#include "irrlichttypes.h"
#include <string>
+#include "mapnode.h"
class Server;
+class ServerEnvironment;
class ServerActiveObject;
+class ServerRemotePlayer;
typedef struct lua_State lua_State;
+struct LuaEntityProperties;
+class ItemStack;
+struct PointedThing;
+//class IGameDef;
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);
void scriptapi_rm_object_reference(lua_State *L, ServerActiveObject *cobj);
-void scriptapi_luaentity_register(lua_State *L, u16 id, const char *name,
- const char *init_state);
-void scriptapi_luaentity_deregister(lua_State *L, u16 id);
-void scriptapi_luaentity_step(lua_State *L, u16 id,
- float dtime, bool send_recommended);
-std::string scriptapi_luaentity_get_state(lua_State *L, u16 id);
+// Returns true if script handled message
+bool scriptapi_on_chat_message(lua_State *L, const std::string &name,
+ const std::string &message);
+
+/* environment */
+// On environment step
+void scriptapi_environment_step(lua_State *L, float dtime);
+// After generating a piece of map
+void scriptapi_environment_on_generated(lua_State *L, v3s16 minp, v3s16 maxp);
+
+/* 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_get_creative_inventory(lua_State *L, ServerRemotePlayer *player);
+
+/* 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);
+
+/* 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);
+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);
+void scriptapi_luaentity_step(lua_State *L, u16 id, float dtime);
+void scriptapi_luaentity_punch(lua_State *L, u16 id,
+ ServerActiveObject *puncher, float time_from_last_punch);
+void scriptapi_luaentity_rightclick(lua_State *L, u16 id,
+ ServerActiveObject *clicker);
#endif