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- -- This file is reloadable.
- ambiance = ambiance or {}
- ambiance.players = ambiance.players or {}
- ambiance.environment_cache = ambiance.environment_cache or {}
- ambiance.modpath = minetest.get_modpath("ambiance")
- -- Localize for performance.
- local math_random = math.random
- dofile(ambiance.modpath .. "/data.lua")
- dofile(ambiance.modpath .. "/utility.lua")
- dofile(ambiance.modpath .. "/scuba.lua")
- dofile(ambiance.modpath .. "/particles.lua")
- dofile(ambiance.modpath .. "/beacon.lua")
- dofile(ambiance.modpath .. "/treesounds.lua")
- dofile(ambiance.modpath .. "/gate.lua")
- -- Modifiable parameters.
- ambiance.server_step = 1
- local step_timer = 0
- local step_total = ambiance.server_step
- ambiance.globalstep = function(dtime)
- step_timer = step_timer + dtime
- if step_timer < step_total then
- return
- end
- step_timer = 0
- -- Get current time of day.
- local curtime = minetest.get_timeofday()
- local rand = math_random
-
- -- For all sounds, check if anyone can hear them. If yes, play sound to players that can hear.
- local allsounds = ambiance.allsounds
- for k, v in ipairs(allsounds) do
- v.timer = v.timer - step_total
- if v.timer <= 0 then
- -- Timer has expired, fire sound (if possible).
- -- Also reset the timer so the sound can fire again.
- v.timer = rand(v.mintime, v.maxtime)
- -- Can this sound play at the current time of day?
- if ambiance.check_time(v.time, curtime) then
- -- Scan through all players. The following checks must be done per-player.
- for name, pdata in pairs(ambiance.players) do
- local player = minetest.get_player_by_name(name)
- if player and player:is_player() then
- local pos = utility.get_foot_pos(player:get_pos())
- -- Is player in this sounds's Y layer?
- if pos.y >= v.miny and pos.y <= v.maxy then
- -- Don't play sound if player is underwater (muted sounds).
- -- Note: player's underwater status is modified by the scuba code.
- local underwater = ambiance.players[name].underwater
- if underwater == nil then
- local nospawn = false
- -- If have perlin object, then check if sound can spawn in this location.
- if v.perlin and v.noise_threshold then
- local noise = v.perlin:get_3d(pos)
- if noise < v.noise_threshold then
- nospawn = true
- end
- end
- if not nospawn then
- -- Only play sound if sound can be played indoors or out-of-doors.
- -- If sound doesn't care whether indoors or out-of-doors, then play it.
- local indoors
- if v.indoors ~= nil then
- -- Randomize position a bit in case player is just standing under an overhang.
- pos.x = rand(pos.x - 1, pos.x + 1)
- pos.y = rand(pos.y - 1, pos.y + 1)
- pos.z = rand(pos.z - 1, pos.z + 1)
- indoors = ambiance.check_indoors(name, pos)
- end
- if v.indoors == indoors then
- -- Play sound to current player!
- -- If multiple players can hear, the sound will be played at the same time to all of them.
- local gain = rand(v.mingain*100.0, v.maxgain*100.0)/100.0
- -- Clamp gain!
- if gain < 0.0 then gain = 0.0 end
- if gain > 2.0 then gain = 2.0 end
- minetest.sound_play(v.name, {to_player=name, gain=gain})
- end
- end
- end
- end
- end
- end
- end
- end
- end
- end
- -- Register our handlers only once.
- if not ambiance.registered then
- -- Store data per-player.
- minetest.register_on_joinplayer(function(player)
- local pname = player:get_player_name()
- ambiance.players[pname] = {}
- end)
- minetest.register_on_leaveplayer(function(player)
- ambiance.players[player:get_player_name()] = nil
- end)
-
- minetest.register_globalstep(function(...) return ambiance.globalstep(...) end)
- minetest.register_globalstep(function(...) return ambiance.globalstep_scuba(...) end)
- ambiance.registered = true
- end
- -- Register everything as reloadable.
- if minetest.get_modpath("reload") then
- local c = "ambiance:core"
- local f = ambiance.modpath .. "/init.lua"
- if not reload.file_registered(c) then
- reload.register_file(c, f, false)
- end
- end
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