]> git.lizzy.rs Git - minetest.git/blob - builtin/item_entity.lua
Fix dropped nodeitem visuals
[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                 else
50                         prop.visual = "wielditem"
51                         prop.textures = {itemname}
52                         prop.visual_size = {x=0.20, y=0.20}
53                         prop.automatic_rotate = math.pi * 0.25
54                 end
55                 self.object:set_properties(prop)
56         end,
57
58         get_staticdata = function(self)
59                 return self.itemstring
60         end,
61
62         on_activate = function(self, staticdata)
63                 self.itemstring = staticdata
64                 self.object:set_armor_groups({immortal=1})
65                 self.object:setvelocity({x=0, y=2, z=0})
66                 self.object:setacceleration({x=0, y=-10, z=0})
67                 self:set_item(self.itemstring)
68         end,
69
70         on_step = function(self, dtime)
71                 local p = self.object:getpos()
72                 p.y = p.y - 0.3
73                 local nn = minetest.env:get_node(p).name
74                 if minetest.registered_nodes[nn].walkable then
75                         if self.physical_state then
76                                 self.object:setvelocity({x=0,y=0,z=0})
77                                 self.object:setacceleration({x=0, y=0, z=0})
78                                 self.physical_state = false
79                                 self.object:set_properties({
80                                         physical = false
81                                 })
82                         end
83                 else
84                         if not self.physical_state then
85                                 self.object:setvelocity({x=0,y=0,z=0})
86                                 self.object:setacceleration({x=0, y=-10, z=0})
87                                 self.physical_state = true
88                                 self.object:set_properties({
89                                         physical = true
90                                 })
91                         end
92                 end
93         end,
94
95         on_punch = function(self, hitter)
96                 if self.itemstring ~= '' then
97                         hitter:get_inventory():add_item("main", self.itemstring)
98                 end
99                 self.object:remove()
100         end,
101 })
102