Auke Kok 80cbd6d34a Add license headers to all lua files.
Some of these are copies from the respective origins from mtg,
to make sure we have headers everywhere listing the proper code.

I've relicensed spectator_mode from WT*PL to LGPL-2.1. No other
licenses were changed.
2018-06-21 22:56:48 -07:00

611 lines
16 KiB
Lua

--[[
The MIT License (MIT)
Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2014-2016 BlockMen
Copyright (C) 2015-2016 sofar (sofar@foo-projects.org)
Copyright (C) 2012-2016 Various Minetest developers and contributors
Permission is hereby granted, free of charge, to any person obtaining
a copy of this software and associated documentation files (the
"Software"), to deal in the Software without restriction, including
without limitation the rights to use, copy, modify, merge, publish,
distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject
to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY
KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]--
-- 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)
local node_name = minetest.get_node(pos).name
if _doors.registered_doors[node_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, nil, player)
end,
close = function(self, player)
if not self:state() then
return false
end
return _doors.door_toggle(self.pos, nil, player)
end,
toggle = function(self, player)
return _doors.door_toggle(self.pos, nil, player)
end,
state = function(self)
local state = minetest.get_meta(self.pos):get_int("state")
return state %2 == 1
end
}
elseif _doors.registered_trapdoors[node_name] then
-- A trapdoor
return {
pos = pos,
open = function(self, player)
if self:state() then
return false
end
return _doors.trapdoor_toggle(self.pos, nil, player)
end,
close = function(self, player)
if not self:state() then
return false
end
return _doors.trapdoor_toggle(self.pos, nil, player)
end,
toggle = function(self, player)
return _doors.trapdoor_toggle(self.pos, nil, player)
end,
state = function(self)
return minetest.get_node(self.pos).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 = {"itb_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, node, clicker)
local meta = minetest.get_meta(pos)
node = node or minetest.get_node(pos)
local def = minetest.registered_nodes[node.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 node.name:sub(-2) == "_b" then
state = 2
else
state = 0
end
else
state = tonumber(state)
end
-- until Lua-5.2 we have no bitwise operators :(
if state % 2 == 1 then
state = state - 1
else
state = state + 1
end
local dir = node.param2
if state % 2 == 0 then
minetest.sound_play(def.door.sounds[1],
{pos = pos, gain = 0.3, max_hear_distance = 32})
else
minetest.sound_play(def.door.sounds[2],
{pos = pos, gain = 0.3, max_hear_distance = 32})
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
for _, callback in ipairs(minetest.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
local function can_dig_door(pos, digger)
local digger_name = digger and digger:get_player_name()
if boxes.players_editing_boxes[digger_name] then
-- don't allow breaking entrance/exit doors
local box = boxes.players_editing_boxes[digger_name]
if pos.x <= box.minp.x or pos.x >= box.maxp.x or
pos.y <= box.minp.y or pos.y >= box.maxp.y or
pos.z <= box.minp.z or pos.z >= box.maxp.z
then
return false
end
return true
elseif boxes.players_in_boxes[digger_name] then
return false
end
return minetest.check_player_privs(digger_name, "server")
end
function doors.register(name, def)
if not name:find(":") then
name = "doors:" .. name
end
minetest.register_craftitem(":" .. name, {
description = def.description,
inventory_image = def.inventory_image,
on_place = function(itemstack, placer, pointed_thing)
local pos
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 and
not placer:get_player_control().sneak 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}
local top_node = minetest.get_node_or_nil(above)
local topdef = top_node and minetest.registered_nodes[top_node.name]
if not topdef or not topdef.buildable_to 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)
on_place_node(pos, minetest.get_node(pos),
placer, node, itemstack, pointed_thing)
return itemstack
end
})
def.inventory_image = nil
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.groups.node = 1
def.drop = name
def.door = {
name = name,
sounds = { def.sound_close, def.sound_open },
}
if not def.protected then
def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
_doors.door_toggle(pos, node, clicker)
return itemstack
end
else
def.groups.node = 2
def.groups.unbreakable = 2
end
def.after_dig_node = function(pos, node, meta, digger)
mech.after_dig(pos, node, meta, digger)
minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
minetest.check_for_falling({x = pos.x, y = pos.y + 1, z = pos.z})
end
def.on_rotate = function(pos, node, user, mode, new_param2)
return false
end
def.on_trigger = function(pos)
local d = doors.get(pos)
if d then
d:open()
end
end
def.on_untrigger = function(pos)
local d = doors.get(pos)
if d then
d:close()
end
end
def.can_dig = can_dig_door
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 = "itb_doors_door_wood.png", backface_culling = true }},
description = "Wooden Door",
inventory_image = "itb_doors_item_wood.png",
groups = {unbreakable = 1, node = 1, door = 1},
})
doors.register("door_steel", {
tiles = {{name = "itb_doors_door_steel.png", backface_culling = true}},
description = "Steel Door",
inventory_image = "itb_doors_item_steel.png",
protected = true,
groups = {unbreakable = 2, node = 2, door = 1},
sound_open = "doors_steel_door_open",
sound_close = "doors_steel_door_close",
})
----trapdoor----
function _doors.trapdoor_toggle(pos, node, clicker)
node = node or 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 = 32})
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 = 32})
minetest.swap_node(pos, {name = node.name .. "_open",
param1 = node.param1, param2 = node.param2})
end
end
function doors.register_trapdoor(name, def)
if not name:find(":") then
name = "doors:" .. name
end
local name_closed = name
local name_opened = name.."_open"
if not def.protected then
def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
_doors.trapdoor_toggle(pos, node, clicker)
return itemstack
end
else
def.groups.node = 2
def.groups.unbreakable = 2
end
def.on_trigger = function(pos)
local d = doors.get(pos)
d:open()
end
def.on_untrigger = function(pos)
local d = doors.get(pos)
d:close()
end
-- Common trapdoor configuration
def.drawtype = "nodebox"
def.paramtype = "light"
def.paramtype2 = "facedir"
def.is_ground_content = false
def.after_dig_node = mech.after_dig
def.can_dig = can_dig_door
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 .. '^[transformFY',
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 .. '^[transform46',
def.tile_front .. '^[transform6'}
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 = "itb_doors_trapdoor.png",
wield_image = "itb_doors_trapdoor.png",
tile_front = "itb_doors_trapdoor.png",
tile_side = "itb_doors_trapdoor_side.png",
groups = {unbreakable = 1, node = 1, door = 1},
})
doors.register_trapdoor("doors:trapdoor_steel", {
description = "Steel Trapdoor",
inventory_image = "itb_doors_trapdoor_steel.png",
wield_image = "itb_doors_trapdoor_steel.png",
tile_front = "itb_doors_trapdoor_steel.png",
tile_side = "itb_doors_trapdoor_steel_side.png",
protected = true,
sound_open = "doors_steel_door_open",
sound_close = "doors_steel_door_close",
groups = {unbreakable = 2, node = 2, door = 1},
})
----fence gate----
function doors.register_fencegate(name, def)
local on_trigger = function(pos)
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 = 32})
end
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,
after_dig_node = mech.after_dig,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
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 = 32})
return itemstack
end,
selection_box = {
type = "fixed",
fixed = {-1/2, -1/2, -1/4, 1/2, 1/2, 1/4},
},
on_trigger = on_trigger,
on_untrigger = on_trigger,
}
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, 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, 1/4},
{-1/2, -3/8, -1/2, -3/8, 1, 0}},
}
minetest.register_node(":" .. name .. "_closed", fence_closed)
minetest.register_node(":" .. name .. "_open", fence_open)
end
doors.register_fencegate("doors:gate_wood_medium", {
description = "Fence Gate (medium)",
texture = "blocks_tiles.png^[sheet:8x8:2,3",
groups = {node = 1}
})
doors.register_fencegate("doors:gate_wood_dark", {
description = "Fence Gate (dark)",
texture = "blocks_tiles.png^[sheet:8x8:0,3",
groups = {node = 1},
})
doors.register_fencegate("doors:gate_wood_light", {
description = "Fence Gate (light)",
texture = "blocks_tiles.png^[sheet:8x8:1,3",
groups = {node = 1}
})