l_object.h 10 KB

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  1. /*
  2. Minetest
  3. Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
  4. This program is free software; you can redistribute it and/or modify
  5. it under the terms of the GNU Lesser General Public License as published by
  6. the Free Software Foundation; either version 2.1 of the License, or
  7. (at your option) any later version.
  8. This program is distributed in the hope that it will be useful,
  9. but WITHOUT ANY WARRANTY; without even the implied warranty of
  10. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  11. GNU Lesser General Public License for more details.
  12. You should have received a copy of the GNU Lesser General Public License along
  13. with this program; if not, write to the Free Software Foundation, Inc.,
  14. 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
  15. */
  16. #pragma once
  17. #include "lua_api/l_base.h"
  18. #include "irrlichttypes.h"
  19. class ServerActiveObject;
  20. class LuaEntitySAO;
  21. class PlayerSAO;
  22. class RemotePlayer;
  23. /*
  24. ObjectRef
  25. */
  26. class ObjectRef : public ModApiBase {
  27. public:
  28. ObjectRef(ServerActiveObject *object);
  29. ~ObjectRef() = default;
  30. // Creates an ObjectRef and leaves it on top of stack
  31. // Not callable from Lua; all references are created on the C side.
  32. static void create(lua_State *L, ServerActiveObject *object);
  33. static void set_null(lua_State *L);
  34. static void Register(lua_State *L);
  35. static ObjectRef *checkobject(lua_State *L, int narg);
  36. static ServerActiveObject* getobject(ObjectRef *ref);
  37. private:
  38. ServerActiveObject *m_object = nullptr;
  39. static const char className[];
  40. static luaL_Reg methods[];
  41. static LuaEntitySAO* getluaobject(ObjectRef *ref);
  42. static PlayerSAO* getplayersao(ObjectRef *ref);
  43. static RemotePlayer *getplayer(ObjectRef *ref);
  44. // Exported functions
  45. // garbage collector
  46. static int gc_object(lua_State *L);
  47. // remove(self)
  48. static int l_remove(lua_State *L);
  49. // get_pos(self)
  50. // returns: {x=num, y=num, z=num}
  51. static int l_get_pos(lua_State *L);
  52. // set_pos(self, pos)
  53. static int l_set_pos(lua_State *L);
  54. // move_to(self, pos, continuous=false)
  55. static int l_move_to(lua_State *L);
  56. // punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
  57. static int l_punch(lua_State *L);
  58. // right_click(self, clicker); clicker = an another ObjectRef
  59. static int l_right_click(lua_State *L);
  60. // set_hp(self, hp)
  61. // hp = number of hitpoints (2 * number of hearts)
  62. // returns: nil
  63. static int l_set_hp(lua_State *L);
  64. // get_hp(self)
  65. // returns: number of hitpoints (2 * number of hearts)
  66. // 0 if not applicable to this type of object
  67. static int l_get_hp(lua_State *L);
  68. // get_inventory(self)
  69. static int l_get_inventory(lua_State *L);
  70. // get_wield_list(self)
  71. static int l_get_wield_list(lua_State *L);
  72. // get_wield_index(self)
  73. static int l_get_wield_index(lua_State *L);
  74. // get_wielded_item(self)
  75. static int l_get_wielded_item(lua_State *L);
  76. // set_wielded_item(self, itemstack or itemstring or table or nil)
  77. static int l_set_wielded_item(lua_State *L);
  78. // set_armor_groups(self, groups)
  79. static int l_set_armor_groups(lua_State *L);
  80. // get_armor_groups(self)
  81. static int l_get_armor_groups(lua_State *L);
  82. // set_physics_override(self, physics_override_speed, physics_override_jump,
  83. // physics_override_gravity, sneak, sneak_glitch, new_move)
  84. static int l_set_physics_override(lua_State *L);
  85. // get_physics_override(self)
  86. static int l_get_physics_override(lua_State *L);
  87. // set_animation(self, frame_range, frame_speed, frame_blend, frame_loop)
  88. static int l_set_animation(lua_State *L);
  89. // set_animation_frame_speed(self, frame_speed)
  90. static int l_set_animation_frame_speed(lua_State *L);
  91. // get_animation(self)
  92. static int l_get_animation(lua_State *L);
  93. // set_bone_position(self, std::string bone, v3f position, v3f rotation)
  94. static int l_set_bone_position(lua_State *L);
  95. // get_bone_position(self, bone)
  96. static int l_get_bone_position(lua_State *L);
  97. // set_attach(self, parent, bone, position, rotation)
  98. static int l_set_attach(lua_State *L);
  99. // get_attach(self)
  100. static int l_get_attach(lua_State *L);
  101. // set_detach(self)
  102. static int l_set_detach(lua_State *L);
  103. // set_properties(self, properties)
  104. static int l_set_properties(lua_State *L);
  105. // get_properties(self)
  106. static int l_get_properties(lua_State *L);
  107. // is_player(self)
  108. static int l_is_player(lua_State *L);
  109. /* LuaEntitySAO-only */
  110. // set_velocity(self, {x=num, y=num, z=num})
  111. static int l_set_velocity(lua_State *L);
  112. // add_velocity(self, {x=num, y=num, z=num})
  113. static int l_add_velocity(lua_State *L);
  114. // get_velocity(self)
  115. static int l_get_velocity(lua_State *L);
  116. // set_acceleration(self, {x=num, y=num, z=num})
  117. static int l_set_acceleration(lua_State *L);
  118. // get_acceleration(self)
  119. static int l_get_acceleration(lua_State *L);
  120. // set_rotation(self, {x=num, y=num, z=num})
  121. static int l_set_rotation(lua_State *L);
  122. // get_rotation(self)
  123. static int l_get_rotation(lua_State *L);
  124. // set_yaw(self, radians)
  125. static int l_set_yaw(lua_State *L);
  126. // get_yaw(self)
  127. static int l_get_yaw(lua_State *L);
  128. // set_texture_mod(self, mod)
  129. static int l_set_texture_mod(lua_State *L);
  130. // l_get_texture_mod(self)
  131. static int l_get_texture_mod(lua_State *L);
  132. // set_sprite(self, p={x=0,y=0}, num_frames=1, framelength=0.2,
  133. // select_horiz_by_yawpitch=false)
  134. static int l_set_sprite(lua_State *L);
  135. // DEPRECATED
  136. // get_entity_name(self)
  137. static int l_get_entity_name(lua_State *L);
  138. // get_luaentity(self)
  139. static int l_get_luaentity(lua_State *L);
  140. /* Player-only */
  141. // is_player_connected(self)
  142. static int l_is_player_connected(lua_State *L);
  143. // get_player_name(self)
  144. static int l_get_player_name(lua_State *L);
  145. // get_fov(self)
  146. static int l_get_fov(lua_State *L);
  147. // get_look_dir(self)
  148. static int l_get_look_dir(lua_State *L);
  149. // DEPRECATED
  150. // get_look_pitch(self)
  151. static int l_get_look_pitch(lua_State *L);
  152. // DEPRECATED
  153. // get_look_yaw(self)
  154. static int l_get_look_yaw(lua_State *L);
  155. // get_look_pitch2(self)
  156. static int l_get_look_vertical(lua_State *L);
  157. // get_look_yaw2(self)
  158. static int l_get_look_horizontal(lua_State *L);
  159. // set_fov(self, degrees, is_multiplier)
  160. static int l_set_fov(lua_State *L);
  161. // set_look_vertical(self, radians)
  162. static int l_set_look_vertical(lua_State *L);
  163. // set_look_horizontal(self, radians)
  164. static int l_set_look_horizontal(lua_State *L);
  165. // DEPRECATED
  166. // set_look_pitch(self, radians)
  167. static int l_set_look_pitch(lua_State *L);
  168. // DEPRECATED
  169. // set_look_yaw(self, radians)
  170. static int l_set_look_yaw(lua_State *L);
  171. // set_breath(self, breath)
  172. static int l_set_breath(lua_State *L);
  173. // get_breath(self, breath)
  174. static int l_get_breath(lua_State *L);
  175. // set_attribute(self, attribute, value)
  176. static int l_set_attribute(lua_State *L);
  177. // get_attribute(self, attribute)
  178. static int l_get_attribute(lua_State *L);
  179. // get_meta(self)
  180. static int l_get_meta(lua_State *L);
  181. // set_inventory_formspec(self, formspec)
  182. static int l_set_inventory_formspec(lua_State *L);
  183. // get_inventory_formspec(self) -> formspec
  184. static int l_get_inventory_formspec(lua_State *L);
  185. // set_formspec_prepend(self, formspec)
  186. static int l_set_formspec_prepend(lua_State *L);
  187. // get_formspec_prepend(self) -> formspec
  188. static int l_get_formspec_prepend(lua_State *L);
  189. // get_player_control(self)
  190. static int l_get_player_control(lua_State *L);
  191. // get_player_control_bits(self)
  192. static int l_get_player_control_bits(lua_State *L);
  193. // hud_add(self, id, form)
  194. static int l_hud_add(lua_State *L);
  195. // hud_rm(self, id)
  196. static int l_hud_remove(lua_State *L);
  197. // hud_change(self, id, stat, data)
  198. static int l_hud_change(lua_State *L);
  199. // hud_get_next_id(self)
  200. static u32 hud_get_next_id(lua_State *L);
  201. // hud_get(self, id)
  202. static int l_hud_get(lua_State *L);
  203. // hud_set_flags(self, flags)
  204. static int l_hud_set_flags(lua_State *L);
  205. // hud_get_flags()
  206. static int l_hud_get_flags(lua_State *L);
  207. // hud_set_hotbar_itemcount(self, hotbar_itemcount)
  208. static int l_hud_set_hotbar_itemcount(lua_State *L);
  209. // hud_get_hotbar_itemcount(self)
  210. static int l_hud_get_hotbar_itemcount(lua_State *L);
  211. // hud_set_hotbar_image(self, name)
  212. static int l_hud_set_hotbar_image(lua_State *L);
  213. // hud_get_hotbar_image(self)
  214. static int l_hud_get_hotbar_image(lua_State *L);
  215. // hud_set_hotbar_selected_image(self, name)
  216. static int l_hud_set_hotbar_selected_image(lua_State *L);
  217. // hud_get_hotbar_selected_image(self)
  218. static int l_hud_get_hotbar_selected_image(lua_State *L);
  219. // set_sky({base_color=, type=, textures=, clouds=, sky_colors={}})
  220. static int l_set_sky(lua_State *L);
  221. // get_sky(self)
  222. static int l_get_sky(lua_State *L);
  223. // get_sky_color(self)
  224. static int l_get_sky_color(lua_State* L);
  225. // set_sun(self, {visible, texture=, tonemap=, sunrise=, rotation=, scale=})
  226. static int l_set_sun(lua_State *L);
  227. // get_sun(self)
  228. static int l_get_sun(lua_State *L);
  229. // set_moon(self, {visible, texture=, tonemap=, rotation, scale=})
  230. static int l_set_moon(lua_State *L);
  231. // get_moon(self)
  232. static int l_get_moon(lua_State *L);
  233. // set_stars(self, {visible, count=, starcolor=, rotation, scale=})
  234. static int l_set_stars(lua_State *L);
  235. // get_stars(self)
  236. static int l_get_stars(lua_State *L);
  237. // set_clouds(self, {density=, color=, ambient=, height=, thickness=, speed=})
  238. static int l_set_clouds(lua_State *L);
  239. // get_clouds(self)
  240. static int l_get_clouds(lua_State *L);
  241. // override_day_night_ratio(self, type)
  242. static int l_override_day_night_ratio(lua_State *L);
  243. // get_day_night_ratio(self)
  244. static int l_get_day_night_ratio(lua_State *L);
  245. // set_local_animation(self, {stand/idle}, {walk}, {dig}, {walk+dig}, frame_speed)
  246. static int l_set_local_animation(lua_State *L);
  247. // get_local_animation(self)
  248. static int l_get_local_animation(lua_State *L);
  249. // set_eye_offset(self, v3f first pv, v3f third pv)
  250. static int l_set_eye_offset(lua_State *L);
  251. // get_eye_offset(self)
  252. static int l_get_eye_offset(lua_State *L);
  253. // set_nametag_attributes(self, attributes)
  254. static int l_set_nametag_attributes(lua_State *L);
  255. // get_nametag_attributes(self)
  256. static int l_get_nametag_attributes(lua_State *L);
  257. // send_mapblock(pos)
  258. static int l_send_mapblock(lua_State *L);
  259. // set_minimap_modes(self, modes, wanted_mode)
  260. static int l_set_minimap_modes(lua_State *L);
  261. };