--[[ Copyright (C) 2012 PilzAdam modified by BlockMen (added sounds, glassdoors[glass, obsidian glass], trapdoor) Copyright (C) 2015 - Auke Kok --]] -- our API object doors = {} -- private data local _doors = {} _doors.registered_doors = {} _doors.registered_trapdoors = {} -- returns an object to a door object or nil function doors.get(pos) if _doors.registered_doors[minetest.get_node(pos).name] then -- A normal upright door return { pos = pos, open = function(self, player) if self:state() then return false end return _doors.door_toggle(self.pos, player) end, close = function(self, player) if not self:state() then return false end return _doors.door_toggle(self.pos, player) end, toggle = function(self, player) return _doors.door_toggle(self.pos, player) end, state = function(self) local state = minetest.get_meta(self.pos):get_int("state") return state %2 == 1 end } elseif _doors.registered_trapdoors[minetest.get_node(pos).name] then -- A trapdoor return { pos = pos, open = function(self, player) if self:state() then return false end return _doors.trapdoor_toggle(self.pos, player) end, close = function(self, player) if not self:state() then return false end return _doors.trapdoor_toggle(self.pos, player) end, toggle = function(self, player) return _doors.trapdoor_toggle(self.pos, player) end, state = function(self) local name = minetest.get_node(pos).name return name:sub(-5) == "_open" end } else return nil end end -- this hidden node is placed on top of the bottom, and prevents -- nodes from being placed in the top half of the door. minetest.register_node("doors:hidden", { description = "Hidden Door Segment", -- can't use airlike otherwise falling nodes will turn to entities -- and will be forever stuck until door is removed. drawtype = "nodebox", paramtype = "light", paramtype2 = "facedir", sunlight_propagates = true, -- has to be walkable for falling nodes to stop falling. walkable = true, pointable = false, diggable = false, buildable_to = false, floodable = false, drop = "", groups = {not_in_creative_inventory = 1}, on_blast = function() end, tiles = {"doors_blank.png"}, -- 1px transparent block inside door hinge near node top. nodebox = { type = "fixed", fixed = {-15/32, 13/32, -15/32, -13/32, 1/2, -13/32}, }, -- collision_box needed otherise selection box would be full node size collision_box = { type = "fixed", fixed = {-15/32, 13/32, -15/32, -13/32, 1/2, -13/32}, }, }) -- table used to aid door opening/closing local transform = { { { v = "_a", param2 = 3 }, { v = "_a", param2 = 0 }, { v = "_a", param2 = 1 }, { v = "_a", param2 = 2 }, }, { { v = "_b", param2 = 1 }, { v = "_b", param2 = 2 }, { v = "_b", param2 = 3 }, { v = "_b", param2 = 0 }, }, { { v = "_b", param2 = 1 }, { v = "_b", param2 = 2 }, { v = "_b", param2 = 3 }, { v = "_b", param2 = 0 }, }, { { v = "_a", param2 = 3 }, { v = "_a", param2 = 0 }, { v = "_a", param2 = 1 }, { v = "_a", param2 = 2 }, }, } function _doors.door_toggle(pos, clicker) local meta = minetest.get_meta(pos) local def = minetest.registered_nodes[minetest.get_node(pos).name] local name = def.door.name local state = meta:get_string("state") if state == "" then -- fix up lvm-placed right-hinged doors, default closed if minetest.get_node(pos).name:sub(-2) == "_b" then state = 2 else state = 0 end else state = tonumber(state) end if clicker and not minetest.check_player_privs(clicker, "protection_bypass") then local owner = meta:get_string("doors_owner") if owner ~= "" then if clicker:get_player_name() ~= owner then return false end end end local old = state -- until Lua-5.2 we have no bitwise operators :( if state % 2 == 1 then state = state - 1 else state = state + 1 end local dir = minetest.get_node(pos).param2 if state % 2 == 0 then minetest.sound_play(def.door.sounds[1], {pos = pos, gain = 0.3, max_hear_distance = 10}) else minetest.sound_play(def.door.sounds[2], {pos = pos, gain = 0.3, max_hear_distance = 10}) end minetest.swap_node(pos, { name = name .. transform[state + 1][dir+1].v, param2 = transform[state + 1][dir+1].param2 }) meta:set_int("state", state) return true end local function on_place_node(place_to, newnode, placer, oldnode, itemstack, pointed_thing) -- Run script hook local _, callback for _, callback in ipairs(core.registered_on_placenodes) do -- Deepcopy pos, node and pointed_thing because callback can modify them local place_to_copy = {x = place_to.x, y = place_to.y, z = place_to.z} local newnode_copy = {name = newnode.name, param1 = newnode.param1, param2 = newnode.param2} local oldnode_copy = {name = oldnode.name, param1 = oldnode.param1, param2 = oldnode.param2} local pointed_thing_copy = { type = pointed_thing.type, above = vector.new(pointed_thing.above), under = vector.new(pointed_thing.under), ref = pointed_thing.ref, } callback(place_to_copy, newnode_copy, placer, oldnode_copy, itemstack, pointed_thing_copy) end end function doors.register(name, def) if not name:find(":") then name = "doors:" .. name end -- replace old doors of this type automatically minetest.register_lbm({ name = ":doors:replace_" .. name:gsub(":", "_"), nodenames = {name.."_b_1", name.."_b_2"}, action = function(pos, node) local l = tonumber(node.name:sub(-1)) local meta = minetest.get_meta(pos) local h = meta:get_int("right") + 1 local p2 = node.param2 local replace = { { { type = "a", state = 0 }, { type = "a", state = 3 } }, { { type = "b", state = 1 }, { type = "b", state = 2 } } } local new = replace[l][h] -- retain infotext and doors_owner fields minetest.swap_node(pos, {name = name .. "_" .. new.type, param2 = p2}) meta:set_int("state", new.state) -- properly place doors:hidden at the right spot local p3 = p2 if new.state >= 2 then p3 = (p3 + 3) % 4 end if new.state % 2 == 1 then if new.state >= 2 then p3 = (p3 + 1) % 4 else p3 = (p3 + 3) % 4 end end -- wipe meta on top node as it's unused minetest.set_node({x = pos.x, y = pos.y + 1, z = pos.z}, {name = "doors:hidden", param2 = p3}) end }) minetest.register_craftitem(":" .. name, { description = def.description, inventory_image = def.inventory_image, on_place = function(itemstack, placer, pointed_thing) local pos = nil if not pointed_thing.type == "node" then return itemstack end local node = minetest.get_node(pointed_thing.under) local pdef = minetest.registered_nodes[node.name] if pdef and pdef.on_rightclick then return pdef.on_rightclick(pointed_thing.under, node, placer, itemstack, pointed_thing) end if pdef and pdef.buildable_to then pos = pointed_thing.under else pos = pointed_thing.above node = minetest.get_node(pos) pdef = minetest.registered_nodes[node.name] if not pdef or not pdef.buildable_to then return itemstack end end local above = { x = pos.x, y = pos.y + 1, z = pos.z } if not minetest.registered_nodes[minetest.get_node(above).name].buildable_to then return itemstack end local pn = placer:get_player_name() if minetest.is_protected(pos, pn) or minetest.is_protected(above, pn) then return itemstack end local dir = minetest.dir_to_facedir(placer:get_look_dir()) local ref = { { x = -1, y = 0, z = 0 }, { x = 0, y = 0, z = 1 }, { x = 1, y = 0, z = 0 }, { x = 0, y = 0, z = -1 }, } local aside = { x = pos.x + ref[dir + 1].x, y = pos.y + ref[dir + 1].y, z = pos.z + ref[dir + 1].z, } local state = 0 if minetest.get_item_group(minetest.get_node(aside).name, "door") == 1 then state = state + 2 minetest.set_node(pos, {name = name .. "_b", param2 = dir}) minetest.set_node(above, {name = "doors:hidden", param2 = (dir + 3) % 4}) else minetest.set_node(pos, {name = name .. "_a", param2 = dir}) minetest.set_node(above, {name = "doors:hidden", param2 = dir}) end local meta = minetest.get_meta(pos) meta:set_int("state", state) if def.protected then local pn = placer:get_player_name() meta:set_string("doors_owner", pn) meta:set_string("infotext", "Owned by " .. pn) end if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end on_place_node(pos, minetest.get_node(pos), placer, node, itemstack, pointed_thing) return itemstack end }) def.inventory_image = nil if def.recipe then minetest.register_craft({ output = name, recipe = def.recipe, }) end def.recipe = nil local can_dig = function(pos, digger) if not def.protected then return true end if minetest.check_player_privs(digger, "protection_bypass") then return true end local meta = minetest.get_meta(pos) local name = "" if digger then name = digger:get_player_name() end return meta:get_string("doors_owner") == name end if not def.sounds then def.sounds = default.node_sound_wood_defaults() end if not def.sound_open then def.sound_open = "doors_door_open" end if not def.sound_close then def.sound_close = "doors_door_close" end def.groups.not_in_creative_inventory = 1 def.groups.door = 1 def.drop = name def.door = { name = name, sounds = { def.sound_close, def.sound_open }, } def.on_rightclick = function(pos, node, clicker) _doors.door_toggle(pos, clicker) end def.after_dig_node = function(pos, node, meta, digger) minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z}) if adventuretest.is_50 then minetest.check_for_falling({x = pos.x, y = pos.y + 1, z = pos.z}) else nodeupdate({x = pos.x, y = pos.y + 1, z = pos.z}) end end def.can_dig = function(pos, player) return can_dig(pos, player) end def.on_rotate = function(pos, node, user, mode, new_param2) return false end if def.protected then def.on_blast = function() end else def.on_blast = function(pos, intensity) minetest.remove_node(pos) -- hidden node doesn't get blasted away. minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z}) return {name} end end def.on_destruct = function(pos) minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z}) end def.drawtype = "mesh" def.paramtype = "light" def.paramtype2 = "facedir" def.sunlight_propagates = true def.walkable = true def.is_ground_content = false def.buildable_to = false def.selection_box = { type = "fixed", fixed = { -1/2,-1/2,-1/2,1/2,3/2,-6/16} } def.collision_box = { type = "fixed", fixed = { -1/2,-1/2,-1/2,1/2,3/2,-6/16} } def.mesh = "door_a.obj" minetest.register_node(":" .. name .. "_a", def) def.mesh = "door_b.obj" minetest.register_node(":" .. name .. "_b", def) _doors.registered_doors[name .. "_a"] = true _doors.registered_doors[name .. "_b"] = true end doors.register("door_wood", { tiles = {{ name = "[combine:32x38:0,0=default_wood.png:0,16=default_wood.png:0,32=default_wood.png:16,0=default_wood.png:16,16=default_wood.png:16,32=default_wood.png^[transformR270^[colorize:#fff:30^ts_doors_base.png^[noalpha^[makealpha:0,255,0", backface_culling = true }}, inventory_image = "[combine:32x38:0,0=default_wood.png:0,16=default_wood.png:16,0=default_wood.png:16,16=default_wood.png^[transformR270^[colorize:#fff:30^ts_doors_base_inv.png^[noalpha^[makealpha:0,255,0", description = "Wooden Door", groups = { snappy = 1, choppy = 2, flammable = 2 }, }) doors.register("door_steel", { tiles = {{ name = "doors_door_steel.png", backface_culling = true }}, description = "Steel Door", inventory_image = "doors_item_steel.png", protected = true, groups = { snappy = 1, bendy = 2, cracky = 1, melty = 2, level = 2 }, sounds = default.node_sound_stone_defaults(), sound_open = "doors_steel_door_open", sound_close = "doors_steel_door_close", recipe = { {"default:steel_ingot", "default:steel_ingot"}, {"default:steel_ingot", "default:steel_ingot"}, {"default:steel_ingot", "default:steel_ingot"}, } }) doors.register("door_glass", { tiles = { "doors_door_glass.png"}, description = "Glass Door", inventory_image = "doors_item_glass.png", groups = { snappy=1, cracky=1, oddly_breakable_by_hand=3 }, sounds = default.node_sound_glass_defaults(), sound_open = "doors_glass_door_open", sound_close = "doors_glass_door_close", recipe = { {"default:glass", "default:glass"}, {"default:glass", "default:glass"}, {"default:glass", "default:glass"}, } }) doors.register("door_obsidian_glass", { tiles = { "doors_door_obsidian_glass.png" }, description = "Obsidian Glass Door", inventory_image = "doors_item_obsidian_glass.png", groups = { snappy=1, cracky=1, oddly_breakable_by_hand=3 }, sounds = default.node_sound_glass_defaults(), sound_open = "doors_glass_door_open", sound_close = "doors_glass_door_close", recipe = { {"default:obsidian_glass", "default:obsidian_glass"}, {"default:obsidian_glass", "default:obsidian_glass"}, {"default:obsidian_glass", "default:obsidian_glass"}, }, }) -- Capture mods using the old API as best as possible. function doors.register_door(name, def) if def.only_placer_can_open then def.protected = true end def.only_placer_can_open = nil local i = name:find(":") local modname = name:sub(1, i - 1) if not def.tiles then if def.protected then def.tiles = {{name = "doors_door_steel.png", backface_culling = true}} else def.tiles = {{name = "doors_door_wood.png", backface_culling = true}} end minetest.log("warning", modname .. " registered door \"" .. name .. "\" " .. "using deprecated API method \"doors.register_door()\" but " .. "did not provide the \"tiles\" parameter. A fallback tiledef " .. "will be used instead.") end doors.register(name, def) end ----trapdoor---- function _doors.trapdoor_toggle(pos, clicker) if clicker and not minetest.check_player_privs(clicker, "protection_bypass") then local meta = minetest.get_meta(pos) local owner = meta:get_string("doors_owner") if owner ~= "" then if clicker:get_player_name() ~= owner then return false end end end local node = minetest.get_node(pos) local def = minetest.registered_nodes[node.name] if string.sub(node.name, -5) == "_open" then minetest.sound_play(def.sound_close, {pos = pos, gain = 0.3, max_hear_distance = 10}) minetest.swap_node(pos, {name = string.sub(node.name, 1, string.len(node.name) - 5), param1 = node.param1, param2 = node.param2}) else minetest.sound_play(def.sound_open, {pos = pos, gain = 0.3, max_hear_distance = 10}) minetest.swap_node(pos, {name = node.name .. "_open", param1 = node.param1, param2 = node.param2}) end end function doors.register_trapdoor(name, def) local name_closed = name local name_opened = name.."_open" local function check_player_priv(pos, player) if not def.protected or minetest.check_player_privs(player, "protection_bypass") then return true end local meta = minetest.get_meta(pos) local pn = player:get_player_name() return meta:get_string("doors_owner") == pn end def.on_rightclick = function(pos, node, clicker) _doors.trapdoor_toggle(pos, clicker) end -- Common trapdoor configuration def.drawtype = "nodebox" def.paramtype = "light" def.paramtype2 = "facedir" def.is_ground_content = false def.can_dig = check_player_priv if def.protected then def.after_place_node = function(pos, placer, itemstack, pointed_thing) local pn = placer:get_player_name() local meta = minetest.get_meta(pos) meta:set_string("doors_owner", pn) meta:set_string("infotext", "Owned by "..pn) return minetest.setting_getbool("creative_mode") end def.on_blast = function() end else def.on_blast = function(pos, intensity) minetest.remove_node(pos) minetest.remove_node({ x = pos.x, y = pos.y + 1, z = pos.z}) return { name } end end if not def.sounds then def.sounds = default.node_sound_wood_defaults() end if not def.sound_open then def.sound_open = "doors_door_open" end if not def.sound_close then def.sound_close = "doors_door_close" end local def_opened = table.copy(def) local def_closed = table.copy(def) def_closed.node_box = { type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5} } def_closed.selection_box = { type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5} } def_closed.tiles = { def.tile_front, def.tile_front, def.tile_side, def.tile_side, def.tile_side, def.tile_side } def_opened.node_box = { type = "fixed", fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5} } def_opened.selection_box = { type = "fixed", fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5} } def_opened.tiles = { def.tile_side, def.tile_side, def.tile_side .. '^[transform3', def.tile_side .. '^[transform1', def.tile_front, def.tile_front } def_opened.drop = name_closed def_opened.groups.not_in_creative_inventory = 1 minetest.register_node(name_opened, def_opened) minetest.register_node(name_closed, def_closed) _doors.registered_trapdoors[name_opened] = true _doors.registered_trapdoors[name_closed] = true end doors.register_trapdoor("doors:trapdoor", { description = "Trapdoor", inventory_image = "doors_trapdoor.png", wield_image = "doors_trapdoor.png", tile_front = "doors_trapdoor.png", tile_side = "doors_trapdoor_side.png", groups = {snappy=1, choppy=2, oddly_breakable_by_hand=2, flammable=2, door=1}, }) doors.register_trapdoor("doors:trapdoor_steel", { description = "Steel Trapdoor", inventory_image = "doors_trapdoor_steel.png", wield_image = "doors_trapdoor_steel.png", tile_front = "doors_trapdoor_steel.png", tile_side = "doors_trapdoor_steel_side.png", protected = true, sounds = default.node_sound_stone_defaults(), sound_open = "doors_steel_door_open", sound_close = "doors_steel_door_close", groups = {snappy=1, bendy=2, cracky=1, melty=2, level=2, door=1}, }) minetest.register_craft({ output = 'doors:trapdoor 2', recipe = { {'group:wood', 'group:wood', 'group:wood'}, {'group:wood', 'group:wood', 'group:wood'}, {'', '', ''}, } }) minetest.register_craft({ output = 'doors:trapdoor_steel', recipe = { {'default:steel_ingot', 'default:steel_ingot'}, {'default:steel_ingot', 'default:steel_ingot'}, } }) ----fence gate---- function doors.register_fencegate(name, def) local fence = { description = def.description, drawtype = "mesh", tiles = { def.texture }, paramtype = "light", paramtype2 = "facedir", sunlight_propagates = true, is_ground_content = false, drop = name .. "_closed", connect_sides = { "left", "right" }, groups = def.groups, sounds = def.sounds, on_rightclick = function(pos, clicker) local node = minetest.get_node(pos) local node_def = minetest.registered_nodes[node.name] minetest.swap_node(pos, {name = node_def.gate, param2 = node.param2}) minetest.sound_play(node_def.sound, {pos = pos, gain = 0.3, max_hear_distance = 8}) end, selection_box = { type = "fixed", fixed = {-1/2, -1/2, -1/4, 1/2, 1/2, 1/4}, }, } if not fence.sounds then fence.sounds = default.node_sound_wood_defaults() end fence.groups.fence = 1 local fence_closed = table.copy(fence) fence_closed.mesh = "doors_fencegate_closed.obj" fence_closed.gate = name .. "_open" fence_closed.sound = "doors_fencegate_open" fence_closed.collision_box = { type = "fixed", fixed = {-1/2, -1/2, -1/4, 1/2, 1/2, 1/4}, } local fence_open = table.copy(fence) fence_open.mesh = "doors_fencegate_open.obj" fence_open.gate = name .. "_closed" fence_open.sound = "doors_fencegate_close" fence_open.groups.not_in_creative_inventory = 1 fence_open.collision_box = { type = "fixed", fixed = {{-1/2, -1/2, -1/4, -3/8, 1/2, 1/4}, {-5/8, -3/8, -14/16, -3/8, 3/8, 0}}, } minetest.register_node(":" .. name .. "_closed", fence_closed) minetest.register_node(":" .. name .. "_open", fence_open) minetest.register_craft({ output = name .. "_closed", recipe = { {"default:stick", def.material, "default:stick"}, {"default:stick", def.material, "default:stick"} } }) end doors.register_fencegate("doors:gate_wood", { description = "Wooden Fence Gate", texture = "default_wood.png", material = "default:wood", groups = {choppy = 2, flammable = 2} }) doors.register_fencegate("doors:gate_savanna_wood", { description = "Savana Fence Gate", texture = "mg_dry_wood.png", material = "mg:savannawood", groups = {choppy = 2, flammable = 2} }) doors.register_fencegate("doors:gate_junglewood", { description = "Junglewood Fence Gate", texture = "default_junglewood.png", material = "default:junglewood", groups = {choppy = 2, flammable = 2} }) doors.register_fencegate("doors:gate_pine_wood", { description = "Pine Fence Gate", texture = "mg_pine_wood.png", material = "mg:pinewood", groups = {choppy = 2, flammable = 2} })