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path: root/games/minimal/mods/stairs/init.lua
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stairs = {}

-- Node will be called stairs:stair_<subname>
function stairs.register_stair(subname, recipeitem, groups, images, description)
	minetest.register_node("stairs:stair_" .. subname, {
		description = description,
		drawtype = "nodebox",
		tiles = images,
		paramtype = "light",
		paramtype2 = "facedir",
		is_ground_content = true,
		groups = groups,
		node_box = {
			type = "fixed",
			fixed = {
				{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
				{-0.5, 0, 0, 0.5, 0.5, 0.5},
			},
		},
	})

	minetest.register_craft({
		output = 'stairs:stair_' .. subname .. ' 4',
		recipe 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "common/c_internal.h"
#include "debug.h"

std::string script_get_backtrace(lua_State *L)
{
	std::string s;
	lua_getfield(L, LUA_GLOBALSINDEX, "debug");
	if(lua_istable(L, -1)){
		lua_getfield(L, -1, "traceback");
		if(lua_isfunction(L, -1)){
			lua_call(L, 0, 1);
			if(lua_isstring(L, -1)){
				s += lua_tostring(L, -1);
			}
			lua_pop(L, 1);
		}
		else{
			lua_pop(L, 1);
		}
	}
	lua_pop(L, 1);
	return s;
}

void script_error(lua_State *L, const char *fmt, ...)
{
	va_list argp;
	va_start(argp, fmt);
	char buf[10000];
	vsnprintf(buf, 10000, fmt, argp);
	va_end(argp);
	throw LuaError(L, buf);
}

// Push the list of callbacks (a lua table).
// Then push nargs arguments.
// Then call this function, which
// - runs the callbacks
// - removes the table and arguments from the lua stack
// - pushes the return value, computed depending on mode
void script_run_callbacks(lua_State *L, int nargs, RunCallbacksMode mode)
{
	// Insert the return value into the lua stack, below the table
	assert(lua_gettop(L) >= nargs + 1);
	lua_pushnil(L);
	lua_insert(L, -(na
		{"default_wood.png"},
		"Wooden stair",
		"Wooden slab")

stairs.register_stair_and_slab("stone", "default:stone",
		{cracky=3},
		{"default_stone.png"},
		"Stone stair",
		"Stone slab")

stairs.register_stair_and_slab("cobble", "default:cobble",
		{cracky=3},
		{"default_cobble.png"},
		"Cobble stair",
		"Cobble slab")

stairs.register_stair_and_slab("brick", "default:brick",
		{cracky=3},
		{"default_brick.png"},
		"Brick stair",
		"Brick slab")

stairs.register_stair_and_slab("sandstone", "default:sandstone",
		{crumbly=2,cracky=2},
		{"default_sandstone.png"},
		"Sandstone stair",
		"Sandstone slab")
lass="hl opt">(L, rv); first_loop = false; } else { // Otherwise, what happens depends on the mode if(mode == RUN_CALLBACKS_MODE_FIRST) lua_pop(L, 1); else if(mode == RUN_CALLBACKS_MODE_LAST)