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luanti/src/script/lua_api/l_object.cpp
sofar b839a6dd54 Force send a mapblock to a player (#8140)
* Force send a mapblock to a player.

Send a single mapblock to a specific remote player.

This is badly needed for mods and games where players are teleported
into terrain which may be not generated, loaded, or modified
significantly since the last player visit.

In all these cases, the player currently ends up in void, air, or
inside blocks which not only looks bad, but has the effect that the
player might end up falling and then the server needs to correct for
the player position again later, which is a hack.

The best solution is to send at least the single mapblock that the
player will be teleported to. I've tested this with ITB which does this
all the time, and I can see it functioning as expected (it even shows
a half loaded entry hallway, as the further blocks aren't loaded yet).

The parameter is a blockpos (table of x, y, z), not a regular pos.

The function may return false if the call failed. This is most likely
due to the target position not being generated or emerged yet, or
another internal failure, such as the player not being initialized.

* Always send mapblock on teleport or respawn.

This avoids the need for mods to send a mapblock on teleport or
respawn, since any call to `player:set_pos()` will pass this code.
2019-04-28 00:42:13 +01:00

1981 lines
48 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.
*/
#include "lua_api/l_object.h"
#include <cmath>
#include "lua_api/l_internal.h"
#include "lua_api/l_inventory.h"
#include "lua_api/l_item.h"
#include "lua_api/l_playermeta.h"
#include "common/c_converter.h"
#include "common/c_content.h"
#include "log.h"
#include "tool.h"
#include "serverobject.h"
#include "content_sao.h"
#include "remoteplayer.h"
#include "server.h"
#include "hud.h"
#include "scripting_server.h"
/*
ObjectRef
*/
ObjectRef* ObjectRef::checkobject(lua_State *L, int narg)
{
luaL_checktype(L, narg, LUA_TUSERDATA);
void *ud = luaL_checkudata(L, narg, className);
if (!ud) luaL_typerror(L, narg, className);
return *(ObjectRef**)ud; // unbox pointer
}
ServerActiveObject* ObjectRef::getobject(ObjectRef *ref)
{
ServerActiveObject *co = ref->m_object;
return co;
}
LuaEntitySAO* ObjectRef::getluaobject(ObjectRef *ref)
{
ServerActiveObject *obj = getobject(ref);
if (obj == NULL)
return NULL;
if (obj->getType() != ACTIVEOBJECT_TYPE_LUAENTITY)
return NULL;
return (LuaEntitySAO*)obj;
}
PlayerSAO* ObjectRef::getplayersao(ObjectRef *ref)
{
ServerActiveObject *obj = getobject(ref);
if (obj == NULL)
return NULL;
if (obj->getType() != ACTIVEOBJECT_TYPE_PLAYER)
return NULL;
return (PlayerSAO*)obj;
}
RemotePlayer *ObjectRef::getplayer(ObjectRef *ref)
{
PlayerSAO *playersao = getplayersao(ref);
if (playersao == NULL)
return NULL;
return playersao->getPlayer();
}
// Exported functions
// garbage collector
int ObjectRef::gc_object(lua_State *L) {
ObjectRef *o = *(ObjectRef **)(lua_touserdata(L, 1));
//infostream<<"ObjectRef::gc_object: o="<<o<<std::endl;
delete o;
return 0;
}
// remove(self)
int ObjectRef::l_remove(lua_State *L)
{
GET_ENV_PTR;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER)
return 0;
co->clearChildAttachments();
co->clearParentAttachment();
verbosestream << "ObjectRef::l_remove(): id=" << co->getId() << std::endl;
co->m_pending_removal = true;
return 0;
}
// get_pos(self)
// returns: {x=num, y=num, z=num}
int ObjectRef::l_get_pos(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
v3f pos = co->getBasePosition() / BS;
lua_newtable(L);
lua_pushnumber(L, pos.X);
lua_setfield(L, -2, "x");
lua_pushnumber(L, pos.Y);
lua_setfield(L, -2, "y");
lua_pushnumber(L, pos.Z);
lua_setfield(L, -2, "z");
return 1;
}
// set_pos(self, pos)
int ObjectRef::l_set_pos(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
//LuaEntitySAO *co = getluaobject(ref);
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
// pos
v3f pos = checkFloatPos(L, 2);
// Do it
co->setPos(pos);
return 0;
}
// move_to(self, pos, continuous=false)
int ObjectRef::l_move_to(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
//LuaEntitySAO *co = getluaobject(ref);
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
// pos
v3f pos = checkFloatPos(L, 2);
// continuous
bool continuous = readParam<bool>(L, 3);
// Do it
co->moveTo(pos, continuous);
return 0;
}
// punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
int ObjectRef::l_punch(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ObjectRef *puncher_ref = checkobject(L, 2);
ServerActiveObject *co = getobject(ref);
ServerActiveObject *puncher = getobject(puncher_ref);
if (!co || !puncher)
return 0;
v3f dir;
if (lua_type(L, 5) != LUA_TTABLE)
dir = co->getBasePosition() - puncher->getBasePosition();
else
dir = read_v3f(L, 5);
float time_from_last_punch = 1000000;
if (lua_isnumber(L, 3))
time_from_last_punch = lua_tonumber(L, 3);
ToolCapabilities toolcap = read_tool_capabilities(L, 4);
dir.normalize();
u16 src_original_hp = co->getHP();
u16 dst_origin_hp = puncher->getHP();
// Do it
co->punch(dir, &toolcap, puncher, time_from_last_punch);
// If the punched is a player, and its HP changed
if (src_original_hp != co->getHP() &&
co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
getServer(L)->SendPlayerHPOrDie((PlayerSAO *)co,
PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, puncher));
}
// If the puncher is a player, and its HP changed
if (dst_origin_hp != puncher->getHP() &&
puncher->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
getServer(L)->SendPlayerHPOrDie((PlayerSAO *)puncher,
PlayerHPChangeReason(PlayerHPChangeReason::PLAYER_PUNCH, co));
}
return 0;
}
// right_click(self, clicker); clicker = an another ObjectRef
int ObjectRef::l_right_click(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ObjectRef *ref2 = checkobject(L, 2);
ServerActiveObject *co = getobject(ref);
ServerActiveObject *co2 = getobject(ref2);
if (co == NULL) return 0;
if (co2 == NULL) return 0;
// Do it
co->rightClick(co2);
return 0;
}
// set_hp(self, hp)
// hp = number of hitpoints (2 * number of hearts)
// returns: nil
int ObjectRef::l_set_hp(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
// Get Object
ObjectRef *ref = checkobject(L, 1);
luaL_checknumber(L, 2);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
// Get HP
int hp = lua_tonumber(L, 2);
// Get Reason
PlayerHPChangeReason reason(PlayerHPChangeReason::SET_HP);
reason.from_mod = true;
if (lua_istable(L, 3)) {
lua_pushvalue(L, 3);
lua_getfield(L, -1, "type");
if (lua_isstring(L, -1) &&
!reason.setTypeFromString(readParam<std::string>(L, -1))) {
errorstream << "Bad type given!" << std::endl;
}
lua_pop(L, 1);
reason.lua_reference = luaL_ref(L, LUA_REGISTRYINDEX);
}
// Do it
co->setHP(hp, reason);
if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER)
getServer(L)->SendPlayerHPOrDie((PlayerSAO *)co, reason);
if (reason.hasLuaReference())
luaL_unref(L, LUA_REGISTRYINDEX, reason.lua_reference);
// Return
return 0;
}
// get_hp(self)
// returns: number of hitpoints (2 * number of hearts)
// 0 if not applicable to this type of object
int ObjectRef::l_get_hp(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL) {
// Default hp is 1
lua_pushnumber(L, 1);
return 1;
}
int hp = co->getHP();
/*infostream<<"ObjectRef::l_get_hp(): id="<<co->getId()
<<" hp="<<hp<<std::endl;*/
// Return
lua_pushnumber(L, hp);
return 1;
}
// get_inventory(self)
int ObjectRef::l_get_inventory(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
// Do it
InventoryLocation loc = co->getInventoryLocation();
if (getServer(L)->getInventory(loc) != NULL)
InvRef::create(L, loc);
else
lua_pushnil(L); // An object may have no inventory (nil)
return 1;
}
// get_wield_list(self)
int ObjectRef::l_get_wield_list(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
// Do it
lua_pushstring(L, co->getWieldList().c_str());
return 1;
}
// get_wield_index(self)
int ObjectRef::l_get_wield_index(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
// Do it
lua_pushinteger(L, co->getWieldIndex() + 1);
return 1;
}
// get_wielded_item(self)
int ObjectRef::l_get_wielded_item(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL) {
// Empty ItemStack
LuaItemStack::create(L, ItemStack());
return 1;
}
// Do it
LuaItemStack::create(L, co->getWieldedItem());
return 1;
}
// set_wielded_item(self, itemstack or itemstring or table or nil)
int ObjectRef::l_set_wielded_item(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
// Do it
ItemStack item = read_item(L, 2, getServer(L)->idef());
bool success = co->setWieldedItem(item);
if (success && co->getType() == ACTIVEOBJECT_TYPE_PLAYER) {
getServer(L)->SendInventory(((PlayerSAO*)co));
}
lua_pushboolean(L, success);
return 1;
}
// set_armor_groups(self, groups)
int ObjectRef::l_set_armor_groups(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
// Do it
ItemGroupList groups;
read_groups(L, 2, groups);
co->setArmorGroups(groups);
return 0;
}
// get_armor_groups(self)
int ObjectRef::l_get_armor_groups(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
// Do it
push_groups(L, co->getArmorGroups());
return 1;
}
// set_physics_override(self, physics_override_speed, physics_override_jump,
// physics_override_gravity, sneak, sneak_glitch, new_move)
int ObjectRef::l_set_physics_override(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
PlayerSAO *co = (PlayerSAO *) getobject(ref);
if (co == NULL) return 0;
// Do it
if (lua_istable(L, 2)) {
co->m_physics_override_speed = getfloatfield_default(
L, 2, "speed", co->m_physics_override_speed);
co->m_physics_override_jump = getfloatfield_default(
L, 2, "jump", co->m_physics_override_jump);
co->m_physics_override_gravity = getfloatfield_default(
L, 2, "gravity", co->m_physics_override_gravity);
co->m_physics_override_sneak = getboolfield_default(
L, 2, "sneak", co->m_physics_override_sneak);
co->m_physics_override_sneak_glitch = getboolfield_default(
L, 2, "sneak_glitch", co->m_physics_override_sneak_glitch);
co->m_physics_override_new_move = getboolfield_default(
L, 2, "new_move", co->m_physics_override_new_move);
co->m_physics_override_sent = false;
} else {
// old, non-table format
if (!lua_isnil(L, 2)) {
co->m_physics_override_speed = lua_tonumber(L, 2);
co->m_physics_override_sent = false;
}
if (!lua_isnil(L, 3)) {
co->m_physics_override_jump = lua_tonumber(L, 3);
co->m_physics_override_sent = false;
}
if (!lua_isnil(L, 4)) {
co->m_physics_override_gravity = lua_tonumber(L, 4);
co->m_physics_override_sent = false;
}
}
return 0;
}
// get_physics_override(self)
int ObjectRef::l_get_physics_override(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
PlayerSAO *co = (PlayerSAO *)getobject(ref);
if (co == NULL)
return 0;
// Do it
lua_newtable(L);
lua_pushnumber(L, co->m_physics_override_speed);
lua_setfield(L, -2, "speed");
lua_pushnumber(L, co->m_physics_override_jump);
lua_setfield(L, -2, "jump");
lua_pushnumber(L, co->m_physics_override_gravity);
lua_setfield(L, -2, "gravity");
lua_pushboolean(L, co->m_physics_override_sneak);
lua_setfield(L, -2, "sneak");
lua_pushboolean(L, co->m_physics_override_sneak_glitch);
lua_setfield(L, -2, "sneak_glitch");
lua_pushboolean(L, co->m_physics_override_new_move);
lua_setfield(L, -2, "new_move");
return 1;
}
// set_animation(self, frame_range, frame_speed, frame_blend, frame_loop)
int ObjectRef::l_set_animation(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
// Do it
v2f frames = v2f(1, 1);
if (!lua_isnil(L, 2))
frames = readParam<v2f>(L, 2);
float frame_speed = 15;
if (!lua_isnil(L, 3))
frame_speed = lua_tonumber(L, 3);
float frame_blend = 0;
if (!lua_isnil(L, 4))
frame_blend = lua_tonumber(L, 4);
bool frame_loop = true;
if (lua_isboolean(L, 5))
frame_loop = readParam<bool>(L, 5);
co->setAnimation(frames, frame_speed, frame_blend, frame_loop);
return 0;
}
// get_animation(self)
int ObjectRef::l_get_animation(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
// Do it
v2f frames = v2f(1,1);
float frame_speed = 15;
float frame_blend = 0;
bool frame_loop = true;
co->getAnimation(&frames, &frame_speed, &frame_blend, &frame_loop);
push_v2f(L, frames);
lua_pushnumber(L, frame_speed);
lua_pushnumber(L, frame_blend);
lua_pushboolean(L, frame_loop);
return 4;
}
// set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
int ObjectRef::l_set_local_animation(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
// Do it
v2s32 frames[4];
for (int i=0;i<4;i++) {
if (!lua_isnil(L, 2+1))
frames[i] = read_v2s32(L, 2+i);
}
float frame_speed = 30;
if (!lua_isnil(L, 6))
frame_speed = lua_tonumber(L, 6);
getServer(L)->setLocalPlayerAnimations(player, frames, frame_speed);
lua_pushboolean(L, true);
return 1;
}
// get_local_animation(self)
int ObjectRef::l_get_local_animation(lua_State *L)
{
NO_MAP_LOCK_REQUIRED
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
v2s32 frames[4];
float frame_speed;
player->getLocalAnimations(frames, &frame_speed);
for (const v2s32 &frame : frames) {
push_v2s32(L, frame);
}
lua_pushnumber(L, frame_speed);
return 5;
}
// set_eye_offset(self, v3f first pv, v3f third pv)
int ObjectRef::l_set_eye_offset(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
// Do it
v3f offset_first = v3f(0, 0, 0);
v3f offset_third = v3f(0, 0, 0);
if (!lua_isnil(L, 2))
offset_first = read_v3f(L, 2);
if (!lua_isnil(L, 3))
offset_third = read_v3f(L, 3);
// Prevent abuse of offset values (keep player always visible)
offset_third.X = rangelim(offset_third.X,-10,10);
offset_third.Z = rangelim(offset_third.Z,-5,5);
/* TODO: if possible: improve the camera colision detetion to allow Y <= -1.5) */
offset_third.Y = rangelim(offset_third.Y,-10,15); //1.5*BS
getServer(L)->setPlayerEyeOffset(player, offset_first, offset_third);
lua_pushboolean(L, true);
return 1;
}
// get_eye_offset(self)
int ObjectRef::l_get_eye_offset(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
// Do it
push_v3f(L, player->eye_offset_first);
push_v3f(L, player->eye_offset_third);
return 2;
}
// send_mapblock(self, pos)
int ObjectRef::l_send_mapblock(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (!player)
return 0;
v3s16 p = read_v3s16(L, 2);
session_t peer_id = player->getPeerId();
bool r = getServer(L)->SendBlock(peer_id, p);
lua_pushboolean(L, r);
return 1;
}
// set_animation_frame_speed(self, frame_speed)
int ObjectRef::l_set_animation_frame_speed(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
// Do it
if (!lua_isnil(L, 2)) {
float frame_speed = lua_tonumber(L, 2);
co->setAnimationSpeed(frame_speed);
lua_pushboolean(L, true);
} else {
lua_pushboolean(L, false);
}
return 1;
}
// set_bone_position(self, std::string bone, v3f position, v3f rotation)
int ObjectRef::l_set_bone_position(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
// Do it
std::string bone;
if (!lua_isnil(L, 2))
bone = readParam<std::string>(L, 2);
v3f position = v3f(0, 0, 0);
if (!lua_isnil(L, 3))
position = check_v3f(L, 3);
v3f rotation = v3f(0, 0, 0);
if (!lua_isnil(L, 4))
rotation = check_v3f(L, 4);
co->setBonePosition(bone, position, rotation);
return 0;
}
// get_bone_position(self, bone)
int ObjectRef::l_get_bone_position(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
// Do it
std::string bone;
if (!lua_isnil(L, 2))
bone = readParam<std::string>(L, 2);
v3f position = v3f(0, 0, 0);
v3f rotation = v3f(0, 0, 0);
co->getBonePosition(bone, &position, &rotation);
push_v3f(L, position);
push_v3f(L, rotation);
return 2;
}
// set_attach(self, parent, bone, position, rotation)
int ObjectRef::l_set_attach(lua_State *L)
{
GET_ENV_PTR;
ObjectRef *ref = checkobject(L, 1);
ObjectRef *parent_ref = checkobject(L, 2);
ServerActiveObject *co = getobject(ref);
ServerActiveObject *parent = getobject(parent_ref);
if (co == NULL)
return 0;
if (parent == NULL)
return 0;
// Do it
int parent_id = 0;
std::string bone;
v3f position = v3f(0, 0, 0);
v3f rotation = v3f(0, 0, 0);
co->getAttachment(&parent_id, &bone, &position, &rotation);
if (parent_id) {
ServerActiveObject *old_parent = env->getActiveObject(parent_id);
old_parent->removeAttachmentChild(co->getId());
}
bone = "";
if (!lua_isnil(L, 3))
bone = readParam<std::string>(L, 3);
position = v3f(0, 0, 0);
if (!lua_isnil(L, 4))
position = read_v3f(L, 4);
rotation = v3f(0, 0, 0);
if (!lua_isnil(L, 5))
rotation = read_v3f(L, 5);
co->setAttachment(parent->getId(), bone, position, rotation);
parent->addAttachmentChild(co->getId());
return 0;
}
// get_attach(self)
int ObjectRef::l_get_attach(lua_State *L)
{
GET_ENV_PTR;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
// Do it
int parent_id = 0;
std::string bone;
v3f position = v3f(0, 0, 0);
v3f rotation = v3f(0, 0, 0);
co->getAttachment(&parent_id, &bone, &position, &rotation);
if (!parent_id)
return 0;
ServerActiveObject *parent = env->getActiveObject(parent_id);
getScriptApiBase(L)->objectrefGetOrCreate(L, parent);
lua_pushlstring(L, bone.c_str(), bone.size());
push_v3f(L, position);
push_v3f(L, rotation);
return 4;
}
// set_detach(self)
int ObjectRef::l_set_detach(lua_State *L)
{
GET_ENV_PTR;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
co->clearParentAttachment();
return 0;
}
// set_properties(self, properties)
int ObjectRef::l_set_properties(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL) return 0;
ObjectProperties *prop = co->accessObjectProperties();
if (!prop)
return 0;
read_object_properties(L, 2, prop, getServer(L)->idef());
if (prop->hp_max < co->getHP()) {
PlayerHPChangeReason reason(PlayerHPChangeReason::SET_HP);
co->setHP(prop->hp_max, reason);
if (co->getType() == ACTIVEOBJECT_TYPE_PLAYER)
getServer(L)->SendPlayerHPOrDie((PlayerSAO *)co, reason);
}
co->notifyObjectPropertiesModified();
return 0;
}
// get_properties(self)
int ObjectRef::l_get_properties(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
ObjectProperties *prop = co->accessObjectProperties();
if (!prop)
return 0;
push_object_properties(L, prop);
return 1;
}
// is_player(self)
int ObjectRef::l_is_player(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
lua_pushboolean(L, (player != NULL));
return 1;
}
// set_nametag_attributes(self, attributes)
int ObjectRef::l_set_nametag_attributes(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
ObjectProperties *prop = co->accessObjectProperties();
if (!prop)
return 0;
lua_getfield(L, 2, "color");
if (!lua_isnil(L, -1)) {
video::SColor color = prop->nametag_color;
read_color(L, -1, &color);
prop->nametag_color = color;
}
lua_pop(L, 1);
std::string nametag = getstringfield_default(L, 2, "text", "");
prop->nametag = nametag;
co->notifyObjectPropertiesModified();
lua_pushboolean(L, true);
return 1;
}
// get_nametag_attributes(self)
int ObjectRef::l_get_nametag_attributes(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
ServerActiveObject *co = getobject(ref);
if (co == NULL)
return 0;
ObjectProperties *prop = co->accessObjectProperties();
if (!prop)
return 0;
video::SColor color = prop->nametag_color;
lua_newtable(L);
push_ARGB8(L, color);
lua_setfield(L, -2, "color");
lua_pushstring(L, prop->nametag.c_str());
lua_setfield(L, -2, "text");
return 1;
}
/* LuaEntitySAO-only */
// set_velocity(self, {x=num, y=num, z=num})
int ObjectRef::l_set_velocity(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (co == NULL) return 0;
v3f pos = checkFloatPos(L, 2);
// Do it
co->setVelocity(pos);
return 0;
}
// add_velocity(self, {x=num, y=num, z=num})
int ObjectRef::l_add_velocity(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (!co)
return 0;
v3f pos = checkFloatPos(L, 2);
// Do it
co->addVelocity(pos);
return 0;
}
// get_velocity(self)
int ObjectRef::l_get_velocity(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (co == NULL) return 0;
// Do it
v3f v = co->getVelocity();
pushFloatPos(L, v);
return 1;
}
// set_acceleration(self, {x=num, y=num, z=num})
int ObjectRef::l_set_acceleration(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (co == NULL) return 0;
// pos
v3f pos = checkFloatPos(L, 2);
// Do it
co->setAcceleration(pos);
return 0;
}
// get_acceleration(self)
int ObjectRef::l_get_acceleration(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (co == NULL) return 0;
// Do it
v3f v = co->getAcceleration();
pushFloatPos(L, v);
return 1;
}
// set_rotation(self, {x=num, y=num, z=num})
// Each 'num' is in radians
int ObjectRef::l_set_rotation(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (!co)
return 0;
v3f rotation = check_v3f(L, 2) * core::RADTODEG;
co->setRotation(rotation);
return 0;
}
// get_rotation(self)
// returns: {x=num, y=num, z=num}
// Each 'num' is in radians
int ObjectRef::l_get_rotation(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (!co)
return 0;
lua_newtable(L);
v3f rotation = co->getRotation() * core::DEGTORAD;
push_v3f(L, rotation);
return 1;
}
// set_yaw(self, radians)
int ObjectRef::l_set_yaw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (co == NULL) return 0;
if (isNaN(L, 2))
throw LuaError("ObjectRef::set_yaw: NaN value is not allowed.");
float yaw = readParam<float>(L, 2) * core::RADTODEG;
co->setRotation(v3f(0, yaw, 0));
return 0;
}
// get_yaw(self)
int ObjectRef::l_get_yaw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (!co)
return 0;
float yaw = co->getRotation().Y * core::DEGTORAD;
lua_pushnumber(L, yaw);
return 1;
}
// set_texture_mod(self, mod)
int ObjectRef::l_set_texture_mod(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (co == NULL) return 0;
// Do it
std::string mod = luaL_checkstring(L, 2);
co->setTextureMod(mod);
return 0;
}
// get_texture_mod(self)
int ObjectRef::l_get_texture_mod(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (co == NULL) return 0;
// Do it
std::string mod = co->getTextureMod();
lua_pushstring(L, mod.c_str());
return 1;
}
// set_sprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2,
// select_horiz_by_yawpitch=false)
int ObjectRef::l_set_sprite(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (co == NULL) return 0;
// Do it
v2s16 p(0,0);
if (!lua_isnil(L, 2))
p = readParam<v2s16>(L, 2);
int num_frames = 1;
if (!lua_isnil(L, 3))
num_frames = lua_tonumber(L, 3);
float framelength = 0.2;
if (!lua_isnil(L, 4))
framelength = lua_tonumber(L, 4);
bool select_horiz_by_yawpitch = false;
if (!lua_isnil(L, 5))
select_horiz_by_yawpitch = readParam<bool>(L, 5);
co->setSprite(p, num_frames, framelength, select_horiz_by_yawpitch);
return 0;
}
// DEPRECATED
// get_entity_name(self)
int ObjectRef::l_get_entity_name(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
log_deprecated(L,"Deprecated call to \"get_entity_name");
if (co == NULL) return 0;
// Do it
std::string name = co->getName();
lua_pushstring(L, name.c_str());
return 1;
}
// get_luaentity(self)
int ObjectRef::l_get_luaentity(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
LuaEntitySAO *co = getluaobject(ref);
if (co == NULL) return 0;
// Do it
luaentity_get(L, co->getId());
return 1;
}
/* Player-only */
// is_player_connected(self)
int ObjectRef::l_is_player_connected(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
lua_pushboolean(L, (player != NULL && player->getPeerId() != PEER_ID_INEXISTENT));
return 1;
}
// get_player_name(self)
int ObjectRef::l_get_player_name(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL) {
lua_pushlstring(L, "", 0);
return 1;
}
// Do it
lua_pushstring(L, player->getName());
return 1;
}
// get_player_velocity(self)
int ObjectRef::l_get_player_velocity(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL) {
lua_pushnil(L);
return 1;
}
// Do it
push_v3f(L, player->getSpeed() / BS);
return 1;
}
// get_look_dir(self)
int ObjectRef::l_get_look_dir(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
// Do it
float pitch = co->getRadLookPitchDep();
float yaw = co->getRadYawDep();
v3f v(std::cos(pitch) * std::cos(yaw), std::sin(pitch), std::cos(pitch) *
std::sin(yaw));
push_v3f(L, v);
return 1;
}
// DEPRECATED
// get_look_pitch(self)
int ObjectRef::l_get_look_pitch(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
log_deprecated(L,
"Deprecated call to get_look_pitch, use get_look_vertical instead");
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
// Do it
lua_pushnumber(L, co->getRadLookPitchDep());
return 1;
}
// DEPRECATED
// get_look_yaw(self)
int ObjectRef::l_get_look_yaw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
log_deprecated(L,
"Deprecated call to get_look_yaw, use get_look_horizontal instead");
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
// Do it
lua_pushnumber(L, co->getRadYawDep());
return 1;
}
// get_look_pitch2(self)
int ObjectRef::l_get_look_vertical(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
// Do it
lua_pushnumber(L, co->getRadLookPitch());
return 1;
}
// get_look_yaw2(self)
int ObjectRef::l_get_look_horizontal(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
// Do it
lua_pushnumber(L, co->getRadRotation().Y);
return 1;
}
// set_look_vertical(self, radians)
int ObjectRef::l_set_look_vertical(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
float pitch = readParam<float>(L, 2) * core::RADTODEG;
// Do it
co->setLookPitchAndSend(pitch);
return 1;
}
// set_look_horizontal(self, radians)
int ObjectRef::l_set_look_horizontal(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
float yaw = readParam<float>(L, 2) * core::RADTODEG;
// Do it
co->setPlayerYawAndSend(yaw);
return 1;
}
// DEPRECATED
// set_look_pitch(self, radians)
int ObjectRef::l_set_look_pitch(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
log_deprecated(L,
"Deprecated call to set_look_pitch, use set_look_vertical instead.");
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
float pitch = readParam<float>(L, 2) * core::RADTODEG;
// Do it
co->setLookPitchAndSend(pitch);
return 1;
}
// DEPRECATED
// set_look_yaw(self, radians)
int ObjectRef::l_set_look_yaw(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
log_deprecated(L,
"Deprecated call to set_look_yaw, use set_look_horizontal instead.");
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
float yaw = readParam<float>(L, 2) * core::RADTODEG;
// Do it
co->setPlayerYawAndSend(yaw);
return 1;
}
// set_breath(self, breath)
int ObjectRef::l_set_breath(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
u16 breath = luaL_checknumber(L, 2);
co->setBreath(breath);
return 0;
}
// get_breath(self)
int ObjectRef::l_get_breath(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL) return 0;
// Do it
u16 breath = co->getBreath();
lua_pushinteger (L, breath);
return 1;
}
// set_attribute(self, attribute, value)
int ObjectRef::l_set_attribute(lua_State *L)
{
log_deprecated(L,
"Deprecated call to set_attribute, use MetaDataRef methods instead.");
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL)
return 0;
std::string attr = luaL_checkstring(L, 2);
if (lua_isnil(L, 3)) {
co->getMeta().removeString(attr);
} else {
std::string value = luaL_checkstring(L, 3);
co->getMeta().setString(attr, value);
}
return 1;
}
// get_attribute(self, attribute)
int ObjectRef::l_get_attribute(lua_State *L)
{
log_deprecated(L,
"Deprecated call to get_attribute, use MetaDataRef methods instead.");
ObjectRef *ref = checkobject(L, 1);
PlayerSAO* co = getplayersao(ref);
if (co == NULL)
return 0;
std::string attr = luaL_checkstring(L, 2);
std::string value;
if (co->getMeta().getStringToRef(attr, value)) {
lua_pushstring(L, value.c_str());
return 1;
}
return 0;
}
// get_meta(self, attribute)
int ObjectRef::l_get_meta(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
PlayerSAO *co = getplayersao(ref);
if (co == NULL)
return 0;
PlayerMetaRef::create(L, &co->getMeta());
return 1;
}
// set_inventory_formspec(self, formspec)
int ObjectRef::l_set_inventory_formspec(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL) return 0;
std::string formspec = luaL_checkstring(L, 2);
player->inventory_formspec = formspec;
getServer(L)->reportInventoryFormspecModified(player->getName());
lua_pushboolean(L, true);
return 1;
}
// get_inventory_formspec(self) -> formspec
int ObjectRef::l_get_inventory_formspec(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL) return 0;
std::string formspec = player->inventory_formspec;
lua_pushlstring(L, formspec.c_str(), formspec.size());
return 1;
}
// set_formspec_prepend(self, formspec)
int ObjectRef::l_set_formspec_prepend(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
std::string formspec = luaL_checkstring(L, 2);
player->formspec_prepend = formspec;
getServer(L)->reportFormspecPrependModified(player->getName());
lua_pushboolean(L, true);
return 1;
}
// get_formspec_prepend(self) -> formspec
int ObjectRef::l_get_formspec_prepend(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
std::string formspec = player->formspec_prepend;
lua_pushlstring(L, formspec.c_str(), formspec.size());
return 1;
}
// get_player_control(self)
int ObjectRef::l_get_player_control(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL) {
lua_pushlstring(L, "", 0);
return 1;
}
const PlayerControl &control = player->getPlayerControl();
lua_newtable(L);
lua_pushboolean(L, control.up);
lua_setfield(L, -2, "up");
lua_pushboolean(L, control.down);
lua_setfield(L, -2, "down");
lua_pushboolean(L, control.left);
lua_setfield(L, -2, "left");
lua_pushboolean(L, control.right);
lua_setfield(L, -2, "right");
lua_pushboolean(L, control.jump);
lua_setfield(L, -2, "jump");
lua_pushboolean(L, control.aux1);
lua_setfield(L, -2, "aux1");
lua_pushboolean(L, control.sneak);
lua_setfield(L, -2, "sneak");
lua_pushboolean(L, control.LMB);
lua_setfield(L, -2, "LMB");
lua_pushboolean(L, control.RMB);
lua_setfield(L, -2, "RMB");
return 1;
}
// get_player_control_bits(self)
int ObjectRef::l_get_player_control_bits(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL) {
lua_pushlstring(L, "", 0);
return 1;
}
// Do it
lua_pushnumber(L, player->keyPressed);
return 1;
}
// hud_add(self, form)
int ObjectRef::l_hud_add(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
HudElement *elem = new HudElement;
read_hud_element(L, elem);
u32 id = getServer(L)->hudAdd(player, elem);
if (id == U32_MAX) {
delete elem;
return 0;
}
lua_pushnumber(L, id);
return 1;
}
// hud_remove(self, id)
int ObjectRef::l_hud_remove(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
u32 id = -1;
if (!lua_isnil(L, 2))
id = lua_tonumber(L, 2);
if (!getServer(L)->hudRemove(player, id))
return 0;
lua_pushboolean(L, true);
return 1;
}
// hud_change(self, id, stat, data)
int ObjectRef::l_hud_change(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
u32 id = lua_isnumber(L, 2) ? lua_tonumber(L, 2) : -1;
HudElement *e = player->getHud(id);
if (!e)
return 0;
void *value = NULL;
HudElementStat stat = read_hud_change(L, e, &value);
getServer(L)->hudChange(player, id, stat, value);
lua_pushboolean(L, true);
return 1;
}
// hud_get(self, id)
int ObjectRef::l_hud_get(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
u32 id = lua_tonumber(L, -1);
HudElement *e = player->getHud(id);
if (!e)
return 0;
push_hud_element(L, e);
return 1;
}
// hud_set_flags(self, flags)
int ObjectRef::l_hud_set_flags(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
u32 flags = 0;
u32 mask = 0;
bool flag;
const EnumString *esp = es_HudBuiltinElement;
for (int i = 0; esp[i].str; i++) {
if (getboolfield(L, 2, esp[i].str, flag)) {
flags |= esp[i].num * flag;
mask |= esp[i].num;
}
}
if (!getServer(L)->hudSetFlags(player, flags, mask))
return 0;
lua_pushboolean(L, true);
return 1;
}
int ObjectRef::l_hud_get_flags(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
lua_newtable(L);
lua_pushboolean(L, player->hud_flags & HUD_FLAG_HOTBAR_VISIBLE);
lua_setfield(L, -2, "hotbar");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_HEALTHBAR_VISIBLE);
lua_setfield(L, -2, "healthbar");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE);
lua_setfield(L, -2, "crosshair");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE);
lua_setfield(L, -2, "wielditem");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_BREATHBAR_VISIBLE);
lua_setfield(L, -2, "breathbar");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_MINIMAP_VISIBLE);
lua_setfield(L, -2, "minimap");
lua_pushboolean(L, player->hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE);
lua_setfield(L, -2, "minimap_radar");
return 1;
}
// hud_set_hotbar_itemcount(self, hotbar_itemcount)
int ObjectRef::l_hud_set_hotbar_itemcount(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
s32 hotbar_itemcount = lua_tonumber(L, 2);
if (!getServer(L)->hudSetHotbarItemcount(player, hotbar_itemcount))
return 0;
lua_pushboolean(L, true);
return 1;
}
// hud_get_hotbar_itemcount(self)
int ObjectRef::l_hud_get_hotbar_itemcount(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
lua_pushnumber(L, player->getHotbarItemcount());
return 1;
}
// hud_set_hotbar_image(self, name)
int ObjectRef::l_hud_set_hotbar_image(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
std::string name = readParam<std::string>(L, 2);
getServer(L)->hudSetHotbarImage(player, name);
return 1;
}
// hud_get_hotbar_image(self)
int ObjectRef::l_hud_get_hotbar_image(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
const std::string &name = player->getHotbarImage();
lua_pushlstring(L, name.c_str(), name.size());
return 1;
}
// hud_set_hotbar_selected_image(self, name)
int ObjectRef::l_hud_set_hotbar_selected_image(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
std::string name = readParam<std::string>(L, 2);
getServer(L)->hudSetHotbarSelectedImage(player, name);
return 1;
}
// hud_get_hotbar_selected_image(self)
int ObjectRef::l_hud_get_hotbar_selected_image(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
const std::string &name = player->getHotbarSelectedImage();
lua_pushlstring(L, name.c_str(), name.size());
return 1;
}
// set_sky(self, bgcolor, type, list, clouds = true)
int ObjectRef::l_set_sky(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
video::SColor bgcolor(255,255,255,255);
read_color(L, 2, &bgcolor);
std::string type = luaL_checkstring(L, 3);
std::vector<std::string> params;
if (lua_istable(L, 4)) {
lua_pushnil(L);
while (lua_next(L, 4) != 0) {
// key at index -2 and value at index -1
if (lua_isstring(L, -1))
params.emplace_back(readParam<std::string>(L, -1));
else
params.emplace_back("");
// removes value, keeps key for next iteration
lua_pop(L, 1);
}
}
if (type == "skybox" && params.size() != 6)
throw LuaError("skybox expects 6 textures");
bool clouds = true;
if (lua_isboolean(L, 5))
clouds = readParam<bool>(L, 5);
getServer(L)->setSky(player, bgcolor, type, params, clouds);
lua_pushboolean(L, true);
return 1;
}
// get_sky(self)
int ObjectRef::l_get_sky(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
video::SColor bgcolor(255, 255, 255, 255);
std::string type;
std::vector<std::string> params;
bool clouds;
player->getSky(&bgcolor, &type, &params, &clouds);
type = type.empty() ? "regular" : type;
push_ARGB8(L, bgcolor);
lua_pushlstring(L, type.c_str(), type.size());
lua_newtable(L);
s16 i = 1;
for (const std::string &param : params) {
lua_pushlstring(L, param.c_str(), param.size());
lua_rawseti(L, -2, i++);
}
lua_pushboolean(L, clouds);
return 4;
}
// set_clouds(self, {density=, color=, ambient=, height=, thickness=, speed=})
int ObjectRef::l_set_clouds(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (!player)
return 0;
if (!lua_istable(L, 2))
return 0;
CloudParams cloud_params = player->getCloudParams();
cloud_params.density = getfloatfield_default(L, 2, "density", cloud_params.density);
lua_getfield(L, 2, "color");
if (!lua_isnil(L, -1))
read_color(L, -1, &cloud_params.color_bright);
lua_pop(L, 1);
lua_getfield(L, 2, "ambient");
if (!lua_isnil(L, -1))
read_color(L, -1, &cloud_params.color_ambient);
lua_pop(L, 1);
cloud_params.height = getfloatfield_default(L, 2, "height", cloud_params.height );
cloud_params.thickness = getfloatfield_default(L, 2, "thickness", cloud_params.thickness);
lua_getfield(L, 2, "speed");
if (lua_istable(L, -1)) {
v2f new_speed;
new_speed.X = getfloatfield_default(L, -1, "x", 0);
new_speed.Y = getfloatfield_default(L, -1, "z", 0);
cloud_params.speed = new_speed;
}
lua_pop(L, 1);
getServer(L)->setClouds(player, cloud_params);
lua_pushboolean(L, true);
return 1;
}
int ObjectRef::l_get_clouds(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (!player)
return 0;
const CloudParams &cloud_params = player->getCloudParams();
lua_newtable(L);
lua_pushnumber(L, cloud_params.density);
lua_setfield(L, -2, "density");
push_ARGB8(L, cloud_params.color_bright);
lua_setfield(L, -2, "color");
push_ARGB8(L, cloud_params.color_ambient);
lua_setfield(L, -2, "ambient");
lua_pushnumber(L, cloud_params.height);
lua_setfield(L, -2, "height");
lua_pushnumber(L, cloud_params.thickness);
lua_setfield(L, -2, "thickness");
lua_newtable(L);
lua_pushnumber(L, cloud_params.speed.X);
lua_setfield(L, -2, "x");
lua_pushnumber(L, cloud_params.speed.Y);
lua_setfield(L, -2, "y");
lua_setfield(L, -2, "speed");
return 1;
}
// override_day_night_ratio(self, brightness=0...1)
int ObjectRef::l_override_day_night_ratio(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
bool do_override = false;
float ratio = 0.0f;
if (!lua_isnil(L, 2)) {
do_override = true;
ratio = readParam<float>(L, 2);
}
if (!getServer(L)->overrideDayNightRatio(player, do_override, ratio))
return 0;
lua_pushboolean(L, true);
return 1;
}
// get_day_night_ratio(self)
int ObjectRef::l_get_day_night_ratio(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == NULL)
return 0;
bool do_override;
float ratio;
player->getDayNightRatio(&do_override, &ratio);
if (do_override)
lua_pushnumber(L, ratio);
else
lua_pushnil(L);
return 1;
}
ObjectRef::ObjectRef(ServerActiveObject *object):
m_object(object)
{
//infostream<<"ObjectRef created for id="<<m_object->getId()<<std::endl;
}
// Creates an ObjectRef and leaves it on top of stack
// Not callable from Lua; all references are created on the C side.
void ObjectRef::create(lua_State *L, ServerActiveObject *object)
{
ObjectRef *o = new ObjectRef(object);
//infostream<<"ObjectRef::create: o="<<o<<std::endl;
*(void **)(lua_newuserdata(L, sizeof(void *))) = o;
luaL_getmetatable(L, className);
lua_setmetatable(L, -2);
}
void ObjectRef::set_null(lua_State *L)
{
ObjectRef *o = checkobject(L, -1);
o->m_object = NULL;
}
void ObjectRef::Register(lua_State *L)
{
lua_newtable(L);
int methodtable = lua_gettop(L);
luaL_newmetatable(L, className);
int metatable = lua_gettop(L);
lua_pushliteral(L, "__metatable");
lua_pushvalue(L, methodtable);
lua_settable(L, metatable); // hide metatable from Lua getmetatable()
lua_pushliteral(L, "__index");
lua_pushvalue(L, methodtable);
lua_settable(L, metatable);
lua_pushliteral(L, "__gc");
lua_pushcfunction(L, gc_object);
lua_settable(L, metatable);
lua_pop(L, 1); // drop metatable
markAliasDeprecated(methods);
luaL_openlib(L, 0, methods, 0); // fill methodtable
lua_pop(L, 1); // drop methodtable
// Cannot be created from Lua
//lua_register(L, className, create_object);
}
const char ObjectRef::className[] = "ObjectRef";
luaL_Reg ObjectRef::methods[] = {
// ServerActiveObject
luamethod(ObjectRef, remove),
luamethod_aliased(ObjectRef, get_pos, getpos),
luamethod_aliased(ObjectRef, set_pos, setpos),
luamethod_aliased(ObjectRef, move_to, moveto),
luamethod(ObjectRef, punch),
luamethod(ObjectRef, right_click),
luamethod(ObjectRef, set_hp),
luamethod(ObjectRef, get_hp),
luamethod(ObjectRef, get_inventory),
luamethod(ObjectRef, get_wield_list),
luamethod(ObjectRef, get_wield_index),
luamethod(ObjectRef, get_wielded_item),
luamethod(ObjectRef, set_wielded_item),
luamethod(ObjectRef, set_armor_groups),
luamethod(ObjectRef, get_armor_groups),
luamethod(ObjectRef, set_animation),
luamethod(ObjectRef, get_animation),
luamethod(ObjectRef, set_animation_frame_speed),
luamethod(ObjectRef, set_bone_position),
luamethod(ObjectRef, get_bone_position),
luamethod(ObjectRef, set_attach),
luamethod(ObjectRef, get_attach),
luamethod(ObjectRef, set_detach),
luamethod(ObjectRef, set_properties),
luamethod(ObjectRef, get_properties),
luamethod(ObjectRef, set_nametag_attributes),
luamethod(ObjectRef, get_nametag_attributes),
// LuaEntitySAO-only
luamethod_aliased(ObjectRef, set_velocity, setvelocity),
luamethod(ObjectRef, add_velocity),
luamethod_aliased(ObjectRef, get_velocity, getvelocity),
luamethod_aliased(ObjectRef, set_acceleration, setacceleration),
luamethod_aliased(ObjectRef, get_acceleration, getacceleration),
luamethod_aliased(ObjectRef, set_yaw, setyaw),
luamethod_aliased(ObjectRef, get_yaw, getyaw),
luamethod(ObjectRef, set_rotation),
luamethod(ObjectRef, get_rotation),
luamethod_aliased(ObjectRef, set_texture_mod, settexturemod),
luamethod_aliased(ObjectRef, set_sprite, setsprite),
luamethod(ObjectRef, get_entity_name),
luamethod(ObjectRef, get_luaentity),
// Player-only
luamethod(ObjectRef, is_player),
luamethod(ObjectRef, is_player_connected),
luamethod(ObjectRef, get_player_name),
luamethod(ObjectRef, get_player_velocity),
luamethod(ObjectRef, get_look_dir),
luamethod(ObjectRef, get_look_pitch),
luamethod(ObjectRef, get_look_yaw),
luamethod(ObjectRef, get_look_vertical),
luamethod(ObjectRef, get_look_horizontal),
luamethod(ObjectRef, set_look_horizontal),
luamethod(ObjectRef, set_look_vertical),
luamethod(ObjectRef, set_look_yaw),
luamethod(ObjectRef, set_look_pitch),
luamethod(ObjectRef, get_breath),
luamethod(ObjectRef, set_breath),
luamethod(ObjectRef, get_attribute),
luamethod(ObjectRef, set_attribute),
luamethod(ObjectRef, get_meta),
luamethod(ObjectRef, set_inventory_formspec),
luamethod(ObjectRef, get_inventory_formspec),
luamethod(ObjectRef, set_formspec_prepend),
luamethod(ObjectRef, get_formspec_prepend),
luamethod(ObjectRef, get_player_control),
luamethod(ObjectRef, get_player_control_bits),
luamethod(ObjectRef, set_physics_override),
luamethod(ObjectRef, get_physics_override),
luamethod(ObjectRef, hud_add),
luamethod(ObjectRef, hud_remove),
luamethod(ObjectRef, hud_change),
luamethod(ObjectRef, hud_get),
luamethod(ObjectRef, hud_set_flags),
luamethod(ObjectRef, hud_get_flags),
luamethod(ObjectRef, hud_set_hotbar_itemcount),
luamethod(ObjectRef, hud_get_hotbar_itemcount),
luamethod(ObjectRef, hud_set_hotbar_image),
luamethod(ObjectRef, hud_get_hotbar_image),
luamethod(ObjectRef, hud_set_hotbar_selected_image),
luamethod(ObjectRef, hud_get_hotbar_selected_image),
luamethod(ObjectRef, set_sky),
luamethod(ObjectRef, get_sky),
luamethod(ObjectRef, set_clouds),
luamethod(ObjectRef, get_clouds),
luamethod(ObjectRef, override_day_night_ratio),
luamethod(ObjectRef, get_day_night_ratio),
luamethod(ObjectRef, set_local_animation),
luamethod(ObjectRef, get_local_animation),
luamethod(ObjectRef, set_eye_offset),
luamethod(ObjectRef, get_eye_offset),
luamethod(ObjectRef, send_mapblock),
{0,0}
};