mirror of
https://github.com/minetest/minetest_game.git
synced 2024-12-23 15:20:19 +01:00
fed2151d70
Previous code: Used looped sounds without attaching them to objects or playing direct to players. The looped sounds are not 'stopped' when players leave the area. These may be causing the bug where sounds are heard at extreme distances. Entering a world with already present flames results in silent flames. Sounds are often played at a large number of points in a 6 node lattice. A large fire is reported to cause a high load, disabling the sound code is reported to help this. New code: Optional flame sound to not interfere with ambience mods. Permanent flame now has sound. For multiple flames, sound is positioned at the centre of all flames, and has volume determined by flame number. The original freesound 'large fire' recording was used to create 3 sounds that play at random for a non-repetitive effect. At low volume it is suitable for small fires. Original sound files and sound function (as an empty function) kept temporarily to reduce disruption. Reduce gain of flame extinguish sound.
366 lines
8.5 KiB
Lua
366 lines
8.5 KiB
Lua
-- Global namespace for functions
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fire = {}
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--
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-- Items
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--
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-- Flame nodes
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minetest.register_node("fire:basic_flame", {
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drawtype = "firelike",
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tiles = {
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{
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name = "fire_basic_flame_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 1
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},
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},
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},
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inventory_image = "fire_basic_flame.png",
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paramtype = "light",
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light_source = 14,
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walkable = false,
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buildable_to = true,
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sunlight_propagates = true,
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damage_per_second = 4,
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groups = {igniter = 2, dig_immediate = 3, not_in_creative_inventory = 1},
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on_timer = function(pos)
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local f = minetest.find_node_near(pos, 1, {"group:flammable"})
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if not f then
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minetest.remove_node(pos)
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return
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end
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-- Restart timer
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return true
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end,
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drop = "",
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on_construct = function(pos)
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minetest.get_node_timer(pos):start(math.random(30, 60))
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end,
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on_blast = function() -- Unaffected by explosions
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end,
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})
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minetest.register_node("fire:permanent_flame", {
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description = "Permanent Flame",
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drawtype = "firelike",
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tiles = {
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{
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name = "fire_basic_flame_animated.png",
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animation = {
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type = "vertical_frames",
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aspect_w = 16,
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aspect_h = 16,
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length = 1
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},
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},
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},
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inventory_image = "fire_basic_flame.png",
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paramtype = "light",
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light_source = 14,
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walkable = false,
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buildable_to = true,
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sunlight_propagates = true,
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damage_per_second = 4,
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groups = {igniter = 2, dig_immediate = 3},
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drop = "",
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on_blast = function() -- Unaffected by explosions
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end,
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})
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-- Flint and steel
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minetest.register_tool("fire:flint_and_steel", {
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description = "Flint and Steel",
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inventory_image = "fire_flint_steel.png",
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sound = {breaks = "default_tool_breaks"},
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on_use = function(itemstack, user, pointed_thing)
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local pt = pointed_thing
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minetest.sound_play(
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"fire_flint_and_steel",
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{pos = pt.above, gain = 0.5, max_hear_distance = 8}
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)
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if pt.type == "node" then
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local node_under = minetest.get_node(pt.under).name
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local nodedef = minetest.registered_nodes[node_under]
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if not nodedef then
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return
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end
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local player_name = user:get_player_name()
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if minetest.is_protected(pt.under, player_name) then
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minetest.chat_send_player(player_name, "This area is protected")
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return
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end
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if nodedef.on_ignite then
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nodedef.on_ignite(pt.under, user)
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elseif minetest.get_item_group(node_under, "flammable") >= 1
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and minetest.get_node(pt.above).name == "air" then
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minetest.set_node(pt.above, {name = "fire:basic_flame"})
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end
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end
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if not minetest.setting_getbool("creative_mode") then
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-- Wear tool
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local wdef = itemstack:get_definition()
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itemstack:add_wear(1000)
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-- Tool break sound
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if itemstack:get_count() == 0 and wdef.sound and wdef.sound.breaks then
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minetest.sound_play(wdef.sound.breaks, {pos = pt.above, gain = 0.5})
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end
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return itemstack
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end
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end
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})
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minetest.register_craft({
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output = "fire:flint_and_steel",
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recipe = {
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{"default:flint", "default:steel_ingot"}
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}
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})
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-- Override coalblock to enable permanent flame above
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-- Coalblock is non-flammable to avoid unwanted basic_flame nodes
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minetest.override_item("default:coalblock", {
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after_destruct = function(pos, oldnode)
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pos.y = pos.y + 1
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if minetest.get_node(pos).name == "fire:permanent_flame" then
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minetest.remove_node(pos)
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end
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end,
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on_ignite = function(pos, igniter)
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local flame_pos = {x = pos.x, y = pos.y + 1, z = pos.z}
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if minetest.get_node(flame_pos).name == "air" then
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minetest.set_node(flame_pos, {name = "fire:permanent_flame"})
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end
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end,
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})
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--
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-- Sound
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--
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local flame_sound = minetest.setting_getbool("flame_sound")
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if flame_sound == nil then
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-- Enable if no setting present
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flame_sound = true
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end
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if flame_sound then
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local handles = {}
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local timer = 0
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-- Parameters
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local radius = 8 -- Flame node search radius around player
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local cycle = 3 -- Cycle time for sound updates
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-- Update sound for player
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function fire.update_player_sound(player)
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local player_name = player:get_player_name()
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-- Search for flame nodes in radius around player
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local ppos = player:getpos()
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local areamin = vector.subtract(ppos, radius)
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local areamax = vector.add(ppos, radius)
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local fpos, num = minetest.find_nodes_in_area(
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areamin,
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areamax,
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{"fire:basic_flame", "fire:permanent_flame"}
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)
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-- Total number of flames in radius
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local flames = (num["fire:basic_flame"] or 0) +
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(num["fire:permanent_flame"] or 0)
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-- Stop previous sound
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if handles[player_name] then
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minetest.sound_stop(handles[player_name])
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handles[player_name] = nil
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end
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-- If flames
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if flames > 0 then
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-- Find centre of flame positions
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local fposmid = fpos[1]
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-- If more than 1 flame
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if #fpos > 1 then
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local fposmin = areamax
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local fposmax = areamin
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for i = 1, #fpos do
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local fposi = fpos[i]
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if fposi.x > fposmax.x then
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fposmax.x = fposi.x
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end
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if fposi.y > fposmax.y then
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fposmax.y = fposi.y
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end
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if fposi.z > fposmax.z then
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fposmax.z = fposi.z
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end
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if fposi.x < fposmin.x then
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fposmin.x = fposi.x
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end
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if fposi.y < fposmin.y then
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fposmin.y = fposi.y
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end
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if fposi.z < fposmin.z then
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fposmin.z = fposi.z
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end
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end
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fposmid = vector.divide(vector.add(fposmin, fposmax), 2)
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end
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-- Play sound
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local handle = minetest.sound_play(
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"fire_fire",
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{
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pos = fposmid,
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to_player = player_name,
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gain = math.min(0.06 * (1 + flames * 0.125), 0.18),
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max_hear_distance = 32,
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loop = true, -- In case of lag
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}
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)
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-- Store sound handle for this player
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if handle then
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handles[player_name] = handle
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end
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end
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end
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-- Cycle for updating players sounds
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minetest.register_globalstep(function(dtime)
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timer = timer + dtime
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if timer < cycle then
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return
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end
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timer = 0
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local players = minetest.get_connected_players()
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for n = 1, #players do
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fire.update_player_sound(players[n])
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end
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end)
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-- Stop sound and clear handle on player leave
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minetest.register_on_leaveplayer(function(player)
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local player_name = player:get_player_name()
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if handles[player_name] then
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minetest.sound_stop(handles[player_name])
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handles[player_name] = nil
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end
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end)
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end
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-- Deprecated function kept temporarily to avoid crashes if mod fire nodes call it
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function fire.update_sounds_around(pos)
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end
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--
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-- ABMs
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--
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-- Extinguish all flames quickly with water, snow, ice
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minetest.register_abm({
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label = "Extinguish flame",
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nodenames = {"fire:basic_flame", "fire:permanent_flame"},
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neighbors = {"group:puts_out_fire"},
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interval = 3,
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chance = 1,
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catch_up = false,
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action = function(pos, node, active_object_count, active_object_count_wider)
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minetest.remove_node(pos)
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minetest.sound_play("fire_extinguish_flame",
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{pos = pos, max_hear_distance = 16, gain = 0.15})
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end,
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})
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-- Enable the following ABMs according to 'enable fire' setting
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local fire_enabled = minetest.setting_getbool("enable_fire")
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if fire_enabled == nil then
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-- New setting not specified, check for old setting.
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-- If old setting is also not specified, 'not nil' is true.
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fire_enabled = not minetest.setting_getbool("disable_fire")
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end
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if not fire_enabled then
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-- Remove basic flames only if fire disabled
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minetest.register_abm({
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label = "Remove disabled fire",
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nodenames = {"fire:basic_flame"},
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interval = 7,
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chance = 1,
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catch_up = false,
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action = minetest.remove_node,
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})
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else -- Fire enabled
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-- Ignite neighboring nodes, add basic flames
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minetest.register_abm({
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label = "Ignite flame",
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nodenames = {"group:flammable"},
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neighbors = {"group:igniter"},
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interval = 7,
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chance = 12,
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catch_up = false,
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action = function(pos, node, active_object_count, active_object_count_wider)
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-- If there is water or stuff like that around node, don't ignite
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if minetest.find_node_near(pos, 1, {"group:puts_out_fire"}) then
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return
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end
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local p = minetest.find_node_near(pos, 1, {"air"})
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if p then
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minetest.set_node(p, {name = "fire:basic_flame"})
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end
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end,
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})
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-- Remove flammable nodes around basic flame
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minetest.register_abm({
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label = "Remove flammable nodes",
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nodenames = {"fire:basic_flame"},
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neighbors = "group:flammable",
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interval = 5,
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chance = 18,
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catch_up = false,
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action = function(pos, node, active_object_count, active_object_count_wider)
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local p = minetest.find_node_near(pos, 1, {"group:flammable"})
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if p then
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local flammable_node = minetest.get_node(p)
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local def = minetest.registered_nodes[flammable_node.name]
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if def.on_burn then
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def.on_burn(p)
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else
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minetest.remove_node(p)
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minetest.check_for_falling(p)
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end
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end
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end,
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})
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end
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