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Add API to control shadow intensity from the game/mod (#11944)

* Also Disable shadows when sun/moon is hidden. Fixes #11972.
This commit is contained in:
x2048 2022-03-26 16:58:26 +01:00 committed by GitHub
parent 8d55702d13
commit 0f25fa7af6
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GPG key ID: 4AEE18F83AFDEB23
24 changed files with 375 additions and 169 deletions

View file

@ -2295,6 +2295,47 @@ int ObjectRef::l_set_minimap_modes(lua_State *L)
return 0;
}
// set_lighting(self, lighting)
int ObjectRef::l_set_lighting(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == nullptr)
return 0;
luaL_checktype(L, 2, LUA_TTABLE);
Lighting lighting = player->getLighting();
lua_getfield(L, 2, "shadows");
if (lua_istable(L, -1)) {
lighting.shadow_intensity = getfloatfield_default(L, -1, "intensity", lighting.shadow_intensity);
}
lua_pop(L, -1);
getServer(L)->setLighting(player, lighting);
lua_pushboolean(L, true);
return 1;
}
// get_lighting(self)
int ObjectRef::l_get_lighting(lua_State *L)
{
NO_MAP_LOCK_REQUIRED;
ObjectRef *ref = checkobject(L, 1);
RemotePlayer *player = getplayer(ref);
if (player == nullptr)
return 0;
const Lighting &lighting = player->getLighting();
lua_newtable(L); // result
lua_newtable(L); // "shadows"
lua_pushnumber(L, lighting.shadow_intensity);
lua_setfield(L, -2, "intensity");
lua_setfield(L, -2, "shadows");
return 1;
}
ObjectRef::ObjectRef(ServerActiveObject *object):
m_object(object)
{}
@ -2448,5 +2489,7 @@ luaL_Reg ObjectRef::methods[] = {
luamethod(ObjectRef, get_eye_offset),
luamethod(ObjectRef, send_mapblock),
luamethod(ObjectRef, set_minimap_modes),
luamethod(ObjectRef, set_lighting),
luamethod(ObjectRef, get_lighting),
{0,0}
};

View file

@ -376,4 +376,10 @@ private:
// set_minimap_modes(self, modes, wanted_mode)
static int l_set_minimap_modes(lua_State *L);
// set_lighting(self, lighting)
static int l_set_lighting(lua_State *L);
// get_lighting(self)
static int l_get_lighting(lua_State *L);
};