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authorPerttu Ahola <celeron55@gmail.com>2012-05-31 20:22:37 +0300
committerPerttu Ahola <celeron55@gmail.com>2012-05-31 20:22:37 +0300
commit74aa598769b7d6b34af8a3c022ff9b3b79a293eb (patch)
tree2b2a66ca0274b6711951be6692c7e06d1377038f /src/jthread
parent747ff7daf875652be1063fa49316125977b0ba79 (diff)
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Fix MSVC build (pow type overload stuff)
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--couple.lua
--defines couple entities.

--advtrains:discouple
--set into existing trains to split them when punched.
--they are attached to the wagons.
--[[fields
wagon

wagons keep their couple entity minetest-internal id inside the field discouple_id. if it refers to nowhere, they will spawn a new one if player is near
]]

local couple_max_dist=3

minetest.register_entity("advtrains:discouple", {
	visual="sprite",
	textures = {"advtrains_discouple.png"},
	collisionbox = {-0.3,-0.3,-0.3, 0.3,0.3,0.3},
	visual_size = {x=0.7, y=0.7},
	initial_sprite_basepos = {x=0, y=0},
	
	is_discouple=true,
	on_activate=function(self, staticdata) 
		if staticdata=="DISCOUPLE" then
			--couple entities have no right to exist further...
			atprint("Discouple loaded from staticdata, destroying")
			self.object:remove()
			return
		end
		self.object:set_armor_groups({immortal=1})
	end,
	get_staticdata=function() return "DISCOUPLE" end,
	on_punch=function(self, player)
		return advtrains.pcall(function()
			if not self.wagon or not player or player:get_player_name()=="" then
				--our new animal damage code seems to generate problems
				return
			end
			--only if player owns at least one wagon next to this
			local own=player:get_player_name()
			if self.wagon.owner and self.wagon.owner==own and not self.wagon.lock_couples then
				local train=advtrains.trains[self.wagon.train_id]
				local nextwgn_id=train.trainparts[self.wagon.pos_in_trainparts-1]
				for aoi, le in pairs(minetest.luaentities) do
					if le and le.is_wagon then
						if le.unique_id==nextwgn_id then
							if le.owner and le.owner~=own then
								minetest.chat_send_player(own, attrans("You need to own at least one neighboring wagon to destroy this couple."))
								return
							end
						end
					end
				end
				atprint("Discouple punched. Splitting train", self.wagon.train_id)
				advtrains.split_train_at_wagon(self.wagon)--found in trainlogic.lua
				self.object:remove()
			elseif self.wagon.lock_couples then
				minetest.chat_send_player(own, "Couples of one of the wagons are locked, can't discouple!")
			else
				minetest.chat_send_player(own, attrans("You need to own at least one neighboring wagon to destroy this couple."))
			end
		end)
	end,
	on_step=function(self, dtime)
		return advtrains.pcall(function()
			local t=os.clock()
			if not self.wagon then
				self.object:remove()
				atprint("Discouple: no wagon, destroying")
				return
			end
			--getyaw seems to be a reliable method to check if an object is loaded...if it returns nil, it is not.
			if not self.wagon.object:getyaw() then
				atprint("Discouple: wagon no longer loaded, destroying")
				self.object:remove()
				return
			end
			local velocityvec=self.wagon.object:getvelocity()
			self.updatepct_timer=(self.updatepct_timer or 0)-dtime
			if not self.old_velocity_vector or not vector.equals(velocityvec, self.old_velocity_vector) or self.updatepct_timer<=0 then--only send update packet if something changed
				local flipsign=self.wagon.wagon_flipped and -1 or 1
				self.object:setpos(vector.add(self.wagon.object:getpos(), {y=0, x=-math.sin(self.wagon.object:getyaw())*self.wagon.wagon_span*flipsign, z=math.cos(self.wagon.object:getyaw())*self.wagon.wagon_span*flipsign}))
				self.object:setvelocity(velocityvec)
				self.updatepct_timer=2
			end
			atprintbm("discouple_step", t)
		end)
	end,
})

--advtrains:couple