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* Settings: Various setting group fixes and enhancementskwolekr2014-12-04
* Add definable node_stone to biome API, mgv5, mgv7. Reduce and correct depth o...paramat2014-12-03
* Settings: Fix getNoiseParamsFromValue()kwolekr2014-12-02
* Use setting groups for NoiseParamskwolekr2014-12-02
* Fix settings callback "call" lost on rebasesapier2014-12-01
* Fix node 0,0,0 being highlighted when enable_node_highlighting == falseCraig Robbins2014-12-01
* Fix buildCraig Robbins2014-12-01
* LuaSettings: Sanitize setting name stringskwolekr2014-11-30
* Fix segfault at exit caused by non grabbed fontKahrl2014-11-30
* settings: Add setting groups and multiline entrieskwolekr2014-11-30
* Make hud use fontengine toosapier2014-11-30
* Scale form elements consistentlyZefram2014-11-30
* Implement proper font handlingsapier2014-11-30
* noise: Throw exception on noise allocation failurekwolekr2014-11-29
* Fix MSVC compiling error (argc/argv not available to pass to init_gettext)SmallJoker2014-11-29
* Fix regression with command line --go optionCraig Robbins2014-11-28
* Don't corrupt stepheight when setting other propertiesCiaran Gultnieks2014-11-26
* Wield: always obey anisotropic_filter setting, not just for hi res texturesKahrl2014-11-26
* EMF_USE_MIP_MAPS was introduced in Irrlicht 1.8, don't use in 1.7.3 or belowKahrl2014-11-26
* added enable_build_where_you_stand optionSokomine2014-11-27
* Wieldmesh: don't force anisotropic filtering on, instead disable mipmapsKahrl2014-11-26
* Only set the camera update keymap when using a debug buildrubenwardy2014-11-26
* Fix Android main menu crash, and user data directory check.Kodexky2014-11-26
* Increase step smoothing to fit 1:1 stairs (works well on slabs too)Calinou2014-11-26
* Fix client "double saving" simple singleplayer local mapsCraig Robbins2014-11-26
* Fixes for Android build errors. Enable sensor landscape rotation.KodexKy2014-11-25
* Port createForsythOptimizedMesh from Irrlicht 1.8RealBadAngel2014-11-23
* Fix regression with USE_REDIS (refactor_main)Craig Robbins2014-11-23
* refactor main.cppCraig Robbins2014-11-23
* Fix smooth lighting (ambient occlusion)Craig Robbins2014-11-22
* Fix compiling if no endian.h foundPavel Puchkin2014-11-22
* serialize.h: use machine native byte swapping if available, fall-back to prev...Rafael Reilova2014-11-21
* Optimise functions from CNodeDefManager and VoxelManipulatorCraig Robbins2014-11-21
* Optimise getTileInfo()Craig Robbins2014-11-21
* Mgv5 1 up 1 down overgeneration for biome surface continuityparamat2014-11-20
* Mgv5 get ground level at point function. Fast spawn player versionparamat2014-11-20
* Simplify loading of Android version of menuShadowNinja2014-11-20
* Fix raillike bug (currently manifests itself on Android), and minor improveme...Kodexky2014-11-20
* Clean up rollbackShadowNinja2014-11-19
* Fix wallmounted mesh rotationsShadowNinja2014-11-19
* Add (optional) client-side saving of server map to disksfan52014-11-19
* Remove unused rangelim function (the macro still exists)Kahrl2014-11-19
* Fix double free bug when server is shut downCraig Robbins2014-11-15
* Fix NoisePerlin3DEased return valuekwolekr2014-11-14
* Fix warnings and other misc. minor changeskwolekr2014-11-14
* Remove most exceptions from getNode() (and variants)Craig Robbins2014-11-14
* Add option 'eased' to NoiseParamsSmallJoker2014-11-13
* Fix compilation under some Linux distributionskwolekr2014-11-13
* Mapgen v7: Fix uninitialized spflagskwolekr2014-11-12
* Add eased 3d point-value noise functionskwolekr2014-11-12
m">0.4, y = 0.4}, textures = {""}, is_visible = false, }, itemstring = "", moving_state = true, physical_state = true, -- Item expiry age = 0, -- Pushing item out of solid nodes force_out = nil, force_out_start = nil, set_item = function(self, item) local stack = ItemStack(item or self.itemstring) self.itemstring = stack:to_string() if self.itemstring == "" then -- item not yet known return end -- Backwards compatibility: old clients use the texture -- to get the type of the item local itemname = stack:is_known() and stack:get_name() or "unknown" local max_count = stack:get_stack_max() local count = math.min(stack:get_count(), max_count) local size = 0.2 + 0.1 * (count / max_count) ^ (1 / 3) local def = core.registered_items[itemname] local glow = def and def.light_source and math.floor(def.light_source / 2 + 0.5) self.object:set_properties({ is_visible = true, visual = "wielditem", textures = {itemname}, visual_size = {x = size, y = size}, collisionbox = {-size, -size, -size, size, size, size}, automatic_rotate = math.pi * 0.5 * 0.2 / size, wield_item = self.itemstring, glow = glow, }) end, get_staticdata = function(self) return core.serialize({ itemstring = self.itemstring, age = self.age, dropped_by = self.dropped_by }) 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.age = (data.age or 0) + dtime_s self.dropped_by = data.dropped_by end else self.itemstring = staticdata end self.object:set_armor_groups({immortal = 1}) self.object:set_velocity({x = 0, y = 2, z = 0}) self.object:set_acceleration({x = 0, y = -gravity, z = 0}) self:set_item() end, try_merge_with = function(self, own_stack, object, entity) if self.age == entity.age then -- Can not merge with itself return false end local stack = ItemStack(entity.itemstring) local name = stack:get_name() if own_stack:get_name() ~= name or own_stack:get_meta() ~= stack:get_meta() or own_stack:get_wear() ~= stack:get_wear() or own_stack:get_free_space() == 0 then -- Can not merge different or full stack return false end local count = own_stack:get_count() local total_count = stack:get_count() + count local max_count = stack:get_stack_max() if total_count > max_count then return false end -- Merge the remote stack into this one local pos = object:get_pos() pos.y = pos.y + ((total_count - count) / max_count) * 0.15 self.object:move_to(pos) self.age = 0 -- Handle as new entity own_stack:set_count(total_count) self:set_item(own_stack) entity.itemstring = "" object:remove() return true end, enable_physics = function(self) if not self.physical_state then self.physical_state = true self.object:set_properties({physical = true}) self.object:set_velocity({x=0, y=0, z=0}) self.object:set_acceleration({x=0, y=-gravity, z=0}) end end, disable_physics = function(self) if self.physical_state then self.physical_state = false self.object:set_properties({physical = false}) self.object:set_velocity({x=0, y=0, z=0}) self.object:set_acceleration({x=0, y=0, z=0}) end end, on_step = function(self, dtime, moveresult) 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 pos = self.object:get_pos() local node = core.get_node_or_nil({ x = pos.x, y = pos.y + self.object:get_properties().collisionbox[2] - 0.05, z = pos.z }) -- Delete in 'ignore' nodes if node and node.name == "ignore" then self.itemstring = "" self.object:remove() return end if self.force_out then -- This code runs after the entity got a push from the is_stuck code. -- It makes sure the entity is entirely outside the solid node local c = self.object:get_properties().collisionbox local s = self.force_out_start local f = self.force_out local ok = (f.x > 0 and pos.x + c[1] > s.x + 0.5) or (f.y > 0 and pos.y + c[2] > s.y + 0.5) or (f.z > 0 and pos.z + c[3] > s.z + 0.5) or (f.x < 0 and pos.x + c[4] < s.x - 0.5) or (f.z < 0 and pos.z + c[6] < s.z - 0.5) if ok then -- Item was successfully forced out self.force_out = nil self:enable_physics() return end end if not self.physical_state then return -- Don't do anything end assert(moveresult, "Collision info missing, this is caused by an out-of-date/buggy mod or game") if not moveresult.collides then -- future TODO: items should probably decelerate in air return end -- Push item out when stuck inside solid node local is_stuck = false local snode = core.get_node_or_nil(pos) if snode then local sdef = core.registered_nodes[snode.name] or {} is_stuck = (sdef.walkable == nil or sdef.walkable == true) and (sdef.collision_box == nil or sdef.collision_box.type == "regular") and (sdef.node_box == nil or sdef.node_box.type == "regular") end if is_stuck then local shootdir local order = { {x=1, y=0, z=0}, {x=-1, y=0, z= 0}, {x=0, y=0, z=1}, {x= 0, y=0, z=-1}, } -- Check which one of the 4 sides is free for o = 1, #order do local cnode = core.get_node(vector.add(pos, order[o])).name local cdef = core.registered_nodes[cnode] or {} if cnode ~= "ignore" and cdef.walkable == false then shootdir = order[o] break end end -- If none of the 4 sides is free, check upwards if not shootdir then shootdir = {x=0, y=1, z=0} local cnode = core.get_node(vector.add(pos, shootdir)).name if cnode == "ignore" then shootdir = nil -- Do not push into ignore end end if shootdir then -- Set new item moving speed accordingly local newv = vector.multiply(shootdir, 3) self:disable_physics() self.object:set_velocity(newv) self.force_out = newv self.force_out_start = vector.round(pos) return end end node = nil -- ground node we're colliding with if moveresult.touching_ground then for _, info in ipairs(moveresult.collisions) do if info.axis == "y" then node = core.get_node(info.node_pos) break end end end -- Slide on slippery nodes local def = node and core.registered_nodes[node.name] local keep_movement = false if def then local slippery = core.get_item_group(node.name, "slippery") local vel = self.object:get_velocity() if slippery ~= 0 and (math.abs(vel.x) > 0.1 or math.abs(vel.z) > 0.1) then -- Horizontal deceleration local factor = math.min(4 / (slippery + 4) * dtime, 1) self.object:set_velocity({ x = vel.x * (1 - factor), y = 0, z = vel.z * (1 - factor) }) keep_movement = true end end if not keep_movement then self.object:set_velocity({x=0, y=0, z=0}) end if self.moving_state == keep_movement then -- Do not update anything until the moving state changes return end self.moving_state = keep_movement -- Only collect items if not moving if self.moving_state then return end -- Collect the items around to merge with local own_stack = ItemStack(self.itemstring) if own_stack:get_free_space() == 0 then return end local objects = core.get_objects_inside_radius(pos, 1.0) for k, obj in pairs(objects) do local entity = obj:get_luaentity() if entity and entity.name == "__builtin:item" then if self:try_merge_with(own_stack, obj, entity) then own_stack = ItemStack(self.itemstring) if own_stack:get_free_space() == 0 then return end end end end end, on_punch = function(self, hitter) local inv = hitter:get_inventory() if inv and self.itemstring ~= "" then local left = inv:add_item("main", self.itemstring) if left and not left:is_empty() then self:set_item(left) return end end self.itemstring = "" self.object:remove() end, })