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* Implement locked chest; add after_place_node and after_dig_node node callbacksPerttu Ahola2012-06-03
* minetest.get_craft_resultPerttu Ahola2012-06-03
* Implement sign using form field protocolPerttu Ahola2012-06-03
* Properly create metadata inventories in minimalPerttu Ahola2012-06-03
* Random node metadata thingsPerttu Ahola2012-06-03
* Attempt to begin to implement chests and furnace in Lua (with problems)Perttu Ahola2012-06-03
* Add missing mapgen.lua to games/minimalPerttu Ahola2012-04-06
* experimental:soundblock dig_immediate=3Perttu Ahola2012-04-06
* Make the minimal development test somewhat playable by adding ore generation ...Perttu Ahola2012-04-05
* Fix sound direction and add experimental:soundblock alias sb in minimal for t...Perttu Ahola2012-04-04
* initial_properties field in entity definitionPerttu Ahola2012-03-31
* Add minetest.get_connected_players()Perttu Ahola2012-03-30
* ObjectRef:set_armor_groups() and ObjectRef:set_properties() - works on player...Perttu Ahola2012-03-30
* Modify minimal/give_initial_stuff to always give stuffPerttu Ahola2012-03-29
* Rework tool_capabilities a bit (maxwear->uses, scale dig time according to le...Perttu Ahola2012-03-29
* Make mapgen use mapgen_* node aliases rather than the LEGN macroPerttu Ahola2012-03-28
* Add PseudoRandom in Lua APIPerttu Ahola2012-03-28
* Add minetest.after(time, func)Perttu Ahola2012-03-27
* Add default_grass_footstep.1.ogg as a test sound in minimalPerttu Ahola2012-03-27
* Add games/minimal/game.confPerttu Ahola2012-03-26
* Move games/minetest to games/minimal and update README.txtPerttu Ahola2012-03-26
* Make server world selection not brain dead and use gameid 'minetest' instead ...Perttu Ahola2012-03-25
* Lua API for playing soundsPerttu Ahola2012-03-24
* Add sound.digPerttu Ahola2012-03-24
* Add sounds, tune thingsPerttu Ahola2012-03-24
* Add event manager and use it to trigger soundsPerttu Ahola2012-03-24
* Update Lua API documentation and move it into doc/lua_api.txtPerttu Ahola2012-03-22
* Fix various things being too fast to break by handPerttu Ahola2012-03-20
* Flatten share/ and user/ in the source and for the RUN_IN_PLACE buildPerttu Ahola2012-03-20
: public ModApiBase { private: NoiseParams np; static const char className[]; static const luaL_reg methods[]; // Exported functions // garbage collector static int gc_object(lua_State *L); static int l_get2d(lua_State *L); static int l_get3d(lua_State *L); public: LuaPerlinNoise(NoiseParams *params); ~LuaPerlinNoise(); // LuaPerlinNoise(seed, octaves, persistence, scale) // Creates an LuaPerlinNoise and leaves it on top of stack static int create_object(lua_State *L); static LuaPerlinNoise *checkobject(lua_State *L, int narg); static void Register(lua_State *L); }; /* LuaPerlinNoiseMap */ class LuaPerlinNoiseMap : public ModApiBase { NoiseParams np; Noise *noise; bool m_is3d; static const char className[]; static const luaL_reg methods[]; // Exported functions // garbage collector static int gc_object(lua_State *L); static int l_get2dMap(lua_State *L); static int l_get2dMap_flat(lua_State *L); static int l_get3dMap(lua_State *L); static int l_get3dMap_flat(lua_State *L); static int l_calc2dMap(lua_State *L); static int l_calc3dMap(lua_State *L); static int l_getMapSlice(lua_State *L); public: LuaPerlinNoiseMap(NoiseParams *np, int seed, v3s16 size); ~LuaPerlinNoiseMap(); // LuaPerlinNoiseMap(np, size) // Creates an LuaPerlinNoiseMap and leaves it on top of stack static int create_object(lua_State *L); static LuaPerlinNoiseMap *checkobject(lua_State *L, int narg); static void Register(lua_State *L); }; /* LuaPseudoRandom */ class LuaPseudoRandom : public ModApiBase { private: PseudoRandom m_pseudo; static const char className[]; static const luaL_reg methods[]; // Exported functions // garbage collector static int gc_object(lua_State *L); // next(self, min=0, max=32767) -> get next value static int l_next(lua_State *L); public: LuaPseudoRandom(int seed) : m_pseudo(seed) {} // LuaPseudoRandom(seed) // Creates an LuaPseudoRandom and leaves it on top of stack static int create_object(lua_State *L); static LuaPseudoRandom *checkobject(lua_State *L, int narg); static void Register(lua_State *L); }; /* LuaPcgRandom */ class LuaPcgRandom : public ModApiBase { private: PcgRandom m_rnd; static const char className[]; static const luaL_reg methods[]; // Exported functions // garbage collector static int gc_object(lua_State *L); // next(self, min=-2147483648, max=2147483647) -> get next value static int l_next(lua_State *L); // rand_normal_dist(self, min=-2147483648, max=2147483647, num_trials=6) -> // get next normally distributed random value static int l_rand_normal_dist(lua_State *L); public: LuaPcgRandom(u64 seed) : m_rnd(seed) {} LuaPcgRandom(u64 seed, u64 seq) : m_rnd(seed, seq) {} // LuaPcgRandom(seed) // Creates an LuaPcgRandom and leaves it on top of stack static int create_object(lua_State *L); static LuaPcgRandom *checkobject(lua_State *L, int narg); static void Register(lua_State *L); }; /* LuaSecureRandom */ class LuaSecureRandom : public ModApiBase { private: static const size_t RAND_BUF_SIZE = 2048; static const char className[]; static const luaL_reg methods[]; u32 m_rand_idx; char m_rand_buf[RAND_BUF_SIZE]; // Exported functions // garbage collector static int gc_object(lua_State *L); // next_bytes(self, count) -> get count many bytes static int l_next_bytes(lua_State *L); public: bool fillRandBuf(); // LuaSecureRandom() // Creates an LuaSecureRandom and leaves it on top of stack static int create_object(lua_State *L); static LuaSecureRandom *checkobject(lua_State *L, int narg); static void Register(lua_State *L); }; #endif /* L_NOISE_H_ */