]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - builtin/game/item_entity.lua
Add formspec escaping to subgame list in create world dialog (#5808)
[dragonfireclient.git] / builtin / game / item_entity.lua
index 4f6988c00fe797468ad04e0de9cc1741a6e6ecfe..c0e36be2d2b1ee275f859441683e7458d57803a8 100644 (file)
@@ -4,114 +4,221 @@ function core.spawn_item(pos, item)
        -- Take item in any format
        local stack = ItemStack(item)
        local obj = core.add_entity(pos, "__builtin:item")
-       obj:get_luaentity():set_item(stack:to_string())
+       -- Don't use obj if it couldn't be added to the map.
+       if obj then
+               obj:get_luaentity():set_item(stack:to_string())
+       end
        return obj
 end
 
+-- If item_entity_ttl is not set, enity will have default life time
+-- Setting it to -1 disables the feature
+
+local time_to_live = tonumber(core.settings:get("item_entity_ttl"))
+if not time_to_live then
+       time_to_live = 900
+end
+
 core.register_entity(":__builtin:item", {
        initial_properties = {
                hp_max = 1,
                physical = true,
                collide_with_objects = false,
-               collisionbox = {-0.17,-0.17,-0.17, 0.17,0.17,0.17},
-               visual = "sprite",
-               visual_size = {x=0.5, y=0.5},
+               collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
+               visual = "wielditem",
+               visual_size = {x = 0.4, y = 0.4},
                textures = {""},
-               spritediv = {x=1, y=1},
-               initial_sprite_basepos = {x=0, y=0},
+               spritediv = {x = 1, y = 1},
+               initial_sprite_basepos = {x = 0, y = 0},
                is_visible = false,
        },
-       
+
        itemstring = '',
        physical_state = true,
+       age = 0,
 
        set_item = function(self, itemstring)
                self.itemstring = itemstring
                local stack = ItemStack(itemstring)
+               local count = stack:get_count()
+               local max_count = stack:get_stack_max()
+               if count > max_count then
+                       count = max_count
+                       self.itemstring = stack:get_name().." "..max_count
+               end
+               local s = 0.2 + 0.1 * (count / max_count)
+               local c = s
                local itemtable = stack:to_table()
                local itemname = nil
                if itemtable then
                        itemname = stack:to_table().name
                end
+               -- Backwards compatibility: old clients use the texture
+               -- to get the type of the item
                local item_texture = nil
                local item_type = ""
                if core.registered_items[itemname] then
                        item_texture = core.registered_items[itemname].inventory_image
                        item_type = core.registered_items[itemname].type
                end
-               prop = {
+               local prop = {
                        is_visible = true,
-                       visual = "sprite",
-                       textures = {"unknown_item.png"}
+                       visual = "wielditem",
+                       textures = {itemname},
+                       visual_size = {x = s, y = s},
+                       collisionbox = {-c, -c, -c, c, c, c},
+                       automatic_rotate = math.pi * 0.5,
+                       wield_item = itemstring,
                }
-               if item_texture and item_texture ~= "" then
-                       prop.visual = "sprite"
-                       prop.textures = {item_texture}
-                       prop.visual_size = {x=0.50, y=0.50}
-               else
-                       prop.visual = "wielditem"
-                       prop.textures = {itemname}
-                       prop.visual_size = {x=0.20, y=0.20}
-                       prop.automatic_rotate = math.pi * 0.25
-               end
                self.object:set_properties(prop)
        end,
 
        get_staticdata = function(self)
-               --return self.itemstring
                return core.serialize({
                        itemstring = self.itemstring,
                        always_collect = self.always_collect,
+                       age = self.age,
+                       dropped_by = self.dropped_by
                })
        end,
 
-       on_activate = function(self, staticdata)
+       on_activate = function(self, staticdata, dtime_s)
                if string.sub(staticdata, 1, string.len("return")) == "return" then
                        local data = core.deserialize(staticdata)
                        if data and type(data) == "table" then
                                self.itemstring = data.itemstring
                                self.always_collect = data.always_collect
+                               if data.age then
+                                       self.age = data.age + dtime_s
+                               else
+                                       self.age = dtime_s
+                               end
+                               self.dropped_by = data.dropped_by
                        end
                else
                        self.itemstring = staticdata
                end
-               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.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,
 
+  -- moves items from this stack to an other stack
+       try_merge_with = function(self, own_stack, object, obj)
+         -- other item's stack
+               local stack = ItemStack(obj.itemstring)
+               -- only merge if items are the same
+               if own_stack:get_name() == stack:get_name() and
+                               own_stack:get_meta() == stack:get_meta() and
+                               own_stack:get_wear() == stack:get_wear() and
+                               stack:get_free_space() > 0 then
+                       local overflow = false
+                       local count = stack:get_count() + own_stack:get_count()
+                       local max_count = stack:get_stack_max()
+                       if count > max_count then
+                               overflow = true
+                               stack:set_count(max_count)
+                               count = count - max_count
+                               own_stack:set_count(count)
+                       else
+                               self.itemstring = ''
+                               stack:set_count(count)
+                       end
+                       local pos = object:getpos()
+                       pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15
+                       object:moveto(pos, false)
+                       local s, c
+                       if not overflow then
+                               obj.itemstring = stack:to_string()
+                               s = 0.2 + 0.1 * (count / max_count)
+                               c = s
+                               object:set_properties({
+                                       visual_size = {x = s, y = s},
+                                       collisionbox = {-c, -c, -c, c, c, c},
+                                       wield_item = obj.itemstring
+                               })
+                               self.object:remove()
+                               -- merging succeeded
+                               return true
+                       else
+                               s = 0.4
+                               c = 0.3
+                               obj.itemstring = stack:to_string()
+                               object:set_properties({
+                                       visual_size = {x = s, y = s},
+                                       collisionbox = {-c, -c, -c, c, c, c},
+                                       wield_item = obj.itemstring
+                               })
+                               s = 0.2 + 0.1 * (count / max_count)
+                               c = s
+                               self.itemstring = own_stack:to_string()
+                               self.object:set_properties({
+                                       visual_size = {x = s, y = s},
+                                       collisionbox = {-c, -c, -c, c, c, c},
+                                       wield_item = self.itemstring
+                               })
+                       end
+               end
+               -- merging didn't succeed
+               return false
+       end,
+
        on_step = function(self, dtime)
+               self.age = self.age + dtime
+               if time_to_live > 0 and self.age > time_to_live then
+                       self.itemstring = ''
+                       self.object:remove()
+                       return
+               end
                local p = self.object:getpos()
-               p.y = p.y - 0.3
-               local nn = core.get_node(p).name
+               p.y = p.y - 0.5
+               local node = core.get_node_or_nil(p)
+               local in_unloaded = (node == nil)
+               if in_unloaded then
+                       -- Don't infinetly fall into unloaded map
+                       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})
+                       return
+               end
+               local nn = node.name
                -- If node is not registered or node is walkably solid and resting on nodebox
                local v = self.object:getvelocity()
                if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
                        if self.physical_state then
-                               self.object:setvelocity({x=0,y=0,z=0})
-                               self.object:setacceleration({x=0, y=0, z=0})
+                               local own_stack = ItemStack(self.object:get_luaentity().itemstring)
+                               -- Merge with close entities of the same item
+                               for _, object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
+                                       local obj = object:get_luaentity()
+                                       if obj and obj.name == "__builtin:item"
+                                                       and obj.physical_state == false then
+                                               if self:try_merge_with(own_stack, object, obj) then
+                                                       return
+                                               end
+                                       end
+                               end
+                               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
-                               })
+                               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.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
-                               })
+                               self.object:set_properties({physical = true})
                        end
                end
        end,
 
        on_punch = function(self, hitter)
-               if self.itemstring ~= '' then
-                       local left = hitter:get_inventory():add_item("main", self.itemstring)
-                       if not left:is_empty() then
+               local inv = hitter:get_inventory()
+               if inv and self.itemstring ~= '' then
+                       local left = inv:add_item("main", self.itemstring)
+                       if left and not left:is_empty() then
                                self.itemstring = left:to_string()
                                return
                        end
@@ -120,4 +227,3 @@ core.register_entity(":__builtin:item", {
                self.object:remove()
        end,
 })
-