minetest/src/scriptapi_particles.cpp
Jeija e1ff5b1361 Allow spawning particles from the server, from lua
Spawn single particles or make use of ParticleSpawner for many randomly spawned particles.
Accessible in Lua using minetest.spawn_particle and minetest.add_particlespawner.
Increase Protocol Version to 17.

Conflicts:
	src/clientserver.h
2013-03-23 23:16:29 +01:00

144 lines
4.1 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 "scriptapi.h"
#include "scriptapi_particles.h"
#include "server.h"
#include "script.h"
#include "scriptapi_types.h"
#include "scriptapi_common.h"
// add_particle(pos, velocity, acceleration, expirationtime,
// size, collisiondetection, texture, player)
// pos/velocity/acceleration = {x=num, y=num, z=num}
// expirationtime = num (seconds)
// size = num
// texture = e.g."default_wood.png"
int l_add_particle(lua_State *L)
{
// Get server from registry
Server *server = get_server(L);
// Get parameters
v3f pos = check_v3f(L, 1);
v3f vel = check_v3f(L, 2);
v3f acc = check_v3f(L, 3);
float expirationtime = luaL_checknumber(L, 4);
float size = luaL_checknumber(L, 5);
bool collisiondetection = lua_toboolean(L, 6);
std::string texture = luaL_checkstring(L, 7);
if (lua_gettop(L) == 8) // only spawn for a single player
{
const char *playername = luaL_checkstring(L, 8);
server->spawnParticle(playername,
pos, vel, acc, expirationtime,
size, collisiondetection, texture);
}
else // spawn for all players
{
server->spawnParticleAll(pos, vel, acc,
expirationtime, size, collisiondetection, texture);
}
return 1;
}
// add_particlespawner(amount, time,
// minpos, maxpos,
// minvel, maxvel,
// minacc, maxacc,
// minexptime, maxexptime,
// minsize, maxsize,
// collisiondetection,
// texture,
// player)
// minpos/maxpos/minvel/maxvel/minacc/maxacc = {x=num, y=num, z=num}
// minexptime/maxexptime = num (seconds)
// minsize/maxsize = num
// collisiondetection = bool
// texture = e.g."default_wood.png"
int l_add_particlespawner(lua_State *L)
{
// Get server from registry
Server *server = get_server(L);
// Get parameters
u16 amount = luaL_checknumber(L, 1);
float time = luaL_checknumber(L, 2);
v3f minpos = check_v3f(L, 3);
v3f maxpos = check_v3f(L, 4);
v3f minvel = check_v3f(L, 5);
v3f maxvel = check_v3f(L, 6);
v3f minacc = check_v3f(L, 7);
v3f maxacc = check_v3f(L, 8);
float minexptime = luaL_checknumber(L, 9);
float maxexptime = luaL_checknumber(L, 10);
float minsize = luaL_checknumber(L, 11);
float maxsize = luaL_checknumber(L, 12);
bool collisiondetection = lua_toboolean(L, 13);
std::string texture = luaL_checkstring(L, 14);
if (lua_gettop(L) == 15) // only spawn for a single player
{
const char *playername = luaL_checkstring(L, 15);
u32 id = server->addParticleSpawner(playername,
amount, time,
minpos, maxpos,
minvel, maxvel,
minacc, maxacc,
minexptime, maxexptime,
minsize, maxsize,
collisiondetection,
texture);
lua_pushnumber(L, id);
}
else // spawn for all players
{
u32 id = server->addParticleSpawnerAll( amount, time,
minpos, maxpos,
minvel, maxvel,
minacc, maxacc,
minexptime, maxexptime,
minsize, maxsize,
collisiondetection,
texture);
lua_pushnumber(L, id);
}
return 1;
}
// delete_particlespawner(id, player)
// player (string) is optional
int l_delete_particlespawner(lua_State *L)
{
// Get server from registry
Server *server = get_server(L);
// Get parameters
u32 id = luaL_checknumber(L, 1);
if (lua_gettop(L) == 2) // only delete for one player
{
const char *playername = luaL_checkstring(L, 2);
server->deleteParticleSpawner(playername, id);
}
else // delete for all players
{
server->deleteParticleSpawnerAll(id);
}
return 1;
}