mirror of
https://github.com/minetest/minetest_game.git
synced 2024-11-05 15:23:51 +01:00
366 lines
8.7 KiB
Lua
366 lines
8.7 KiB
Lua
-- Global namespace for functions
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fire = {}
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--
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-- Items
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--
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-- Flame nodes
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minetest.register_node("fire:basic_flame", {
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drawtype = "firelike",
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tiles = {
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{
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name = "fire_basic_flame_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 1
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},
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},
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},
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inventory_image = "fire_basic_flame.png",
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paramtype = "light",
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light_source = 13,
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walkable = false,
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buildable_to = true,
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sunlight_propagates = true,
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damage_per_second = 4,
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groups = {igniter = 2, dig_immediate = 3, not_in_creative_inventory = 1},
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on_timer = function(pos)
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local f = minetest.find_node_near(pos, 1, {"group:flammable"})
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if not f then
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minetest.remove_node(pos)
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return
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end
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-- Restart timer
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return true
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end,
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drop = "",
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on_construct = function(pos)
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minetest.get_node_timer(pos):start(math.random(30, 60))
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end,
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})
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minetest.register_node("fire:permanent_flame", {
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description = "Permanent Flame",
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drawtype = "firelike",
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tiles = {
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{
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name = "fire_basic_flame_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 1
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},
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},
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},
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inventory_image = "fire_basic_flame.png",
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paramtype = "light",
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light_source = 13,
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walkable = false,
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buildable_to = true,
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sunlight_propagates = true,
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damage_per_second = 4,
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groups = {igniter = 2, dig_immediate = 3},
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drop = "",
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})
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-- Flint and steel
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minetest.register_tool("fire:flint_and_steel", {
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description = "Flint and Steel",
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inventory_image = "fire_flint_steel.png",
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sound = {breaks = "default_tool_breaks"},
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on_use = function(itemstack, user, pointed_thing)
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local sound_pos = pointed_thing.above or user:get_pos()
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minetest.sound_play(
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"fire_flint_and_steel",
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{pos = sound_pos, gain = 0.5, max_hear_distance = 8}
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)
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local player_name = user:get_player_name()
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if pointed_thing.type == "node" then
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local node_under = minetest.get_node(pointed_thing.under).name
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local nodedef = minetest.registered_nodes[node_under]
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if not nodedef then
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return
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end
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if minetest.is_protected(pointed_thing.under, player_name) then
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minetest.chat_send_player(player_name, "This area is protected")
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return
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end
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if nodedef.on_ignite then
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nodedef.on_ignite(pointed_thing.under, user)
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elseif minetest.get_item_group(node_under, "flammable") >= 1
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and minetest.get_node(pointed_thing.above).name == "air" then
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minetest.set_node(pointed_thing.above, {name = "fire:basic_flame"})
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end
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end
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if not (creative and creative.is_enabled_for
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and creative.is_enabled_for(player_name)) then
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-- Wear tool
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local wdef = itemstack:get_definition()
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itemstack:add_wear(1000)
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-- Tool break sound
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if itemstack:get_count() == 0 and wdef.sound and wdef.sound.breaks then
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minetest.sound_play(wdef.sound.breaks, {pos = sound_pos, gain = 0.5})
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end
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return itemstack
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end
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end
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})
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minetest.register_craft({
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output = "fire:flint_and_steel",
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recipe = {
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{"default:flint", "default:steel_ingot"}
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}
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})
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-- Override coalblock to enable permanent flame above
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-- Coalblock is non-flammable to avoid unwanted basic_flame nodes
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minetest.override_item("default:coalblock", {
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after_destruct = function(pos, oldnode)
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pos.y = pos.y + 1
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if minetest.get_node(pos).name == "fire:permanent_flame" then
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minetest.remove_node(pos)
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end
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end,
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on_ignite = function(pos, igniter)
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local flame_pos = {x = pos.x, y = pos.y + 1, z = pos.z}
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if minetest.get_node(flame_pos).name == "air" then
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minetest.set_node(flame_pos, {name = "fire:permanent_flame"})
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end
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end,
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})
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--
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-- Sound
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--
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local flame_sound = minetest.settings:get_bool("flame_sound")
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if flame_sound == nil then
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-- Enable if no setting present
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flame_sound = true
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end
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if flame_sound then
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local handles = {}
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local timer = 0
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-- Parameters
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local radius = 8 -- Flame node search radius around player
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local cycle = 3 -- Cycle time for sound updates
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-- Update sound for player
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function fire.update_player_sound(player)
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local player_name = player:get_player_name()
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-- Search for flame nodes in radius around player
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local ppos = player:getpos()
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local areamin = vector.subtract(ppos, radius)
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local areamax = vector.add(ppos, radius)
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local fpos, num = minetest.find_nodes_in_area(
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areamin,
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areamax,
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{"fire:basic_flame", "fire:permanent_flame"}
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)
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-- Total number of flames in radius
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local flames = (num["fire:basic_flame"] or 0) +
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(num["fire:permanent_flame"] or 0)
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-- Stop previous sound
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if handles[player_name] then
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minetest.sound_stop(handles[player_name])
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handles[player_name] = nil
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end
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-- If flames
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if flames > 0 then
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-- Find centre of flame positions
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local fposmid = fpos[1]
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-- If more than 1 flame
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if #fpos > 1 then
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local fposmin = areamax
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local fposmax = areamin
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for i = 1, #fpos do
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local fposi = fpos[i]
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if fposi.x > fposmax.x then
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fposmax.x = fposi.x
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end
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if fposi.y > fposmax.y then
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fposmax.y = fposi.y
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end
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if fposi.z > fposmax.z then
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fposmax.z = fposi.z
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end
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if fposi.x < fposmin.x then
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fposmin.x = fposi.x
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end
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if fposi.y < fposmin.y then
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fposmin.y = fposi.y
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end
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if fposi.z < fposmin.z then
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fposmin.z = fposi.z
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end
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end
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fposmid = vector.divide(vector.add(fposmin, fposmax), 2)
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end
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-- Play sound
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local handle = minetest.sound_play(
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"fire_fire",
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{
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pos = fposmid,
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to_player = player_name,
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gain = math.min(0.06 * (1 + flames * 0.125), 0.18),
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max_hear_distance = 32,
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loop = true, -- In case of lag
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}
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)
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-- Store sound handle for this player
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if handle then
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handles[player_name] = handle
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end
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end
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end
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-- Cycle for updating players sounds
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer < cycle then
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return
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end
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timer = 0
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local players = minetest.get_connected_players()
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for n = 1, #players do
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fire.update_player_sound(players[n])
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end
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end)
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-- Stop sound and clear handle on player leave
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minetest.register_on_leaveplayer(function(player)
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local player_name = player:get_player_name()
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if handles[player_name] then
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minetest.sound_stop(handles[player_name])
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handles[player_name] = nil
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end
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end)
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end
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-- Deprecated function kept temporarily to avoid crashes if mod fire nodes call it
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function fire.update_sounds_around(pos)
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end
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--
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-- ABMs
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--
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-- Extinguish all flames quickly with water, snow, ice
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minetest.register_abm({
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label = "Extinguish flame",
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nodenames = {"fire:basic_flame", "fire:permanent_flame"},
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neighbors = {"group:puts_out_fire"},
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interval = 3,
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chance = 1,
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catch_up = false,
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action = function(pos, node, active_object_count, active_object_count_wider)
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minetest.remove_node(pos)
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minetest.sound_play("fire_extinguish_flame",
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{pos = pos, max_hear_distance = 16, gain = 0.15})
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end,
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})
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-- Enable the following ABMs according to 'enable fire' setting
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local fire_enabled = minetest.settings:get_bool("enable_fire")
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if fire_enabled == nil then
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-- enable_fire setting not specified, check for disable_fire
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local fire_disabled = minetest.settings:get_bool("disable_fire")
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if fire_disabled == nil then
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-- Neither setting specified, check whether singleplayer
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fire_enabled = minetest.is_singleplayer()
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else
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fire_enabled = not fire_disabled
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end
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end
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if not fire_enabled then
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-- Remove basic flames only if fire disabled
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minetest.register_abm({
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label = "Remove disabled fire",
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nodenames = {"fire:basic_flame"},
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interval = 7,
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chance = 1,
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catch_up = false,
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action = minetest.remove_node,
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})
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else -- Fire enabled
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-- Ignite neighboring nodes, add basic flames
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minetest.register_abm({
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label = "Ignite flame",
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nodenames = {"group:flammable"},
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neighbors = {"group:igniter"},
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interval = 7,
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chance = 12,
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catch_up = false,
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action = function(pos, node, active_object_count, active_object_count_wider)
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-- If there is water or stuff like that around node, don't ignite
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if minetest.find_node_near(pos, 1, {"group:puts_out_fire"}) then
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return
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end
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local p = minetest.find_node_near(pos, 1, {"air"})
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if p then
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minetest.set_node(p, {name = "fire:basic_flame"})
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end
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end,
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})
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-- Remove flammable nodes around basic flame
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minetest.register_abm({
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label = "Remove flammable nodes",
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nodenames = {"fire:basic_flame"},
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neighbors = "group:flammable",
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interval = 5,
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chance = 18,
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catch_up = false,
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action = function(pos, node, active_object_count, active_object_count_wider)
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local p = minetest.find_node_near(pos, 1, {"group:flammable"})
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if p then
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local flammable_node = minetest.get_node(p)
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local def = minetest.registered_nodes[flammable_node.name]
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if def.on_burn then
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def.on_burn(p)
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else
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minetest.remove_node(p)
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minetest.check_for_falling(p)
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end
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end
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end,
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})
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end
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