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
parent 5bd32eca0f
commit f0e7da8a63
6 changed files with 130 additions and 8 deletions

@ -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")

@ -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)
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) 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

@ -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,
})

@ -637,15 +637,18 @@ methods:
^ Returns nil for unloaded area ^ Returns nil for unloaded area
- get_node_light(pos, timeofday) -> 0...15 or nil - get_node_light(pos, timeofday) -> 0...15 or nil
^ timeofday: nil = current time, 0 = night, 0.5 = day ^ timeofday: nil = current time, 0 = night, 0.5 = day
- add_entity(pos, name): Returns ObjectRef or nil if failed - add_entity(pos, name): Spawn Lua-defined entity at position
- add_item(pos, itemstring) ^ Returns ObjectRef, or nil if failed
- add_rat(pos) - add_item(pos, itemstring): Spawn item
- add_firefly(pos) ^ Returns ObjectRef, or nil if failed
- get_meta(pos) -- Get a NodeMetaRef at that position - get_meta(pos) -- Get a NodeMetaRef at that position
- get_player_by_name(name) -- Get an ObjectRef to a player - get_player_by_name(name) -- Get an ObjectRef to a player
- get_objects_inside_radius(pos, radius) - get_objects_inside_radius(pos, radius)
- set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday - set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
- get_timeofday() - get_timeofday()
Deprecated:
- add_rat(pos): Add C++ rat object (no-op)
- add_firefly(pos): Add C++ firefly object (no-op)
NodeMetaRef (this stuff is subject to change in a future version) NodeMetaRef (this stuff is subject to change in a future version)
methods: methods:

@ -1069,6 +1069,11 @@ public:
bool is_end_position = readU8(is); bool is_end_position = readU8(is);
float update_interval = readF1000(is); float update_interval = readF1000(is);
// Place us a bit higher if we're physical, to not sink into
// the ground due to sucky collision detection...
if(m_prop.physical)
m_position += v3f(0,0.002,0);
if(do_interpolate){ if(do_interpolate){
if(!m_prop.physical) if(!m_prop.physical)
pos_translator.update(m_position, is_end_position, update_interval); pos_translator.update(m_position, is_end_position, update_interval);

@ -3042,7 +3042,21 @@ private:
ItemStack item = read_item(L, 3); ItemStack item = read_item(L, 3);
if(item.empty() || !item.isKnown(get_server(L)->idef())) if(item.empty() || !item.isKnown(get_server(L)->idef()))
return 0; return 0;
// Do it // Use minetest.spawn_item to spawn a __builtin:item
lua_getglobal(L, "minetest");
lua_getfield(L, -1, "spawn_item");
if(lua_isnil(L, -1))
return 0;
lua_pushvalue(L, 2);
lua_pushstring(L, item.getItemString().c_str());
if(lua_pcall(L, 2, 1, 0))
script_error(L, "error: %s", lua_tostring(L, -1));
return 1;
/*lua_pushvalue(L, 1);
lua_pushstring(L, "__builtin:item");
lua_pushstring(L, item.getItemString().c_str());
return l_add_entity(L);*/
/*// Do it
ServerActiveObject *obj = createItemSAO(env, pos, item.getItemString()); ServerActiveObject *obj = createItemSAO(env, pos, item.getItemString());
int objectid = env->addActiveObject(obj); int objectid = env->addActiveObject(obj);
// If failed to add, return nothing (reads as nil) // If failed to add, return nothing (reads as nil)
@ -3050,7 +3064,7 @@ private:
return 0; return 0;
// Return ObjectRef // Return ObjectRef
objectref_get_or_create(L, obj); objectref_get_or_create(L, obj);
return 1; return 1;*/
} }
// EnvRef:add_rat(pos) // EnvRef:add_rat(pos)