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path: root/src/cguittfont/CGUITTFont.h
Commit message (Expand)AuthorAge
* Add colored text (not only colored chat).Ekdohibs2016-05-31
* Add alpha setting to font shadowBlockMen2013-12-14
* Add configurable font shadow.Ilya Zhuravlev2013-12-12
* Add Freetype supportIlya Zhuravlev2013-02-14
9' href='#n49'>49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189
-- Minetest: builtin/item_entity.lua

function core.spawn_item(pos, item)
	-- Take item in any format
	local stack = ItemStack(item)
	local obj = core.add_entity(pos, "__builtin:item")
	obj:get_luaentity():set_item(stack:to_string())
	return obj
end

-- If item_entity_ttl is not set, enity will have default life time 
-- Setting it to -1 disables the feature

local time_to_live = tonumber(core.setting_get("item_entity_ttl"))
if not time_to_live then
	time_to_live = 900
end

core.register_entity(":__builtin:item", {
	initial_properties = {
		hp_max = 1,
		physical = true,
		collide_with_objects = false,
		collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
		visual = "wielditem",
		visual_size = {x = 0.4, y = 0.4},
		textures = {""},
		spritediv = {x = 1, y = 1},
		initial_sprite_basepos = {x = 0, y = 0},
		is_visible = false,
	},

	itemstring = '',
	physical_state = true,
	age = 0,

	set_item = function(self, itemstring)
		self.itemstring = itemstring
		local stack = ItemStack(itemstring)
		local count = stack:get_count()
		local max_count = stack:get_stack_max()
		if count > max_count then
			count = max_count
			self.itemstring = stack:get_name().." "..max_count
		end
		local s = 0.2 + 0.1 * (count / max_count)
		local c = s
		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 core.registered_items[itemname] then
			item_texture = core.registered_items[itemname].inventory_image
			item_type = core.registered_items[itemname].type
		end
		local prop = {
			is_visible = true,
			visual = "wielditem",
			textures = {itemname},
			visual_size = {x = s, y = s},
			collisionbox = {-c, -c, -c, c, c, c},
			automatic_rotate = math.pi * 0.5,
		}
		self.object:set_properties(prop)
	end,

	get_staticdata = function(self)
		return core.serialize({
			itemstring = self.itemstring,
			always_collect = self.always_collect,
			age = self.age
		})
	end,

	on_activate = function(self, staticdata, dtime_s)
		if string.sub(staticdata, 1, string.len("return")) == "return" then
			local data = core.deserialize(staticdata)
			if data and type(data) == "table" then
				self.itemstring = data.itemstring
				self.always_collect = data.always_collect
				if data.age then 
					self.age = data.age + dtime_s
				else
					self.age = dtime_s
				end
			end
		else
			self.itemstring = staticdata
		end
		self.object:set_armor_groups({immortal = 1})
		self.object:setvelocity({x = 0, y = 2, z = 0})
		self.object:setacceleration({x = 0, y = -10, z = 0})
		self:set_item(self.itemstring)
	end,

	on_step = function(self, dtime)
		self.age = self.age + dtime
		if time_to_live > 0 and self.age > time_to_live then
			self.itemstring = ''
			self.object:remove()
			return
		end
		local p = self.object:getpos()
		p.y = p.y - 0.5
		local nn = core.get_node(p).name
		-- If node is not registered or node is walkably solid and resting on nodebox
		local v = self.object:getvelocity()
		if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
			if self.physical_state then
				local own_stack = ItemStack(self.object:get_luaentity().itemstring)
				for _,object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
					local obj = object:get_luaentity()
					if obj and obj.name == "__builtin:item" and obj.physical_state == false then
						local stack = ItemStack(obj.itemstring)
						if own_stack:get_name() == stack:get_name() and stack:get_free_space() > 0 then 
							local overflow = false
							local count = stack:get_count() + own_stack:get_count()
							local max_count = stack:get_stack_max()
							if count>max_count then
								overflow = true
								count = count - max_count
							else
								self.itemstring = ''
							end	
							local pos=object:getpos() 
							pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15
							object:moveto(pos, false)
							local s, c
							local max_count = stack:get_stack_max()
							local name = stack:get_name()
							if not overflow then
								obj.itemstring = name.." "..count
								s = 0.2 + 0.1 * (count / max_count)
								c = s
								object:set_properties({
									visual_size = {x = s, y = s},
									collisionbox = {-c, -c, -c, c, c, c}
								})
								self.object:remove()
								return
							else
								s = 0.4
								c = 0.3
								object:set_properties({
									visual_size = {x = s, y = s},
									collisionbox = {-c, -c, -c, c, c, c}
								})
								obj.itemstring = name.." "..max_count
								s = 0.2 + 0.1 * (count / max_count)
								c = s
								self.object:set_properties({
									visual_size = {x = s, y = s},
									collisionbox = {-c, -c, -c, c, c, c}
								})
								self.itemstring = name.." "..count
							end
						end
					end
				end
				self.object:setvelocity({x = 0, y = 0, z = 0})
				self.object:setacceleration({x = 0, y = 0, z = 0})
				self.physical_state = false
				self.object:set_properties({physical = false})
			end
		else
			if not self.physical_state then
				self.object:setvelocity({x = 0, y = 0, z = 0})
				self.object:setacceleration({x = 0, y = -10, z = 0})
				self.physical_state = true
				self.object:set_properties({physical = true})
			end
		end
	end,

	on_punch = function(self, hitter)
		if self.itemstring ~= '' then
			local left = hitter:get_inventory():add_item("main", self.itemstring)
			if not left:is_empty() then
				self.itemstring = left:to_string()
				return
			end
		end
		self.itemstring = ''
		self.object:remove()
	end,
})