Add a Lua call to do damages / heals

master
Loic Blot 2015-03-18 10:03:51 +01:00
parent 8f2e9bfbc2
commit 467fc0ddc9
3 changed files with 45 additions and 3 deletions

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@ -2336,6 +2336,7 @@ This is basically a reference to a C++ `ServerActiveObject`
* `right_click(clicker)`; `clicker` is another `ObjectRef` * `right_click(clicker)`; `clicker` is another `ObjectRef`
* `get_hp()`: returns number of hitpoints (2 * number of hearts) * `get_hp()`: returns number of hitpoints (2 * number of hearts)
* `set_hp(hp)`: set number of hitpoints (2 * number of hearts) * `set_hp(hp)`: set number of hitpoints (2 * number of hearts)
* `apply_damage(damage)`: set amount of damage to object. If damage < 0, heal the target
* `get_inventory()`: returns an `InvRef` * `get_inventory()`: returns an `InvRef`
* `get_wield_list()`: returns the name of the inventory list the wielded item is in * `get_wield_list()`: returns the name of the inventory list the wielded item is in
* `get_wield_index()`: returns the index of the wielded item * `get_wield_index()`: returns the index of the wielded item

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@ -29,6 +29,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "content_sao.h" #include "content_sao.h"
#include "server.h" #include "server.h"
#include "hud.h" #include "hud.h"
#include "settings.h"
#include "main.h"
struct EnumString es_HudElementType[] = struct EnumString es_HudElementType[] =
@ -255,10 +257,10 @@ int ObjectRef::l_set_hp(lua_State *L)
ObjectRef *ref = checkobject(L, 1); ObjectRef *ref = checkobject(L, 1);
luaL_checknumber(L, 2); luaL_checknumber(L, 2);
ServerActiveObject *co = getobject(ref); ServerActiveObject *co = getobject(ref);
if(co == NULL) return 0; if(co == NULL)
return 0;
int hp = lua_tonumber(L, 2); int hp = lua_tonumber(L, 2);
/*infostream<<"ObjectRef::l_set_hp(): id="<<co->getId()
<<" hp="<<hp<<std::endl;*/
// Do it // Do it
co->setHP(hp); co->setHP(hp);
if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER) { if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
@ -289,6 +291,38 @@ int ObjectRef::l_get_hp(lua_State *L)
return 1; return 1;
} }
// apply_damage(self, damage)
// damage = amount of damage to apply
// if damage is negative, heal the player
// returns: nil
int ObjectRef::l_apply_damage(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
luaL_checknumber(L, 2);
ServerActiveObject *co = getobject(ref);
if(co == NULL)
return 0;
int damage = lua_tonumber(L, 2);
// No damage, no heal => do nothing
if (damage == 0)
return 0;
// If damage is positive (not healing) and damage is disabled, ignore
if (damage > 0 && g_settings->getBool("enable_damage") == false)
return 0;
// Do damage/heal
co->setHP(co->getHP() - damage);
if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
getServer(L)->SendPlayerHPOrDie(((PlayerSAO*)co)->getPeerID(), co->getHP() == 0);
}
return 0;
}
// get_inventory(self) // get_inventory(self)
int ObjectRef::l_get_inventory(lua_State *L) int ObjectRef::l_get_inventory(lua_State *L)
{ {
@ -1345,6 +1379,7 @@ const luaL_reg ObjectRef::methods[] = {
luamethod(ObjectRef, right_click), luamethod(ObjectRef, right_click),
luamethod(ObjectRef, set_hp), luamethod(ObjectRef, set_hp),
luamethod(ObjectRef, get_hp), luamethod(ObjectRef, get_hp),
luamethod(ObjectRef, apply_damage),
luamethod(ObjectRef, get_inventory), luamethod(ObjectRef, get_inventory),
luamethod(ObjectRef, get_wield_list), luamethod(ObjectRef, get_wield_list),
luamethod(ObjectRef, get_wield_index), luamethod(ObjectRef, get_wield_index),

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@ -83,6 +83,12 @@ private:
// 0 if not applicable to this type of object // 0 if not applicable to this type of object
static int l_get_hp(lua_State *L); static int l_get_hp(lua_State *L);
// apply_damage(self, damage)
// damage = amount of damage to apply
// if damage is negative, heal the player
// returns: nil
static int l_apply_damage(lua_State *L);
// get_inventory(self) // get_inventory(self)
static int l_get_inventory(lua_State *L); static int l_get_inventory(lua_State *L);