[CSM] Add function to get the definition of items (#5732)
Add node def and item def documentation. Please be ready for merge!master
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@ -989,6 +989,96 @@ Can be obtained via `minetest.get_meta(pos)`.
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* `inventory`: `{list1 = {}, ...}}`
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-----------------
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### Definitions
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* `minetest.get_node_def(nodename)`
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* Returns [node definition](#node-definition) table of `nodename`
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* `minetest.get_item_def(itemstring)`
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* Returns item definition table of `itemstring`
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#### Node Definition
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```lua
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{
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has_on_construct = bool, -- Whether the node has the on_construct callback defined
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has_on_destruct = bool, -- Whether the node has the on_destruct callback defined
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has_after_destruct = bool, -- Whether the node has the after_destruct callback defined
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name = string, -- The name of the node e.g. "air", "default:dirt"
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groups = table, -- The groups of the node
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paramtype = string, -- Paramtype of the node
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paramtype2 = string, -- ParamType2 of the node
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drawtype = string, -- Drawtype of the node
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mesh = <string>, -- Mesh name if existant
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minimap_color = <Color>, -- Color of node on minimap *May not exist*
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visual_scale = number, -- Visual scale of node
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alpha = number, -- Alpha of the node. Only used for liquids
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color = <Color>, -- Color of node *May not exist*
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palette_name = <string>, -- Filename of palette *May not exist*
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palette = <{ -- List of colors
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Color,
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Color
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}>,
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waving = number, -- 0 of not waving, 1 if waving
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connect_sides = number, -- Used for connected nodes
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connects_to = { -- List of nodes to connect to
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"node1",
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"node2"
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},
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post_effect_color = Color, -- Color overlayed on the screen when the player is in the node
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leveled = number, -- Max level for node
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sunlight_propogates = bool, -- Whether light passes through the block
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light_source = number, -- Light emitted by the block
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is_ground_content = bool, -- Whether caves should cut through the node
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walkable = bool, -- Whether the player collides with the node
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pointable = bool, -- Whether the player can select the node
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diggable = bool, -- Whether the player can dig the node
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climbable = bool, -- Whether the player can climb up the node
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buildable_to = bool, -- Whether the player can replace the node by placing a node on it
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rightclickable = bool, -- Whether the player can place nodes pointing at this node
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damage_per_second = number, -- HP of damage per second when the player is in the node
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liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist*
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liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
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liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
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liquid_viscosity = <number>, -- How fast the liquid flows *May not exist*
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liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist*
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liquid_range = <number>, -- How far the liquid flows *May not exist*
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drowning = bool, -- Whether the player will drown in the node
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floodable = bool, -- Whether nodes will be replaced by liquids (flooded)
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node_box = table, -- Nodebox to draw the node with
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collision_box = table, -- Nodebox to set the collision area
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selection_box = table, -- Nodebox to set the area selected by the player
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sounds = { -- Table of sounds that the block makes
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sound_footstep = SimpleSoundSpec,
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sound_dig = SimpleSoundSpec,
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sound_dug = SimpleSoundSpec
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},
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legacy_facedir_simple = bool, -- Whether to use old facedir
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legacy_wallmounted = bool -- Whether to use old wallmounted
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}
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```
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#### Item Definition
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```lua
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{
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name = string, -- Name of the item e.g. "default:stone"
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description = string, -- Description of the item e.g. "Stone"
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type = string, -- Item type: "none", "node", "craftitem", "tool"
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inventory_image = string, -- Image in the inventory
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wield_image = string, -- Image in wieldmesh
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palette_image = string, -- Image for palette
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color = Color, -- Color for item
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wield_scale = Vector, -- Wieldmesh scale
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stack_max = number, -- Number of items stackable together
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usable = bool, -- Has on_use callback defined
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liquids_pointable = bool, -- Whether you can point at liquids with the item
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tool_capabilities = <table>, -- If the item is a tool, tool capabiltites of the item
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groups = table, -- Groups of the item
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sound_place = SimpleSoundSpec, -- Sound played when placed
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sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
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node_placement_prediction = string -- Node placed in client until server catches up
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}
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```
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-----------------
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### Chat command definition (`register_chatcommand`)
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@ -1014,7 +1104,7 @@ Most text can contain escape sequences, that can for example color the text.
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There are a few exceptions: tab headers, dropdowns and vertical labels can't.
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The following functions provide escape sequences:
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* `minetest.get_color_escape_sequence(color)`:
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* `color` is a ColorString
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* `color` is a [ColorString](#colorstring)
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* The escape sequence sets the text color to `color`
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* `minetest.colorize(color, message)`:
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* Equivalent to:
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@ -1022,7 +1112,7 @@ The following functions provide escape sequences:
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message ..
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minetest.get_color_escape_sequence("#ffffff")`
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* `color.get_background_escape_sequence(color)`
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* `color` is a ColorString
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* `color` is a [ColorString](#colorstring)
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* The escape sequence sets the background of the whole text element to
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`color`. Only defined for item descriptions and tooltips.
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* `color.strip_foreground_colors(str)`
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@ -1047,3 +1137,7 @@ Named colors are also supported and are equivalent to
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To specify the value of the alpha channel, append `#AA` to the end of the color name
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(e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
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value must (always) be two hexadecimal digits.
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`Color`
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-------------
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`{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color.
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@ -33,6 +33,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "mg_schematic.h"
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#include "noise.h"
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#include "util/pointedthing.h"
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#include "debug.h" // For FATAL_ERROR
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#include <json/json.h>
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struct EnumString es_TileAnimationType[] =
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@ -128,6 +129,51 @@ void push_item_definition(lua_State *L, const ItemDefinition &i)
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lua_setfield(L, -2, "description");
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}
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void push_item_definition_full(lua_State *L, const ItemDefinition &i)
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{
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std::string type(es_ItemType[(int)i.type].str);
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lua_newtable(L);
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lua_pushstring(L, i.name.c_str());
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lua_setfield(L, -2, "name");
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lua_pushstring(L, i.description.c_str());
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lua_setfield(L, -2, "description");
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lua_pushstring(L, type.c_str());
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lua_setfield(L, -2, "type");
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lua_pushstring(L, i.inventory_image.c_str());
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lua_setfield(L, -2, "inventory_image");
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lua_pushstring(L, i.wield_image.c_str());
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lua_setfield(L, -2, "wield_image");
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lua_pushstring(L, i.palette_image.c_str());
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lua_setfield(L, -2, "palette_image");
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push_ARGB8(L, i.color);
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lua_setfield(L, -2, "color");
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push_v3f(L, i.wield_scale);
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lua_setfield(L, -2, "wield_scale");
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lua_pushinteger(L, i.stack_max);
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lua_setfield(L, -2, "stack_max");
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lua_pushboolean(L, i.usable);
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lua_setfield(L, -2, "usable");
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lua_pushboolean(L, i.liquids_pointable);
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lua_setfield(L, -2, "liquids_pointable");
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if (i.type == ITEM_TOOL) {
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push_tool_capabilities(L, ToolCapabilities(
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i.tool_capabilities->full_punch_interval,
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i.tool_capabilities->max_drop_level,
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i.tool_capabilities->groupcaps,
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i.tool_capabilities->damageGroups));
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lua_setfield(L, -2, "tool_capabilities");
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}
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push_groups(L, i.groups);
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lua_setfield(L, -2, "groups");
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push_soundspec(L, i.sound_place);
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lua_setfield(L, -2, "sound_place");
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push_soundspec(L, i.sound_place_failed);
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lua_setfield(L, -2, "sound_place_failed");
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lua_pushstring(L, i.node_placement_prediction.c_str());
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lua_setfield(L, -2, "node_placement_prediction");
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}
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/******************************************************************************/
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void read_object_properties(lua_State *L, int index,
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ObjectProperties *prop, IItemDefManager *idef)
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@ -669,6 +715,204 @@ ContentFeatures read_content_features(lua_State *L, int index)
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return f;
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}
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void push_content_features(lua_State *L, const ContentFeatures &c)
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{
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std::string paramtype(ScriptApiNode::es_ContentParamType[(int)c.param_type].str);
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std::string paramtype2(ScriptApiNode::es_ContentParamType2[(int)c.param_type_2].str);
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std::string drawtype(ScriptApiNode::es_DrawType[(int)c.drawtype].str);
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std::string liquid_type(ScriptApiNode::es_LiquidType[(int)c.liquid_type].str);
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/* Missing "tiles" because I don't see a usecase (at least not yet). */
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lua_newtable(L);
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lua_pushboolean(L, c.has_on_construct);
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lua_setfield(L, -2, "has_on_construct");
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lua_pushboolean(L, c.has_on_destruct);
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lua_setfield(L, -2, "has_on_destruct");
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lua_pushboolean(L, c.has_after_destruct);
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lua_setfield(L, -2, "has_after_destruct");
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lua_pushstring(L, c.name.c_str());
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lua_setfield(L, -2, "name");
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push_groups(L, c.groups);
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lua_setfield(L, -2, "groups");
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lua_pushstring(L, paramtype.c_str());
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lua_setfield(L, -2, "paramtype");
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lua_pushstring(L, paramtype2.c_str());
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lua_setfield(L, -2, "paramtype2");
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lua_pushstring(L, drawtype.c_str());
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lua_setfield(L, -2, "drawtype");
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if (!c.mesh.empty()) {
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lua_pushstring(L, c.mesh.c_str());
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lua_setfield(L, -2, "mesh");
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}
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#ifndef SERVER
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push_ARGB8(L, c.minimap_color); // I know this is not set-able w/ register_node,
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lua_setfield(L, -2, "minimap_color"); // but the people need to know!
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#endif
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lua_pushnumber(L, c.visual_scale);
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lua_setfield(L, -2, "visual_scale");
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lua_pushnumber(L, c.alpha);
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lua_setfield(L, -2, "alpha");
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if (!c.palette_name.empty()) {
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push_ARGB8(L, c.color);
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lua_setfield(L, -2, "color");
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lua_pushstring(L, c.palette_name.c_str());
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lua_setfield(L, -2, "palette_name");
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push_palette(L, c.palette);
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lua_setfield(L, -2, "palette");
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}
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lua_pushnumber(L, c.waving);
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lua_setfield(L, -2, "waving");
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lua_pushnumber(L, c.connect_sides);
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lua_setfield(L, -2, "connect_sides");
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lua_newtable(L);
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u16 i = 1;
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for (std::vector<std::string>::const_iterator it = c.connects_to.begin();
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it != c.connects_to.end(); ++it) {
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lua_pushlstring(L, it->c_str(), it->size());
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lua_rawseti(L, -2, i);
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}
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lua_setfield(L, -2, "connects_to");
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push_ARGB8(L, c.post_effect_color);
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lua_setfield(L, -2, "post_effect_color");
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lua_pushnumber(L, c.leveled);
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lua_setfield(L, -2, "leveled");
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lua_pushboolean(L, c.sunlight_propagates);
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lua_setfield(L, -2, "sunlight_propagates");
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lua_pushnumber(L, c.light_source);
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lua_setfield(L, -2, "light_source");
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lua_pushboolean(L, c.is_ground_content);
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lua_setfield(L, -2, "is_ground_content");
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lua_pushboolean(L, c.walkable);
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lua_setfield(L, -2, "walkable");
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lua_pushboolean(L, c.pointable);
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lua_setfield(L, -2, "pointable");
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lua_pushboolean(L, c.diggable);
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lua_setfield(L, -2, "diggable");
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lua_pushboolean(L, c.climbable);
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lua_setfield(L, -2, "climbable");
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lua_pushboolean(L, c.buildable_to);
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lua_setfield(L, -2, "buildable_to");
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lua_pushboolean(L, c.rightclickable);
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lua_setfield(L, -2, "rightclickable");
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lua_pushnumber(L, c.damage_per_second);
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lua_setfield(L, -2, "damage_per_second");
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if (c.isLiquid()) {
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lua_pushstring(L, liquid_type.c_str());
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lua_setfield(L, -2, "liquid_type");
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lua_pushstring(L, c.liquid_alternative_flowing.c_str());
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lua_setfield(L, -2, "liquid_alternative_flowing");
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lua_pushstring(L, c.liquid_alternative_source.c_str());
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lua_setfield(L, -2, "liquid_alternative_source");
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lua_pushnumber(L, c.liquid_viscosity);
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lua_setfield(L, -2, "liquid_viscosity");
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lua_pushboolean(L, c.liquid_renewable);
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lua_setfield(L, -2, "liquid_renewable");
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lua_pushnumber(L, c.liquid_range);
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lua_setfield(L, -2, "liquid_range");
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}
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lua_pushnumber(L, c.drowning);
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lua_setfield(L, -2, "drowning");
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lua_pushboolean(L, c.floodable);
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lua_setfield(L, -2, "floodable");
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push_nodebox(L, c.node_box);
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lua_setfield(L, -2, "node_box");
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push_nodebox(L, c.selection_box);
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lua_setfield(L, -2, "selection_box");
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push_nodebox(L, c.collision_box);
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lua_setfield(L, -2, "collision_box");
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lua_newtable(L);
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push_soundspec(L, c.sound_footstep);
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lua_setfield(L, -2, "sound_footstep");
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push_soundspec(L, c.sound_dig);
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lua_setfield(L, -2, "sound_dig");
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push_soundspec(L, c.sound_dug);
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lua_setfield(L, -2, "sound_dug");
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lua_setfield(L, -2, "sounds");
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lua_pushboolean(L, c.legacy_facedir_simple);
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lua_setfield(L, -2, "legacy_facedir_simple");
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lua_pushboolean(L, c.legacy_wallmounted);
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lua_setfield(L, -2, "legacy_wallmounted");
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}
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/******************************************************************************/
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void push_nodebox(lua_State *L, const NodeBox &box)
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{
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lua_newtable(L);
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switch (box.type)
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{
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case NODEBOX_REGULAR:
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lua_pushstring(L, "regular");
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lua_setfield(L, -2, "type");
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break;
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case NODEBOX_LEVELED:
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case NODEBOX_FIXED:
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lua_pushstring(L, "fixed");
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lua_setfield(L, -2, "type");
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push_box(L, box.fixed);
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lua_setfield(L, -2, "fixed");
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break;
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case NODEBOX_WALLMOUNTED:
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lua_pushstring(L, "wallmounted");
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lua_setfield(L, -2, "type");
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push_aabb3f(L, box.wall_top);
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lua_setfield(L, -2, "wall_top");
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push_aabb3f(L, box.wall_bottom);
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lua_setfield(L, -2, "wall_bottom");
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push_aabb3f(L, box.wall_side);
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lua_setfield(L, -2, "wall_side");
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break;
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case NODEBOX_CONNECTED:
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lua_pushstring(L, "connected");
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lua_setfield(L, -2, "type");
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push_box(L, box.connect_top);
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lua_setfield(L, -2, "connect_top");
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push_box(L, box.connect_bottom);
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lua_setfield(L, -2, "connect_bottom");
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push_box(L, box.connect_front);
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lua_setfield(L, -2, "connect_front");
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push_box(L, box.connect_back);
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lua_setfield(L, -2, "connect_back");
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push_box(L, box.connect_left);
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lua_setfield(L, -2, "connect_left");
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push_box(L, box.connect_right);
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lua_setfield(L, -2, "connect_right");
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break;
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default:
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FATAL_ERROR("Invalid box.type");
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break;
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}
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}
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void push_box(lua_State *L, const std::vector<aabb3f> &box)
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{
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lua_newtable(L);
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u8 i = 1;
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for (std::vector<aabb3f>::const_iterator it = box.begin();
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it != box.end(); ++it) {
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push_aabb3f(L, (*it));
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lua_rawseti(L, -2, i);
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}
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}
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/******************************************************************************/
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void push_palette(lua_State *L, const std::vector<video::SColor> *palette)
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{
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lua_createtable(L, palette->size(), 0);
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int newTable = lua_gettop(L);
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int index = 1;
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std::vector<video::SColor>::const_iterator iter;
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for (iter = palette->begin(); iter != palette->end(); ++iter) {
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push_ARGB8(L, (*iter));
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lua_rawseti(L, newTable, index);
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index++;
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}
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}
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/******************************************************************************/
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void read_server_sound_params(lua_State *L, int index,
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ServerSoundParams ¶ms)
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|
@ -719,6 +963,17 @@ void read_soundspec(lua_State *L, int index, SimpleSoundSpec &spec)
|
|||
}
|
||||
}
|
||||
|
||||
void push_soundspec(lua_State *L, const SimpleSoundSpec &spec)
|
||||
{
|
||||
lua_newtable(L);
|
||||
lua_pushstring(L, spec.name.c_str());
|
||||
lua_setfield(L, -2, "name");
|
||||
lua_pushnumber(L, spec.gain);
|
||||
lua_setfield(L, -2, "gain");
|
||||
lua_pushnumber(L, spec.fade);
|
||||
lua_setfield(L, -2, "fade");
|
||||
}
|
||||
|
||||
/******************************************************************************/
|
||||
NodeBox read_nodebox(lua_State *L, int index)
|
||||
{
|
||||
|
|
|
@ -39,6 +39,7 @@ extern "C" {
|
|||
#include "util/string.h"
|
||||
#include "itemgroup.h"
|
||||
#include "itemdef.h"
|
||||
#include "c_types.h"
|
||||
|
||||
namespace Json { class Value; }
|
||||
|
||||
|
@ -64,8 +65,20 @@ class Schematic;
|
|||
|
||||
|
||||
ContentFeatures read_content_features (lua_State *L, int index);
|
||||
void push_content_features (lua_State *L,
|
||||
const ContentFeatures &c);
|
||||
|
||||
void push_nodebox (lua_State *L,
|
||||
const NodeBox &box);
|
||||
void push_box (lua_State *L,
|
||||
const std::vector<aabb3f> &box);
|
||||
|
||||
void push_palette (lua_State *L,
|
||||
const std::vector<video::SColor> *palette);
|
||||
|
||||
TileDef read_tiledef (lua_State *L, int index,
|
||||
u8 drawtype);
|
||||
|
||||
void read_soundspec (lua_State *L, int index,
|
||||
SimpleSoundSpec &spec);
|
||||
NodeBox read_nodebox (lua_State *L, int index);
|
||||
|
@ -90,6 +103,9 @@ void read_item_definition (lua_State *L, int index, const ItemDefinition &defaul
|
|||
ItemDefinition &def);
|
||||
void push_item_definition (lua_State *L,
|
||||
const ItemDefinition &i);
|
||||
void push_item_definition_full (lua_State *L,
|
||||
const ItemDefinition &i);
|
||||
|
||||
void read_object_properties (lua_State *L, int index,
|
||||
ObjectProperties *prop,
|
||||
IItemDefManager *idef);
|
||||
|
@ -147,6 +163,8 @@ std::vector<ItemStack> read_items (lua_State *L,
|
|||
void read_soundspec (lua_State *L,
|
||||
int index,
|
||||
SimpleSoundSpec &spec);
|
||||
void push_soundspec (lua_State *L,
|
||||
const SimpleSoundSpec &spec);
|
||||
|
||||
bool string_to_enum (const EnumString *spec,
|
||||
int &result,
|
||||
|
|
|
@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "mainmenumanager.h"
|
||||
#include "map.h"
|
||||
#include "util/string.h"
|
||||
#include "nodedef.h"
|
||||
|
||||
extern MainGameCallback *g_gamecallback;
|
||||
|
||||
|
@ -260,6 +261,50 @@ int ModApiClient::l_get_server_info(lua_State *L)
|
|||
return 1;
|
||||
}
|
||||
|
||||
// get_item_def(itemstring)
|
||||
int ModApiClient::l_get_item_def(lua_State *L)
|
||||
{
|
||||
IGameDef *gdef = getGameDef(L);
|
||||
assert(gdef);
|
||||
|
||||
IItemDefManager *idef = gdef->idef();
|
||||
assert(idef);
|
||||
|
||||
if (!lua_isstring(L, 1))
|
||||
return 0;
|
||||
|
||||
const std::string &name(lua_tostring(L, 1));
|
||||
if (!idef->isKnown(name))
|
||||
return 0;
|
||||
const ItemDefinition &def = idef->get(name);
|
||||
|
||||
push_item_definition_full(L, def);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// get_node_def(nodename)
|
||||
int ModApiClient::l_get_node_def(lua_State *L)
|
||||
{
|
||||
IGameDef *gdef = getGameDef(L);
|
||||
assert(gdef);
|
||||
|
||||
INodeDefManager *ndef = gdef->ndef();
|
||||
assert(ndef);
|
||||
|
||||
if (!lua_isstring(L, 1))
|
||||
return 0;
|
||||
|
||||
const std::string &name = lua_tostring(L, 1);
|
||||
const ContentFeatures &cf = ndef->get(ndef->getId(name));
|
||||
if (cf.name != name) // Unknown node. | name = <whatever>, cf.name = ignore
|
||||
return 0;
|
||||
|
||||
push_content_features(L, cf);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int ModApiClient::l_take_screenshot(lua_State *L)
|
||||
{
|
||||
Client *client = getClient(L);
|
||||
|
@ -286,5 +331,7 @@ void ModApiClient::Initialize(lua_State *L, int top)
|
|||
API_FCT(sound_play);
|
||||
API_FCT(sound_stop);
|
||||
API_FCT(get_server_info);
|
||||
API_FCT(get_item_def);
|
||||
API_FCT(get_node_def);
|
||||
API_FCT(take_screenshot);
|
||||
}
|
||||
|
|
|
@ -22,6 +22,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#define L_CLIENT_H_
|
||||
|
||||
#include "lua_api/l_base.h"
|
||||
#include "itemdef.h"
|
||||
#include "tool.h"
|
||||
|
||||
class ModApiClient : public ModApiBase
|
||||
{
|
||||
|
@ -38,7 +40,7 @@ private:
|
|||
// get_player_names()
|
||||
static int l_get_player_names(lua_State *L);
|
||||
|
||||
// show_formspec(name, fornspec)
|
||||
// show_formspec(name, formspec)
|
||||
static int l_show_formspec(lua_State *L);
|
||||
|
||||
// send_respawn()
|
||||
|
@ -74,6 +76,12 @@ private:
|
|||
|
||||
// get_server_info()
|
||||
static int l_get_server_info(lua_State *L);
|
||||
|
||||
// get_item_def(itemstring)
|
||||
static int l_get_item_def(lua_State *L);
|
||||
|
||||
// get_node_def(nodename)
|
||||
static int l_get_node_def(lua_State *L);
|
||||
|
||||
static int l_take_screenshot(lua_State *L);
|
||||
|
||||
|
|
Loading…
Reference in New Issue