Updates MOD:doors from 0.4.15

master
vlapsley 2017-01-23 16:28:50 +11:00
parent 1bec066308
commit 747ddf59b6
5 changed files with 456 additions and 225 deletions

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@ -1,62 +1,62 @@
Minetest Game mod: doors
========================
version: 2.0
See license.txt for license information.
License of source code:
-----------------------
Copyright (C) 2012 PilzAdam
modified by BlockMen (added sounds, glassdoors[glass, obsidian glass], trapdoor)
Steel trapdoor added by sofar.
Copyright (C) 2016 sofar@foo-projects.org
Re-implemented most of the door algorithms, added meshes, UV wrapped texture
Authors of source code
----------------------
Originally by PilzAdam (MIT)
Modified by BlockMen (MIT): Added sounds, glass doors (glass, obsidian glass) and trapdoor.
Modified by sofar (sofar@foo-projects.org) (MIT):
Added Steel trapdoor.
Re-implemented most of the door algorithms, added meshes, UV wrapped texture.
Added doors API to facilitate coding mods accessing and operating doors.
Added Fence Gate model, code, and sounds
Added Fence Gate model, code, and sounds.
This program is free software. It comes without any warranty, to
the extent permitted by applicable law. You can redistribute it
and/or modify it under the terms of the Do What The Fuck You Want
To Public License, Version 2, as published by Sam Hocevar. See
http://sam.zoy.org/wtfpl/COPYING for more details.
Various Minetest developers and contributors (MIT)
License of textures
--------------------------------------
following Textures created by Fernando Zapata (CC BY-SA 3.0):
Authors of media (textures)
---------------------------
Following textures created by Fernando Zapata (CC BY-SA 3.0):
door_wood.png
door_wood_a.png
door_wood_a_r.png
door_wood_b.png
door_wood_b_r.png
following Textures created by BlockMen (WTFPL):
Following textures created by BlockMen (CC BY-SA 3.0):
door_trapdoor.png
door_obsidian_glass_side.png
following textures created by celeron55 (CC BY-SA 3.0):
Following textures created by celeron55 (CC BY-SA 3.0):
door_glass_a.png
door_glass_b.png
following Textures created by PenguinDad (CC BY-SA 4.0):
Following textures created by PenguinDad (CC BY-SA 4.0):
door_glass.png
door_obsidian_glass.png
following textures created by sofar (CC-BY-SA-3.0)
Following textures created by sofar (CC-BY-SA-3.0):
doors_trapdoor_steel.png
doors_trapdoor_steel_side.png
door_trapdoor_side.png
Obsidian door textures by red-001 based on textures by Pilzadam and BlockMen: WTFPL
Obsidian door textures by red-001 based on textures by Pilzadam and BlockMen (CC BY-SA 3.0):
door_obsidian_glass.png
Glass door textures by red-001 based on textures by celeron55: CC BY-SA 3.0
Glass door textures by red-001 based on textures by celeron55 (CC BY-SA 3.0):
door_glass.png
All other textures (created by PilzAdam): WTFPL
All other textures (created by PilzAdam) (CC BY-SA 3.0):
Door textures were converted to the new texture map by sofar, paramat and
red-001, under the same license as the originals.
Models:
--------------------------------------
Authors of media (models)
-------------------------
Door 3d models by sofar (CC-BY-SA-3.0)
- door_a.obj
- door_b.obj
@ -64,18 +64,21 @@ Fence gate models by sofar (CC-BY-SA-3.0)
- fencegate_open.obj
- fencegate_closed.obj
License of sounds
--------------------------------------
Authors of media (sounds)
-------------------------
Opening-Sound created by CGEffex (CC BY 3.0), modified by BlockMen
door_open.ogg
Closing-Sound created by bennstir (CC BY 3.0)
door_close.ogg
fencegate_open.ogg:
http://www.freesound.org/people/mhtaylor67/sounds/126041/ - CC0
http://www.freesound.org/people/mhtaylor67/sounds/126041/ - (CC0 1.0)
fencegate_close.ogg:
http://www.freesound.org/people/BarkersPinhead/sounds/274807/ - CC-BY-3.0
http://www.freesound.org/people/rivernile7/sounds/249573/ - CC-BY-3.0
Steel door sounds (open & close (CC-BY-3.0) by HazMatt
http://www.freesound.org/people/BarkersPinhead/sounds/274807/ - (CC-BY-3.0)
http://www.freesound.org/people/rivernile7/sounds/249573/ - (CC-BY-3.0)
Steel door sounds open & close (CC-BY-3.0) by HazMatt
- http://www.freesound.org/people/HazMattt/sounds/187283/
doors_steel_door_open.ogg
doors_steel_door_close.ogg
doors_glass_door_open.ogg, doors_glass_door_close.ogg:
https://www.freesound.org/people/SkeetMasterFunk69/sounds/235546/ (CC0 1.0)

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@ -1,12 +1,3 @@
--[[
Copyright (C) 2012 PilzAdam
modified by BlockMen (added sounds, glassdoors[glass, obsidian glass], trapdoor)
Copyright (C) 2015 - Auke Kok <sofar@foo-projects.org>
--]]
-- our API object
doors = {}
@ -17,7 +8,8 @@ _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
local node_name = minetest.get_node(pos).name
if _doors.registered_doors[node_name] then
-- A normal upright door
return {
pos = pos,
@ -25,23 +17,23 @@ function doors.get(pos)
if self:state() then
return false
end
return _doors.door_toggle(self.pos, player)
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, player)
return _doors.door_toggle(self.pos, nil, player)
end,
toggle = function(self, player)
return _doors.door_toggle(self.pos, 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[minetest.get_node(pos).name] then
elseif _doors.registered_trapdoors[node_name] then
-- A trapdoor
return {
pos = pos,
@ -49,20 +41,19 @@ function doors.get(pos)
if self:state() then
return false
end
return _doors.trapdoor_toggle(self.pos, player)
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, player)
return _doors.trapdoor_toggle(self.pos, nil, player)
end,
toggle = function(self, player)
return _doors.trapdoor_toggle(self.pos, player)
return _doors.trapdoor_toggle(self.pos, nil, player)
end,
state = function(self)
local name = minetest.get_node(pos).name
return name:sub(-5) == "_open"
return minetest.get_node(self.pos).name:sub(-5) == "_open"
end
}
else
@ -105,56 +96,67 @@ minetest.register_node("doors:hidden", {
-- 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 = "_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 = "_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 },
{v = "_a", param2 = 3},
{v = "_a", param2 = 0},
{v = "_a", param2 = 1},
{v = "_a", param2 = 2},
},
}
function _doors.door_toggle(pos, clicker)
function _doors.door_toggle(pos, node, clicker)
local meta = minetest.get_meta(pos)
local def = minetest.registered_nodes[minetest.get_node(pos).name]
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 minetest.get_node(pos).name:sub(-2) == "_b" then
if node.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
-- is player wielding the right key?
local item = clicker:get_wielded_item()
local owner = meta:get_string("doors_owner")
if owner ~= "" then
if item:get_name() == "default:key" then
local key_meta = minetest.parse_json(item:get_metadata())
local secret = meta:get_string("key_lock_secret")
if secret ~= key_meta.secret then
return false
end
elseif 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
@ -162,11 +164,13 @@ function _doors.door_toggle(pos, clicker)
state = state + 1
end
local dir = minetest.get_node(pos).param2
local dir = node.param2
if state % 2 == 0 then
minetest.sound_play(def.door.sounds[1], {pos = pos, gain = 0.3, max_hear_distance = 10})
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})
minetest.sound_play(def.door.sounds[2],
{pos = pos, gain = 0.3, max_hear_distance = 10})
end
minetest.swap_node(pos, {
@ -179,24 +183,35 @@ function _doors.door_toggle(pos, clicker)
end
local function on_place_node(place_to, newnode, placer, oldnode, itemstack, pointed_thing)
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
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 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)
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 digger_name and minetest.get_player_privs(digger_name).protection_bypass then
return true
end
return minetest.get_meta(pos):get_string("doors_owner") == digger_name
end
function doors.register(name, def)
if not name:find(":") then
name = "doors:" .. name
@ -212,8 +227,8 @@ function doors.register(name, def)
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 } }
{{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
@ -242,7 +257,7 @@ function doors.register(name, def)
inventory_image = def.inventory_image,
on_place = function(itemstack, placer, pointed_thing)
local pos = nil
local pos
if not pointed_thing.type == "node" then
return itemstack
@ -252,7 +267,7 @@ function doors.register(name, def)
local pdef = minetest.registered_nodes[node.name]
if pdef and pdef.on_rightclick then
return pdef.on_rightclick(pointed_thing.under,
node, placer, itemstack)
node, placer, itemstack, pointed_thing)
end
if pdef and pdef.buildable_to then
@ -266,8 +281,11 @@ function doors.register(name, def)
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
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
@ -279,10 +297,10 @@ function doors.register(name, def)
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 },
{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 = {
@ -305,7 +323,6 @@ function doors.register(name, def)
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
@ -314,26 +331,21 @@ function doors.register(name, def)
itemstack:take_item()
end
on_place_node(pos, minetest.get_node(pos), placer, node, itemstack, pointed_thing)
on_place_node(pos, minetest.get_node(pos),
placer, node, itemstack, pointed_thing)
return itemstack
end
})
def.inventory_image = 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
if def.recipe then
minetest.register_craft({
output = name,
recipe = def.recipe,
})
end
def.recipe = nil
if not def.sounds then
def.sounds = default.node_sound_wood_defaults()
@ -355,22 +367,43 @@ function doors.register(name, def)
sounds = { def.sound_close, def.sound_open },
}
def.on_rightclick = function(pos, node, clicker)
_doors.door_toggle(pos, clicker)
def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
_doors.door_toggle(pos, node, clicker)
return itemstack
end
def.after_dig_node = function(pos, node, meta, digger)
minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
nodeupdate({x = pos.x, y = pos.y + 1, z = pos.z})
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
minetest.check_for_falling({x = pos.x, y = pos.y + 1, z = pos.z})
end
def.on_rotate = false
if def.protected then
def.can_dig = can_dig_door
def.on_blast = function() end
def.on_key_use = function(pos, player)
local door = doors.get(pos)
door:toggle(player)
end
def.on_skeleton_key_use = function(pos, player, newsecret)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("doors_owner")
local pname = player:get_player_name()
-- verify placer is owner of lockable door
if owner ~= pname then
minetest.record_protection_violation(pos, pname)
minetest.chat_send_player(pname, "You do not own this locked door.")
return nil
end
local secret = meta:get_string("key_lock_secret")
if secret == "" then
secret = newsecret
meta:set_string("key_lock_secret", secret)
end
return secret, "a locked door", owner
end
else
def.on_blast = function(pos, intensity)
minetest.remove_node(pos)
@ -384,76 +417,21 @@ function doors.register(name, def)
minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
end
minetest.register_node(":" .. name .. "_a", {
description = def.description,
visual = "mesh",
mesh = "door_a.obj",
tiles = def.tiles,
drawtype = "mesh",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
walkable = true,
is_ground_content = false,
buildable_to = false,
drop = def.drop,
groups = def.groups,
sounds = def.sounds,
door = def.door,
on_rightclick = def.on_rightclick,
after_dig_node = def.after_dig_node,
can_dig = def.can_dig,
on_rotate = def.on_rotate,
on_blast = def.on_blast,
on_destruct = def.on_destruct,
selection_box = {
type = "fixed",
fixed = { -1/2,-1/2,-1/2,1/2,3/2,-6/16}
},
collision_box = {
type = "fixed",
fixed = { -1/2,-1/2,-1/2,1/2,3/2,-6/16}
},
})
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}}
minetest.register_node(":" .. name .. "_b", {
description = def.description,
visual = "mesh",
mesh = "door_b.obj",
tiles = def.tiles,
drawtype = "mesh",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
walkable = true,
is_ground_content = false,
buildable_to = false,
drop = def.drop,
groups = def.groups,
sounds = def.sounds,
door = def.door,
on_rightclick = def.on_rightclick,
after_dig_node = def.after_dig_node,
can_dig = def.can_dig,
on_rotate = def.on_rotate,
on_blast = def.on_blast,
on_destruct = def.on_destruct,
selection_box = {
type = "fixed",
fixed = { -1/2,-1/2,-1/2,1/2,3/2,-6/16}
},
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)
if def.recipe then
minetest.register_craft({
output = name,
recipe = def.recipe,
})
end
def.mesh = "door_b.obj"
minetest.register_node(":" .. name .. "_b", def)
_doors.registered_doors[name .. "_a"] = true
_doors.registered_doors[name .. "_b"] = true
@ -463,7 +441,7 @@ doors.register("door_wood", {
tiles = {{ name = "doors_door_wood.png", backface_culling = true }},
description = "Wooden Door",
inventory_image = "doors_item_wood.png",
groups = { snappy = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 2 },
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
recipe = {
{"group:wood", "group:wood"},
{"group:wood", "group:wood"},
@ -472,11 +450,12 @@ doors.register("door_wood", {
})
doors.register("door_steel", {
tiles = {{ name = "doors_door_steel.png", backface_culling = true }},
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 },
groups = {cracky = 1, level = 2},
sounds = default.node_sound_metal_defaults(),
sound_open = "doors_steel_door_open",
sound_close = "doors_steel_door_close",
recipe = {
@ -487,11 +466,13 @@ doors.register("door_steel", {
})
doors.register("door_glass", {
tiles = { "doors_door_glass.png"},
tiles = {"doors_door_glass.png"},
description = "Glass Door",
inventory_image = "doors_item_glass.png",
groups = { snappy=1, cracky=1, oddly_breakable_by_hand=3 },
groups = {cracky=3, 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"},
@ -500,11 +481,13 @@ doors.register("door_glass", {
})
doors.register("door_obsidian_glass", {
tiles = { "doors_door_obsidian_glass.png" },
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 },
groups = {cracky=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"},
@ -538,44 +521,53 @@ end
----trapdoor----
function _doors.trapdoor_toggle(pos, clicker)
function _doors.trapdoor_toggle(pos, node, clicker)
node = node or minetest.get_node(pos)
if clicker and not minetest.check_player_privs(clicker, "protection_bypass") then
-- is player wielding the right key?
local item = clicker:get_wielded_item()
local meta = minetest.get_meta(pos)
local owner = meta:get_string("doors_owner")
if owner ~= "" then
if item:get_name() == "default:key" then
local key_meta = minetest.parse_json(item:get_metadata())
local secret = meta:get_string("key_lock_secret")
if secret ~= key_meta.secret then
return false
end
elseif 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})
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})
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)
if not name:find(":") then
name = "doors:" .. name
end
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)
def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
_doors.trapdoor_toggle(pos, node, clicker)
return itemstack
end
-- Common trapdoor configuration
@ -583,9 +575,9 @@ function doors.register_trapdoor(name, def)
def.paramtype = "light"
def.paramtype2 = "facedir"
def.is_ground_content = false
def.can_dig = check_player_priv
if def.protected then
def.can_dig = can_dig_door
def.after_place_node = function(pos, placer, itemstack, pointed_thing)
local pn = placer:get_player_name()
local meta = minetest.get_meta(pos)
@ -596,11 +588,34 @@ function doors.register_trapdoor(name, def)
end
def.on_blast = function() end
def.on_key_use = function(pos, player)
local door = doors.get(pos)
door:toggle(player)
end
def.on_skeleton_key_use = function(pos, player, newsecret)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("doors_owner")
local pname = player:get_player_name()
-- verify placer is owner of lockable door
if owner ~= pname then
minetest.record_protection_violation(pos, pname)
minetest.chat_send_player(pname, "You do not own this trapdoor.")
return nil
end
local secret = meta:get_string("key_lock_secret")
if secret == "" then
secret = newsecret
meta:set_string("key_lock_secret", secret)
end
return secret, "a locked trapdoor", owner
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 }
return {name}
end
end
@ -627,8 +642,10 @@ function doors.register_trapdoor(name, def)
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_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",
@ -638,10 +655,11 @@ function doors.register_trapdoor(name, def)
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_opened.tiles = {def.tile_side, def.tile_side,
def.tile_side .. '^[transform3',
def.tile_side .. '^[transform1',
def.tile_front, def.tile_front }
def.tile_front .. '^[transform46',
def.tile_front .. '^[transform6'}
def_opened.drop = name_closed
def_opened.groups.not_in_creative_inventory = 1
@ -659,7 +677,7 @@ doors.register_trapdoor("doors:trapdoor", {
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},
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, door = 1},
})
doors.register_trapdoor("doors:trapdoor_steel", {
@ -669,9 +687,10 @@ doors.register_trapdoor("doors:trapdoor_steel", {
tile_front = "doors_trapdoor_steel.png",
tile_side = "doors_trapdoor_steel_side.png",
protected = true,
sounds = default.node_sound_metal_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},
groups = {cracky = 1, level = 2, door = 1},
})
minetest.register_craft({
@ -698,21 +717,21 @@ function doors.register_fencegate(name, def)
local fence = {
description = def.description,
drawtype = "mesh",
tiles = { def.texture },
tiles = {def.texture},
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
is_ground_content = false,
drop = name .. "_closed",
connect_sides = { "left", "right" },
connect_sides = {"left", "right"},
groups = def.groups,
sounds = def.sounds,
on_rightclick = function(pos, clicker)
local node = minetest.get_node(pos)
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 = 8})
return itemstack
end,
selection_box = {
type = "fixed",
@ -743,7 +762,7 @@ function doors.register_fencegate(name, def)
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}},
{-1/2, -3/8, -1/2, -3/8, 3/8, 0}},
}
minetest.register_node(":" .. name .. "_closed", fence_closed)
@ -783,12 +802,57 @@ doors.register_fencegate("doors:gate_pine_wood", {
description = "Pine Fence Gate",
texture = "default_pine_wood.png",
material = "default:pine_wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3}
})
doors.register_fencegate("doors:gate_aspen_wood", {
description = "Aspen Fence Gate",
texture = "default_aspen_wood.png",
material = "default:aspen_wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3}
})
----fuels----
minetest.register_craft({
type = "fuel",
recipe = "doors:trapdoor",
burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = "doors:door_wood",
burntime = 14,
})
minetest.register_craft({
type = "fuel",
recipe = "doors:gate_wood_closed",
burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = "doors:gate_acacia_wood_closed",
burntime = 8,
})
minetest.register_craft({
type = "fuel",
recipe = "doors:gate_junglewood_closed",
burntime = 9,
})
minetest.register_craft({
type = "fuel",
recipe = "doors:gate_pine_wood_closed",
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "doors:gate_aspen_wood_closed",
burntime = 5,
})

164
mods/doors/license.txt Normal file
View File

@ -0,0 +1,164 @@
License of source code
----------------------
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.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures, models and sounds)
-----------------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2011-2016 Fernando Zapata
Copyright (C) 2014-2016 celeron55
Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2014-2016 BlockMen
Copyright (C) 2015-2016 sofar
Copyright (C) 2016 red-001
Copyright (C) 2016 paramat
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/
-----------------------
Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
Copyright (C) 2014-2016 PenguinDad
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/4.0/
-----------------------
Attribution 3.0 Unported (CC BY 3.0)
Copyright (C) 2014 CGEffex
Copyright (C) 2014 bennstir
Copyright (C) 2016 BarkersPinhead
Copyright (C) 2016 rivernile7
Copyright (C) 2016 HazMatt
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by/3.0/
-----------------------
CC0 1.0 Universal (CC0 1.0) Public Domain Dedication
mhtaylor67
SkeetMasterFunk69
No Copyright
The person who associated a work with this deed has dedicated the work to the public
domain by waiving all of his or her rights to the work worldwide under copyright law,
including all related and neighboring rights, to the extent allowed by law.
You can copy, modify, distribute and perform the work, even for commercial purposes, all
without asking permission. See Other Information below.
Other Information
In no way are the patent or trademark rights of any person affected by CC0, nor are the
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Unless expressly stated otherwise, the person who associated a work with this deed makes
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affirmer.
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