// 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; }
// 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; }
int LuaLocalPlayer::l_get_pos(lua_State *L) { LocalPlayer *player = getobject(L, 1); push_v3f(L, player->getPosition() / BS); return 1; }
int LuaLocalPlayer::l_get_last_velocity(lua_State *L) { LocalPlayer *player = getobject(L, 1); push_v3f(L, player->last_speed); return 1; }
int LuaLocalPlayer::l_get_override_pos(lua_State *L) { LocalPlayer *player = getobject(L, 1); push_v3f(L, player->overridePosition); return 1; }
// Calls entity:on_punch(ObjectRef puncher, time_from_last_punch, // tool_capabilities, direction) void ScriptApiEntity::luaentity_Punch(u16 id, ServerActiveObject *puncher, float time_from_last_punch, const ToolCapabilities *toolcap, v3f dir) { SCRIPTAPI_PRECHECKHEADER //infostream<<"scriptapi_luaentity_step: id="<<id<<std::endl; // Get minetest.luaentities[id] luaentity_get(L,id); int object = lua_gettop(L); // State: object is at top of stack // Get function lua_getfield(L, -1, "on_punch"); if(lua_isnil(L, -1)) return; luaL_checktype(L, -1, LUA_TFUNCTION); lua_pushvalue(L, object); // self objectrefGetOrCreate(puncher); // Clicker reference lua_pushnumber(L, time_from_last_punch); push_tool_capabilities(L, *toolcap); push_v3f(L, dir); // Call with 5 arguments, 0 results if(lua_pcall(L, 5, 0, 0)) scriptError("error running function 'on_punch': %s\n", lua_tostring(L, -1)); }
// Calls entity:on_punch(ObjectRef puncher, time_from_last_punch, // tool_capabilities, direction, damage) bool ScriptApiEntity::luaentity_Punch(u16 id, ServerActiveObject *puncher, float time_from_last_punch, const ToolCapabilities *toolcap, v3f dir, s16 damage) { SCRIPTAPI_PRECHECKHEADER //infostream<<"scriptapi_luaentity_step: id="<<id<<std::endl; int error_handler = PUSH_ERROR_HANDLER(L); // Get core.luaentities[id] luaentity_get(L,id); int object = lua_gettop(L); // State: object is at top of stack // Get function lua_getfield(L, -1, "on_punch"); if (lua_isnil(L, -1)) { lua_pop(L, 2); // Pop on_punch and entity return false; } luaL_checktype(L, -1, LUA_TFUNCTION); lua_pushvalue(L, object); // self objectrefGetOrCreate(L, puncher); // Clicker reference lua_pushnumber(L, time_from_last_punch); push_tool_capabilities(L, *toolcap); push_v3f(L, dir); lua_pushnumber(L, damage); setOriginFromTable(object); PCALL_RES(lua_pcall(L, 6, 1, error_handler)); bool retval = lua_toboolean(L, -1); lua_pop(L, 2); // Pop object and error handler return retval; }
int LuaLocalPlayer::l_get_velocity(lua_State *L) { LocalPlayer *player = getobject(L, 1); push_v3f(L, player->getSpeed() / BS); return 1; }
// 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; }
// get_look_dir(self) int ObjectRef::l_get_look_dir(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if (player == NULL) return 0; // Do it float pitch = player->getRadPitch(); float yaw = player->getRadYaw(); v3f v(cos(pitch)*cos(yaw), sin(pitch), cos(pitch)*sin(yaw)); push_v3f(L, v); return 1; }
// 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; }
// 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; }
// hud_get(self, id) int ObjectRef::l_hud_get(lua_State *L) { NO_MAP_LOCK_REQUIRED; ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if (player == NULL) return 0; u32 id = lua_tonumber(L, -1); HudElement *e = player->getHud(id); if (!e) return 0; lua_newtable(L); lua_pushstring(L, es_HudElementType[(u8)e->type].str); lua_setfield(L, -2, "type"); push_v2f(L, e->pos); lua_setfield(L, -2, "position"); lua_pushstring(L, e->name.c_str()); lua_setfield(L, -2, "name"); push_v2f(L, e->scale); lua_setfield(L, -2, "scale"); lua_pushstring(L, e->text.c_str()); lua_setfield(L, -2, "text"); lua_pushnumber(L, e->number); lua_setfield(L, -2, "number"); lua_pushnumber(L, e->item); lua_setfield(L, -2, "item"); lua_pushnumber(L, e->dir); lua_setfield(L, -2, "direction"); // Deprecated, only for compatibility's sake lua_pushnumber(L, e->dir); lua_setfield(L, -2, "dir"); push_v3f(L, e->world_pos); lua_setfield(L, -2, "world_pos"); return 1; }
// hud_get(self, id) int ObjectRef::l_hud_get(lua_State *L) { ObjectRef *ref = checkobject(L, 1); Player *player = getplayer(ref); if (player == NULL) return 0; u32 id = lua_tonumber(L, -1); if (id >= player->hud.size()) return 0; HudElement *e = player->hud[id]; if (!e) return 0; lua_newtable(L); lua_pushstring(L, es_HudElementType[(u8)e->type].str); lua_setfield(L, -2, "type"); push_v2f(L, e->pos); lua_setfield(L, -2, "position"); lua_pushstring(L, e->name.c_str()); lua_setfield(L, -2, "name"); push_v2f(L, e->scale); lua_setfield(L, -2, "scale"); lua_pushstring(L, e->text.c_str()); lua_setfield(L, -2, "text"); lua_pushnumber(L, e->number); lua_setfield(L, -2, "number"); lua_pushnumber(L, e->item); lua_setfield(L, -2, "item"); lua_pushnumber(L, e->dir); lua_setfield(L, -2, "dir"); push_v3f(L, e->world_pos); lua_setfield(L, -2, "world_pos"); return 1; }
bool ScriptApiPlayer::on_punchplayer(ServerActiveObject *player, ServerActiveObject *hitter, float time_from_last_punch, const ToolCapabilities *toolcap, v3f dir, s16 damage) { SCRIPTAPI_PRECHECKHEADER // Get core.registered_on_punchplayers lua_getglobal(L, "core"); lua_getfield(L, -1, "registered_on_punchplayers"); // Call callbacks objectrefGetOrCreate(L, player); objectrefGetOrCreate(L, hitter); lua_pushnumber(L, time_from_last_punch); push_tool_capabilities(L, *toolcap); push_v3f(L, dir); lua_pushnumber(L, damage); script_run_callbacks(L, 6, RUN_CALLBACKS_MODE_OR); return lua_toboolean(L, -1); }
void push_noiseparams(lua_State *L, NoiseParams *np) { lua_newtable(L); lua_pushnumber(L, np->offset); lua_setfield(L, -2, "offset"); lua_pushnumber(L, np->scale); lua_setfield(L, -2, "scale"); lua_pushnumber(L, np->persist); lua_setfield(L, -2, "persistence"); lua_pushnumber(L, np->lacunarity); lua_setfield(L, -2, "lacunarity"); lua_pushnumber(L, np->seed); lua_setfield(L, -2, "seed"); lua_pushnumber(L, np->octaves); lua_setfield(L, -2, "octaves"); push_flags_string(L, flagdesc_noiseparams, np->flags, np->flags); lua_setfield(L, -2, "flags"); push_v3f(L, np->spread); lua_setfield(L, -2, "spread"); }
void pushFloatPos(lua_State *L, v3f p) { p /= BS; push_v3f(L, p); }