Beispiel #1
0
// get_node_or_nil(pos)
// pos = {x=num, y=num, z=num}
int ModApiEnvMod::l_get_node_or_nil(lua_State *L)
{
	GET_ENV_PTR;

	// pos
	v3s16 pos = read_v3s16(L, 1);
	// Do it
	bool pos_ok;
	MapNode n = env->getMap().getNodeNoEx(pos, &pos_ok);
	if (pos_ok) {
		// Return node
		pushnode(L, n, env->getGameDef()->ndef());
	} else {
		lua_pushnil(L);
	}
	return 1;
}
Beispiel #2
0
// get_node_or_nil(pos)
// pos = {x=num, y=num, z=num}
int ModApiEnvMod::l_get_node_or_nil(lua_State *L)
{
	GET_ENV_PTR;

	// pos
	v3s16 pos = read_v3s16(L, 1);
	// Do it
	try{
		MapNode n = env->getMap().getNode(pos);
		// Return node
		pushnode(L, n, env->getGameDef()->ndef());
		return 1;
	} catch(InvalidPositionException &e)
	{
		lua_pushnil(L);
		return 1;
	}
}
Beispiel #3
0
void ScriptApiNode::node_after_destruct(v3s16 p, MapNode node)
{
	SCRIPTAPI_PRECHECKHEADER

	int error_handler = PUSH_ERROR_HANDLER(L);

	INodeDefManager *ndef = getServer()->ndef();

	// Push callback function on stack
	if (!getItemCallback(ndef->get(node).name.c_str(), "after_destruct"))
		return;

	// Call function
	push_v3s16(L, p);
	pushnode(L, node, ndef);
	PCALL_RES(lua_pcall(L, 2, 0, error_handler));
	lua_pop(L, 1);  // Pop error handler
}
Beispiel #4
0
void scriptapi_node_after_destruct(lua_State *L, v3s16 p, MapNode node)
{
	realitycheck(L);
	assert(lua_checkstack(L, 20));
	StackUnroller stack_unroller(L);

	INodeDefManager *ndef = get_server(L)->ndef();

	// Push callback function on stack
	if(!get_item_callback(L, ndef->get(node).name.c_str(), "after_destruct"))
		return;

	// Call function
	push_v3s16(L, p);
	pushnode(L, node, ndef);
	if(lua_pcall(L, 2, 0, 0))
		script_error(L, "error: %s", lua_tostring(L, -1));
}
Beispiel #5
0
void
acceptandinfernexthistory(void)
{
    int t0;
    char *s;

    done = 1;
    for (t0 = histline - 2;; t0--) {
	if (!(s = qgetevent(t0)))
	    return;
	if (!metadiffer(s, (char *) line, ll))
	    break;
    }
    if (!(s = qgetevent(t0 + 1)))
	return;
    pushnode(bufstack, ztrdup(s));
    stackhist = t0 + 1;
}
Beispiel #6
0
bool ScriptApiClient::on_dignode(v3s16 p, MapNode node)
{
	SCRIPTAPI_PRECHECKHEADER

	INodeDefManager *ndef = getClient()->ndef();

	// Get core.registered_on_dignode
	lua_getglobal(L, "core");
	lua_getfield(L, -1, "registered_on_dignode");

	// Push data
	push_v3s16(L, p);
	pushnode(L, node, ndef);

	// Call functions
	runCallbacks(2, RUN_CALLBACKS_MODE_OR);
	return lua_toboolean(L, -1);
}
Beispiel #7
0
void LuaABM::trigger(ServerEnvironment *env, v3s16 p, MapNode n,
		u32 active_object_count, u32 active_object_count_wider)
{
	GameScripting *scriptIface = env->getScriptIface();
	scriptIface->realityCheck();

	lua_State *L = scriptIface->getStack();
	sanity_check(lua_checkstack(L, 20));
	StackUnroller stack_unroller(L);

	lua_pushcfunction(L, script_error_handler);
	int errorhandler = lua_gettop(L);

	// Get registered_abms
	lua_getglobal(L, "core");
	lua_getfield(L, -1, "registered_abms");
	luaL_checktype(L, -1, LUA_TTABLE);
	lua_remove(L, -2); // Remove core

	// Get registered_abms[m_id]
	lua_pushnumber(L, m_id);
	lua_gettable(L, -2);
	if(lua_isnil(L, -1))
		FATAL_ERROR("");
	lua_remove(L, -2); // Remove registered_abms

	scriptIface->setOriginFromTable(-1);

	// Call action
	luaL_checktype(L, -1, LUA_TTABLE);
	lua_getfield(L, -1, "action");
	luaL_checktype(L, -1, LUA_TFUNCTION);
	lua_remove(L, -2); // Remove registered_abms[m_id]
	push_v3s16(L, p);
	pushnode(L, n, env->getGameDef()->ndef());
	lua_pushnumber(L, active_object_count);
	lua_pushnumber(L, active_object_count_wider);

	int result = lua_pcall(L, 4, 0, errorhandler);
	if (result)
		scriptIface->scriptError(result, "LuaABM::trigger");

	lua_pop(L, 1); // Pop error handler
}
Beispiel #8
0
bool ScriptApiNode::node_on_punch(v3s16 p, MapNode node,
		ServerActiveObject *puncher)
{
	SCRIPTAPI_PRECHECKHEADER

	INodeDefManager *ndef = getServer()->ndef();

	// Push callback function on stack
	if(!getItemCallback(ndef->get(node).name.c_str(), "on_punch"))
		return false;

	// Call function
	push_v3s16(L, p);
	pushnode(L, node, ndef);
	objectrefGetOrCreate(puncher);
	if(lua_pcall(L, 3, 0, 0))
		scriptError("error: %s", lua_tostring(L, -1));
	return true;
}
Beispiel #9
0
bool ScriptApiNode::node_on_dig(v3s16 p, MapNode node,
		ServerActiveObject *digger)
{
	SCRIPTAPI_PRECHECKHEADER

	int error_handler = PUSH_ERROR_HANDLER(L);

	INodeDefManager *ndef = getServer()->ndef();

	// Push callback function on stack
	if (!getItemCallback(ndef->get(node).name.c_str(), "on_dig"))
		return false;

	// Call function
	push_v3s16(L, p);
	pushnode(L, node, ndef);
	objectrefGetOrCreate(L, digger);
	PCALL_RES(lua_pcall(L, 3, 0, error_handler));
	lua_pop(L, 1);  // Pop error handler
	return true;
}
Beispiel #10
0
bool scriptapi_node_on_punch(lua_State *L, v3s16 p, MapNode node,
		ServerActiveObject *puncher)
{
	realitycheck(L);
	assert(lua_checkstack(L, 20));
	StackUnroller stack_unroller(L);

	INodeDefManager *ndef = get_server(L)->ndef();

	// Push callback function on stack
	if(!get_item_callback(L, ndef->get(node).name.c_str(), "on_punch"))
		return false;

	// Call function
	push_v3s16(L, p);
	pushnode(L, node, ndef);
	objectref_get_or_create(L, puncher);
	if(lua_pcall(L, 3, 0, 0))
		script_error(L, "error: %s", lua_tostring(L, -1));
	return true;
}
Beispiel #11
0
void LuaABM::trigger(ServerEnvironment *env, v3s16 p, MapNode n,
		u32 active_object_count, u32 active_object_count_wider)
{
	GameScripting *scriptIface = env->getScriptIface();
	scriptIface->realityCheck();

	lua_State *L = scriptIface->getStack();
	assert(lua_checkstack(L, 20));
	StackUnroller stack_unroller(L);

	lua_pushcfunction(L, script_error_handler);
	int errorhandler = lua_gettop(L);

	// Get minetest.registered_abms
	lua_getglobal(L, "minetest");
	lua_getfield(L, -1, "registered_abms");
	luaL_checktype(L, -1, LUA_TTABLE);
	lua_remove(L, -2); // Remove "minetest"

	// Get minetest.registered_abms[m_id]
	lua_pushnumber(L, m_id);
	lua_gettable(L, -2);
	if(lua_isnil(L, -1))
		assert(0);
	lua_remove(L, -2); // Remove "registered_abms"

	// Call action
	luaL_checktype(L, -1, LUA_TTABLE);
	lua_getfield(L, -1, "action");
	luaL_checktype(L, -1, LUA_TFUNCTION);
	lua_remove(L, -2); // Remove "registered_abms[m_id]"
	push_v3s16(L, p);
	pushnode(L, n, env->getGameDef()->ndef());
	lua_pushnumber(L, active_object_count);
	lua_pushnumber(L, active_object_count_wider);
	if(lua_pcall(L, 4, 0, errorhandler))
		script_error(L);
	lua_pop(L, 1); // Pop error handler
}
Beispiel #12
0
void LuaLBM::trigger(ServerEnvironment *env, v3s16 p, MapNode n)
{
	ServerScripting *scriptIface = env->getScriptIface();
	scriptIface->realityCheck();

	lua_State *L = scriptIface->getStack();
	sanity_check(lua_checkstack(L, 20));
	StackUnroller stack_unroller(L);

	int error_handler = PUSH_ERROR_HANDLER(L);

	// Get registered_lbms
	lua_getglobal(L, "core");
	lua_getfield(L, -1, "registered_lbms");
	luaL_checktype(L, -1, LUA_TTABLE);
	lua_remove(L, -2); // Remove core

	// Get registered_lbms[m_id]
	lua_pushnumber(L, m_id);
	lua_gettable(L, -2);
	FATAL_ERROR_IF(lua_isnil(L, -1), "Entry with given id not found in registered_lbms table");
	lua_remove(L, -2); // Remove registered_lbms

	scriptIface->setOriginFromTable(-1);

	// Call action
	luaL_checktype(L, -1, LUA_TTABLE);
	lua_getfield(L, -1, "action");
	luaL_checktype(L, -1, LUA_TFUNCTION);
	lua_remove(L, -2); // Remove registered_lbms[m_id]
	push_v3s16(L, p);
	pushnode(L, n, env->getGameDef()->ndef());

	int result = lua_pcall(L, 2, 0, error_handler);
	if (result)
		scriptIface->scriptError(result, "LuaLBM::trigger");

	lua_pop(L, 1); // Pop error handler
}
Beispiel #13
0
bool ScriptApiNode::node_on_punch(v3s16 p, MapNode node,
		ServerActiveObject *puncher, PointedThing pointed)
{
	SCRIPTAPI_PRECHECKHEADER

	lua_pushcfunction(L, script_error_handler);
	int errorhandler = lua_gettop(L);

	INodeDefManager *ndef = getServer()->ndef();

	// Push callback function on stack
	if(!getItemCallback(ndef->get(node).name.c_str(), "on_punch"))
		return false;

	// Call function
	push_v3s16(L, p);
	pushnode(L, node, ndef);
	objectrefGetOrCreate(puncher);
	pushPointedThing(pointed);
	if(lua_pcall(L, 4, 0, errorhandler))
		scriptError();
	lua_pop(L, 1); // Pop error handler
	return true;
}
Beispiel #14
0
void acceptandhold() /**/
{
	pushnode(bufstack,ztrdup((char *) line));
	stackcs = cs;
	done = 1;
}
/* Graph reduction function. Destructively modifies the graph passed in.
 */
enum graphReductionResult
reduce_graph(struct node *root)
{
	enum graphReductionResult r = UNKNOWN;

	struct spine_stack *stack = NULL;

	unsigned long reduction_counter = 0;
	int max_redex_count = 0;

	/* Used to decide what to do next:
	 * at an application (interior node of graph)
	 * you can take the left branch into subtree,
	 * take the right branch, or pop the node and
	 * go "up" the tree. */
	enum Direction { DIR_LEFT, DIR_RIGHT, DIR_UP };
	enum Direction dir = DIR_LEFT;

	stack = new_spine_stack(64);

	/* root constitutes the "dummy" root node */
	root->updateable = root->left_addr;
	pushnode(stack, root, 1);

	D print_graph(root, 0, TOPNODE(stack)->sn);

	while (STACK_NOT_EMPTY(stack))
	{
		int pop_stack_cnt = 1;
		int performed_reduction = 0;
		struct node *topnode = TOPNODE(stack);
		const char *atom_name = NULL;

		switch (topnode->typ)
		{
		case APPLICATION:
			switch (dir)
			{
			case DIR_LEFT:
				topnode->updateable = topnode->left_addr;
				pushnode(stack, topnode->left, 0);
				D printf("push left branch on stack, depth now %d\n", DEPTH(stack));
				pop_stack_cnt = 0;
				break;

			case DIR_RIGHT:
				topnode->updateable = topnode->right_addr;
				pushnode(stack, topnode->right, 2);
				D printf("push right branch on stack, depth now %d\n", DEPTH(stack));
				pop_stack_cnt = 0;
				break;

			case DIR_UP:
				break;
			}
			break;

		case ATOM:
			/* node->typ indicates a combinator, which can comprise a built-in,
			 * or it can comprise a mere variable. Let node->rule decide. */
			if (topnode->rule && DEPTH(stack) >= (topnode->rule->required_depth + 2))
			{
				D {
					atom_name = topnode->name;
					printf("%s reduction (sn %d), stack depth %d, before: ",
						topnode->name,
						topnode->sn,
					 	DEPTH(stack)
					);
					print_graph(root->left, topnode->sn, topnode->sn);
				}

				pop_stack_cnt = topnode->rule->required_depth + 1;

				perform_reduction(stack);

				performed_reduction = 1;

			} else D {
				printf("%s atom, stack depth %d, required depth %d.\n",
					topnode->name,
				 	DEPTH(stack),
					topnode->rule? topnode->rule->required_depth + 2: -1
				);
			}
			if (performed_reduction) SS;
			break;
		}