#include "irrlichttypes.h"
#include <string>
#include "mapnode.h"
+#include <set>
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);
void scriptapi_rm_object_reference(lua_State *L, ServerActiveObject *cobj);
+// 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);
-// After removing node
-void scriptapi_environment_on_dignode(lua_State *L, v3s16 p, MapNode oldnode);
+// After generating a piece of map
+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);
+void scriptapi_get_creative_inventory(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);
+
+/* 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 char *init_state);
+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);
void scriptapi_luaentity_rm(lua_State *L, u16 id);
-std::string scriptapi_luaentity_get_state(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);