return 0;
}
- // setvelocity(self, velocity)
- static int l_setvelocity(lua_State *L)
+ // get_wielded_itemstring(self)
+ static int l_get_wielded_itemstring(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
- LuaEntitySAO *co = getluaobject(ref);
+ ServerActiveObject *co = getobject(ref);
if(co == NULL) return 0;
- // pos
- v3f pos = readFloatPos(L, 2);
// Do it
- co->setVelocity(pos);
- return 0;
+ InventoryItem *item = co->getWieldedItem();
+ if(item == NULL){
+ lua_pushnil(L);
+ return 1;
+ }
+ lua_pushstring(L, item->getItemString().c_str());
+ return 1;
}
-
- // setacceleration(self, acceleration)
- static int l_setacceleration(lua_State *L)
+
+ // get_wielded_item(self)
+ static int l_get_wielded_item(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
- LuaEntitySAO *co = getluaobject(ref);
+ ServerActiveObject *co = getobject(ref);
if(co == NULL) return 0;
- // pos
- v3f pos = readFloatPos(L, 2);
// Do it
- co->setAcceleration(pos);
- return 0;
+ InventoryItem *item0 = co->getWieldedItem();
+ if(item0 == NULL){
+ lua_pushnil(L);
+ return 1;
+ }
+ if(std::string("MaterialItem") == item0->getName()){
+ MaterialItem *item = (MaterialItem*)item0;
+ lua_newtable(L);
+ lua_pushstring(L, "NodeItem");
+ lua_setfield(L, -2, "type");
+ lua_pushstring(L, item->getNodeName().c_str());
+ lua_setfield(L, -2, "name");
+ }
+ else if(std::string("CraftItem") == item0->getName()){
+ CraftItem *item = (CraftItem*)item0;
+ lua_newtable(L);
+ lua_pushstring(L, "CraftItem");
+ lua_setfield(L, -2, "type");
+ lua_pushstring(L, item->getSubName().c_str());
+ lua_setfield(L, -2, "name");
+ }
+ else if(std::string("ToolItem") == item0->getName()){
+ ToolItem *item = (ToolItem*)item0;
+ lua_newtable(L);
+ lua_pushstring(L, "ToolItem");
+ lua_setfield(L, -2, "type");
+ lua_pushstring(L, item->getToolName().c_str());
+ lua_setfield(L, -2, "name");
+ lua_pushstring(L, itos(item->getWear()).c_str());
+ lua_setfield(L, -2, "wear");
+ }
+ else{
+ errorstream<<"l_get_wielded_item: Unknown item name: \""
+ <<item0->getName()<<"\""<<std::endl;
+ lua_pushnil(L);
+ }
+ return 1;
}
-
- // getacceleration(self)
- static int l_getacceleration(lua_State *L)
+
+ // damage_wielded_item(self, amount)
+ static int l_damage_wielded_item(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
- LuaEntitySAO *co = getluaobject(ref);
+ ServerActiveObject *co = getobject(ref);
if(co == NULL) return 0;
// Do it
- v3f v = co->getAcceleration();
- pushFloatPos(L, v);
- return 1;
+ int amount = lua_tonumber(L, 2);
+ co->damageWieldedItem(amount);
+ return 0;
}
-
+
// add_to_inventory(self, itemstring)
// returns: true if item was added, (false, "reason") otherwise
static int l_add_to_inventory(lua_State *L)
return 0;
}
+ // set_hp(self, hp)
+ // hp = number of hitpoints (2 * number of hearts)
+ // returns: nil
+ static int l_set_hp(lua_State *L)
+ {
+ ObjectRef *ref = checkobject(L, 1);
+ luaL_checknumber(L, 2);
+ ServerActiveObject *co = getobject(ref);
+ if(co == NULL) return 0;
+ int hp = lua_tonumber(L, 2);
+ infostream<<"ObjectRef::l_set_hp(): id="<<co->getId()
+ <<" hp="<<hp<<std::endl;
+ // Do it
+ co->setHP(hp);
+ // Return
+ return 0;
+ }
+
// get_hp(self)
// returns: number of hitpoints (2 * number of hearts)
// 0 if not applicable to this type of object
return 1;
}
- // set_hp(self, hp)
- // hp = number of hitpoints (2 * number of hearts)
- // returns: nil
- static int l_set_hp(lua_State *L)
+ /* LuaEntitySAO-only */
+
+ // setvelocity(self, {x=num, y=num, z=num})
+ static int l_setvelocity(lua_State *L)
{
ObjectRef *ref = checkobject(L, 1);
- luaL_checknumber(L, 2);
- ServerActiveObject *co = getobject(ref);
+ LuaEntitySAO *co = getluaobject(ref);
if(co == NULL) return 0;
- int hp = lua_tonumber(L, 2);
- infostream<<"ObjectRef::l_set_hp(): id="<<co->getId()
- <<" hp="<<hp<<std::endl;
+ // pos
+ v3f pos = readFloatPos(L, 2);
// Do it
- co->setHP(hp);
- // Return
+ co->setVelocity(pos);
return 0;
}
-
+
+ // setacceleration(self, {x=num, y=num, z=num})
+ static int l_setacceleration(lua_State *L)
+ {
+ ObjectRef *ref = checkobject(L, 1);
+ LuaEntitySAO *co = getluaobject(ref);
+ if(co == NULL) return 0;
+ // pos
+ v3f pos = readFloatPos(L, 2);
+ // Do it
+ co->setAcceleration(pos);
+ return 0;
+ }
+
+ // getacceleration(self)
+ static int l_getacceleration(lua_State *L)
+ {
+ ObjectRef *ref = checkobject(L, 1);
+ LuaEntitySAO *co = getluaobject(ref);
+ if(co == NULL) return 0;
+ // Do it
+ v3f v = co->getAcceleration();
+ pushFloatPos(L, v);
+ return 1;
+ }
+
// settexturemod(self, mod)
static int l_settexturemod(lua_State *L)
{
};
const char ObjectRef::className[] = "ObjectRef";
const luaL_reg ObjectRef::methods[] = {
+ // ServerActiveObject
method(ObjectRef, remove),
method(ObjectRef, getpos),
method(ObjectRef, setpos),
method(ObjectRef, moveto),
- method(ObjectRef, setvelocity),
- method(ObjectRef, setacceleration),
+ method(ObjectRef, get_wielded_itemstring),
+ method(ObjectRef, get_wielded_item),
+ method(ObjectRef, damage_wielded_item),
method(ObjectRef, add_to_inventory),
method(ObjectRef, add_to_inventory_later),
- method(ObjectRef, get_hp),
method(ObjectRef, set_hp),
+ method(ObjectRef, get_hp),
+ // LuaEntitySAO-only
+ method(ObjectRef, setvelocity),
+ method(ObjectRef, setacceleration),
+ method(ObjectRef, getacceleration),
method(ObjectRef, settexturemod),
method(ObjectRef, setsprite),
{0,0}