Fix for MSVC and move stuff around a bit in CMakeLists.txt and src/CMakeLists.txt
[oweals/minetest.git] / src / scriptapi.h
index d107b15ce82904696d53b173ca8e93c5f8822495..f63cab3681c45971fcf5e6a9d93d29b17c517de1 100644 (file)
@@ -27,11 +27,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 class Server;
 class ServerEnvironment;
 class ServerActiveObject;
+class ServerRemotePlayer;
 typedef struct lua_State lua_State;
 struct LuaEntityProperties;
+struct ItemStack;
 struct PointedThing;
 //class IGameDef;
-class ServerRemotePlayer;
+struct ToolCapabilities;
 
 void scriptapi_export(lua_State *L, Server *server);
 bool scriptapi_loadmod(lua_State *L, const std::string &scriptpath,
@@ -48,38 +50,33 @@ bool scriptapi_on_chat_message(lua_State *L, const std::string &name,
 /* environment */
 // On environment step
 void scriptapi_environment_step(lua_State *L, float dtime);
-// After adding node
-void scriptapi_environment_on_placenode(lua_State *L, v3s16 p, MapNode newnode,
-               ServerActiveObject *placer);
-// After removing node
-void scriptapi_environment_on_dignode(lua_State *L, v3s16 p, MapNode oldnode,
-               ServerActiveObject *digger);
-// When punching node
-void scriptapi_environment_on_punchnode(lua_State *L, v3s16 p, MapNode node,
-               ServerActiveObject *puncher);
 // After generating a piece of map
 void scriptapi_environment_on_generated(lua_State *L, v3s16 minp, v3s16 maxp);
 
 /* 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);
 
-/* craftitem */
-void scriptapi_add_craftitem(lua_State *L, const char *name);
-bool scriptapi_craftitem_on_drop(lua_State *L, const char *name,
-               ServerActiveObject *dropper, v3f pos,
-               bool &callback_exists);
-bool scriptapi_craftitem_on_place_on_ground(lua_State *L, const char *name,
-               ServerActiveObject *placer, v3f pos,
-               bool &callback_exists);
-bool scriptapi_craftitem_on_use(lua_State *L, const char *name,
-               ServerActiveObject *user, const PointedThing& pointed,
-               bool &callback_exists);
+/* item callbacks */
+bool scriptapi_item_on_drop(lua_State *L, ItemStack &item,
+               ServerActiveObject *dropper, v3f pos);
+bool scriptapi_item_on_place(lua_State *L, ItemStack &item,
+               ServerActiveObject *placer, const PointedThing &pointed);
+bool scriptapi_item_on_use(lua_State *L, ItemStack &item,
+               ServerActiveObject *user, const PointedThing &pointed);
+
+/* node callbacks */
+bool scriptapi_node_on_punch(lua_State *L, v3s16 p, MapNode node,
+               ServerActiveObject *puncher);
+bool scriptapi_node_on_dig(lua_State *L, v3s16 p, MapNode node,
+               ServerActiveObject *digger);
 
 /* 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);
@@ -87,7 +84,8 @@ void scriptapi_luaentity_get_properties(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);