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luanti/src/script/lua_api/l_client.h
sfan5 ce97210eb1 Refactor how script api reads current mod name
This is to prevent future mistakes and make it clearer whether
the mod name can be trusted depending on how it is retrieved.
2024-02-15 11:06:21 +01:00

95 lines
2.4 KiB
C++

/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2017 nerzhul, Loic Blot <loic.blot@unix-experience.fr>
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.
*/
#pragma once
#include "lua_api/l_base.h"
#include "itemdef.h"
#include "tool.h"
class ModApiClient : public ModApiBase
{
private:
// get_current_modname()
static int l_get_current_modname(lua_State *L);
// get_modpath(modname)
static int l_get_modpath(lua_State *L);
// print(text)
static int l_print(lua_State *L);
// display_chat_message(message)
static int l_display_chat_message(lua_State *L);
// send_chat_message(message)
static int l_send_chat_message(lua_State *L);
// clear_out_chat_queue()
static int l_clear_out_chat_queue(lua_State *L);
// get_player_names()
static int l_get_player_names(lua_State *L);
// show_formspec(name, formspec)
static int l_show_formspec(lua_State *L);
// send_respawn()
static int l_send_respawn(lua_State *L);
// disconnect()
static int l_disconnect(lua_State *L);
// gettext(text)
static int l_gettext(lua_State *L);
// get_node(pos)
static int l_get_node_or_nil(lua_State *L);
// get_language()
static int l_get_language(lua_State *L);
// get_wielded_item()
static int l_get_wielded_item(lua_State *L);
// get_meta(pos)
static int l_get_meta(lua_State *L);
// 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);
// get_privilege_list()
static int l_get_privilege_list(lua_State *L);
// get_builtin_path()
static int l_get_builtin_path(lua_State *L);
// get_csm_restrictions()
static int l_get_csm_restrictions(lua_State *L);
public:
static void Initialize(lua_State *L, int top);
};