Copyright (C) 2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+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 General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+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.
*/
#ifndef SCRIPTAPI_HEADER
#define SCRIPTAPI_HEADER
-#include "irrlichttypes.h"
+#include "irrlichttypes_bloated.h"
#include <string>
#include "mapnode.h"
+#include <set>
+#include <map>
class Server;
class ServerEnvironment;
class ServerActiveObject;
typedef struct lua_State lua_State;
-struct LuaEntityProperties;
+struct ObjectProperties;
+struct ItemStack;
struct PointedThing;
//class IGameDef;
+struct ToolCapabilities;
void scriptapi_export(lua_State *L, Server *server);
+bool scriptapi_loadmod(lua_State *L, const std::string &scriptpath,
+ const std::string &modname);
void scriptapi_add_environment(lua_State *L, ServerEnvironment *env);
void scriptapi_add_object_reference(lua_State *L, ServerActiveObject *cobj);
/* environment */
// On environment step
void scriptapi_environment_step(lua_State *L, float dtime);
-// After adding node
-void scriptapi_environment_on_placenode(lua_State *L, v3s16 p, MapNode newnode,
- ServerActiveObject *placer);
-// After removing node
-void scriptapi_environment_on_dignode(lua_State *L, v3s16 p, MapNode oldnode,
- ServerActiveObject *digger);
-// When punching node
-void scriptapi_environment_on_punchnode(lua_State *L, v3s16 p, MapNode node,
- ServerActiveObject *puncher);
// After generating a piece of map
-void scriptapi_environment_on_generated(lua_State *L, v3s16 minp, v3s16 maxp);
+void scriptapi_environment_on_generated(lua_State *L, v3s16 minp, v3s16 maxp,
+ u32 blockseed);
/* misc */
void scriptapi_on_newplayer(lua_State *L, ServerActiveObject *player);
+void scriptapi_on_dieplayer(lua_State *L, ServerActiveObject *player);
bool scriptapi_on_respawnplayer(lua_State *L, ServerActiveObject *player);
+void scriptapi_on_joinplayer(lua_State *L, ServerActiveObject *player);
+void scriptapi_on_leaveplayer(lua_State *L, ServerActiveObject *player);
+bool scriptapi_get_auth(lua_State *L, const std::string &playername,
+ std::string *dst_password, std::set<std::string> *dst_privs);
+void scriptapi_create_auth(lua_State *L, const std::string &playername,
+ const std::string &password);
+bool scriptapi_set_password(lua_State *L, const std::string &playername,
+ const std::string &password);
+
+/* player */
+void scriptapi_on_player_receive_fields(lua_State *L,
+ ServerActiveObject *player,
+ const std::string &formname,
+ const std::map<std::string, std::string> &fields);
-/* craftitem */
-void scriptapi_add_craftitem(lua_State *L, const char *name);
-bool scriptapi_craftitem_on_drop(lua_State *L, const char *name,
- ServerActiveObject *dropper, v3f pos,
- bool &callback_exists);
-bool scriptapi_craftitem_on_place_on_ground(lua_State *L, const char *name,
- ServerActiveObject *placer, v3f pos,
- bool &callback_exists);
-bool scriptapi_craftitem_on_use(lua_State *L, const char *name,
- ServerActiveObject *user, const PointedThing& pointed,
- bool &callback_exists);
+/* item callbacks */
+bool scriptapi_item_on_drop(lua_State *L, ItemStack &item,
+ ServerActiveObject *dropper, v3f pos);
+bool scriptapi_item_on_place(lua_State *L, ItemStack &item,
+ ServerActiveObject *placer, const PointedThing &pointed);
+bool scriptapi_item_on_use(lua_State *L, ItemStack &item,
+ ServerActiveObject *user, const PointedThing &pointed);
+
+/* node callbacks */
+bool scriptapi_node_on_punch(lua_State *L, v3s16 p, MapNode node,
+ ServerActiveObject *puncher);
+bool scriptapi_node_on_dig(lua_State *L, v3s16 p, MapNode node,
+ ServerActiveObject *digger);
+// Node constructor
+void scriptapi_node_on_construct(lua_State *L, v3s16 p, MapNode node);
+// Node destructor
+void scriptapi_node_on_destruct(lua_State *L, v3s16 p, MapNode node);
+// Node post-destructor
+void scriptapi_node_after_destruct(lua_State *L, v3s16 p, MapNode node);
+// Node Timer event
+bool scriptapi_node_on_timer(lua_State *L, v3s16 p, MapNode node, f32 dtime);
+// Called when a metadata form returns values
+void scriptapi_node_on_receive_fields(lua_State *L, v3s16 p,
+ const std::string &formname,
+ const std::map<std::string, std::string> &fields,
+ ServerActiveObject *sender);
+
+/* Node metadata inventory callbacks */
+// Return number of accepted items to be moved
+int scriptapi_nodemeta_inventory_allow_move(lua_State *L, v3s16 p,
+ const std::string &from_list, int from_index,
+ const std::string &to_list, int to_index,
+ int count, ServerActiveObject *player);
+// Return number of accepted items to be put
+int scriptapi_nodemeta_inventory_allow_put(lua_State *L, v3s16 p,
+ const std::string &listname, int index, ItemStack &stack,
+ ServerActiveObject *player);
+// Return number of accepted items to be taken
+int scriptapi_nodemeta_inventory_allow_take(lua_State *L, v3s16 p,
+ const std::string &listname, int index, ItemStack &stack,
+ ServerActiveObject *player);
+// Report moved items
+void scriptapi_nodemeta_inventory_on_move(lua_State *L, v3s16 p,
+ const std::string &from_list, int from_index,
+ const std::string &to_list, int to_index,
+ int count, ServerActiveObject *player);
+// Report put items
+void scriptapi_nodemeta_inventory_on_put(lua_State *L, v3s16 p,
+ const std::string &listname, int index, ItemStack &stack,
+ ServerActiveObject *player);
+// Report taken items
+void scriptapi_nodemeta_inventory_on_take(lua_State *L, v3s16 p,
+ const std::string &listname, int index, ItemStack &stack,
+ ServerActiveObject *player);
+
+/* Detached inventory callbacks */
+// Return number of accepted items to be moved
+int scriptapi_detached_inventory_allow_move(lua_State *L,
+ const std::string &name,
+ const std::string &from_list, int from_index,
+ const std::string &to_list, int to_index,
+ int count, ServerActiveObject *player);
+// Return number of accepted items to be put
+int scriptapi_detached_inventory_allow_put(lua_State *L,
+ const std::string &name,
+ const std::string &listname, int index, ItemStack &stack,
+ ServerActiveObject *player);
+// Return number of accepted items to be taken
+int scriptapi_detached_inventory_allow_take(lua_State *L,
+ const std::string &name,
+ const std::string &listname, int index, ItemStack &stack,
+ ServerActiveObject *player);
+// Report moved items
+void scriptapi_detached_inventory_on_move(lua_State *L,
+ const std::string &name,
+ const std::string &from_list, int from_index,
+ const std::string &to_list, int to_index,
+ int count, ServerActiveObject *player);
+// Report put items
+void scriptapi_detached_inventory_on_put(lua_State *L,
+ const std::string &name,
+ const std::string &listname, int index, ItemStack &stack,
+ ServerActiveObject *player);
+// Report taken items
+void scriptapi_detached_inventory_on_take(lua_State *L,
+ const std::string &name,
+ const std::string &listname, int index, ItemStack &stack,
+ ServerActiveObject *player);
/* luaentity */
// Returns true if succesfully added into Lua; false otherwise.
-bool scriptapi_luaentity_add(lua_State *L, u16 id, const char *name,
- const std::string &staticdata);
+bool scriptapi_luaentity_add(lua_State *L, u16 id, const char *name);
+void scriptapi_luaentity_activate(lua_State *L, u16 id,
+ const std::string &staticdata, u32 dtime_s);
void scriptapi_luaentity_rm(lua_State *L, u16 id);
std::string scriptapi_luaentity_get_staticdata(lua_State *L, u16 id);
void scriptapi_luaentity_get_properties(lua_State *L, u16 id,
- LuaEntityProperties *prop);
+ ObjectProperties *prop);
void scriptapi_luaentity_step(lua_State *L, u16 id, float dtime);
void scriptapi_luaentity_punch(lua_State *L, u16 id,
- ServerActiveObject *puncher);
+ ServerActiveObject *puncher, float time_from_last_punch,
+ const ToolCapabilities *toolcap, v3f dir);
void scriptapi_luaentity_rightclick(lua_State *L, u16 id,
ServerActiveObject *clicker);