]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/scriptapi.h
Implement minetest.register_on_dieplayer()
[dragonfireclient.git] / src / scriptapi.h
index 18c2b3838a44ef75b027028ed762c7397e469fb2..af8afa3d9d30b2db480d244611d91098045fb694 100644 (file)
@@ -22,21 +22,75 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "irrlichttypes.h"
 #include <string>
+#include "mapnode.h"
 
 class Server;
+class ServerEnvironment;
 class ServerActiveObject;
 typedef struct lua_State lua_State;
+struct LuaEntityProperties;
+struct PointedThing;
+//class IGameDef;
+class ServerRemotePlayer;
 
 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_add(lua_State *L, u16 id, const char *name,
-               const char *init_state);
+// 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 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);
+
+/* 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);
+
+/* 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);
+
+/* 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);
-std::string scriptapi_luaentity_get_state(lua_State *L, u16 id);
+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