Solid data is moving from the server to the client, read more
The APIs have access to the solid data, and I fixed a bug: Basically, the template parameter for std::bitset expects an integer representing the number of bits to hold, but I initially misread it as the number of bytes. This has been corrected. I've also added a sandy beach to the generated island. I'm tempted to start working on some simple generators soon.
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@@ -37,6 +37,20 @@ static int getTile(lua_State* L) {
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return 1;
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}
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static int setSolid(lua_State* L) {
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Region* region = reinterpret_cast<Region*>(lua_touserdata(L, 1));
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bool ret = region->SetSolid(lua_tointeger(L, 2)-1, lua_tointeger(L, 3)-1, lua_toboolean(L, 4));
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lua_pushboolean(L, ret);
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return 1;
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}
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static int getSolid(lua_State* L) {
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Region* region = reinterpret_cast<Region*>(lua_touserdata(L, 1));
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bool ret = region->GetSolid(lua_tointeger(L, 2)-1, lua_tointeger(L, 3)-1);
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lua_pushboolean(L, ret);
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return 1;
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}
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static int getX(lua_State* L) {
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Region* region = reinterpret_cast<Region*>(lua_touserdata(L, 1));
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lua_pushinteger(L, region->GetX());
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@@ -89,6 +103,8 @@ static int onUnload(lua_State* L) {
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static const luaL_Reg regionLib[] = {
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{"SetTile",setTile},
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{"GetTile",getTile},
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{"SetSolid",setSolid},
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{"GetSolid",getSolid},
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{"GetX",getX},
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{"GetY",getY},
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{"GetWidth",getWidth},
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