// Luanti // SPDX-License-Identifier: LGPL-2.1-or-later // Copyright (C) 2013 celeron55, Perttu Ahola #pragma once #include "cpp_api/s_base.h" #include "irr_v3d.h" #include "util/string.h" struct MoveAction; struct InventoryLocation; struct ItemStack; struct ToolCapabilities; struct PlayerHPChangeReason; class ServerActiveObject; class ScriptApiPlayer : virtual public ScriptApiBase { 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 ); // Player inventory callbacks // Return number of accepted items to be moved int player_inventory_AllowMove( const MoveAction &ma, int count, ServerActiveObject *player); // Return number of accepted items to be put int player_inventory_AllowPut( const MoveAction &ma, const ItemStack &stack, ServerActiveObject *player); // Return number of accepted items to be taken int player_inventory_AllowTake( const MoveAction &ma, const ItemStack &stack, ServerActiveObject *player); // Report moved items void player_inventory_OnMove( const MoveAction &ma, int count, ServerActiveObject *player); // Report put items void player_inventory_OnPut( const MoveAction &ma, const ItemStack &stack, ServerActiveObject *player); // Report taken items void player_inventory_OnTake( const MoveAction &ma, const ItemStack &stack, 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, int count, ServerActiveObject *player); };