示例#1
0
/*
	player
*/
void scriptapi_on_player_receive_fields(lua_State *L,
		ServerActiveObject *player,
		const std::string &formname,
		const std::map<std::string, std::string> &fields)
{
	realitycheck(L);
	assert(lua_checkstack(L, 20));
	StackUnroller stack_unroller(L);

	// Get minetest.registered_on_chat_messages
	lua_getglobal(L, "minetest");
	lua_getfield(L, -1, "registered_on_player_receive_fields");
	// Call callbacks
	// param 1
	objectref_get_or_create(L, player);
	// param 2
	lua_pushstring(L, formname.c_str());
	// param 3
	lua_newtable(L);
	for(std::map<std::string, std::string>::const_iterator
			i = fields.begin(); i != fields.end(); i++){
		const std::string &name = i->first;
		const std::string &value = i->second;
		lua_pushstring(L, name.c_str());
		lua_pushlstring(L, value.c_str(), value.size());
		lua_settable(L, -3);
	}
	scriptapi_run_callbacks(L, 3, RUN_CALLBACKS_MODE_OR_SC);
}
示例#2
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));
}
bool scriptapi_item_on_place(lua_State *L, ItemStack &item,
		ServerActiveObject *placer, const PointedThing &pointed)
{
actionstream<<"DebugTracePlaceEnteredLua scriptapi_item Line 250 "<<std::endl;
	realitycheck(L);
	assert(lua_checkstack(L, 20));
	StackUnroller stack_unroller(L);
actionstream<<"DebugTracePlacePassedStackCheck scriptapi_item Line 254 "<<std::endl;
	// Push callback function on stack
	if(!get_item_callback(L, item.name.c_str(), "on_place"))
actionstream<<"DebugTracePlaceLuaReturningFalse scriptapi_item Line 257 "<<std::endl;
		return false;

	// Call function
	LuaItemStack::create(L, item);
	objectref_get_or_create(L, placer);
	push_pointed_thing(L, pointed);
actionstream<<"DebugTracePlaceClearToRunLua scriptapi_item Line 263 "<<std::endl;
	if(lua_pcall(L, 3, 1, 0))
		script_error(L, "error: %s", lua_tostring(L, -1));
	if(!lua_isnil(L, -1))
actionstream<<"DebugTracePlaceItemReturned scriptapi_item Line 267 "<<std::endl;
		item = read_item(L, -1);
actionstream<<"DebugTracePlaceLuaReturningTrue scriptapi_item Line 270 "<<std::endl;
	return true;
}
示例#4
0
void scriptapi_on_shutdown(lua_State *L)
{
	realitycheck(L);
	assert(lua_checkstack(L, 20));
	StackUnroller stack_unroller(L);

	// Get registered shutdown hooks
	lua_getglobal(L, "minetest");
	lua_getfield(L, -1, "registered_on_shutdown");
	// Call callbacks
	scriptapi_run_callbacks(L, 0, RUN_CALLBACKS_MODE_FIRST);
}
示例#5
0
void scriptapi_on_leaveplayer(lua_State *L, ServerActiveObject *player)
{
	realitycheck(L);
	assert(lua_checkstack(L, 20));
	StackUnroller stack_unroller(L);

	// Get minetest.registered_on_leaveplayers
	lua_getglobal(L, "minetest");
	lua_getfield(L, -1, "registered_on_leaveplayers");
	// Call callbacks
	objectref_get_or_create(L, player);
	scriptapi_run_callbacks(L, 1, RUN_CALLBACKS_MODE_FIRST);
}
示例#6
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
}
示例#7
0
bool scriptapi_on_respawnplayer(lua_State *L, ServerActiveObject *player)
{
	realitycheck(L);
	assert(lua_checkstack(L, 20));
	StackUnroller stack_unroller(L);

	// Get minetest.registered_on_respawnplayers
	lua_getglobal(L, "minetest");
	lua_getfield(L, -1, "registered_on_respawnplayers");
	// Call callbacks
	objectref_get_or_create(L, player);
	scriptapi_run_callbacks(L, 1, RUN_CALLBACKS_MODE_OR);
	bool positioning_handled_by_some = lua_toboolean(L, -1);
	return positioning_handled_by_some;
}
示例#8
0
void scriptapi_create_auth(lua_State *L, const std::string &playername,
		const std::string &password)
{
	realitycheck(L);
	assert(lua_checkstack(L, 20));
	StackUnroller stack_unroller(L);

	get_auth_handler(L);
	lua_getfield(L, -1, "create_auth");
	if(lua_type(L, -1) != LUA_TFUNCTION)
		throw LuaError(L, "Authentication handler missing create_auth");
	lua_pushstring(L, playername.c_str());
	lua_pushstring(L, password.c_str());
	if(lua_pcall(L, 2, 0, 0))
		script_error(L, "error: %s", lua_tostring(L, -1));
}
示例#9
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
}
示例#10
0
void scriptapi_node_on_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(), "on_destruct"))
		return;

	// Call function
	push_v3s16(L, p);
	if(lua_pcall(L, 1, 0, 0))
		script_error(L, "error: %s", lua_tostring(L, -1));
}
示例#11
0
bool scriptapi_on_chat_message(lua_State *L, const std::string &name,
		const std::string &message)
{
	realitycheck(L);
	assert(lua_checkstack(L, 20));
	StackUnroller stack_unroller(L);

	// Get minetest.registered_on_chat_messages
	lua_getglobal(L, "minetest");
	lua_getfield(L, -1, "registered_on_chat_messages");
	// Call callbacks
	lua_pushstring(L, name.c_str());
	lua_pushstring(L, message.c_str());
	scriptapi_run_callbacks(L, 2, RUN_CALLBACKS_MODE_OR_SC);
	bool ate = lua_toboolean(L, -1);
	return ate;
}
示例#12
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
}
示例#13
0
文件: l_env.cpp 项目: nsd2/freeminer
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
}
bool scriptapi_item_on_use(lua_State *L, ItemStack &item,
		ServerActiveObject *user, const PointedThing &pointed)
{
	realitycheck(L);
	assert(lua_checkstack(L, 20));
	StackUnroller stack_unroller(L);

	// Push callback function on stack
	if(!get_item_callback(L, item.name.c_str(), "on_use"))
		return false;

	// Call function
	LuaItemStack::create(L, item);
	objectref_get_or_create(L, user);
	push_pointed_thing(L, pointed);
	if(lua_pcall(L, 3, 1, 0))
		script_error(L, "error: %s", lua_tostring(L, -1));
	if(!lua_isnil(L, -1))
		item = read_item(L, -1);
	return true;
}
示例#15
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;
}
示例#16
0
void scriptapi_node_on_receive_fields(lua_State *L, v3s16 p,
		const std::string &formname,
		const std::map<std::string, std::string> &fields,
		ServerActiveObject *sender)
{
	realitycheck(L);
	assert(lua_checkstack(L, 20));
	StackUnroller stack_unroller(L);

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

	// If node doesn't exist, we don't know what callback to call
	MapNode node = get_env(L)->getMap().getNodeNoEx(p);
	if(node.getContent() == CONTENT_IGNORE)
		return;

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

	// Call function
	// param 1
	push_v3s16(L, p);
	// param 2
	lua_pushstring(L, formname.c_str());
	// param 3
	lua_newtable(L);
	for(std::map<std::string, std::string>::const_iterator
			i = fields.begin(); i != fields.end(); i++){
		const std::string &name = i->first;
		const std::string &value = i->second;
		lua_pushstring(L, name.c_str());
		lua_pushlstring(L, value.c_str(), value.size());
		lua_settable(L, -3);
	}
	// param 4
	objectref_get_or_create(L, sender);
	if(lua_pcall(L, 4, 0, 0))
		script_error(L, "error: %s", lua_tostring(L, -1));
}
示例#17
0
bool scriptapi_node_on_timer(lua_State *L, v3s16 p, MapNode node, f32 dtime)
{
	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_timer"))
		return false;

	// Call function
	push_v3s16(L, p);
	lua_pushnumber(L,dtime);
	if(lua_pcall(L, 2, 1, 0))
		script_error(L, "error: %s", lua_tostring(L, -1));
	if((bool)lua_isboolean(L,-1) && (bool)lua_toboolean(L,-1) == true)
		return true;

	return false;
}
示例#18
0
bool scriptapi_get_auth(lua_State *L, const std::string &playername,
		std::string *dst_password, std::set<std::string> *dst_privs)
{
	realitycheck(L);
	assert(lua_checkstack(L, 20));
	StackUnroller stack_unroller(L);

	get_auth_handler(L);
	lua_getfield(L, -1, "get_auth");
	if(lua_type(L, -1) != LUA_TFUNCTION)
		throw LuaError(L, "Authentication handler missing get_auth");
	lua_pushstring(L, playername.c_str());
	if(lua_pcall(L, 1, 1, 0))
		script_error(L, "error: %s", lua_tostring(L, -1));

	// nil = login not allowed
	if(lua_isnil(L, -1))
		return false;
	luaL_checktype(L, -1, LUA_TTABLE);

	std::string password;
	bool found = getstringfield(L, -1, "password", password);
	if(!found)
		throw LuaError(L, "Authentication handler didn't return password");
	if(dst_password)
		*dst_password = password;

	lua_getfield(L, -1, "privileges");
	if(!lua_istable(L, -1))
		throw LuaError(L,
				"Authentication handler didn't return privilege table");
	if(dst_privs)
		read_privileges(L, -1, *dst_privs);
	lua_pop(L, 1);

	return true;
}
示例#19
0
void scriptapi_export(lua_State *L, Server *server)
{
	realitycheck(L);
	assert(lua_checkstack(L, 20));
	verbosestream<<"scriptapi_export()"<<std::endl;
	StackUnroller stack_unroller(L);

	// Store server as light userdata in registry
	lua_pushlightuserdata(L, server);
	lua_setfield(L, LUA_REGISTRYINDEX, "minetest_server");

	// Register global functions in table minetest
	lua_newtable(L);
	luaL_register(L, NULL, minetest_f);
	lua_setglobal(L, "minetest");

	// Get the main minetest table
	lua_getglobal(L, "minetest");

	// Add tables to minetest
	lua_newtable(L);
	lua_setfield(L, -2, "object_refs");
	lua_newtable(L);
	lua_setfield(L, -2, "luaentities");

	// Register wrappers
	LuaItemStack::Register(L);
	InvRef::Register(L);
	NodeMetaRef::Register(L);
	NodeTimerRef::Register(L);
	ObjectRef::Register(L);
	EnvRef::Register(L);
	LuaPseudoRandom::Register(L);
	LuaPerlinNoise::Register(L);
	LuaPerlinNoiseMap::Register(L);
}