Esempio n. 1
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);

	// Get minetest.registered_abms
	lua_getglobal(L, "minetest");
	lua_getfield(L, -1, "registered_abms");
	luaL_checktype(L, -1, LUA_TTABLE);
	int registered_abms = lua_gettop(L);

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

	// Call action
	luaL_checktype(L, -1, LUA_TTABLE);
	lua_getfield(L, -1, "action");
	luaL_checktype(L, -1, LUA_TFUNCTION);
	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, 0))
		script_error(L, "error: %s", lua_tostring(L, -1));
}
Esempio n. 2
0
void LuaABM::trigger(ServerEnvironment *env, v3s16 p, MapNode n,
		u32 active_object_count, u32 active_object_count_wider, MapNode neighbor, bool activate)
{
	GameScripting *scriptIface = env->getScriptIface();
	auto _script_lock = RecursiveMutexAutoLock(scriptIface->m_luastackmutex, std::try_to_lock);
	if (!_script_lock.owns_lock()) {
		return;
	}
	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_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("");
		return;
	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);
	pushnode(L, neighbor, env->getGameDef()->ndef());
	lua_pushboolean(L, activate);

	int result = lua_pcall(L, 6, 0, error_handler);
	if (result)
		scriptIface->scriptError(result, "LuaABM::trigger");

	lua_pop(L, 1); // Pop error handler
}
Esempio n. 3
0
void LuaLBM::trigger(ServerEnvironment *env, v3s16 p, MapNode n)
{
	GameScripting *scriptIface = env->getScriptIface();
	auto _script_lock = RecursiveMutexAutoLock(scriptIface->m_luastackmutex, std::try_to_lock);
	if (!_script_lock.owns_lock()) {
		return;
	}
	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");
	if (lua_isnil(L, -1)) {
		errorstream << "Entry with given id " << m_id << " not found in registered_lbms table" << std::endl;
		return;
	}
	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
}
Esempio n. 4
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
}
Esempio n. 5
0
void LuaABM::trigger(ServerEnvironment *env, v3s16 p, MapNode n,
		u32 active_object_count, u32 active_object_count_wider, MapNode neighbor, bool activate)
{
	GameScripting *scriptIface = env->getScriptIface();
	auto _script_lock = std::unique_lock<std::recursive_mutex> (scriptIface->m_luastackmutex);
	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 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))
		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);
	pushnode(L, neighbor, env->getGameDef()->ndef());
	lua_pushboolean(L, activate);
	if(lua_pcall(L, 6, 0, errorhandler))
		script_error(L);
	lua_pop(L, 1); // Pop error handler
}