/* Minetest-c55 Copyright (C) 2011 celeron55, Perttu Ahola 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 (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. You should have received a copy of the GNU 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 #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); // 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); 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