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* New map generator added (and SQLite, messed up the commits at that time...) (...Perttu Ahola2011-06-25
* All textures are are now searched first from the directory specified by the t...Perttu Ahola2011-05-21
* Added glass, with rendering and furnace support.Ciaran Gultnieks2011-05-09
* added cobblestone to the texture atlasPerttu Ahola2011-04-29
* A third try on terrain generation. No trees yet.Perttu Ahola2011-02-28
* Set ambient light in inventory cube generationPerttu Ahola2011-02-18
* removed duplicate "bmp"Perttu Ahola2011-02-17
* Better texture handling. Textures are not added to atlas if they are big, and...Perttu Ahola2011-02-17
* fixed slight error in server buildPerttu Ahola2011-02-15
* might work good on cmake+msvc nowPerttu Ahola2011-02-15
* smgr->drop() is now used in tile.cppPerttu Ahola2011-02-15
* cube inventory texture rendering thing (not good yet)Perttu Ahola2011-02-14
* Use random-generated fallback textures when real textures are not foundPerttu Ahola2011-02-12
* more stuff...Perttu Ahola2011-02-11
* new texture stuff quite workingPerttu Ahola2011-02-11
* fixes toward mingw compatibilityPerttu Ahola2011-02-10
* some texture stuffPerttu Ahola2011-02-10
* work-in-progress texture atlas optimizationPerttu Ahola2011-02-10
* Reworked texture, material, mineral and whatever handlingPerttu Ahola2011-01-26
* removed alternative name "pressure" from param2Perttu Ahola2011-01-25
* Mainly some texture tweakingPerttu Ahola2011-01-24
* Added a more flexible path system (and fixed some minor stuff)Perttu Ahola2011-01-07
* minecraft-like craftingPerttu Ahola2010-12-25
* crafting system!Perttu Ahola2010-12-22
* organizing stuff.Perttu Ahola2010-12-21
* Cracking blocks while diggingPerttu Ahola2010-12-21
* framework for modifying texturesPerttu Ahola2010-12-20
* day/night working client sidePerttu Ahola2010-12-19
* before adding day/night lightingPerttu Ahola2010-12-18
* tinkering aroundPerttu Ahola2010-12-14
* added some missing filesPerttu Ahola2010-12-14
r *current_mod = lua_tostring(L, -1); if (current_mod == NULL || current_mod[0] == '\0') { lua_pop(L, 1); lua_pushstring(L, getScriptApiBase(L)->getOrigin().c_str()); } return 1; } // set_last_run_mod(modname) int ModApiClient::l_set_last_run_mod(lua_State *L) { if (!lua_isstring(L, 1)) return 0; const char *mod = lua_tostring(L, 1); getScriptApiBase(L)->setOriginDirect(mod); lua_pushboolean(L, true); return 1; } // display_chat_message(message) int ModApiClient::l_display_chat_message(lua_State *L) { if (!lua_isstring(L, 1)) return 0; std::string message = luaL_checkstring(L, 1); getClient(L)->pushToChatQueue(utf8_to_wide(message)); lua_pushboolean(L, true); return 1; } // show_formspec(formspec) int ModApiClient::l_show_formspec(lua_State *L) { if ( !lua_isstring(L, 1) || !lua_isstring(L, 2) ) return 0; ClientEvent event; event.type = CE_SHOW_LOCAL_FORMSPEC; event.show_formspec.formname = new std::string(luaL_checkstring(L, 1)); event.show_formspec.formspec = new std::string(luaL_checkstring(L, 2)); getClient(L)->pushToEventQueue(event); lua_pushboolean(L, true); return 1; } // send_respawn() int ModApiClient::l_send_respawn(lua_State *L) { getClient(L)->sendRespawn(); return 0; } // gettext(text) int ModApiClient::l_gettext(lua_State *L) { std::string text = strgettext(std::string(luaL_checkstring(L, 1))); lua_pushstring(L, text.c_str()); return 1; } // get_node(pos) // pos = {x=num, y=num, z=num} int ModApiClient::l_get_node(lua_State *L) { // pos v3s16 pos = read_v3s16(L, 1); // Do it bool pos_ok; MapNode n = getClient(L)->getNode(pos, &pos_ok); // Return node pushnode(L, n, getClient(L)->ndef()); return 1; } // get_node_or_nil(pos) // pos = {x=num, y=num, z=num} int ModApiClient::l_get_node_or_nil(lua_State *L) { // pos v3s16 pos = read_v3s16(L, 1); // Do it bool pos_ok; MapNode n = getClient(L)->getNode(pos, &pos_ok); if (pos_ok) { // Return node pushnode(L, n, getClient(L)->ndef()); } else { lua_pushnil(L); } return 1; } int ModApiClient::l_get_wielded_item(lua_State *L) { Client *client = getClient(L); Inventory local_inventory(client->idef()); client->getLocalInventory(local_inventory); InventoryList *mlist = local_inventory.getList("main"); if (mlist && client->getPlayerItem() < mlist->getSize()) { LuaItemStack::create(L, mlist->getItem(client->getPlayerItem())); } else { LuaItemStack::create(L, ItemStack()); } return 1; } void ModApiClient::Initialize(lua_State *L, int top) { API_FCT(get_current_modname); API_FCT(display_chat_message); API_FCT(set_last_run_mod); API_FCT(get_last_run_mod); API_FCT(show_formspec); API_FCT(send_respawn); API_FCT(gettext); API_FCT(get_node); API_FCT(get_node_or_nil); API_FCT(get_wielded_item); }