class Server;
class ServerEnvironment;
class ServerActiveObject;
-class ServerRemotePlayer;
typedef struct lua_State lua_State;
struct LuaEntityProperties;
struct ItemStack;
struct PointedThing;
//class IGameDef;
+struct ToolCapabilities;
void scriptapi_export(lua_State *L, Server *server);
bool scriptapi_loadmod(lua_State *L, const std::string &scriptpath,
// On environment step
void scriptapi_environment_step(lua_State *L, float dtime);
// After generating a piece of map
-void scriptapi_environment_on_generated(lua_State *L, v3s16 minp, v3s16 maxp);
+void scriptapi_environment_on_generated(lua_State *L, v3s16 minp, v3s16 maxp,
+ u32 blockseed);
/* misc */
void scriptapi_on_newplayer(lua_State *L, ServerActiveObject *player);
void scriptapi_on_dieplayer(lua_State *L, ServerActiveObject *player);
bool scriptapi_on_respawnplayer(lua_State *L, ServerActiveObject *player);
-void scriptapi_get_creative_inventory(lua_State *L, ServerRemotePlayer *player);
+void scriptapi_on_joinplayer(lua_State *L, ServerActiveObject *player);
+void scriptapi_on_leaveplayer(lua_State *L, ServerActiveObject *player);
+void scriptapi_get_creative_inventory(lua_State *L, ServerActiveObject *player);
/* item callbacks */
bool scriptapi_item_on_drop(lua_State *L, ItemStack &item,
/* luaentity */
// Returns true if succesfully added into Lua; false otherwise.
-bool scriptapi_luaentity_add(lua_State *L, u16 id, const char *name,
+bool scriptapi_luaentity_add(lua_State *L, u16 id, const char *name);
+void scriptapi_luaentity_activate(lua_State *L, u16 id,
const std::string &staticdata);
void scriptapi_luaentity_rm(lua_State *L, u16 id);
std::string scriptapi_luaentity_get_staticdata(lua_State *L, u16 id);
LuaEntityProperties *prop);
void scriptapi_luaentity_step(lua_State *L, u16 id, float dtime);
void scriptapi_luaentity_punch(lua_State *L, u16 id,
- ServerActiveObject *puncher, float time_from_last_punch);
+ ServerActiveObject *puncher, float time_from_last_punch,
+ const ToolCapabilities *toolcap, v3f dir);
void scriptapi_luaentity_rightclick(lua_State *L, u16 id,
ServerActiveObject *clicker);