max);
lua_setfield(L, -2, "hp_max");
+ lua_pushnumber(L, prop->breath_max);
+ lua_setfield(L, -2, "breath_max");
lua_pushboolean(L, prop->physical);
lua_setfield(L, -2, "physical");
lua_pushboolean(L, prop->collideWithObjects);
lua_setfield(L, -2, "weight");
push_aabb3f(L, prop->collisionbox);
lua_setfield(L, -2, "collisionbox");
+ push_aabb3f(L, prop->selectionbox);
+ lua_setfield(L, -2, "selectionbox");
+ lua_pushboolean(L, prop->pointable);
+ lua_setfield(L, -2, "pointable");
lua_pushlstring(L, prop->visual.c_str(), prop->visual.size());
lua_setfield(L, -2, "visual");
lua_pushlstring(L, prop->mesh.c_str(), prop->mesh.size());
lua_newtable(L);
u16 i = 1;
- for (std::vector<std::string>::iterator it = prop->textures.begin();
- it != prop->textures.end(); ++it) {
- lua_pushlstring(L, it->c_str(), it->size());
+ for (const std::string &texture : prop->textures) {
+ lua_pushlstring(L, texture.c_str(), texture.size());
lua_rawseti(L, -2, i);
}
lua_setfield(L, -2, "textures");
lua_newtable(L);
i = 1;
- for (std::vector<video::SColor>::iterator it = prop->colors.begin();
- it != prop->colors.end(); ++it) {
- push_ARGB8(L, *it);
+ for (const video::SColor &color : prop->colors) {
+ push_ARGB8(L, color);
lua_rawseti(L, -2, i);
}
lua_setfield(L, -2, "colors");
lua_setfield(L, -2, "is_visible");
lua_pushboolean(L, prop->makes_footstep_sound);
lua_setfield(L, -2, "makes_footstep_sound");
- lua_pushnumber(L, prop->automatic_rotate);
- lua_setfield(L, -2, "automatic_rotate");
lua_pushnumber(L, prop->stepheight / BS);
lua_setfield(L, -2, "stepheight");
+ lua_pushnumber(L, prop->eye_height);
+ lua_setfield(L, -2, "eye_height");
+ lua_pushnumber(L, prop->automatic_rotate);
+ lua_setfield(L, -2, "automatic_rotate");
if (prop->automatic_face_movement_dir)
lua_pushnumber(L, prop->automatic_face_movement_dir_offset);
else
lua_setfield(L, -2, "automatic_face_movement_dir");
lua_pushboolean(L, prop->backface_culling);
lua_setfield(L, -2, "backface_culling");
+ lua_pushnumber(L, prop->glow);
+ lua_setfield(L, -2, "glow");
lua_pushlstring(L, prop->nametag.c_str(), prop->nametag.size());
lua_setfield(L, -2, "nametag");
push_ARGB8(L, prop->nametag_color);
lua_setfield(L, -2, "automatic_face_movement_max_rotation_per_sec");
lua_pushlstring(L, prop->infotext.c_str(), prop->infotext.size());
lua_setfield(L, -2, "infotext");
+ lua_pushboolean(L, prop->static_save);
+ lua_setfield(L, -2, "static_save");
+ lua_pushlstring(L, prop->wield_item.c_str(), prop->wield_item.size());
+ lua_setfield(L, -2, "wield_item");
+ lua_pushnumber(L, prop->zoom_fov);
+ lua_setfield(L, -2, "zoom_fov");
}
/******************************************************************************/
bool default_culling = true;
switch (drawtype) {
case NDT_PLANTLIKE:
+ case NDT_PLANTLIKE_ROOTED:
case NDT_FIRELIKE:
default_tiling = false;
// "break" is omitted here intentionaly, as PLANTLIKE
L, index, "tileable_horizontal", default_tiling);
tiledef.tileable_vertical = getboolfield_default(
L, index, "tileable_vertical", default_tiling);
+ std::string align_style;
+ if (getstringfield(L, index, "align_style", align_style)) {
+ if (align_style == "user")
+ tiledef.align_style = ALIGN_STYLE_USER_DEFINED;
+ else if (align_style == "world")
+ tiledef.align_style = ALIGN_STYLE_WORLD;
+ else
+ tiledef.align_style = ALIGN_STYLE_NODE;
+ }
+ tiledef.scale = getintfield_default(L, index, "scale", 0);
// color = ...
lua_getfield(L, index, "color");
tiledef.has_color = read_color(L, -1, &tiledef.color);
}
lua_pop(L, 1);
+ // overlay_tiles = {}
+ lua_getfield(L, index, "overlay_tiles");
+ if (lua_istable(L, -1)) {
+ int table = lua_gettop(L);
+ lua_pushnil(L);
+ int i = 0;
+ while (lua_next(L, table) != 0) {
+ // Read tiledef from value
+ f.tiledef_overlay[i] = read_tiledef(L, -1, f.drawtype);
+ // removes value, keeps key for next iteration
+ lua_pop(L, 1);
+ i++;
+ if (i == 6) {
+ lua_pop(L, 1);
+ break;
+ }
+ }
+ // Copy last value to all remaining textures
+ if (i >= 1) {
+ TileDef lasttile = f.tiledef_overlay[i - 1];
+ while (i < 6) {
+ f.tiledef_overlay[i] = lasttile;
+ i++;
+ }
+ }
+ }
+ lua_pop(L, 1);
+
// special_tiles = {}
lua_getfield(L, index, "special_tiles");
// If nil, try the deprecated name "special_materials" instead
f.param_type_2 = (ContentParamType2)getenumfield(L, index, "paramtype2",
ScriptApiNode::es_ContentParamType2, CPT2_NONE);
- if (f.palette_name != "" &&
+ if (!f.palette_name.empty() &&
!(f.param_type_2 == CPT2_COLOR ||
f.param_type_2 == CPT2_COLORED_FACEDIR ||
f.param_type_2 == CPT2_COLORED_WALLMOUNTED))
lua_pushnil(L);
while (lua_next(L, table) != 0) {
// Value at -1
- f.connects_to.push_back(lua_tostring(L, -1));
+ f.connects_to.emplace_back(lua_tostring(L, -1));
lua_pop(L, 1);
}
}
}
lua_pop(L, 1);
+ // Node immediately placed by client when node is dug
+ getstringfield(L, index, "node_dig_prediction",
+ f.node_dig_prediction);
+
return f;
}
+void push_content_features(lua_State *L, const ContentFeatures &c)
+{
+ std::string paramtype(ScriptApiNode::es_ContentParamType[(int)c.param_type].str);
+ std::string paramtype2(ScriptApiNode::es_ContentParamType2[(int)c.param_type_2].str);
+ 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);
+ 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, "has_on_destruct");
+ lua_pushboolean(L, c.has_after_destruct);
+ lua_setfield(L, -2, "has_after_destruct");
+ lua_pushstring(L, c.name.c_str());
+ lua_setfield(L, -2, "name");
+ push_groups(L, c.groups);
+ lua_setfield(L, -2, "groups");
+ lua_pushstring(L, paramtype.c_str());
+ lua_setfield(L, -2, "paramtype");
+ lua_pushstring(L, paramtype2.c_str());
+ lua_setfield(L, -2, "paramtype2");
+ lua_pushstring(L, drawtype.c_str());
+ lua_setfield(L, -2, "drawtype");
+ if (!c.mesh.empty()) {
+ lua_pushstring(L, c.mesh.c_str());
+ lua_setfield(L, -2, "mesh");
+ }
+#ifndef SERVER
+ push_ARGB8(L, c.minimap_color); // I know this is not set-able w/ register_node,
+ lua_setfield(L, -2, "minimap_color"); // but the people need to know!
+#endif
+ lua_pushnumber(L, c.visual_scale);
+ lua_setfield(L, -2, "visual_scale");
+ lua_pushnumber(L, c.alpha);
+ lua_setfield(L, -2, "alpha");
+ if (!c.palette_name.empty()) {
+ push_ARGB8(L, c.color);
+ lua_setfield(L, -2, "color");
+
+ lua_pushstring(L, c.palette_name.c_str());
+ lua_setfield(L, -2, "palette_name");
+
+ push_palette(L, c.palette);
+ lua_setfield(L, -2, "palette");
+ }
+ lua_pushnumber(L, c.waving);
+ lua_setfield(L, -2, "waving");
+ lua_pushnumber(L, c.connect_sides);
+ lua_setfield(L, -2, "connect_sides");
+
+ lua_newtable(L);
+ u16 i = 1;
+ for (const std::string &it : c.connects_to) {
+ lua_pushlstring(L, it.c_str(), it.size());
+ lua_rawseti(L, -2, i);
+ }
+ lua_setfield(L, -2, "connects_to");
+
+ push_ARGB8(L, c.post_effect_color);
+ lua_setfield(L, -2, "post_effect_color");
+ lua_pushnumber(L, c.leveled);
+ lua_setfield(L, -2, "leveled");
+ lua_pushboolean(L, c.sunlight_propagates);
+ lua_setfield(L, -2, "sunlight_propagates");
+ lua_pushnumber(L, c.light_source);
+ lua_setfield(L, -2, "light_source");
+ lua_pushboolean(L, c.is_ground_content);
+ lua_setfield(L, -2, "is_ground_content");
+ lua_pushboolean(L, c.walkable);
+ lua_setfield(L, -2, "walkable");
+ lua_pushboolean(L, c.pointable);
+ lua_setfield(L, -2, "pointable");
+ lua_pushboolean(L, c.diggable);
+ lua_setfield(L, -2, "diggable");
+ lua_pushboolean(L, c.climbable);
+ lua_setfield(L, -2, "climbable");
+ lua_pushboolean(L, c.buildable_to);
+ lua_setfield(L, -2, "buildable_to");
+ lua_pushboolean(L, c.rightclickable);
+ lua_setfield(L, -2, "rightclickable");
+ lua_pushnumber(L, c.damage_per_second);
+ lua_setfield(L, -2, "damage_per_second");
+ if (c.isLiquid()) {
+ lua_pushstring(L, liquid_type.c_str());
+ lua_setfield(L, -2, "liquid_type");
+ lua_pushstring(L, c.liquid_alternative_flowing.c_str());
+ lua_setfield(L, -2, "liquid_alternative_flowing");
+ lua_pushstring(L, c.liquid_alternative_source.c_str());
+ lua_setfield(L, -2, "liquid_alternative_source");
+ lua_pushnumber(L, c.liquid_viscosity);
+ lua_setfield(L, -2, "liquid_viscosity");
+ lua_pushboolean(L, c.liquid_renewable);
+ lua_setfield(L, -2, "liquid_renewable");
+ lua_pushnumber(L, c.liquid_range);
+ lua_setfield(L, -2, "liquid_range");
+ }
+ lua_pushnumber(L, c.drowning);
+ lua_setfield(L, -2, "drowning");
+ lua_pushboolean(L, c.floodable);
+ lua_setfield(L, -2, "floodable");
+ push_nodebox(L, c.node_box);
+ lua_setfield(L, -2, "node_box");
+ push_nodebox(L, c.selection_box);
+ lua_setfield(L, -2, "selection_box");
+ push_nodebox(L, c.collision_box);
+ lua_setfield(L, -2, "collision_box");
+ lua_newtable(L);
+ push_soundspec(L, c.sound_footstep);
+ lua_setfield(L, -2, "sound_footstep");
+ push_soundspec(L, c.sound_dig);
+ lua_setfield(L, -2, "sound_dig");
+ push_soundspec(L, c.sound_dug);
+ lua_setfield(L, -2, "sound_dug");
+ lua_setfield(L, -2, "sounds");
+ lua_pushboolean(L, c.legacy_facedir_simple);
+ lua_setfield(L, -2, "legacy_facedir_simple");
+ lua_pushboolean(L, c.legacy_wallmounted);
+ lua_setfield(L, -2, "legacy_wallmounted");
+ lua_pushstring(L, c.node_dig_prediction.c_str());
+ lua_setfield(L, -2, "node_dig_prediction");
+}
+
+/******************************************************************************/
+void push_nodebox(lua_State *L, const NodeBox &box)
+{
+ lua_newtable(L);
+ switch (box.type)
+ {
+ case NODEBOX_REGULAR:
+ lua_pushstring(L, "regular");
+ lua_setfield(L, -2, "type");
+ break;
+ case NODEBOX_LEVELED:
+ case NODEBOX_FIXED:
+ lua_pushstring(L, "fixed");
+ lua_setfield(L, -2, "type");
+ push_box(L, box.fixed);
+ lua_setfield(L, -2, "fixed");
+ break;
+ case NODEBOX_WALLMOUNTED:
+ lua_pushstring(L, "wallmounted");
+ lua_setfield(L, -2, "type");
+ push_aabb3f(L, box.wall_top);
+ lua_setfield(L, -2, "wall_top");
+ push_aabb3f(L, box.wall_bottom);
+ lua_setfield(L, -2, "wall_bottom");
+ push_aabb3f(L, box.wall_side);
+ lua_setfield(L, -2, "wall_side");
+ break;
+ case NODEBOX_CONNECTED:
+ lua_pushstring(L, "connected");
+ lua_setfield(L, -2, "type");
+ push_box(L, box.connect_top);
+ lua_setfield(L, -2, "connect_top");
+ push_box(L, box.connect_bottom);
+ lua_setfield(L, -2, "connect_bottom");
+ push_box(L, box.connect_front);
+ lua_setfield(L, -2, "connect_front");
+ push_box(L, box.connect_back);
+ lua_setfield(L, -2, "connect_back");
+ push_box(L, box.connect_left);
+ lua_setfield(L, -2, "connect_left");
+ push_box(L, box.connect_right);
+ lua_setfield(L, -2, "connect_right");
+ break;
+ default:
+ FATAL_ERROR("Invalid box.type");
+ break;
+ }
+}
+
+void push_box(lua_State *L, const std::vector<aabb3f> &box)
+{
+ lua_newtable(L);
+ u8 i = 1;
+ for (const aabb3f &it : box) {
+ push_aabb3f(L, it);
+ lua_rawseti(L, -2, i);
+ }
+}
+
+/******************************************************************************/
+void push_palette(lua_State *L, const std::vector<video::SColor> *palette)
+{
+ lua_createtable(L, palette->size(), 0);
+ int newTable = lua_gettop(L);
+ int index = 1;
+ std::vector<video::SColor>::const_iterator iter;
+ for (iter = palette->begin(); iter != palette->end(); ++iter) {
+ push_ARGB8(L, (*iter));
+ lua_rawseti(L, newTable, index);
+ index++;
+ }
+}
+
/******************************************************************************/
void read_server_sound_params(lua_State *L, int index,
ServerSoundParams ¶ms)
if(lua_istable(L, index)){
getfloatfield(L, index, "gain", params.gain);
getstringfield(L, index, "to_player", params.to_player);
+ getfloatfield(L, index, "fade", params.fade);
+ getfloatfield(L, index, "pitch", params.pitch);
lua_getfield(L, index, "pos");
if(!lua_isnil(L, -1)){
v3f p = read_v3f(L, -1)*BS;
} else if(lua_istable(L, index)){
getstringfield(L, index, "name", spec.name);
getfloatfield(L, index, "gain", spec.gain);
+ getfloatfield(L, index, "fade", spec.fade);
+ getfloatfield(L, index, "pitch", spec.pitch);
} else if(lua_isstring(L, index)){
spec.name = lua_tostring(L, index);
}
}
+void push_soundspec(lua_State *L, const SimpleSoundSpec &spec)
+{
+ lua_newtable(L);
+ lua_pushstring(L, spec.name.c_str());
+ lua_setfield(L, -2, "name");
+ lua_pushnumber(L, spec.gain);
+ lua_setfield(L, -2, "gain");
+ lua_pushnumber(L, spec.fade);
+ lua_setfield(L, -2, "fade");
+ lua_pushnumber(L, spec.pitch);
+ lua_setfield(L, -2, "pitch");
+}
+
/******************************************************************************/
NodeBox read_nodebox(lua_State *L, int index)
{
nodebox.type = (NodeBoxType)getenumfield(L, index, "type",
ScriptApiNode::es_NodeBoxType, NODEBOX_REGULAR);
-#define NODEBOXREAD(n, s) \
- do { \
+#define NODEBOXREAD(n, s){ \
lua_getfield(L, index, (s)); \
if (lua_istable(L, -1)) \
(n) = read_aabb3f(L, -1, BS); \
lua_pop(L, 1); \
- } while (0)
+ }
#define NODEBOXREADVEC(n, s) \
- do { \
lua_getfield(L, index, (s)); \
if (lua_istable(L, -1)) \
(n) = read_aabb3f_vector(L, -1, BS); \
- lua_pop(L, 1); \
- } while (0)
+ lua_pop(L, 1);
+
NODEBOXREADVEC(nodebox.fixed, "fixed");
NODEBOXREAD(nodebox.wall_top, "wall_top");
NODEBOXREAD(nodebox.wall_bottom, "wall_bottom");
NODEBOXREADVEC(nodebox.connect_left, "connect_left");
NODEBOXREADVEC(nodebox.connect_back, "connect_back");
NODEBOXREADVEC(nodebox.connect_right, "connect_right");
+ NODEBOXREADVEC(nodebox.disconnected_top, "disconnected_top");
+ NODEBOXREADVEC(nodebox.disconnected_bottom, "disconnected_bottom");
+ NODEBOXREADVEC(nodebox.disconnected_front, "disconnected_front");
+ NODEBOXREADVEC(nodebox.disconnected_left, "disconnected_left");
+ NODEBOXREADVEC(nodebox.disconnected_back, "disconnected_back");
+ NODEBOXREADVEC(nodebox.disconnected_right, "disconnected_right");
+ NODEBOXREADVEC(nodebox.disconnected, "disconnected");
+ NODEBOXREADVEC(nodebox.disconnected_sides, "disconnected_sides");
}
return nodebox;
}
param2 = lua_tonumber(L, -1);
lua_pop(L, 1);
- return MapNode(ndef, name, param1, param2);
+ return {ndef, name, param1, param2};
}
/******************************************************************************/
}
/******************************************************************************/
-ItemStack read_item(lua_State* L, int index,Server* srv)
+ItemStack read_item(lua_State* L, int index, IItemDefManager *idef)
{
if(index < 0)
index = lua_gettop(L) + 1 + index;
- if(lua_isnil(L, index))
- {
+ if (lua_isnil(L, index)) {
return ItemStack();
}
- else if(lua_isuserdata(L, index))
- {
+
+ if (lua_isuserdata(L, index)) {
// Convert from LuaItemStack
LuaItemStack *o = LuaItemStack::checkobject(L, index);
return o->getItem();
}
- else if(lua_isstring(L, index))
- {
+
+ if (lua_isstring(L, index)) {
// Convert from itemstring
std::string itemstring = lua_tostring(L, index);
- IItemDefManager *idef = srv->idef();
try
{
ItemStack item;
else if(lua_istable(L, index))
{
// Convert from table
- IItemDefManager *idef = srv->idef();
std::string name = getstringfield_default(L, index, "name", "");
int count = getintfield_default(L, index, "count", 1);
int wear = getintfield_default(L, index, "wear", 0);
- std::string metadata = getstringfield_default(L, index, "metadata", "");
- return ItemStack(name, count, wear, metadata, idef);
- }
- else
- {
+
+ ItemStack istack(name, count, wear, idef);
+
+ // BACKWARDS COMPATIBLITY
+ std::string value = getstringfield_default(L, index, "metadata", "");
+ istack.metadata.setString("", value);
+
+ // Get meta
+ lua_getfield(L, index, "meta");
+ int fieldstable = lua_gettop(L);
+ if (lua_istable(L, fieldstable)) {
+ lua_pushnil(L);
+ while (lua_next(L, fieldstable) != 0) {
+ // key at index -2 and value at index -1
+ std::string key = lua_tostring(L, -2);
+ size_t value_len;
+ const char *value_cs = lua_tolstring(L, -1, &value_len);
+ std::string value(value_cs, value_len);
+ istack.metadata.setString(key, value);
+ lua_pop(L, 1); // removes value, keeps key for next iteration
+ }
+ }
+
+ return istack;
+ } else {
throw LuaError("Expecting itemstack, itemstring, table or nil");
}
}
// Create groupcaps table
lua_newtable(L);
// For each groupcap
- for (ToolGCMap::const_iterator i = toolcap.groupcaps.begin();
- i != toolcap.groupcaps.end(); i++) {
+ for (const auto &gc_it : toolcap.groupcaps) {
// Create groupcap table
lua_newtable(L);
- const std::string &name = i->first;
- const ToolGroupCap &groupcap = i->second;
+ const std::string &name = gc_it.first;
+ const ToolGroupCap &groupcap = gc_it.second;
// Create subtable "times"
lua_newtable(L);
- for (UNORDERED_MAP<int, float>::const_iterator
- i = groupcap.times.begin(); i != groupcap.times.end(); i++) {
- lua_pushinteger(L, i->first);
- lua_pushnumber(L, i->second);
+ for (auto time : groupcap.times) {
+ lua_pushinteger(L, time.first);
+ lua_pushnumber(L, time.second);
lua_settable(L, -3);
}
// Set subtable "times"
//Create damage_groups table
lua_newtable(L);
// For each damage group
- for (DamageGroup::const_iterator i = toolcap.damageGroups.begin();
- i != toolcap.damageGroups.end(); i++) {
+ for (const auto &damageGroup : toolcap.damageGroups) {
// Create damage group table
- lua_pushinteger(L, i->second);
- lua_setfield(L, -2, i->first.c_str());
+ lua_pushinteger(L, damageGroup.second);
+ lua_setfield(L, -2, damageGroup.first.c_str());
}
lua_setfield(L, -2, "damage_groups");
}
InventoryList *invlist = inv->addList(name, listsize);
int index = 0;
for(std::vector<ItemStack>::const_iterator
- i = items.begin(); i != items.end(); i++){
+ i = items.begin(); i != items.end(); ++i){
if(forcesize != -1 && index == forcesize)
break;
invlist->changeItem(index, *i);
void push_groups(lua_State *L, const ItemGroupList &groups)
{
lua_newtable(L);
- for (ItemGroupList::const_iterator it = groups.begin(); it != groups.end(); ++it) {
- lua_pushnumber(L, it->second);
- lua_setfield(L, -2, it->first.c_str());
+ for (const auto &group : groups) {
+ lua_pushnumber(L, group.second);
+ lua_setfield(L, -2, group.first.c_str());
}
}
if (items.size() < (u32) key) {
items.resize(key);
}
- items[key - 1] = read_item(L, -1, srv);
+ items[key - 1] = read_item(L, -1, srv->idef());
lua_pop(L, 1);
}
return items;
void push_noiseparams(lua_State *L, NoiseParams *np)
{
lua_newtable(L);
- lua_pushnumber(L, np->offset);
+ push_float_string(L, np->offset);
lua_setfield(L, -2, "offset");
- lua_pushnumber(L, np->scale);
+ push_float_string(L, np->scale);
lua_setfield(L, -2, "scale");
- lua_pushnumber(L, np->persist);
+ push_float_string(L, np->persist);
lua_setfield(L, -2, "persistence");
- lua_pushnumber(L, np->lacunarity);
+ push_float_string(L, np->lacunarity);
lua_setfield(L, -2, "lacunarity");
lua_pushnumber(L, np->seed);
lua_setfield(L, -2, "seed");
np->flags);
lua_setfield(L, -2, "flags");
- push_v3f(L, np->spread);
+ push_v3_float_string(L, np->spread);
lua_setfield(L, -2, "spread");
}
return 1;
int maxdepth = 0;
- for (Json::Value::const_iterator it = value.begin();
- it != value.end(); ++it) {
- int elemdepth = push_json_value_getdepth(*it);
+ for (const auto &it : value) {
+ int elemdepth = push_json_value_getdepth(it);
if (elemdepth > maxdepth)
maxdepth = elemdepth;
}
// of push_json_value_helper is 2, so make sure there a depth * 2 slots
if (lua_checkstack(L, depth * 2))
return push_json_value_helper(L, value, nullindex);
- else
- return false;
+
+ return false;
}
// Converts Lua table --> JSON
}
lua_pop(L, 1); // Pop value
}
+
+void push_pointed_thing(lua_State *L, const PointedThing &pointed, bool csm)
+{
+ lua_newtable(L);
+ if (pointed.type == POINTEDTHING_NODE) {
+ lua_pushstring(L, "node");
+ lua_setfield(L, -2, "type");
+ push_v3s16(L, pointed.node_undersurface);
+ lua_setfield(L, -2, "under");
+ push_v3s16(L, pointed.node_abovesurface);
+ lua_setfield(L, -2, "above");
+ } 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");
+ }
+ } else {
+ lua_pushstring(L, "nothing");
+ lua_setfield(L, -2, "type");
+ }
+}
+
+void push_objectRef(lua_State *L, const u16 id)
+{
+ // Get core.object_refs[i]
+ lua_getglobal(L, "core");
+ lua_getfield(L, -1, "object_refs");
+ luaL_checktype(L, -1, LUA_TTABLE);
+ lua_pushnumber(L, id);
+ lua_gettable(L, -2);
+ lua_remove(L, -2); // object_refs
+ lua_remove(L, -2); // core
+}
+
+void read_hud_element(lua_State *L, HudElement *elem)
+{
+ elem->type = (HudElementType)getenumfield(L, 2, "hud_elem_type",
+ es_HudElementType, HUD_ELEM_TEXT);
+
+ lua_getfield(L, 2, "position");
+ elem->pos = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
+ lua_pop(L, 1);
+
+ lua_getfield(L, 2, "scale");
+ elem->scale = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
+ lua_pop(L, 1);
+
+ lua_getfield(L, 2, "size");
+ elem->size = lua_istable(L, -1) ? read_v2s32(L, -1) : v2s32();
+ lua_pop(L, 1);
+
+ elem->name = getstringfield_default(L, 2, "name", "");
+ elem->text = getstringfield_default(L, 2, "text", "");
+ elem->number = getintfield_default(L, 2, "number", 0);
+ elem->item = getintfield_default(L, 2, "item", 0);
+ elem->dir = getintfield_default(L, 2, "direction", 0);
+
+ // Deprecated, only for compatibility's sake
+ if (elem->dir == 0)
+ elem->dir = getintfield_default(L, 2, "dir", 0);
+
+ lua_getfield(L, 2, "alignment");
+ elem->align = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
+ lua_pop(L, 1);
+
+ lua_getfield(L, 2, "offset");
+ elem->offset = lua_istable(L, -1) ? read_v2f(L, -1) : v2f();
+ lua_pop(L, 1);
+
+ lua_getfield(L, 2, "world_pos");
+ elem->world_pos = lua_istable(L, -1) ? read_v3f(L, -1) : v3f();
+ lua_pop(L, 1);
+
+ /* check for known deprecated element usage */
+ if ((elem->type == HUD_ELEM_STATBAR) && (elem->size == v2s32()))
+ log_deprecated(L,"Deprecated usage of statbar without size!");
+}
+
+void push_hud_element(lua_State *L, HudElement *elem)
+{
+ lua_newtable(L);
+
+ lua_pushstring(L, es_HudElementType[(u8)elem->type].str);
+ lua_setfield(L, -2, "type");
+
+ push_v2f(L, elem->pos);
+ lua_setfield(L, -2, "position");
+
+ lua_pushstring(L, elem->name.c_str());
+ lua_setfield(L, -2, "name");
+
+ push_v2f(L, elem->scale);
+ lua_setfield(L, -2, "scale");
+
+ lua_pushstring(L, elem->text.c_str());
+ lua_setfield(L, -2, "text");
+
+ lua_pushnumber(L, elem->number);
+ lua_setfield(L, -2, "number");
+
+ lua_pushnumber(L, elem->item);
+ lua_setfield(L, -2, "item");
+
+ lua_pushnumber(L, elem->dir);
+ lua_setfield(L, -2, "direction");
+
+ // Deprecated, only for compatibility's sake
+ lua_pushnumber(L, elem->dir);
+ lua_setfield(L, -2, "dir");
+
+ push_v3f(L, elem->world_pos);
+ lua_setfield(L, -2, "world_pos");
+}
+
+HudElementStat read_hud_change(lua_State *L, HudElement *elem, void **value)
+{
+ HudElementStat stat = HUD_STAT_NUMBER;
+ if (lua_isstring(L, 3)) {
+ int statint;
+ std::string statstr = lua_tostring(L, 3);
+ stat = string_to_enum(es_HudElementStat, statint, statstr) ?
+ (HudElementStat)statint : stat;
+ }
+
+ switch (stat) {
+ case HUD_STAT_POS:
+ elem->pos = read_v2f(L, 4);
+ *value = &elem->pos;
+ break;
+ case HUD_STAT_NAME:
+ elem->name = luaL_checkstring(L, 4);
+ *value = &elem->name;
+ break;
+ case HUD_STAT_SCALE:
+ elem->scale = read_v2f(L, 4);
+ *value = &elem->scale;
+ break;
+ case HUD_STAT_TEXT:
+ elem->text = luaL_checkstring(L, 4);
+ *value = &elem->text;
+ break;
+ case HUD_STAT_NUMBER:
+ elem->number = luaL_checknumber(L, 4);
+ *value = &elem->number;
+ break;
+ case HUD_STAT_ITEM:
+ elem->item = luaL_checknumber(L, 4);
+ *value = &elem->item;
+ break;
+ case HUD_STAT_DIR:
+ elem->dir = luaL_checknumber(L, 4);
+ *value = &elem->dir;
+ break;
+ case HUD_STAT_ALIGN:
+ elem->align = read_v2f(L, 4);
+ *value = &elem->align;
+ break;
+ case HUD_STAT_OFFSET:
+ elem->offset = read_v2f(L, 4);
+ *value = &elem->offset;
+ break;
+ case HUD_STAT_WORLD_POS:
+ elem->world_pos = read_v3f(L, 4);
+ *value = &elem->world_pos;
+ break;
+ case HUD_STAT_SIZE:
+ elem->size = read_v2s32(L, 4);
+ *value = &elem->size;
+ break;
+ }
+ return stat;
+}