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luanti/src/script/cpp_api/s_player.h

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// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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#pragma once
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#include "cpp_api/s_base.h"
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#include "irr_v3d.h"
#include "util/string.h"
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struct MoveAction;
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struct InventoryLocation;
struct ItemStack;
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struct ToolCapabilities;
struct PlayerHPChangeReason;
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class ServerActiveObject;
class ScriptApiPlayer : virtual public ScriptApiBase
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{
public:
virtual ~ScriptApiPlayer() = default;
void on_newplayer(ServerActiveObject *player);
void on_dieplayer(ServerActiveObject *player, const PlayerHPChangeReason &reason);
bool on_respawnplayer(ServerActiveObject *player);
bool on_prejoinplayer(const std::string &name, const std::string &ip,
std::string *reason);
bool can_bypass_userlimit(const std::string &name, const std::string &ip);
void on_joinplayer(ServerActiveObject *player, s64 last_login);
void on_leaveplayer(ServerActiveObject *player, bool timeout);
void on_cheat(ServerActiveObject *player, const std::string &cheat_type);
bool on_punchplayer(ServerActiveObject *player, ServerActiveObject *hitter,
float time_from_last_punch, const ToolCapabilities *toolcap,
v3f dir, s32 damage);
void on_rightclickplayer(ServerActiveObject *player, ServerActiveObject *clicker);
s32 on_player_hpchange(ServerActiveObject *player, s32 hp_change,
const PlayerHPChangeReason &reason);
void on_playerReceiveFields(ServerActiveObject *player,
const std::string &formname, const StringMap &fields);
void on_authplayer(const std::string &name, const std::string &ip, bool is_success);
void on_hotbar_slot_selected(
ServerActiveObject* player,
InventoryLocation& loc,
const std::string& list,
int hotbar_slot,
int prev_hotbar_slot,
bool is_from_scroll
);
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// Player inventory callbacks
// Return number of accepted items to be moved
int player_inventory_AllowMove(
const MoveAction &ma, int count,
ServerActiveObject *player);
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// Return number of accepted items to be put
int player_inventory_AllowPut(
const MoveAction &ma, const ItemStack &stack,
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ServerActiveObject *player);
// Return number of accepted items to be taken
int player_inventory_AllowTake(
const MoveAction &ma, const ItemStack &stack,
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ServerActiveObject *player);
// Report moved items
void player_inventory_OnMove(
const MoveAction &ma, int count,
ServerActiveObject *player);
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// Report put items
void player_inventory_OnPut(
const MoveAction &ma, const ItemStack &stack,
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ServerActiveObject *player);
// Report taken items
void player_inventory_OnTake(
const MoveAction &ma, const ItemStack &stack,
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ServerActiveObject *player);
private:
void pushPutTakeArguments(
const char *method, const InventoryLocation &loc,
const std::string &listname, int index, const ItemStack &stack,
ServerActiveObject *player);
void pushMoveArguments(const MoveAction &ma,
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int count, ServerActiveObject *player);
};