mirror of
https://github.com/luanti-org/luanti.git
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174 lines
5.8 KiB
C++
174 lines
5.8 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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/******************************************************************************/
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/******************************************************************************/
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/* WARNING!!!! do NOT add this header in any include file or any code file */
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/* not being a script/modapi file!!!!!!!! */
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/******************************************************************************/
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/******************************************************************************/
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#pragma once
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extern "C" {
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#include <lua.h>
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}
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#include <iostream>
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#include <vector>
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#include <array>
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#include "irrlichttypes_bloated.h"
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#include "util/string.h"
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#include "itemgroup.h"
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#include "itemdef.h"
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#include "util/pointabilities.h"
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// We do an explicit path include because by default c_content.h include src/client/hud.h
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// prior to the src/hud.h, which is not good on server only build
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#include "../../hud.h"
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#include "content/mods.h"
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namespace Json { class Value; }
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struct MapNode;
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class NodeDefManager;
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struct PointedThing;
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struct ItemStack;
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struct ItemDefinition;
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struct ToolCapabilities;
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struct ObjectProperties;
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struct SoundSpec;
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struct ServerPlayingSound;
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class Inventory;
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class InventoryList;
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struct NodeBox;
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struct ContentFeatures;
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struct TileDef;
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class IGameDef;
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struct DigParams;
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struct HitParams;
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struct EnumString;
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struct NoiseParams;
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class Schematic;
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class ServerActiveObject;
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struct collisionMoveResult;
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namespace treegen { struct TreeDef; }
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extern struct EnumString es_TileAnimationType[];
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extern struct EnumString es_ItemType[];
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extern struct EnumString es_TouchInteractionMode[];
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extern const std::array<const char *, 33> object_property_keys;
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void read_content_features(lua_State *L, ContentFeatures &f, int index);
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void push_content_features(lua_State *L, const ContentFeatures &c);
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void push_nodebox(lua_State *L, const NodeBox &box);
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void push_palette(lua_State *L, const std::vector<video::SColor> *palette);
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TileDef read_tiledef(lua_State *L, int index, u8 drawtype, bool special);
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void read_simplesoundspec(lua_State *L, int index, SoundSpec &spec);
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NodeBox read_nodebox(lua_State *L, int index);
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void read_server_sound_params(lua_State *L, int index,
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ServerPlayingSound ¶ms);
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void push_dig_params(lua_State *L, const DigParams ¶ms);
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void push_hit_params(lua_State *L, const HitParams ¶ms);
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ItemStack read_item(lua_State *L, int index, IItemDefManager *idef);
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struct TileAnimationParams read_animation_definition(lua_State *L, int index);
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PointabilityType read_pointability_type(lua_State *L, int index);
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Pointabilities read_pointabilities(lua_State *L, int index);
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void push_pointability_type(lua_State *L, PointabilityType pointable);
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void push_pointabilities(lua_State *L, const Pointabilities &pointabilities);
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ToolCapabilities read_tool_capabilities(lua_State *L, int table);
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void push_tool_capabilities(lua_State *L, const ToolCapabilities &prop);
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WearBarParams read_wear_bar_params(lua_State *L, int table);
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void push_wear_bar_params(lua_State *L, const WearBarParams &prop);
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void read_item_definition(lua_State *L, int index,
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const ItemDefinition &default_def, ItemDefinition &def);
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void push_item_definition(lua_State *L, const ItemDefinition &i);
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void push_item_definition_full(lua_State *L, const ItemDefinition &i);
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void read_object_properties(lua_State *L, int index,
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ServerActiveObject *sao,
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ObjectProperties *prop,
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IItemDefManager *idef);
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void push_object_properties(lua_State *L, const ObjectProperties *prop);
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void push_inventory_list(lua_State *L, const InventoryList &invlist);
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void push_inventory_lists(lua_State *L, const Inventory &inv);
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void read_inventory_list(lua_State *L, int tableindex,
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Inventory *inv, const char *name,
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IGameDef *gdef, int forcesize=-1);
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MapNode readnode(lua_State *L, int index);
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void pushnode(lua_State *L, const MapNode &n);
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void read_groups(lua_State *L, int index, ItemGroupList &result);
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void push_groups(lua_State *L, const ItemGroupList &groups);
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//TODO rename to "read_enum_field"
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int getenumfield(lua_State *L, int table, const char *fieldname,
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const EnumString *spec, int default_);
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bool getflagsfield(lua_State *L, int table, const char *fieldname,
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FlagDesc *flagdesc, u32 *flags, u32 *flagmask);
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bool read_flags(lua_State *L, int index, FlagDesc *flagdesc,
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u32 *flags, u32 *flagmask);
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void push_flags_string(lua_State *L, FlagDesc *flagdesc,
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u32 flags, u32 flagmask);
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u32 read_flags_table(lua_State *L, int table,
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FlagDesc *flagdesc, u32 *flagmask);
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void push_items(lua_State *L, const std::vector<ItemStack> &items);
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std::vector<ItemStack> read_items(lua_State *L, int index, IGameDef* gdef);
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void push_simplesoundspec(lua_State *L, const SoundSpec &spec);
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bool read_noiseparams(lua_State *L, int index, NoiseParams *np);
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void push_noiseparams(lua_State *L, NoiseParams *np);
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bool read_tree_def(lua_State *L, int idx,
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const NodeDefManager *ndef, treegen::TreeDef &tree_def);
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void luaentity_get(lua_State *L,u16 id);
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bool push_json_value(lua_State *L, const Json::Value &value, int nullindex);
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void read_json_value(lua_State *L, Json::Value &root, int index, u16 max_depth);
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/*!
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* Pushes a Lua `pointed_thing` to the given Lua stack.
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* \param csm If true, a client side pointed thing is pushed
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* \param hitpoint If true, the exact pointing location is also pushed
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*/
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void push_pointed_thing(lua_State *L, const PointedThing &pointed, bool csm =
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false, bool hitpoint = false);
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void push_objectRef(lua_State *L, const u16 id);
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void read_hud_element(lua_State *L, HudElement *elem);
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void push_hud_element(lua_State *L, HudElement *elem);
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bool read_hud_change(lua_State *L, HudElementStat &stat, HudElement *elem, void **value);
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void push_collision_move_result(lua_State *L, const collisionMoveResult &res);
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void push_mod_spec(lua_State *L, const ModSpec &spec, bool include_unsatisfied);
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