Fix for MSVC and move stuff around a bit in CMakeLists.txt and src/CMakeLists.txt
[oweals/minetest.git] / src / scriptapi.h
index ecd3d7b81b0fe30749bd163e1e45f8971d19d722..f63cab3681c45971fcf5e6a9d93d29b17c517de1 100644 (file)
@@ -22,34 +22,70 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "irrlichttypes.h"
 #include <string>
+#include "mapnode.h"
 
 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,
+               const std::string &modname);
 void scriptapi_add_environment(lua_State *L, ServerEnvironment *env);
 
 void scriptapi_add_object_reference(lua_State *L, ServerActiveObject *cobj);
 void scriptapi_rm_object_reference(lua_State *L, ServerActiveObject *cobj);
 
+// Returns true if script handled message
+bool scriptapi_on_chat_message(lua_State *L, const std::string &name,
+               const std::string &message);
+
 /* environment */
+// 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);
+
+/* 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);
+
+/* 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,
-               const char *init_state);
+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_state(lua_State *L, u16 id);
+std::string scriptapi_luaentity_get_staticdata(lua_State *L, u16 id);
 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);
+               ServerActiveObject *puncher, float time_from_last_punch,
+               const ToolCapabilities *toolcap, v3f dir);
 void scriptapi_luaentity_rightclick(lua_State *L, u16 id,
                ServerActiveObject *clicker);