Move new core devs to the "Core Developpers" section of mainmenu.
[oweals/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.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                 collide_with_objects = false,
16                 collisionbox = {-0.17,-0.17,-0.17, 0.17,0.17,0.17},
17                 visual = "sprite",
18                 visual_size = {x=0.5, y=0.5},
19                 textures = {""},
20                 spritediv = {x=1, y=1},
21                 initial_sprite_basepos = {x=0, y=0},
22                 is_visible = false,
23         },
24         
25         itemstring = '',
26         physical_state = true,
27
28         set_item = function(self, itemstring)
29                 self.itemstring = itemstring
30                 local stack = ItemStack(itemstring)
31                 local itemtable = stack:to_table()
32                 local itemname = nil
33                 if itemtable then
34                         itemname = stack:to_table().name
35                 end
36                 local item_texture = nil
37                 local item_type = ""
38                 if minetest.registered_items[itemname] then
39                         item_texture = minetest.registered_items[itemname].inventory_image
40                         item_type = minetest.registered_items[itemname].type
41                 end
42                 prop = {
43                         is_visible = true,
44                         visual = "sprite",
45                         textures = {"unknown_item.png"}
46                 }
47                 if item_texture and item_texture ~= "" then
48                         prop.visual = "sprite"
49                         prop.textures = {item_texture}
50                         prop.visual_size = {x=0.50, y=0.50}
51                 else
52                         prop.visual = "wielditem"
53                         prop.textures = {itemname}
54                         prop.visual_size = {x=0.20, y=0.20}
55                         prop.automatic_rotate = math.pi * 0.25
56                 end
57                 self.object:set_properties(prop)
58         end,
59
60         get_staticdata = function(self)
61                 --return self.itemstring
62                 return minetest.serialize({
63                         itemstring = self.itemstring,
64                         always_collect = self.always_collect,
65                 })
66         end,
67
68         on_activate = function(self, staticdata)
69                 if string.sub(staticdata, 1, string.len("return")) == "return" then
70                         local data = minetest.deserialize(staticdata)
71                         if data and type(data) == "table" then
72                                 self.itemstring = data.itemstring
73                                 self.always_collect = data.always_collect
74                         end
75                 else
76                         self.itemstring = staticdata
77                 end
78                 self.object:set_armor_groups({immortal=1})
79                 self.object:setvelocity({x=0, y=2, z=0})
80                 self.object:setacceleration({x=0, y=-10, z=0})
81                 self:set_item(self.itemstring)
82         end,
83
84         on_step = function(self, dtime)
85                 local p = self.object:getpos()
86                 p.y = p.y - 0.3
87                 local nn = minetest.get_node(p).name
88                 -- If node is not registered or node is walkably solid and resting on nodebox
89                 local v = self.object:getvelocity()
90                 if not minetest.registered_nodes[nn] or minetest.registered_nodes[nn].walkable and v.y == 0 then
91                         if self.physical_state then
92                                 self.object:setvelocity({x=0,y=0,z=0})
93                                 self.object:setacceleration({x=0, y=0, z=0})
94                                 self.physical_state = false
95                                 self.object:set_properties({
96                                         physical = false
97                                 })
98                         end
99                 else
100                         if not self.physical_state then
101                                 self.object:setvelocity({x=0,y=0,z=0})
102                                 self.object:setacceleration({x=0, y=-10, z=0})
103                                 self.physical_state = true
104                                 self.object:set_properties({
105                                         physical = true
106                                 })
107                         end
108                 end
109         end,
110
111         on_punch = function(self, hitter)
112                 if self.itemstring ~= '' then
113                         local left = hitter:get_inventory():add_item("main", self.itemstring)
114                         if not left:is_empty() then
115                                 self.itemstring = left:to_string()
116                                 return
117                         end
118                 end
119                 self.object:remove()
120         end,
121 })
122