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* Fix new_style_waterPilzAdam2013-03-17
* Add a list of servers to the "Multiplayer" tabJeija2013-01-21
* Tweak shader randomly a bitPerttu Ahola2012-12-02
* Handle day-night transition in shader and make light sources brighter when sh...Perttu Ahola2012-12-02
* Remove accidental vim swap filePerttu Ahola2012-12-02
* Implement a global shader parameter passing system and useful shadersPerttu Ahola2012-12-02
* ShaderSource and silly example shadersKahrl2012-12-02
>66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 1/* 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. */ /* Used for tuning constants when developing. Eg. if you have this constant somewhere that you just can't get right by changing it and recompiling all over again: v3f wield_position = v3f(55, -35, 65); Make it look like this: v3f wield_position = v3f(55, -35, 65); QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.X, 0, 100); QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Y, -80, 20); QUICKTUNE_AUTONAME(QVT_FLOAT, wield_position.Z, 0, 100); Then you can modify the values at runtime, using the keys keymap_quicktune_prev keymap_quicktune_next keymap_quicktune_dec keymap_quicktune_inc Once you have modified the values at runtime and then quit, the game will print out all the modified values at the end: Modified quicktune values: wield_position.X = 60 wield_position.Y = -30 wield_position.Z = 65 The QUICKTUNE macros shouldn't generally be left in committed code. */ #ifndef QUICKTUNE_HEADER #define QUICKTUNE_HEADER #include <string> #include <map> #include <vector> enum QuicktuneValueType{ QVT_NONE, QVT_FLOAT }; struct QuicktuneValue { QuicktuneValueType type; union{ struct{-- Minetest: builtin/item.lua -- -- Falling stuff -- minetest.register_entity("__builtin:falling_node", { initial_properties = { physical = true, collide_with_objects = false, collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5}, visual = "wielditem", textures = {}, visual_size = {x=0.667, y=0.667}, }, node = {}, set_node = function(self, node) self.node = node local stack = ItemStack(node.name) local itemtable = stack:to_table() local itemname = nil if itemtable then itemname = stack:to_table().name end local item_texture = nil local item_type = "" if minetest.registered_items[itemname] then item_texture = minetest.registered_items[itemname].inventory_image item_type = minetest.registered_items[itemname].type ass="hl opt">} self.object:set_properties(prop) end, get_staticdata = function(self) return self.node.name end, on_activate = function(self, staticdata) self.object:set_armor_groups({immortal=1}) --self.object:setacceleration({x=0, y=-10, z=0}) self:set_node({name=staticdata}) end, on_step = function(self, dtime) -- Set gravity self.object:setacceleration({x=0, y=-10, z=0}) -- Turn to actual sand when collides to ground or just move local pos = self.object:getpos() local bcp = {x=pos.x, y=pos.y-0.7, z=pos.z} -- Position of bottom center point local bcn = minetest.get_node(bcp) -- Note: walkable is in the node definition, not in item groups if minetest.registered_nodes[bcn.name] and minetest.registered_nodes[bcn.name].walkable or (minetest.get_node_group(self.node.name, "float") ~= 0 and minetest.registered_nodes[bcn.name].liquidtype ~= "none") then if minetest.registered_nodes[bcn.name].leveled and bcn.name == self.node.name then local addlevel = self.node.level if addlevel == nil or addlevel <= 0 then addlevel = minetest.registered_nodes[bcn.name].leveled end if minetest.env:add_node_level(bcp, addlevel) == 0 then self.object:remove() return end elseif minetest.registered_nodes[bcn.name].buildable_to and (minetest.get_node_group(self.node.name, "float") == 0 or minetest.registered_nodes[bcn.name].liquidtype == "none") then minetest.remove_node(bcp) return end local np = {x=bcp.x, y=bcp.y+1, z=bcp.z} -- Check what's here local n2 = minetest.get_node(np) -- If it's not air or liquid, remove node and replace it with -- it's drops if n2.name ~= "air" and (not minetest.registered_nodes[n2.name] or minetest.registered_nodes[n2.name].liquidtype == "none") then local drops = minetest.get_node_drops(n2.name, "") minetest.remove_node(np) -- Add dropped items local _, dropped_item for _, dropped_item in ipairs(drops) do minetest.add_item(np, dropped_item) end -- Run script hook local _, callback for _, callback in ipairs(minetest.registered_on_dignodes) do callback(np, n2, nil) end end -- Create node and remove entity minetest.add_node(np, self.node) self.object:remove() nodeupdate(np) else -- Do nothing end end }) function spawn_falling_node(p, node) obj = minetest.add_entity(p, "__builtin:falling_node") obj:get_luaentity():set_node(node) end function drop_attached_node(p) local nn = minetest.get_node(p).name minetest.remove_node(p) for _,item in ipairs(minetest.get_node_drops(nn, "")) do local pos = { x = p.x + math.random()/2 - 0.25, y = p.y + math.random()/2 - 0.25, z = p.z + math.random()/2 - 0.25, } minetest.add_item(pos, item) end end function check_attached_node(p, n) local def = minetest.registered_nodes[n.name] local d = {x=0, y=0, z=0} if def.paramtype2 == "wallmounted" then if n.param2 == 0 then d.y = 1 elseif n.param2 == 1 then d.y = -1 elseif n.param2 == 2 then d.x = 1 elseif n.param2 == 3 then d.x = -1 elseif n.param2 == 4 then d.z = 1 elseif n.param2 == 5 then d.z = -1 end else d.y = -1 end local p2 = {x=p.x+d.x, y=p.y+d.y, z=p.z+d.z} local nn = minetest.get_node(p2).name local def2 = minetest.registered_nodes[nn] if def2 and not def2.walkable then return false end return true end -- -- Some common functions -- function nodeupdate_single(p, delay) n = minetest.get_node(p) if minetest.get_node_group(n.name, "falling_node") ~= 0 then p_bottom = {x=p.x, y=p.y-1, z=p.z} n_bottom = minetest.get_node(p_bottom) -- Note: walkable is in the node definition, not in item groups if minetest.registered_nodes[n_bottom.name] and (minetest.get_node_group(n.name, "float") == 0 or minetest.registered_nodes[n_bottom.name].liquidtype == "none") and (n.name ~= n_bottom.name or (minetest.registered_nodes[n_bottom.name].leveled and minetest.env:get_node_level(p_bottom) < minetest.env:get_node_max_level(p_bottom))) and (not minetest.registered_nodes[n_bottom.name].walkable or minetest.registered_nodes[n_bottom.name].buildable_to) then if delay then minetest.after(0.1, nodeupdate_single, {x=p.x, y=p.y, z=p.z}, false) else n.level = minetest.env:get_node_level(p) minetest.remove_node(p) spawn_falling_node(p, n) nodeupdate(p) end end end if minetest.get_node_group(n.name, "attached_node") ~= 0 then if not check_attached_node(p, n) then drop_attached_node(p) nodeupdate(p) end end end function nodeupdate(p, delay) -- Round p to prevent falling entities to get stuck p.x = math.floor(p.x+0.5) p.y = math.floor(p.y+0.5) p.z = math.floor(p.z+0.5) for x = -1,1 do for y = -1,1 do for z = -1,1 do nodeupdate_single({x=p.x+x, y=p.y+y, z=p.z+z}, delay or not (x==0 and y==0 and z==0)) end end end end -- -- Global callbacks -- function on_placenode(p, node) nodeupdate(p) end minetest.register_on_placenode(on_placenode) function on_dignode(p, node) nodeupdate(p) end minetest.register_on_dignode(on_dignode)