Implement dropped items as LuaEntities; leave the old ones as is for compatibility

This commit is contained in:
Perttu Ahola 2012-04-01 16:06:01 +03:00 committed by Nils Dagsson Moskopp
parent e0acbf54dd
commit 3b5d2c97d5
Signed by: erlehmann
GPG Key ID: A3BC671C35191080
3 changed files with 102 additions and 2 deletions

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@ -13,6 +13,7 @@ math.randomseed(os.time())
dofile(minetest.get_modpath("__builtin").."/misc_helpers.lua") dofile(minetest.get_modpath("__builtin").."/misc_helpers.lua")
dofile(minetest.get_modpath("__builtin").."/item.lua") dofile(minetest.get_modpath("__builtin").."/item.lua")
dofile(minetest.get_modpath("__builtin").."/misc_register.lua") dofile(minetest.get_modpath("__builtin").."/misc_register.lua")
dofile(minetest.get_modpath("__builtin").."/item_entity.lua")
dofile(minetest.get_modpath("__builtin").."/deprecated.lua") dofile(minetest.get_modpath("__builtin").."/deprecated.lua")
dofile(minetest.get_modpath("__builtin").."/misc.lua") dofile(minetest.get_modpath("__builtin").."/misc.lua")
dofile(minetest.get_modpath("__builtin").."/privileges.lua") dofile(minetest.get_modpath("__builtin").."/privileges.lua")

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@ -192,7 +192,17 @@ function minetest.item_place(itemstack, placer, pointed_thing)
end end
function minetest.item_drop(itemstack, dropper, pos) function minetest.item_drop(itemstack, dropper, pos)
minetest.env:add_item(pos, itemstack) if dropper.get_player_name then
local v = dropper:get_look_dir()
local p = {x=pos.x+v.x, y=pos.y+1.5+v.y, z=pos.z+v.z}
local obj = minetest.env:add_item(p, itemstack)
v.x = v.x*2
v.y = v.y*2 + 1
v.z = v.z*2
obj:setvelocity(v)
else
minetest.env:add_item(pos, itemstack)
end
return "" return ""
end end
@ -377,4 +387,3 @@ minetest.noneitemdef_default = { -- This is used for the hand and unknown items
on_use = nil, on_use = nil,
} }

90
builtin/item_entity.lua Normal file
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@ -0,0 +1,90 @@
-- Minetest: builtin/item_entity.lua
function minetest.spawn_item(pos, item)
-- Take item in any format
local stack = ItemStack(item)
local obj = minetest.env:add_entity(pos, "__builtin:item")
obj:get_luaentity():set_item(stack:to_string())
return obj
end
minetest.register_entity("__builtin:item", {
initial_properties = {
hp_max = 1,
physical = true,
collisionbox = {-0.25,-0.25,-0.25, 0.25,0.25,0.25},
visual = "sprite",
visual_size = {x=0.5, y=0.5},
textures = {""},
spritediv = {x=1, y=1},
initial_sprite_basepos = {x=0, y=0},
is_visible = false,
},
itemstring = '',
physical_state = true,
set_item = function(self, itemstring)
self.itemstring = itemstring
local stack = ItemStack(itemstring)
local itemtable = stack:to_table()
local itemname = nil
if itemtable then
itemname = stack:to_table().name
end
local item_texture = nil
if minetest.registered_items[itemname] then
item_texture = minetest.registered_items[itemname].inventory_image
end
item_texture = item_texture or "unknown_item.png"
self.object:set_properties({
textures = {item_texture},
is_visible = true,
})
end,
get_staticdata = function(self)
return self.itemstring
end,
on_activate = function(self, staticdata)
self.itemstring = staticdata
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)
local p = self.object:getpos()
p.y = p.y - 0.3
local nn = minetest.env:get_node(p).name
if minetest.registered_nodes[nn].walkable then
if self.physical_state then
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
hitter:get_inventory():add_item("main", self.itemstring)
end
self.object:remove()
end,
})