aboutsummaryrefslogtreecommitdiff
path: root/src/mapsector.h
Commit message (Expand)AuthorAge
* more reorganizing of map codePerttu Ahola2011-06-26
* cleaned map stuffPerttu Ahola2011-06-26
* New map generator added (and SQLite, messed up the commits at that time...) (...Perttu Ahola2011-06-25
* mapgen stuffPerttu Ahola2011-02-05
* map generation framework under development... not quite operational at this p...Perttu Ahola2011-01-30
* old water removed, some fixes here and therePerttu Ahola2011-01-17
* added dedicated server build without irrlichtPerttu Ahola2010-12-19
* better waterPerttu Ahola2010-11-30
* license stuffPerttu Ahola2010-11-29
* sitä sun tätä tekeillä, toimii kivastiPerttu Ahola2010-11-29
* Initial filesPerttu Ahola2010-11-27
/a> 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217
-- 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
		end
		prop = {
			is_visible = true,
			textures = {node.name},
		}
		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)
		local bcd = minetest.registered_nodes[bcn.name]
		-- Note: walkable is in the node definition, not in item groups
		if not bcd or
				(bcd.walkable or
				(minetest.get_node_group(self.node.name, "float") ~= 0 and
				bcd.liquidtype ~= "none")) then
			if bcd and bcd.leveled and
					bcn.name == self.node.name then
				local addlevel = self.node.level
				if addlevel == nil or addlevel <= 0 then
					addlevel = bcd.leveled
				end
				if minetest.add_node_level(bcp, addlevel) == 0 then
					self.object:remove()
					return
				end
			elseif bcd and bcd.buildable_to and
					(minetest.get_node_group(self.node.name, "float") == 0 or
					bcd.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)