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paramat f6da7b3fda Sneak: Add option for old move code
Temporary option for the old move code for specific old sneak behaviour.
Enabled by setting the added 'new move' physics override to false.
By default 'new move' is true.
2017-04-17 10:13:05 +01:00

331 lines
8.6 KiB
C++

/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.
You should have received a copy of the GNU Lesser 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 L_OBJECT_H_
#define L_OBJECT_H_
#include "lua_api/l_base.h"
#include "irrlichttypes.h"
class ServerActiveObject;
class LuaEntitySAO;
class PlayerSAO;
class RemotePlayer;
/*
ObjectRef
*/
class ObjectRef : public ModApiBase {
private:
ServerActiveObject *m_object;
static const char className[];
static const luaL_Reg methods[];
public:
static ObjectRef *checkobject(lua_State *L, int narg);
static ServerActiveObject* getobject(ObjectRef *ref);
private:
static LuaEntitySAO* getluaobject(ObjectRef *ref);
static PlayerSAO* getplayersao(ObjectRef *ref);
static RemotePlayer *getplayer(ObjectRef *ref);
// Exported functions
// garbage collector
static int gc_object(lua_State *L);
// remove(self)
static int l_remove(lua_State *L);
// get_pos(self)
// returns: {x=num, y=num, z=num}
static int l_get_pos(lua_State *L);
// set_pos(self, pos)
static int l_set_pos(lua_State *L);
// move_to(self, pos, continuous=false)
static int l_move_to(lua_State *L);
// punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
static int l_punch(lua_State *L);
// right_click(self, clicker); clicker = an another ObjectRef
static int l_right_click(lua_State *L);
// set_hp(self, hp)
// hp = number of hitpoints (2 * number of hearts)
// returns: nil
static int l_set_hp(lua_State *L);
// get_hp(self)
// returns: number of hitpoints (2 * number of hearts)
// 0 if not applicable to this type of object
static int l_get_hp(lua_State *L);
// get_inventory(self)
static int l_get_inventory(lua_State *L);
// get_wield_list(self)
static int l_get_wield_list(lua_State *L);
// get_wield_index(self)
static int l_get_wield_index(lua_State *L);
// get_wielded_item(self)
static int l_get_wielded_item(lua_State *L);
// set_wielded_item(self, itemstack or itemstring or table or nil)
static int l_set_wielded_item(lua_State *L);
// set_armor_groups(self, groups)
static int l_set_armor_groups(lua_State *L);
// get_armor_groups(self)
static int l_get_armor_groups(lua_State *L);
// set_physics_override(self, physics_override_speed, physics_override_jump,
// physics_override_gravity, sneak, sneak_glitch, new_move)
static int l_set_physics_override(lua_State *L);
// get_physics_override(self)
static int l_get_physics_override(lua_State *L);
// set_animation(self, frame_range, frame_speed, frame_blend, frame_loop)
static int l_set_animation(lua_State *L);
// get_animation(self)
static int l_get_animation(lua_State *L);
// set_bone_position(self, std::string bone, v3f position, v3f rotation)
static int l_set_bone_position(lua_State *L);
// get_bone_position(self, bone)
static int l_get_bone_position(lua_State *L);
// set_attach(self, parent, bone, position, rotation)
static int l_set_attach(lua_State *L);
// get_attach(self)
static int l_get_attach(lua_State *L);
// set_detach(self)
static int l_set_detach(lua_State *L);
// set_properties(self, properties)
static int l_set_properties(lua_State *L);
// get_properties(self)
static int l_get_properties(lua_State *L);
// is_player(self)
static int l_is_player(lua_State *L);
/* LuaEntitySAO-only */
// set_velocity(self, {x=num, y=num, z=num})
static int l_set_velocity(lua_State *L);
// get_velocity(self)
static int l_get_velocity(lua_State *L);
// set_acceleration(self, {x=num, y=num, z=num})
static int l_set_acceleration(lua_State *L);
// get_acceleration(self)
static int l_get_acceleration(lua_State *L);
// set_yaw(self, radians)
static int l_set_yaw(lua_State *L);
// get_yaw(self)
static int l_get_yaw(lua_State *L);
// set_texture_mod(self, mod)
static int l_set_texture_mod(lua_State *L);
// l_get_texture_mod(self)
static int l_get_texture_mod(lua_State *L);
// set_sprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2,
// select_horiz_by_yawpitch=false)
static int l_set_sprite(lua_State *L);
// DEPRECATED
// get_entity_name(self)
static int l_get_entity_name(lua_State *L);
// get_luaentity(self)
static int l_get_luaentity(lua_State *L);
/* Player-only */
// is_player_connected(self)
static int l_is_player_connected(lua_State *L);
// get_player_name(self)
static int l_get_player_name(lua_State *L);
// get_player_velocity(self)
static int l_get_player_velocity(lua_State *L);
// get_look_dir(self)
static int l_get_look_dir(lua_State *L);
// DEPRECATED
// get_look_pitch(self)
static int l_get_look_pitch(lua_State *L);
// DEPRECATED
// get_look_yaw(self)
static int l_get_look_yaw(lua_State *L);
// get_look_pitch2(self)
static int l_get_look_vertical(lua_State *L);
// get_look_yaw2(self)
static int l_get_look_horizontal(lua_State *L);
// set_look_vertical(self, radians)
static int l_set_look_vertical(lua_State *L);
// set_look_horizontal(self, radians)
static int l_set_look_horizontal(lua_State *L);
// DEPRECATED
// set_look_pitch(self, radians)
static int l_set_look_pitch(lua_State *L);
// DEPRECATED
// set_look_yaw(self, radians)
static int l_set_look_yaw(lua_State *L);
// set_breath(self, breath)
static int l_set_breath(lua_State *L);
// get_breath(self, breath)
static int l_get_breath(lua_State *L);
// set_attribute(self, attribute, value)
static int l_set_attribute(lua_State *L);
// get_attribute(self, attribute)
static int l_get_attribute(lua_State *L);
// set_inventory_formspec(self, formspec)
static int l_set_inventory_formspec(lua_State *L);
// get_inventory_formspec(self) -> formspec
static int l_get_inventory_formspec(lua_State *L);
// get_player_control(self)
static int l_get_player_control(lua_State *L);
// get_player_control_bits(self)
static int l_get_player_control_bits(lua_State *L);
// hud_add(self, id, form)
static int l_hud_add(lua_State *L);
// hud_rm(self, id)
static int l_hud_remove(lua_State *L);
// hud_change(self, id, stat, data)
static int l_hud_change(lua_State *L);
// hud_get_next_id(self)
static u32 hud_get_next_id(lua_State *L);
// hud_get(self, id)
static int l_hud_get(lua_State *L);
// hud_set_flags(self, flags)
static int l_hud_set_flags(lua_State *L);
// hud_get_flags()
static int l_hud_get_flags(lua_State *L);
// hud_set_hotbar_itemcount(self, hotbar_itemcount)
static int l_hud_set_hotbar_itemcount(lua_State *L);
// hud_get_hotbar_itemcount(self)
static int l_hud_get_hotbar_itemcount(lua_State *L);
// hud_set_hotbar_image(self, name)
static int l_hud_set_hotbar_image(lua_State *L);
// hud_get_hotbar_image(self)
static int l_hud_get_hotbar_image(lua_State *L);
// hud_set_hotbar_selected_image(self, name)
static int l_hud_set_hotbar_selected_image(lua_State *L);
// hud_get_hotbar_selected_image(self)
static int l_hud_get_hotbar_selected_image(lua_State *L);
// set_sky(self, type, list)
static int l_set_sky(lua_State *L);
// get_sky(self, type, list)
static int l_get_sky(lua_State *L);
// override_day_night_ratio(self, type)
static int l_override_day_night_ratio(lua_State *L);
// get_day_night_ratio(self)
static int l_get_day_night_ratio(lua_State *L);
// set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
static int l_set_local_animation(lua_State *L);
// get_local_animation(self)
static int l_get_local_animation(lua_State *L);
// set_eye_offset(self, v3f first pv, v3f third pv)
static int l_set_eye_offset(lua_State *L);
// get_eye_offset(self)
static int l_get_eye_offset(lua_State *L);
// set_nametag_attributes(self, attributes)
static int l_set_nametag_attributes(lua_State *L);
// get_nametag_attributes(self)
static int l_get_nametag_attributes(lua_State *L);
public:
ObjectRef(ServerActiveObject *object);
~ObjectRef();
// Creates an ObjectRef and leaves it on top of stack
// Not callable from Lua; all references are created on the C side.
static void create(lua_State *L, ServerActiveObject *object);
static void set_null(lua_State *L);
static void Register(lua_State *L);
};
#endif /* L_OBJECT_H_ */