VoxeLibre/mods/ITEMS/mcl_itemframes/item_frames_API.lua

890 lines
27 KiB
Lua

---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by michieal.
--- DateTime: 10/26/22 1:16 AM
---
mcl_itemframes = {}
mcl_itemframes.item_frame_base = {}
mcl_itemframes.glow_frame_base = {}
mcl_itemframes.frames_registered = {}
mcl_itemframes.frames_registered.glowing = {}
mcl_itemframes.frames_registered.standard = {}
-- Set to true to get all of the DEBUG messages.
mcl_itemframes.DEBUG = false
if mcl_itemframes.DEBUG then
minetest.log("action", "[mcl_itemframes] initialized.")
end
local S = minetest.get_translator(minetest.get_current_modname())
local table = table
local pairs = pairs
if mcl_itemframes.DEBUG then
minetest.log("action", "[mcl_itemframes] API initialized.")
end
local VISUAL_SIZE = 0.3
local facedir = {}
local pi = math.pi
local glow_amount = 6 -- LIGHT_MAX is 15, but the items aren't supposed to be a light source.
local frame_item_base = {}
local map_item_base = {}
local TIMER_INTERVAL = 40.0
-- Time to Fleckenstein! (it just sounds cool lol)
--- self: the object to roll.
local function update_roll(self, pos)
-- get the entity's metadata.
local meta = minetest.get_meta(pos)
-- using an integer, as it's the number of 45 degree turns. ie, 0 to 7
local current_roll = meta:get_int("roll", 0)
local new_roll = current_roll + 1
if new_roll == 8 then
new_roll = 0
end
meta:set_int("roll", new_roll)
local new_roll_deg = new_roll * 45
-- * `get_rotation()`: returns the rotation, a vector (radians)
local rot = self:get_rotation()
local Radians = 0
-- Radians = Degrees * (pi / 180) degrees to radian formula
-- Radian quick chart
-- One full revolution is equal to 2π rad (or) 360°.
-- 1° = 0.017453 radians and 1 rad = 57.2958°.
-- To convert an angle from degrees to radians, we multiply it by π/180°.
-- To convert an angle from radians to degrees, we multiply it by 180°/π.
Radians = new_roll_deg * (pi / 180)
rot.z = Radians
self:set_rotation(rot)
end
--- self: the object to roll.
--- faceDeg: 0-7, inclusive.
local function set_roll(self, faceDeg)
-- get the entity's metadata.
local meta = minetest.get_meta(self:get_pos())
-- using an integer, as it's the number of 45 degree turns. ie, 0 to 7
local new_roll = faceDeg
if new_roll >= 8 then
new_roll = 7
end
if new_roll <= 0 then
new_roll = 0
end
meta:set_int("roll", new_roll)
local new_roll_deg = new_roll * 45
-- * `get_rotation()`: returns the rotation, a vector (radians)
local rot = self:get_rotation()
local Radians = 0
-- Radians = Degrees * (pi / 180) degrees to radian formula
-- Radian quick chart
-- One full revolution is equal to 2π rad (or) 360°.
-- 1° = 0.017453 radians and 1 rad = 57.2958°.
-- To convert an angle from degrees to radians, we multiply it by π/180°.
-- To convert an angle from radians to degrees, we multiply it by 180°/π.
Radians = new_roll_deg * (pi / 180)
rot.z = Radians
self:set_rotation(rot)
end
local function update_map_texture (self, staticdata)
self.id = staticdata
local result = true
result = mcl_maps.load_map(self.id, function(texture)
-- will not crash even if self.object is invalid by now
-- update... quite possibly will screw up with each version of Minetest. >.<
if not texture then
minetest.log("error", "Failed to load the map texture using mcl_maps.")
end
self.object:set_properties({ textures = { texture } })
end)
if result ~= nil and result == false then
minetest.log("error", "[mcl_itemframes] Error setting up Map Item.")
end
end
local remove_item_entity = function(pos, node)
local name_found = false
local found_name_to_use = ""
for k, v in pairs(mcl_itemframes.frames_registered.glowing) do
if node.name == v then
name_found = true
found_name_to_use = v
break
end
end
-- try to cut down on excess looping, if possible.
if name_found == false then
for k, v in pairs(mcl_itemframes.frames_registered.standard) do
if node.name == v then
name_found = true
found_name_to_use = v
break
end
end
end
if mcl_itemframes.DEBUG then
minetest.log("action", "mcl_itemframes] remove_item_entity: " .. found_name_to_use .. "'s displayed item.")
end
-- node.name == "mcl_itemframes:item_frame" or node.name == "mcl_itemframes:glow_item_frame" or
if node.name == found_name_to_use then
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 0.5)) do
local entity = obj:get_luaentity()
if entity then
-- remove old entities
if entity.name == "mcl_itemframes:item" or entity.name == "mcl_itemframes:glow_item" or entity.name == "mcl_itemframes:map" or entity.name == "mcl_itemframes:glow_map" then
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local item = inv:get_stack("main", 1)
if not item:is_empty() then
if (node.name == found_name_to_use) then
minetest.add_item(pos, item)
end
meta:set_string("infotext", "")
end
obj:remove()
end
if entity.name == found_name_to_use .. "_item" or entity.name == found_name_to_use .. "_map" then
if mcl_itemframes.DEBUG then
minetest.log("action", "mcl_itemframes] remove_item_entity: " .. entity.name .. "-- the item.")
end
obj:remove()
end
end
end
end
end
mcl_itemframes.update_item_entity = function(pos, node, param2)
if mcl_itemframes.DEBUG then
minetest.log("action", "[mcl_itemframes] Update_Generic_Item:\nPosition: " .. dump(pos) .. "\nNode: " .. dump(node))
end
remove_item_entity(pos, node)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local item = inv:get_stack("main", 1)
local name_found = false
local found_name_to_use = ""
local has_glow = false
for k, v in pairs(mcl_itemframes.frames_registered.glowing) do
if node.name == v then
name_found = true
has_glow = true
found_name_to_use = v
break
end
end
-- try to cut down on excess looping, if possible.
if name_found == false then
for k, v in pairs(mcl_itemframes.frames_registered.standard) do
if node.name == v then
name_found = true
has_glow = false
found_name_to_use = v
break
end
end
end
if name_found == false then
minetest.log("error", "[mcl_itemframes] Update_Generic_Item:\nFailed to find registered node:\nNode name - " .. node.name)
minetest.log("error", "[mcl_itemframes] Update_Generic_Item:\nRegistry definition:" .. dump(mcl_itemframes.frames_registered))
return
end
if not item:is_empty() then
-- update existing items placed.
if not param2 then
param2 = node.param2
end
local pos_adj = facedir[param2]
if node.name == found_name_to_use then
pos.x = pos.x + pos_adj.x * 6.5 / 16
pos.y = pos.y + pos_adj.y * 6.5 / 16
pos.z = pos.z + pos_adj.z * 6.5 / 16
if mcl_itemframes.DEBUG then
minetest.log("[mcl_itemframes] Update_Generic_Item:\nFound Name in Registry: " .. found_name_to_use)
end
end
local yaw = pi * 2 - param2 * pi / 2
local map_id = item:get_meta():get_string("mcl_maps:id")
local map_id_entity = {}
local map_id_lua = {}
local timer = minetest.get_node_timer(pos)
if map_id == "" then
-- handle regular items placed into custom frame.
if mcl_itemframes.DEBUG then
minetest.log("action", "[mcl_itemframes] Update_Generic_Item:\nAdding entity: " .. node.name .. "_item")
end
if node.name == found_name_to_use then
map_id_entity = minetest.add_entity(pos, node.name .. "_item")
else
local debug_string = "[mcl_itemframes] Update_Generic_Item:\nCouldn't find node name in registry: "
minetest.log("error", debug_string .. found_name_to_use "\nregistry: " .. dump(mcl_itemframes.frames_registered))
return
end
map_id_lua = map_id_entity:get_luaentity()
map_id_lua._nodename = node.name
local itemname = item:get_name()
if itemname == "" or itemname == nil then
map_id_lua._texture = "blank.png"
map_id_lua._scale = 1
-- set up glow, as this is the default/initial clause on placement.
if has_glow then
map_id_lua.glow = glow_amount
end
-- if there's nothing to display, then kill the timer.
if timer:is_started() == true then
timer:stop()
end
else
map_id_lua._texture = itemname
local def = minetest.registered_items[itemname]
map_id_lua._scale = def and def.wield_scale and def.wield_scale.x or 1
-- fix for /ClearObjects
if minetest.get_item_group(itemname, "clock") == 0 then
-- Do timer related stuff - but only if there is something to display... and it's not a clock.
if timer:is_started() == false then
timer:start(TIMER_INTERVAL)
else
timer:stop()
timer:start(TIMER_INTERVAL)
end
end
end
if mcl_itemframes.DEBUG then
minetest.log("action", "[mcl_itemframes] Update_Generic_Item: item's name: " .. itemname)
end
map_id_lua:_update_texture()
if node.name == found_name_to_use then
map_id_entity:set_yaw(yaw)
else
minetest.log("error", "[mcl_itemframes] Update_Generic_Item: Failed to set Display Item's yaw. " .. node.name)
end
else
-- handle map items placed into custom frame.
if mcl_itemframes.DEBUG then
minetest.log("action", "[mcl_itemframes] Update_Generic_Item: Placing map in a " .. found_name_to_use .. " frame.")
end
if node.name == found_name_to_use then
map_id_entity = minetest.add_entity(pos, found_name_to_use .. "_map", map_id)
map_id_entity:set_yaw(yaw)
else
minetest.log("error", "[mcl_itemframes] Update_Generic_Item: Failed to set Map Item in " .. found_name_to_use .. "'s frame.")
end
-- give maps a refresh timer.
if timer:is_started() == false then
timer:start(TIMER_INTERVAL)
else
timer:stop()
timer:start(TIMER_INTERVAL)
end
end
-- finally, set the rotation (roll) of the displayed object.
local roll = meta:get_int("roll", 0)
set_roll(map_id_entity, roll)
end
end
function mcl_itemframes.drop_generic_item(pos, node, meta, clicker)
local name_found = false
local found_name_to_use = ""
for k, v in pairs(mcl_itemframes.frames_registered.glowing) do
if node.name == v then
name_found = true
found_name_to_use = v
break
end
end
-- try to cut down on excess looping, if possible.
if name_found == false then
for k, v in pairs(mcl_itemframes.frames_registered.standard) do
if node.name == v then
name_found = true
found_name_to_use = v
break
end
end
end
local cname = ""
if clicker and clicker:is_player() then
cname = clicker:get_player_name()
end
if not minetest.is_creative_enabled(cname) then
if (node.name == found_name_to_use) then
local inv = meta:get_inventory()
local item = inv:get_stack("main", 1)
if not item:is_empty() then
minetest.add_item(pos, item)
end
end
end
meta:set_string("infotext", "")
remove_item_entity(pos, node)
end
--- reworked to set up the base item definitions.
function mcl_itemframes.create_base_item_entity()
if mcl_itemframes.DEBUG then
minetest.log("action", "[mcl_itemframes] create_item_entity.")
end
--"mcl_itemframes:item",
frame_item_base = {
hp_max = 1,
visual = "wielditem",
visual_size = { x = VISUAL_SIZE, y = VISUAL_SIZE },
physical = false,
pointable = false,
textures = { "blank.png" },
_texture = "blank.png",
_scale = 1,
groups = { immortal = 1, },
on_activate = function(self, staticdata)
if staticdata and staticdata ~= "" then
local data = staticdata:split(";")
if data and data[1] and data[2] then
self._nodename = data[1]
self._texture = data[2]
if data[3] then
self._scale = data[3]
else
self._scale = 1
end
end
end
if self._texture then
self.object:set_properties({
textures = { self._texture },
visual_size = { x = VISUAL_SIZE / self._scale, y = VISUAL_SIZE / self._scale },
})
end
end,
get_staticdata = function(self)
if self._nodename and self._texture then
local ret = self._nodename .. ";" .. self._texture
if self._scale then
ret = ret .. ";" .. self._scale
end
return ret
end
return ""
end,
on_punch = function() return true end,
_update_texture = function(self)
if self._texture then
self.object:set_properties({
textures = { self._texture },
visual_size = { x = VISUAL_SIZE / self._scale, y = VISUAL_SIZE / self._scale },
})
end
end,
}
-- "mcl_itemframes:map",
map_item_base = {
initial_properties = {
visual = "upright_sprite",
visual_size = { x = 1, y = 1 },
pointable = false,
physical = false,
collide_with_objects = false,
textures = { "blank.png" },
},
on_activate = function(self, staticdata)
if mcl_itemframes.DEBUG then
minetest.log("action", "[mcl_itemframes] map_item:on_activate.")
end
update_map_texture(self, staticdata)
end,
get_staticdata = function(self)
return self.id
end,
}
end
function mcl_itemframes.create_custom_items(name, has_glow)
local custom_frame_item = table.copy(frame_item_base)
local custom_frame_map_item = table.copy(map_item_base)
if has_glow then
custom_frame_map_item.glow = glow_amount
custom_frame_item.glow = glow_amount
if mcl_itemframes.DEBUG then
minetest.log("action", "\n[mcl_itemframes] create_custom_item_entity: glow name: " .. name .. "_item")
minetest.log("action", "[mcl_itemframes] create_custom_item_entity: glow name: " .. name .. "_map\n")
end
else
if mcl_itemframes.DEBUG then
minetest.log("action", "\n[mcl_itemframes] create_custom_item_entity: name: " .. name .. "_item")
minetest.log("action", "[mcl_itemframes] create_custom_item_entity: name: " .. name .. "_map\n")
end
end
minetest.register_entity(":" .. name .. "_item", custom_frame_item)
minetest.register_entity(":" .. name .. "_map", custom_frame_map_item)
end
function mcl_itemframes.update_frame_registry(modname, name, has_glow)
local mod_name_pass = false
if modname ~= "" and modname ~= "false" then
if minetest.get_modpath(modname) then
mod_name_pass = true
end
if mod_name_pass == false then
return
end
end
local frame = name -- should only be called within the create_frames functions.
if has_glow == true then
table.insert(mcl_itemframes.frames_registered.glowing, frame)
else
table.insert(mcl_itemframes.frames_registered.standard, frame)
end
end
--- name: The name used to distinguish the item frame. Prepends "mcl_itemframes:" to the name. Example usage:
--- "glow_item_frame" creates a node named ":mcl_itemframes:glow_item_frame".
function mcl_itemframes.create_custom_frame(modname, name, has_glow, tiles, color, ttframe, description, inv_wield_image)
local mod_name_pass = false
if modname ~= "" and modname ~= "false" then
if minetest.get_modpath(modname) then
mod_name_pass = true
end
if mod_name_pass == false then
return
end
end
if name == nil then
name = ""
end
if name == "" then
minetest.log("error", "attempted to create an item frame WITHOUT a name!")
return
end
if has_glow == nil or has_glow == "" then
has_glow = false
end
if tiles == nil or tiles == "" then
minetest.log("error", "No textures passed to Create_Custom_Frame!! Exiting frame creation.")
return
end
local working_name = "mcl_itemframes:" .. name
if mcl_itemframes.DEBUG then
minetest.log("action", "[mcl_itemframes] create_custom_frame: " .. working_name)
minetest.log("action", "[mcl_itemframes] create_custom_frame - calling create_custom_items " .. working_name)
end
-- make any special frame items.
mcl_itemframes.create_custom_items(working_name, has_glow)
local custom_itemframe_definition = {}
if has_glow == false then
custom_itemframe_definition = table.copy(mcl_itemframes.item_frame_base)
else
custom_itemframe_definition = table.copy(mcl_itemframes.glow_frame_base)
end
if inv_wield_image ~= nil and inv_wield_image ~= "" then
custom_itemframe_definition.glow_frame_base.inventory_image = { "(" .. inv_wield_image .. "^[multiply:" .. color .. ")" }
custom_itemframe_definition.glow_frame_base.wield_image = { "(" .. inv_wield_image .. "^[multiply:" .. color .. ")" }
end
custom_itemframe_definition.tiles = { "(" .. tiles .. "^[multiply:" .. color .. ")" }
custom_itemframe_definition._tt_help = ttframe
custom_itemframe_definition.description = description
minetest.register_node(":" .. working_name, custom_itemframe_definition)
mcl_itemframes.update_frame_registry(modname, working_name, has_glow)
-- register Doc entry
if minetest.get_modpath("doc") then
doc.add_entry_alias("nodes", "mcl_itemframes:item_frame", "nodes", working_name)
end
end
function mcl_itemframes.custom_register_lbm()
local registered_frame_nodenames = {}
for i = 0, #mcl_itemframes.frames_registered.glowing do
table.insert(registered_frame_nodenames, mcl_itemframes.frames_registered.glowing[i])
end
for i = 0, #mcl_itemframes.frames_registered.standard do
table.insert(registered_frame_nodenames, mcl_itemframes.frames_registered.standard[i])
end
minetest.register_lbm({
label = "Respawn item frame item entities",
name = "mcl_itemframes:respawn_entities",
nodenames = registered_frame_nodenames,
run_at_every_load = true,
action = function(pos, node)
mcl_itemframes.update_item_entity(pos, node)
end,
})
end
local function register_frame_achievements()
awards.register_achievement("mcl_itemframes:glowframe", {
title = S("Glow and Behold!"),
description = S("Craft a glow item frame."),
icon = "mcl_itemframes_glow_item_frame.png",
trigger = {
type = "craft",
item = "mcl_itemframes:glow_item_frame",
target = 1
},
type = "Advancement",
group = "Overworld",
})
end
function mcl_itemframes.create_base_definitions()
if mcl_itemframes.DEBUG then
minetest.log("action", "[mcl_itemframes] create_base_definitions.")
end
-- set up the facedir information.
facedir[0] = { x = 0, y = 0, z = 1 }
facedir[1] = { x = 1, y = 0, z = 0 }
facedir[2] = { x = 0, y = 0, z = -1 }
facedir[3] = { x = -1, y = 0, z = 0 }
mcl_itemframes.item_frame_base = {
description = S("Item Frame"),
name = "mcl_itemframes:item_frame",
_tt_help = S("Can hold an item."),
_doc_items_longdesc = S("Item frames are decorative blocks in which items can be placed."),
_doc_items_usagehelp = S("Just place any item on the item frame. Use the item frame again to retrieve the item."),
drawtype = "mesh",
is_ground_content = false,
mesh = "mcl_itemframes_itemframe1facedir.obj",
selection_box = { type = "fixed", fixed = { -6 / 16, -6 / 16, 7 / 16, 6 / 16, 6 / 16, 0.5 } },
collision_box = { type = "fixed", fixed = { -6 / 16, -6 / 16, 7 / 16, 6 / 16, 6 / 16, 0.5 } },
tiles = { "mcl_itemframes_item_frame_back.png", "mcl_itemframes_item_frame_back.png", "mcl_itemframes_item_frame_back.png", "mcl_itemframes_item_frame_back.png", "default_wood.png", "mcl_itemframes_item_frame_back.png" },
inventory_image = "mcl_itemframes_item_frame.png",
wield_image = "mcl_itemframes_item_frame.png",
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
groups = { dig_immediate = 3, deco_block = 1, dig_by_piston = 1, container = 7, }, -- attached_node_facedir = 1 }, -- allows for more placement options.
sounds = mcl_sounds.node_sound_defaults(),
node_placement_prediction = "",
on_timer = function(pos)
local inv = minetest.get_meta(pos):get_inventory()
local stack = inv:get_stack("main", 1)
local itemname = stack:get_name()
local node = {}
if minetest.get_item_group(itemname, "clock") > 0 then
local new_name = "mcl_clock:clock_" .. (mcl_worlds.clock_works(pos) and mcl_clock.old_time or mcl_clock.random_frame)
if itemname ~= new_name then
stack:set_name(new_name)
inv:set_stack("main", 1, stack)
node = minetest.get_node(pos)
mcl_itemframes.update_item_entity(pos, node, node.param2)
end
minetest.get_node_timer(pos):start(1.0)
else
node = minetest.get_node(pos)
mcl_itemframes.update_item_entity(pos, node, node.param2)
end
end,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local dir = vector.subtract(pointed_thing.under, pointed_thing.above)
local wdir = minetest.dir_to_wallmounted(dir)
-- remove bottom and top of objects.
if wdir == 0 or wdir == 1 then
return itemstack
end
-- Use pointed node's on_rightclick function first, if present
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
end,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("main", 1)
end,
on_rightclick = function(pos, node, clicker, itemstack)
if not itemstack then
return
end
local pname = clicker:get_player_name()
if minetest.is_protected(pos, pname) then
minetest.record_protection_violation(pos, pname)
return
end
local meta = minetest.get_meta(pos)
mcl_itemframes.drop_generic_item(pos, node, meta, clicker)
local inv = meta:get_inventory()
if itemstack:is_empty() then
remove_item_entity(pos, node)
meta:set_string("infotext", "")
inv:set_stack("main", 1, "")
return itemstack
end
local put_itemstack = ItemStack(itemstack)
put_itemstack:set_count(1)
local itemname = put_itemstack:get_name()
if minetest.get_item_group(itemname, "compass") > 0 then
put_itemstack:set_name(mcl_compass.get_compass_itemname(pos, minetest.dir_to_yaw(minetest.facedir_to_dir(node.param2)), put_itemstack))
end
if minetest.get_item_group(itemname, "clock") > 0 then
minetest.get_node_timer(pos):start(1.0)
end
inv:set_stack("main", 1, put_itemstack)
mcl_itemframes.update_item_entity(pos, node)
-- Add node infotext when item has been named
local imeta = itemstack:get_meta()
local iname = imeta:get_string("name")
if iname then
meta:set_string("infotext", iname)
end
if not minetest.is_creative_enabled(clicker:get_player_name()) then
itemstack:take_item()
end
return itemstack
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return count
end
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return stack:get_count()
end
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return stack:get_count()
end
end,
on_destruct = function(pos)
local meta = minetest.get_meta(pos)
local node = minetest.get_node(pos)
mcl_itemframes.drop_generic_item(pos, node, meta)
end,
on_rotate = function(pos, node, user, mode, param2)
--local meta = minetest.get_meta(pos)
local node = minetest.get_node(pos)
local objs = nil
local name_found = false
local found_name_to_use = ""
name_found = false
found_name_to_use = ""
for k, v in pairs(mcl_itemframes.frames_registered.glowing) do
if node.name == v then
name_found = true
found_name_to_use = v
break
end
end
-- try to cut down on excess looping, if possible.
if name_found == false then
for k, v in pairs(mcl_itemframes.frames_registered.standard) do
if node.name == v then
name_found = true
found_name_to_use = v
break
end
end
end
if node.name == found_name_to_use then
objs = minetest.get_objects_inside_radius(pos, 0.5)
else
return -- short circuit if it's somehow not the right thing.
end
if objs then
if mode == screwdriver.ROTATE_FACE or mode == screwdriver.ROTATE_AXIS then
for _, obj in ipairs(objs) do
if obj and obj:get_luaentity() then
local obj_name = obj:get_luaentity().name
if obj_name == found_name_to_use .. "_item" then
if mode == screwdriver.ROTATE_AXIS then
update_roll(obj, pos)
end
break
end
end
end
return false
end
end
end,
}
-- make the base items for the base frames.
mcl_itemframes.create_base_item_entity()
-- minetest.register_node("mcl_itemframes:item_frame", mcl_itemframes.item_frame_base)
-- make glow frame from the base item_frame.
mcl_itemframes.glow_frame_base = table.copy(mcl_itemframes.item_frame_base)
mcl_itemframes.glow_frame_base.description = S("Glowing Item Frame")
mcl_itemframes.glow_frame_base._tt_help = S("Can hold an item and glows.")
mcl_itemframes.glow_frame_base.longdesc = S("Glowing item frames are decorative blocks in which items can be placed and made to glow.")
mcl_itemframes.glow_frame_base.tiles = { "mcl_itemframes_glow_item_frame.png" }
mcl_itemframes.glow_frame_base.inventory_image = "mcl_itemframes_glow_item_frame.png"
mcl_itemframes.glow_frame_base.wield_image = "mcl_itemframes_glow_item_frame.png"
mcl_itemframes.glow_frame_base.mesh = "mcl_itemframes_glow_item_frame.obj"
mcl_itemframes.glow_frame_base.glow = 1 --make the glow frames have some glow at night, but not enough to be a light source.
-- set up the achievement for glow frames.
register_frame_achievements()
end
-- for compatibility:
function mcl_itemframes.backwards_compatibility ()
minetest.register_lbm({
label = "Update legacy item frames",
name = "mcl_itemframes:update_legacy_item_frames",
nodenames = { "itemframes:frame" },
action = function(pos, node)
-- Swap legacy node, then respawn entity
node.name = "mcl_itemframes:item_frame"
local meta = minetest.get_meta(pos)
local item = meta:get_string("item")
minetest.swap_node(pos, node)
if item ~= "" then
local itemstack = ItemStack(minetest.deserialize(meta:get_string("itemdata")))
local inv = meta:get_inventory()
inv:set_size("main", 1)
if not itemstack:is_empty() then
inv:set_stack("main", 1, itemstack)
end
end
mcl_itemframes.update_item_entity(pos, node)
end,
})
minetest.register_alias("itemframes:frame", "mcl_itemframes:item_frame")
-- adds backwards compatibility
minetest.register_alias("mcl_itemframes:item", "mcl_itemframes:item_frame_item")
minetest.register_alias("mcl_itemframes:map", "mcl_itemframes:item_frame_map")
minetest.register_alias("mcl_itemframes:glow_item", "mcl_itemframes:glow_item_frame_item")
minetest.register_alias("mcl_itemframes:glow_map", "mcl_itemframes:glow_item_frame_map")
minetest.register_entity("mcl_itemframes:item", frame_item_base)
minetest.register_entity("mcl_itemframes:map", map_item_base)
minetest.register_entity("mcl_itemframes:glow_item", frame_item_base)
minetest.register_entity("mcl_itemframes:glow_map", map_item_base)
end