#include "noise.h" // PseudoRandom for LuaPseudoRandom
#include "util/pointedthing.h"
#include "rollback.h"
+#include "treegen.h"
static void stackDump(lua_State *L, std::ostream &o)
{
prop->visual_size = read_v2f(L, -1);
lua_pop(L, 1);
- lua_getfield(L, -1, "animation_frames");
- if(lua_istable(L, -1))
- {
- lua_rawgeti (L, -1, 1);
- lua_rawgeti (L, -2, 2);
- prop->animation_frames.X = lua_tonumber(L, -2);
- prop->animation_frames.Y = lua_tonumber(L, -1);
- lua_pop(L, 2);
- }
- lua_pop(L, 1);
-
- getfloatfield(L, -1, "animation_speed", prop->animation_speed);
-
- getfloatfield(L, -1, "animation_blend", prop->animation_blend);
-
- lua_getfield(L, -1, "animation_bone_position");
- if(lua_istable(L, -1))
- {
- lua_rawgeti (L, -1, 1);
- lua_rawgeti (L, -2, 2);
- std::string bone_name = lua_tostring(L, -2);
- v3f bone_pos = read_v3f(L, -1);
- prop->animation_bone_position[bone_name] = bone_pos;
- lua_pop(L, 2);
- }
- lua_pop(L, 1);
-
- lua_getfield(L, -1, "animation_bone_rotation");
- if(lua_istable(L, -1))
- {
- lua_rawgeti (L, -1, 1);
- lua_rawgeti (L, -2, 2);
- std::string bone_name = lua_tostring(L, -2);
- v3f bone_rot = read_v3f(L, -1);
- prop->animation_bone_rotation[bone_name] = bone_rot;
- lua_pop(L, 2);
- }
- lua_pop(L, 1);
-
lua_getfield(L, -1, "textures");
if(lua_istable(L, -1)){
prop->textures.clear();
}
}
lua_pop(L, 1);
+
+ lua_getfield(L, -1, "colors");
+ if(lua_istable(L, -1)){
+ prop->colors.clear();
+ int table = lua_gettop(L);
+ lua_pushnil(L);
+ while(lua_next(L, table) != 0){
+ // key at index -2 and value at index -1
+ if(lua_isstring(L, -1))
+ prop->colors.push_back(readARGB8(L, -1));
+ else
+ prop->colors.push_back(video::SColor(255, 255, 255, 255));
+ // removes value, keeps key for next iteration
+ lua_pop(L, 1);
+ }
+ }
+ lua_pop(L, 1);
lua_getfield(L, -1, "spritediv");
if(lua_istable(L, -1))
return 1;
}
+ // get_location() -> location (like minetest.get_inventory(location))
+ static int l_get_location(lua_State *L)
+ {
+ InvRef *ref = checkobject(L, 1);
+ const InventoryLocation &loc = ref->m_loc;
+ switch(loc.type){
+ case InventoryLocation::PLAYER:
+ lua_newtable(L);
+ lua_pushstring(L, "player");
+ lua_setfield(L, -2, "type");
+ lua_pushstring(L, loc.name.c_str());
+ lua_setfield(L, -2, "name");
+ return 1;
+ case InventoryLocation::NODEMETA:
+ lua_newtable(L);
+ lua_pushstring(L, "nodemeta");
+ lua_setfield(L, -2, "type");
+ push_v3s16(L, loc.p);
+ lua_setfield(L, -2, "name");
+ return 1;
+ case InventoryLocation::DETACHED:
+ lua_newtable(L);
+ lua_pushstring(L, "detached");
+ lua_setfield(L, -2, "type");
+ lua_pushstring(L, loc.name.c_str());
+ lua_setfield(L, -2, "name");
+ return 1;
+ case InventoryLocation::UNDEFINED:
+ case InventoryLocation::CURRENT_PLAYER:
+ break;
+ }
+ lua_newtable(L);
+ lua_pushstring(L, "undefined");
+ lua_setfield(L, -2, "type");
+ return 1;
+ }
+
public:
InvRef(const InventoryLocation &loc):
m_loc(loc)
method(InvRef, room_for_item),
method(InvRef, contains_item),
method(InvRef, remove_item),
+ method(InvRef, get_location),
{0,0}
};
return 0;
}
+ // set_animation(self, frame_range, frame_speed, frame_blend)
+ static int l_set_animation(lua_State *L)
+ {
+ ObjectRef *ref = checkobject(L, 1);
+ ServerActiveObject *co = getobject(ref);
+ if(co == NULL) return 0;
+ // Do it
+ v2f frames = v2f(1, 1);
+ if(!lua_isnil(L, 2))
+ frames = read_v2f(L, 2);
+ float frame_speed = 15;
+ if(!lua_isnil(L, 3))
+ frame_speed = lua_tonumber(L, 3);
+ float frame_blend = 0;
+ if(!lua_isnil(L, 4))
+ frame_blend = lua_tonumber(L, 4);
+ co->setAnimation(frames, frame_speed, frame_blend);
+ return 0;
+ }
+
+ // set_bone_position(self, std::string bone, v3f position, v3f rotation)
+ static int l_set_bone_position(lua_State *L)
+ {
+ ObjectRef *ref = checkobject(L, 1);
+ ServerActiveObject *co = getobject(ref);
+ if(co == NULL) return 0;
+ // Do it
+ std::string bone = "";
+ if(!lua_isnil(L, 2))
+ bone = lua_tostring(L, 2);
+ v3f position = v3f(0, 0, 0);
+ if(!lua_isnil(L, 3))
+ position = read_v3f(L, 3);
+ v3f rotation = v3f(0, 0, 0);
+ if(!lua_isnil(L, 4))
+ rotation = read_v3f(L, 4);
+ co->setBonePosition(bone, position, rotation);
+ return 0;
+ }
+
+ // set_attach(self, parent, bone, position, rotation)
+ static int l_set_attach(lua_State *L)
+ {
+ ObjectRef *ref = checkobject(L, 1);
+ ObjectRef *parent_ref = checkobject(L, 2);
+ ServerActiveObject *co = getobject(ref);
+ ServerActiveObject *parent = getobject(parent_ref);
+ if(co == NULL) return 0;
+ if(parent == NULL) return 0;
+ // Do it
+ std::string bone = "";
+ if(!lua_isnil(L, 3))
+ bone = lua_tostring(L, 3);
+ v3f position = v3f(0, 0, 0);
+ if(!lua_isnil(L, 4))
+ position = read_v3f(L, 4);
+ v3f rotation = v3f(0, 0, 0);
+ if(!lua_isnil(L, 5))
+ rotation = read_v3f(L, 5);
+ co->setAttachment(parent->getId(), bone, position, rotation);
+ return 0;
+ }
+
+ // set_detach(self)
+ static int l_set_detach(lua_State *L)
+ {
+ ObjectRef *ref = checkobject(L, 1);
+ ServerActiveObject *co = getobject(ref);
+ if(co == NULL) return 0;
+ // Do it
+ co->setAttachment(0, "", v3f(0,0,0), v3f(0,0,0));
+ return 0;
+ }
+
// set_properties(self, properties)
static int l_set_properties(lua_State *L)
{
lua_pushlstring(L, formspec.c_str(), formspec.size());
return 1;
}
-
+
+ // get_player_control(self)
+ static int l_get_player_control(lua_State *L)
+ {
+ ObjectRef *ref = checkobject(L, 1);
+ Player *player = getplayer(ref);
+ if(player == NULL){
+ lua_pushlstring(L, "", 0);
+ return 1;
+ }
+ // Do it
+ PlayerControl control = player->getPlayerControl();
+ lua_newtable(L);
+ lua_pushboolean(L, control.up);
+ lua_setfield(L, -2, "up");
+ lua_pushboolean(L, control.down);
+ lua_setfield(L, -2, "down");
+ lua_pushboolean(L, control.left);
+ lua_setfield(L, -2, "left");
+ lua_pushboolean(L, control.right);
+ lua_setfield(L, -2, "right");
+ lua_pushboolean(L, control.jump);
+ lua_setfield(L, -2, "jump");
+ lua_pushboolean(L, control.aux1);
+ lua_setfield(L, -2, "aux1");
+ lua_pushboolean(L, control.sneak);
+ lua_setfield(L, -2, "sneak");
+ lua_pushboolean(L, control.LMB);
+ lua_setfield(L, -2, "LMB");
+ lua_pushboolean(L, control.RMB);
+ lua_setfield(L, -2, "RMB");
+ return 1;
+ }
+
+ // get_player_control_bits(self)
+ static int l_get_player_control_bits(lua_State *L)
+ {
+ ObjectRef *ref = checkobject(L, 1);
+ Player *player = getplayer(ref);
+ if(player == NULL){
+ lua_pushlstring(L, "", 0);
+ return 1;
+ }
+ // Do it
+ lua_pushnumber(L, player->keyPressed);
+ return 1;
+ }
+
public:
ObjectRef(ServerActiveObject *object):
m_object(object)
method(ObjectRef, get_wielded_item),
method(ObjectRef, set_wielded_item),
method(ObjectRef, set_armor_groups),
+ method(ObjectRef, set_animation),
+ method(ObjectRef, set_bone_position),
+ method(ObjectRef, set_attach),
+ method(ObjectRef, set_detach),
method(ObjectRef, set_properties),
// LuaEntitySAO-only
method(ObjectRef, setvelocity),
method(ObjectRef, get_look_yaw),
method(ObjectRef, set_inventory_formspec),
method(ObjectRef, get_inventory_formspec),
+ method(ObjectRef, get_player_control),
+ method(ObjectRef, get_player_control_bits),
{0,0}
};
v3s16 pos = read_v3s16(L, 2);
MapNode n = readnode(L, 3, ndef);
// Do it
- MapNode n_old = env->getMap().getNodeNoEx(pos);
- // Call destructor
- if(ndef->get(n_old).has_on_destruct)
- scriptapi_node_on_destruct(L, pos, n_old);
- // Replace node
- bool succeeded = env->getMap().addNodeWithEvent(pos, n);
- if(succeeded){
- // Call post-destructor
- if(ndef->get(n_old).has_after_destruct)
- scriptapi_node_after_destruct(L, pos, n_old);
- // Call constructor
- if(ndef->get(n).has_on_construct)
- scriptapi_node_on_construct(L, pos, n);
- }
+ bool succeeded = env->setNode(pos, n);
lua_pushboolean(L, succeeded);
return 1;
}
// parameters
v3s16 pos = read_v3s16(L, 2);
// Do it
- MapNode n_old = env->getMap().getNodeNoEx(pos);
- // Call destructor
- if(ndef->get(n_old).has_on_destruct)
- scriptapi_node_on_destruct(L, pos, n_old);
- // Replace with air
- // This is slightly optimized compared to addNodeWithEvent(air)
- bool succeeded = env->getMap().removeNodeWithEvent(pos);
- if(succeeded){
- // Call post-destructor
- if(ndef->get(n_old).has_after_destruct)
- scriptapi_node_after_destruct(L, pos, n_old);
- }
+ bool succeeded = env->removeNode(pos);
lua_pushboolean(L, succeeded);
- // Air doesn't require constructor
return 1;
}
if(lua_isnumber(L, 3))
time_of_day = 24000.0 * lua_tonumber(L, 3);
time_of_day %= 24000;
- u32 dnr = time_to_daynight_ratio(time_of_day);
+ u32 dnr = time_to_daynight_ratio(time_of_day, true);
MapNode n = env->getMap().getNodeNoEx(pos);
try{
MapNode n = env->getMap().getNode(pos);
return 0;
}
+ static int l_spawn_tree(lua_State *L)
+ {
+ EnvRef *o = checkobject(L, 1);
+ ServerEnvironment *env = o->m_env;
+ if(env == NULL) return 0;
+ v3s16 p0 = read_v3s16(L, 2);
+
+ treegen::TreeDef tree_def;
+ std::string trunk,leaves,fruit;
+ INodeDefManager *ndef = env->getGameDef()->ndef();
+
+ if(lua_istable(L, 3))
+ {
+ getstringfield(L, 3, "axiom", tree_def.initial_axiom);
+ getstringfield(L, 3, "rules_a", tree_def.rules_a);
+ getstringfield(L, 3, "rules_b", tree_def.rules_b);
+ getstringfield(L, 3, "rules_c", tree_def.rules_c);
+ getstringfield(L, 3, "rules_d", tree_def.rules_d);
+ getstringfield(L, 3, "trunk", trunk);
+ tree_def.trunknode=ndef->getId(trunk);
+ getstringfield(L, 3, "leaves", leaves);
+ tree_def.leavesnode=ndef->getId(leaves);
+ tree_def.leaves2_chance=0;
+ getstringfield(L, 3, "leaves2", leaves);
+ if (leaves !="")
+ {
+ tree_def.leaves2node=ndef->getId(leaves);
+ getintfield(L, 3, "leaves2_chance", tree_def.leaves2_chance);
+ }
+ getintfield(L, 3, "angle", tree_def.angle);
+ getintfield(L, 3, "iterations", tree_def.iterations);
+ getintfield(L, 3, "random_level", tree_def.iterations_random_level);
+ getstringfield(L, 3, "trunk_type", tree_def.trunk_type);
+ getboolfield(L, 3, "thin_branches", tree_def.thin_branches);
+ tree_def.fruit_chance=0;
+ getstringfield(L, 3, "fruit", fruit);
+ if (fruit != "")
+ {
+ tree_def.fruitnode=ndef->getId(fruit);
+ getintfield(L, 3, "fruit_chance",tree_def.fruit_chance);
+ }
+ }
+ else
+ return 0;
+ treegen::spawn_ltree (env, p0, ndef, tree_def);
+ return 1;
+ }
+
public:
EnvRef(ServerEnvironment *env):
m_env(env)
method(EnvRef, find_nodes_in_area),
method(EnvRef, get_perlin),
method(EnvRef, clear_objects),
+ method(EnvRef, spawn_tree),
{0,0}
};
return 1;
}
+// show_formspec(playername,formname,formspec)
+static int l_show_formspec(lua_State *L)
+{
+ const char *playername = luaL_checkstring(L, 1);
+ const char *formname = luaL_checkstring(L, 2);
+ const char *formspec = luaL_checkstring(L, 3);
+
+ if(get_server(L)->showFormspec(playername,formspec,formname))
+ {
+ lua_pushboolean(L, true);
+ }else{
+ lua_pushboolean(L, false);
+ }
+ return 1;
+}
+
// get_dig_params(groups, tool_capabilities[, time_from_last_punch])
static int l_get_dig_params(lua_State *L)
{
{"unban_player_or_ip", l_unban_player_of_ip},
{"get_inventory", l_get_inventory},
{"create_detached_inventory_raw", l_create_detached_inventory_raw},
+ {"show_formspec", l_show_formspec},
{"get_dig_params", l_get_dig_params},
{"get_hit_params", l_get_hit_params},
{"get_current_modname", l_get_current_modname},
return ate;
}
+void scriptapi_on_shutdown(lua_State *L)
+{
+ realitycheck(L);
+ assert(lua_checkstack(L, 20));
+ StackUnroller stack_unroller(L);
+
+ // Get registered shutdown hooks
+ lua_getglobal(L, "minetest");
+ lua_getfield(L, -1, "registered_on_shutdown");
+ // Call callbacks
+ scriptapi_run_callbacks(L, 0, RUN_CALLBACKS_MODE_FIRST);
+}
+
void scriptapi_on_newplayer(lua_State *L, ServerActiveObject *player)
{
realitycheck(L);