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minetest_game/mods/fire/init.lua
paramat ad118ea98d Flint & steel sounds: Fix bugs caused by nil position
Usage and tool break sounds were played at 'pointed_thing.above' which
can be nil if not pointing at anything or at an entity. This caused
sounds to be played to all players on a server non-positionally.

Fallback to player pos for sounds if 'pointed_thing.above' is nil.

Replace 'pt' variable with 'pointed_thing' in 'register_tool'.
2017-03-10 19:30:18 +00:00

360 lines
8.5 KiB
Lua

-- Global namespace for functions
fire = {}
--
-- Items
--
-- Flame nodes
minetest.register_node("fire:basic_flame", {
drawtype = "firelike",
tiles = {
{
name = "fire_basic_flame_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1
},
},
},
inventory_image = "fire_basic_flame.png",
paramtype = "light",
light_source = 13,
walkable = false,
buildable_to = true,
sunlight_propagates = true,
damage_per_second = 4,
groups = {igniter = 2, dig_immediate = 3, not_in_creative_inventory = 1},
on_timer = function(pos)
local f = minetest.find_node_near(pos, 1, {"group:flammable"})
if not f then
minetest.remove_node(pos)
return
end
-- Restart timer
return true
end,
drop = "",
on_construct = function(pos)
minetest.get_node_timer(pos):start(math.random(30, 60))
end,
})
minetest.register_node("fire:permanent_flame", {
description = "Permanent Flame",
drawtype = "firelike",
tiles = {
{
name = "fire_basic_flame_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1
},
},
},
inventory_image = "fire_basic_flame.png",
paramtype = "light",
light_source = 13,
walkable = false,
buildable_to = true,
sunlight_propagates = true,
damage_per_second = 4,
groups = {igniter = 2, dig_immediate = 3},
drop = "",
})
-- Flint and steel
minetest.register_tool("fire:flint_and_steel", {
description = "Flint and Steel",
inventory_image = "fire_flint_steel.png",
sound = {breaks = "default_tool_breaks"},
on_use = function(itemstack, user, pointed_thing)
local sound_pos = pointed_thing.above or user:get_pos()
minetest.sound_play(
"fire_flint_and_steel",
{pos = sound_pos, gain = 0.5, max_hear_distance = 8}
)
if pointed_thing.type == "node" then
local node_under = minetest.get_node(pointed_thing.under).name
local nodedef = minetest.registered_nodes[node_under]
if not nodedef then
return
end
local player_name = user:get_player_name()
if minetest.is_protected(pointed_thing.under, player_name) then
minetest.chat_send_player(player_name, "This area is protected")
return
end
if nodedef.on_ignite then
nodedef.on_ignite(pointed_thing.under, user)
elseif minetest.get_item_group(node_under, "flammable") >= 1
and minetest.get_node(pointed_thing.above).name == "air" then
minetest.set_node(pointed_thing.above, {name = "fire:basic_flame"})
end
end
if not minetest.setting_getbool("creative_mode") then
-- Wear tool
local wdef = itemstack:get_definition()
itemstack:add_wear(1000)
-- Tool break sound
if itemstack:get_count() == 0 and wdef.sound and wdef.sound.breaks then
minetest.sound_play(wdef.sound.breaks, {pos = sound_pos, gain = 0.5})
end
return itemstack
end
end
})
minetest.register_craft({
output = "fire:flint_and_steel",
recipe = {
{"default:flint", "default:steel_ingot"}
}
})
-- Override coalblock to enable permanent flame above
-- Coalblock is non-flammable to avoid unwanted basic_flame nodes
minetest.override_item("default:coalblock", {
after_destruct = function(pos, oldnode)
pos.y = pos.y + 1
if minetest.get_node(pos).name == "fire:permanent_flame" then
minetest.remove_node(pos)
end
end,
on_ignite = function(pos, igniter)
local flame_pos = {x = pos.x, y = pos.y + 1, z = pos.z}
if minetest.get_node(flame_pos).name == "air" then
minetest.set_node(flame_pos, {name = "fire:permanent_flame"})
end
end,
})
--
-- Sound
--
local flame_sound = minetest.setting_getbool("flame_sound")
if flame_sound == nil then
-- Enable if no setting present
flame_sound = true
end
if flame_sound then
local handles = {}
local timer = 0
-- Parameters
local radius = 8 -- Flame node search radius around player
local cycle = 3 -- Cycle time for sound updates
-- Update sound for player
function fire.update_player_sound(player)
local player_name = player:get_player_name()
-- Search for flame nodes in radius around player
local ppos = player:getpos()
local areamin = vector.subtract(ppos, radius)
local areamax = vector.add(ppos, radius)
local fpos, num = minetest.find_nodes_in_area(
areamin,
areamax,
{"fire:basic_flame", "fire:permanent_flame"}
)
-- Total number of flames in radius
local flames = (num["fire:basic_flame"] or 0) +
(num["fire:permanent_flame"] or 0)
-- Stop previous sound
if handles[player_name] then
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
-- If flames
if flames > 0 then
-- Find centre of flame positions
local fposmid = fpos[1]
-- If more than 1 flame
if #fpos > 1 then
local fposmin = areamax
local fposmax = areamin
for i = 1, #fpos do
local fposi = fpos[i]
if fposi.x > fposmax.x then
fposmax.x = fposi.x
end
if fposi.y > fposmax.y then
fposmax.y = fposi.y
end
if fposi.z > fposmax.z then
fposmax.z = fposi.z
end
if fposi.x < fposmin.x then
fposmin.x = fposi.x
end
if fposi.y < fposmin.y then
fposmin.y = fposi.y
end
if fposi.z < fposmin.z then
fposmin.z = fposi.z
end
end
fposmid = vector.divide(vector.add(fposmin, fposmax), 2)
end
-- Play sound
local handle = minetest.sound_play(
"fire_fire",
{
pos = fposmid,
to_player = player_name,
gain = math.min(0.06 * (1 + flames * 0.125), 0.18),
max_hear_distance = 32,
loop = true, -- In case of lag
}
)
-- Store sound handle for this player
if handle then
handles[player_name] = handle
end
end
end
-- Cycle for updating players sounds
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < cycle then
return
end
timer = 0
local players = minetest.get_connected_players()
for n = 1, #players do
fire.update_player_sound(players[n])
end
end)
-- Stop sound and clear handle on player leave
minetest.register_on_leaveplayer(function(player)
local player_name = player:get_player_name()
if handles[player_name] then
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
end)
end
-- Deprecated function kept temporarily to avoid crashes if mod fire nodes call it
function fire.update_sounds_around(pos)
end
--
-- ABMs
--
-- Extinguish all flames quickly with water, snow, ice
minetest.register_abm({
label = "Extinguish flame",
nodenames = {"fire:basic_flame", "fire:permanent_flame"},
neighbors = {"group:puts_out_fire"},
interval = 3,
chance = 1,
catch_up = false,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.remove_node(pos)
minetest.sound_play("fire_extinguish_flame",
{pos = pos, max_hear_distance = 16, gain = 0.15})
end,
})
-- Enable the following ABMs according to 'enable fire' setting
local fire_enabled = minetest.setting_getbool("enable_fire")
if fire_enabled == nil then
-- New setting not specified, check for old setting.
-- If old setting is also not specified, 'not nil' is true.
fire_enabled = not minetest.setting_getbool("disable_fire")
end
if not fire_enabled then
-- Remove basic flames only if fire disabled
minetest.register_abm({
label = "Remove disabled fire",
nodenames = {"fire:basic_flame"},
interval = 7,
chance = 1,
catch_up = false,
action = minetest.remove_node,
})
else -- Fire enabled
-- Ignite neighboring nodes, add basic flames
minetest.register_abm({
label = "Ignite flame",
nodenames = {"group:flammable"},
neighbors = {"group:igniter"},
interval = 7,
chance = 12,
catch_up = false,
action = function(pos, node, active_object_count, active_object_count_wider)
-- If there is water or stuff like that around node, don't ignite
if minetest.find_node_near(pos, 1, {"group:puts_out_fire"}) then
return
end
local p = minetest.find_node_near(pos, 1, {"air"})
if p then
minetest.set_node(p, {name = "fire:basic_flame"})
end
end,
})
-- Remove flammable nodes around basic flame
minetest.register_abm({
label = "Remove flammable nodes",
nodenames = {"fire:basic_flame"},
neighbors = "group:flammable",
interval = 5,
chance = 18,
catch_up = false,
action = function(pos, node, active_object_count, active_object_count_wider)
local p = minetest.find_node_near(pos, 1, {"group:flammable"})
if p then
local flammable_node = minetest.get_node(p)
local def = minetest.registered_nodes[flammable_node.name]
if def.on_burn then
def.on_burn(p)
else
minetest.remove_node(p)
minetest.check_for_falling(p)
end
end
end,
})
end