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Drop nodes as items when dugged and no room in inventory and dont remove dropped...
[minetest.git] / builtin / item_entity.lua
1 -- Minetest: builtin/item_entity.lua
2
3 function minetest.spawn_item(pos, item)
4         -- Take item in any format
5         local stack = ItemStack(item)
6         local obj = minetest.env:add_entity(pos, "__builtin:item")
7         obj:get_luaentity():set_item(stack:to_string())
8         return obj
9 end
10
11 minetest.register_entity("__builtin:item", {
12         initial_properties = {
13                 hp_max = 1,
14                 physical = true,
15                 collisionbox = {-0.17,-0.17,-0.17, 0.17,0.17,0.17},
16                 visual = "sprite",
17                 visual_size = {x=0.5, y=0.5},
18                 textures = {""},
19                 spritediv = {x=1, y=1},
20                 initial_sprite_basepos = {x=0, y=0},
21                 is_visible = false,
22         },
23         
24         itemstring = '',
25         physical_state = true,
26
27         set_item = function(self, itemstring)
28                 self.itemstring = itemstring
29                 local stack = ItemStack(itemstring)
30                 local itemtable = stack:to_table()
31                 local itemname = nil
32                 if itemtable then
33                         itemname = stack:to_table().name
34                 end
35                 local item_texture = nil
36                 local item_type = ""
37                 if minetest.registered_items[itemname] then
38                         item_texture = minetest.registered_items[itemname].inventory_image
39                         item_type = minetest.registered_items[itemname].type
40                 end
41                 prop = {
42                         is_visible = true,
43                         visual = "sprite",
44                         textures = {"unknown_item.png"}
45                 }
46                 if item_texture and item_texture ~= "" then
47                         prop.visual = "sprite"
48                         prop.textures = {item_texture}
49                         prop.visual_size = {x=0.50, y=0.50}
50                 else
51                         prop.visual = "wielditem"
52                         prop.textures = {itemname}
53                         prop.visual_size = {x=0.20, y=0.20}
54                         prop.automatic_rotate = math.pi * 0.25
55                 end
56                 self.object:set_properties(prop)
57         end,
58
59         get_staticdata = function(self)
60                 --return self.itemstring
61                 return minetest.serialize({
62                         itemstring = self.itemstring,
63                         always_collect = self.always_collect,
64                 })
65         end,
66
67         on_activate = function(self, staticdata)
68                 if string.sub(staticdata, 1, string.len("return")) == "return" then
69                         local data = minetest.deserialize(staticdata)
70                         if data and type(data) == "table" then
71                                 self.itemstring = data.itemstring
72                                 self.always_collect = data.always_collect
73                         end
74                 else
75                         self.itemstring = staticdata
76                 end
77                 self.object:set_armor_groups({immortal=1})
78                 self.object:setvelocity({x=0, y=2, z=0})
79                 self.object:setacceleration({x=0, y=-10, z=0})
80                 self:set_item(self.itemstring)
81         end,
82
83         on_step = function(self, dtime)
84                 local p = self.object:getpos()
85                 p.y = p.y - 0.3
86                 local nn = minetest.env:get_node(p).name
87                 -- If node is not registered or node is walkably solid and resting on nodebox
88                 local v = self.object:getvelocity()
89                 if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable and v.y == 0 then
90                         if self.physical_state then
91                                 self.object:setvelocity({x=0,y=0,z=0})
92                                 self.object:setacceleration({x=0, y=0, z=0})
93                                 self.physical_state = false
94                                 self.object:set_properties({
95                                         physical = false
96                                 })
97                         end
98                 else
99                         if not self.physical_state then
100                                 self.object:setvelocity({x=0,y=0,z=0})
101                                 self.object:setacceleration({x=0, y=-10, z=0})
102                                 self.physical_state = true
103                                 self.object:set_properties({
104                                         physical = true
105                                 })
106                         end
107                 end
108         end,
109
110         on_punch = function(self, hitter)
111                 if self.itemstring ~= '' then
112                         local left = hitter:get_inventory():add_item("main", self.itemstring)
113                         if not left:is_empty() then
114                                 return
115                         end
116                 end
117                 self.object:remove()
118         end,
119 })
120