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authororwell96 <orwell@bleipb.de>2018-10-30 15:36:24 +0100
committerorwell96 <orwell@bleipb.de>2018-10-30 15:36:24 +0100
commitc4bac79bf07b2d94f97893c41889d619d1ef97e0 (patch)
tree4606c14e5685782262853dc132091439f713cd60 /advtrains/nodedb.lua
parent190b476b66b7fec28f49c8afddddea1af8c41650 (diff)
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/*
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 "lua_api/l_particles.h"
#include "lua_api/l_internal.h"
#include "common/c_converter.h"
#include "server.h"

// add_particle({pos=, velocity=, acceleration=, expirationtime=,
// 		size=, collisiondetection=, vertical=, texture=, player=})
// pos/velocity/acceleration = {x=num, y=num, z=num}
// expirationtime = num (seconds)
// size = num
// collisiondetection = bool
// vertical = bool
// texture = e.g."default_wood.png"
int ModApiParticles::l_add_particle(lua_State *L)
{
	// Get parameters
	v3f pos, vel, acc;
	    pos= vel= acc= v3f(0, 0, 0);
	float expirationtime, size;
	      expirationtime= size= 1;
	bool collisiondetection, vertical;
	     collisiondetection= vertical= false;
	std::string texture = "";
	const char *playername = "";

	if (lua_gettop(L) > 1) // deprecated
	{
		log_deprecated(L,"Deprecated add_particle call with individual parameters instead of definition");
		pos = check_v3f(L, 1);
		vel = check_v3f(L, 2);
		acc = check_v3f(L, 3);
		expirationtime = luaL_checknumber(L, 4);
		size = luaL_checknumber(L, 5);
		collisiondetection = lua_toboolean(L, 6);
		texture = luaL_checkstring(L, 7);
		if (lua_gettop(L) == 8) // only spawn for a single player
			playername = luaL_checkstring(L, 8);
	}
	else if (lua_istable(L, 1))
	{
		int table = lua_gettop(L);
		lua_pushnil(L);
		while (lua_next(L, table) != 0)
		{
			const char *key = lua_tostring(L, -2);
				  if(strcmp(key,"pos")==0){
					pos=check_v3f(L, -1);
			}else if(strcmp(key,"vel")==0){
					vel=check_v3f(L, -1);
			}else if(strcmp(key,"acc")==0){
					acc=check_v3f(L, -1);
			}else if(strcmp(key,"expirationtime")==0){
					expirationtime=luaL_checknumber(L, -1);
			}else if(strcmp(key,"size")==0){
					size=luaL_checknumber(L, -1);
			}else if(strcmp(key,"collisiondetection")==0){
					collisiondetection=lua_toboolean(L, -1);
			}else if(strcmp(key,"vertical")==0){
					vertical=lua_toboolean(L, -1);
			}else if(strcmp(key,"texture")==0){
					texture=luaL_checkstring(L, -1);
			}else if(strcmp(key,"playername")==0){
					playername=luaL_checkstring(L, -1);