minetest/src/script/scripting_server.cpp
Dániel Juhász 3caad3f3c9 Expose getPointedThing to Lua
This commit introduces Raycast, a Lua user object, which can be
used to perform a raycast on the map. The ray is continuable, so one can
also get hidden nodes (for example to see trough glass).
2017-07-07 22:28:23 +01:00

122 lines
3.3 KiB
C++

/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "scripting_server.h"
#include "server.h"
#include "log.h"
#include "settings.h"
#include "cpp_api/s_internal.h"
#include "lua_api/l_areastore.h"
#include "lua_api/l_base.h"
#include "lua_api/l_craft.h"
#include "lua_api/l_env.h"
#include "lua_api/l_inventory.h"
#include "lua_api/l_item.h"
#include "lua_api/l_itemstackmeta.h"
#include "lua_api/l_mapgen.h"
#include "lua_api/l_nodemeta.h"
#include "lua_api/l_nodetimer.h"
#include "lua_api/l_noise.h"
#include "lua_api/l_object.h"
#include "lua_api/l_particles.h"
#include "lua_api/l_rollback.h"
#include "lua_api/l_server.h"
#include "lua_api/l_util.h"
#include "lua_api/l_vmanip.h"
#include "lua_api/l_settings.h"
#include "lua_api/l_http.h"
#include "lua_api/l_storage.h"
extern "C" {
#include "lualib.h"
}
ServerScripting::ServerScripting(Server* server)
{
setGameDef(server);
setType(ScriptingType::Server);
// setEnv(env) is called by ScriptApiEnv::initializeEnvironment()
// once the environment has been created
SCRIPTAPI_PRECHECKHEADER
if (g_settings->getBool("secure.enable_security")) {
initializeSecurity();
}
lua_getglobal(L, "core");
int top = lua_gettop(L);
lua_newtable(L);
lua_setfield(L, -2, "object_refs");
lua_newtable(L);
lua_setfield(L, -2, "luaentities");
// Initialize our lua_api modules
InitializeModApi(L, top);
lua_pop(L, 1);
// Push builtin initialization type
lua_pushstring(L, "game");
lua_setglobal(L, "INIT");
infostream << "SCRIPTAPI: Initialized game modules" << std::endl;
}
void ServerScripting::InitializeModApi(lua_State *L, int top)
{
// Register reference classes (userdata)
InvRef::Register(L);
ItemStackMetaRef::Register(L);
LuaAreaStore::Register(L);
LuaItemStack::Register(L);
LuaPerlinNoise::Register(L);
LuaPerlinNoiseMap::Register(L);
LuaPseudoRandom::Register(L);
LuaPcgRandom::Register(L);
LuaRaycast::Register(L);
LuaSecureRandom::Register(L);
LuaVoxelManip::Register(L);
NodeMetaRef::Register(L);
NodeTimerRef::Register(L);
ObjectRef::Register(L);
LuaSettings::Register(L);
StorageRef::Register(L);
// Initialize mod api modules
ModApiCraft::Initialize(L, top);
ModApiEnvMod::Initialize(L, top);
ModApiInventory::Initialize(L, top);
ModApiItemMod::Initialize(L, top);
ModApiMapgen::Initialize(L, top);
ModApiParticles::Initialize(L, top);
ModApiRollback::Initialize(L, top);
ModApiServer::Initialize(L, top);
ModApiUtil::Initialize(L, top);
ModApiHttp::Initialize(L, top);
ModApiStorage::Initialize(L, top);
}
void log_deprecated(const std::string &message)
{
log_deprecated(NULL, message);
}