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path: root/src/script/lua_api/l_object.h
Commit message (Collapse)AuthorAge
* Add Lua methods 'set_rotation()' and 'get_rotation()' (#7395)CoderForTheBetter2018-11-28
| | | | * Adds Lua methods 'set_rotation()' and 'get_rotation'. Also changed some method names to be more clear. Instead of an f32 being sent over network for yaw, now a v3f is sent for rotation on xyz axes. Perserved Lua method set_yaw/setyaw so that old mods still work, other wise to set yaw they would need to switch to set_rotation(0, yaw, 0).
* Log deprecated Lua function calls (#7491)SmallJoker2018-07-01
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* Add player:get_meta(), deprecate player attributes (#7202)rubenwardy2018-04-06
| | | | * Add player:get_meta(), deprecate player attributes
* ObjectRef: Add add_velocity() (#3208)you2018-03-31
| | | | Allow changing the velocity of objects relatively to their current velocity
* Add formspec theming using prepended stringsAndrew Ward2018-03-28
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* Fix animation frame_speed and blend loosing precision due to incorrec… (#6357)sapier2017-09-01
| | | | | * Fix animation frame_speed and blend loosing precision due to incorrect data type Add lua function set_animation_frame_speed to update the frame speed without resetting the animation to start
* Code modernization: subfolders (#6283)Loïc Blot2017-08-19
| | | | | | | | | | | | | * Code modernization: subfolders Modernize various code on subfolders client, network, script, threading, unittests, util * empty function * default constructor/destructor * for range-based loops * use emplace_back instead of push_back * C++ STL header style * Make connection.cpp readable in a pointed place + typo
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
| | | | * Migrate cpp headers to pragma once
* C++11 cleanup on constructors (#6000)Vincent Glize2017-06-19
| | | | * C++11 cleanup on constructors dir script
* Set sky API: Add bool for clouds in front of custom skyboxparamat2017-05-02
| | | | | | | Default true. Add 'm_clouds_enabled' bool to sky.h, set from new bool in 'set sky' API. Make 'getCloudsVisible()' depend on 'm_clouds_enabled' instead of 'm_visible' (whether normal sky is visible).
* Add clouds APIBen Deutsch2017-04-30
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* Sneak: Add option for old move codeparamat2017-04-17
| | | | | | Temporary option for the old move code for specific old sneak behaviour. Enabled by setting the added 'new move' physics override to false. By default 'new move' is true.
* Replace luaL_reg with luaL_Reg as recent LuaJIT dropped the Lua 5.0 compat ↵Loïc Blot2017-04-08
| | | | | (#5541) We are bundling Lua5.1 which has same macro
* Implement player attribute backend (#4155)Loïc Blot2017-01-27
| | | | | | | | | | | | | | | * This backend permit mods to store extra players attributes to a common interface. * Add the obj:set_attribute(attr, value) Lua call * Add the obj:get_attribute(attr) Lua call Examples: * player:set_attribute("home:home", "10,25,-78") * player:get_attribute("default:mana") Attributes are saved as a json in the player file in extended_attributes key They are saved only if a modification on the attributes occurs and loaded when emergePlayer is called (they are attached to PlayerSAO).
* Add Entity get_texture_mod() to Lua APIsapier2017-01-21
| | | | Send texture modifier to clients connecting later too
* Rename ObjectRef methods to be consistent and predictablerubenwardy2017-01-16
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* Move RemotePlayer code to its own cpp/headerLoic Blot2016-10-08
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* Player/LocalPlayer/RemotePlayer inheritance cleanup (part 2 on X)Loic Blot2016-10-08
| | | | | | | * Server/Client Environments now have an helper to cast Player object in the right type to use it * Server: use RemotePlayer everywhere and remove previous added casts * Client: use LocalPlayer where needed * Environment: remove unused functions (getPlayers(), getRandomConnectedPlayer(), getNearestConnectedPlayer())
* Player/LocalPlayer/RemotePlayer inheritance cleanup (part 1 on X)Loic Blot2016-10-08
| | | | | | | | | | | * LocalPlayer take ownership of maxHudId as it's the only caller * RemotePlayer take ownership of day night ratio as it's the only user * Pass getPlayerControl as const reference to prevent object copy on each call (perf improvement in ObjectRef::l_get_player_control call) * getPlayerSAO is now only RemotePlayer call * get/setHotbarItemCount is now RemotePlayer owned * Server: Use RemotePlayer instead of Player object on concerned call to properly fix the object type * PlayerSAO now uses RemotePlayer instead of Player because it's only server side * ObjectRef::getplayer also returns RemotePlayer as it's linked with PlayerSAO
* Player: New get_look, set_look APIraymoo2016-06-24
| | | | Deprecate get_look / set_look pitch / yaw
* Added get_player_velocity() method. Fixes #1176Elia Argentieri2015-07-20
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* Fix some issues with animations, and allow non-looped animations to be definedMirceaKitsune2015-06-22
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* Add some missing getter functions to the lua APITeTpaAka2015-05-28
| | | | | | | | | | | | | | | | | | | | | | | ObjectRef: get_properties get_armor_groups get_animation get_attach get_bone_position Players: get_physics_override hud_get_hotbar_itemcount hud_get_hotbar_image hud_get_hotbar_selected_image get_sky get_day_night_ratio get_local_animation get_eye_offset Global: minetest.get_gen_notify minetest.get_noiseparams
* Generalize core.get/set_nametag_color into core.get/set_nametag_attributesTeTpaAka2015-05-15
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* Add get and set functions for the nametag colorTeTpaAka2015-05-15
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* is_player() is no player-only functionest312015-05-12
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* Revert "Add a Lua call to do damages / heals" ok @ShadowNinjaLoic Blot2015-03-22
| | | | This reverts commit 467fc0ddc912ae38c3bf9fcb99e0b66d7478eec0.
* Add a Lua call to do damages / healsLoic Blot2015-03-18
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* Fix heart + bubble bar size on different texture packssapier2014-05-07
| | | | | | | Add DPI support for statbar Move heart+bubble bar to Lua HUD Add statbar size (based upon an idea by blue42u) Add support for customizing breath and statbar
* Add player:set_eye_offset() by @MirceaKitsune and clean upBlockMen2014-04-12
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* Add third person viewBlockMen2014-04-12
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* Add player:override_day_night_ratio() for arbitrarily controlling sunlight ↵Perttu Ahola2014-02-01
| | | | brightness
* Add player:set_sky() with simple skybox supportPerttu Ahola2014-02-01
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* Add sneak and sneak_glitch to set_physics_override()PilzAdam2013-12-03
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* Fix issue #1009 (minetest.get_connected_players() returns non-existing players)kwolekr2013-11-17
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* Use player:set_hotbar_image() instead of hardcoded hotbar.pngPilzAdam2013-09-05
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* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
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* Add set_breath and get_breath to lua API.RealBadAngel2013-07-20
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* Add ObjectRef.hud_set_hotbar_itemcount and add TOCLIENT_HUD_SET_PARAMKahrl2013-05-26
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* Move scriptapi to separate folder (by sapier)sapier2013-05-25
On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
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--atan2 counts angles clockwise, minetest does counterclockwise

minetest.register_privilege("train_place", {
	description = "Player can place trains on tracks not owned by player",
	give_to_singleplayer= false,
});
minetest.register_privilege("train_remove", {
	description = "Player can remove trains not owned by player",
	give_to_singleplayer= false,
});
minetest.register_privilege("train_operator", {
	description = "Player may operate trains and switch signals. Given by default. Revoke to prevent players from griefing automated subway systems.",
	give_to_singleplayer= true,
	default= true,
});

local wagon={
	collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
	--physical = true,
	visual = "mesh",
	mesh = "wagon.b3d",
	visual_size = {x=3, y=3},
	textures = {"black.png"},
	is_wagon=true,
	wagon_span=1,--how many index units of space does this wagon consume
	has_inventory=false,
}


function wagon:train()
	return advtrains.trains[self.train_id]
end

--[[about 'initalized':
	when initialized is false, the entity hasn't got any data yet and should wait for these to be set before doing anything
	when loading an existing object (with staticdata), it will be set
	when instanciating a new object via add_entity, it is not set at the time on_activate is called.
	then, wagon:initialize() will be called
	
	wagon will save only uid in staticdata, no serialized table
]]
function wagon:on_activate(sd_uid, dtime_s)
	if sd_uid~="" then
		--destroy when loaded from static block.
		self.object:remove()
		return
	end
	self.object:set_armor_groups({immortal=1})
	self.entity_name=self.name
end

function wagon:get_staticdata()
	return advtrains.pcall(function()
		if not self:ensure_init() then return end
		atprint("[wagon "..((self.unique_id and self.unique_id~="" and self.unique_id) or "no-id").."]: saving to wagon_save")
		--serialize inventory, if it has one
		if self.has_inventory then
			local inv=minetest.get_inventory({type="detached", name="advtrains_wgn_"..self.unique_id})
			self.ser_inv=advtrains.serialize_inventory(inv)
		end
		--save to table before being unloaded
		advtrains.wagon_save[self.unique_id]=advtrains.save_keys(self, {
			"seatp", "owner", "ser_inv", "wagon_flipped", "train_id",
			"dcpl_lock", "seat_access",
		})
		advtrains.wagon_save[self.unique_id].entity_name=self.name
		return self.unique_id
	end)
end
--returns: uid of wagon
function wagon:init_new_instance(train_id, properties)
	local new_id=advtrains.random_id()
	while advtrains.wagon_save[new_id] do new_id=advtrains.random_id() end--ensure uniqueness
	self.unique_id=new_id
	self.train_id=train_id
	for k,v in pairs(properties) do
		if k~="name" and k~="object" then
			self[k]=v
		end
	end
	self:init_shared()
	self.initialized=true
	atprint("init_new_instance "..self.unique_id.." ("..self.train_id..")")
	return self.unique_id
end
function wagon:init_from_wagon_save(uid)
	if not advtrains.wagon_save[uid] then
		self.object:remove()
		return
	end
	self.unique_id=uid
	for k,v in pairs(advtrains.wagon_save[uid]) do
		if k~="name" and k~="object" then
			self[k]=v
		end
	end
	if not self.train_id or not self:train() then
		self.object:remove()
		return
	end
	self:init_shared()
	self.initialized=true
	minetest.after(0.2, function() self:reattach_all() end)
	atprint("init_from_wagon_save "..self.unique_id.." ("..self.train_id..")")
end
function wagon:init_shared()
	if self.has_inventory then
		local uid_noptr=self.unique_id..""
		--to be used later
		local inv=minetest.create_detached_inventory("advtrains_wgn_"..self.unique_id, {
			allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
				return count
			end,
			allow_put = function(inv, listname, index, stack, player)
				return stack:get_count()
			end,
			allow_take = function(inv, listname, index, stack, player)
				return stack:get_count()
			end
		})
		if self.ser_inv then
			advtrains.deserialize_inventory(self.ser_inv, inv)
		end
		if self.inventory_list_sizes then
			for lst, siz in pairs(self.inventory_list_sizes) do
				inv:set_size(lst, siz)
			end
		end
	end
	if self.doors then
		self.door_anim_timer=0
		self.door_state=0
	end
	if self.custom_on_activate then
		self:custom_on_activate(dtime_s)
	end
	-- reset line and infotext cache to update object properties on first call
	self.line_cache=nil
	self.infotext_cache=nil
end
function wagon:ensure_init()
	if self.initialized then
		if self.noninitticks then self.noninitticks=nil end
		return true
	end
	if not self.noninitticks then self.noninitticks=0 end
	self.noninitticks=self.noninitticks+1
	if self.noninitticks>20 then
		self.object:remove()
	else
		self.object:setvelocity({x=0,y=0,z=0})
	end
	return false
end

-- Remove the wagon
function wagon:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
	return advtrains.pcall(function()
		if not self:ensure_init() then return end
		if not puncher or not puncher:is_player() then
			return
		end
		if self.owner and puncher:get_player_name()~=self.owner and (not minetest.check_player_privs(puncher, {train_remove = true })) then
		   minetest.chat_send_player(puncher:get_player_name(), attrans("This wagon is owned by @1, you can't destroy it.", self.owner));
		   return
		end
		if #(self:train().trainparts)>1 then
		   minetest.chat_send_player(puncher:get_player_name(), attrans("Wagon needs to be decoupled from other wagons in order to destroy it."));
		   return
		end
		
		local pc=puncher:get_player_control()
		if not pc.sneak then
			minetest.chat_send_player(puncher:get_player_name(), attrans("Warning: If you destroy this wagon, you only get some steel back! If you are sure, hold Sneak and left-click the wagon."))
			return
		end

		if not self:destroy() then return end

		local inv = puncher:get_inventory()
		for _,item in ipairs(self.drops or {self.name}) do
			inv:add_item("main", item)
		end
	end)
end
function wagon:destroy()
	--some rules:
	-- you get only some items back
	-- single left-click shows warning
	-- shift leftclick destroys
	-- not when a driver is inside
	
	for _,_ in pairs(self.seatp) do
		return
	end
	
	if self.custom_may_destroy then
		if not self.custom_may_destroy(self, puncher, time_from_last_punch, tool_capabilities, direction) then
			return
		end
	end
	if self.custom_on_destroy then
		self.custom_on_destroy(self, puncher, time_from_last_punch, tool_capabilities, direction)
	end
	
	atprint("[wagon "..((self.unique_id and self.unique_id~="" and self.unique_id) or "no-id").."]: destroying")
	
	self.object:remove()

	table.remove(self:train().trainparts, self.pos_in_trainparts)
	advtrains.update_trainpart_properties(self.train_id)
	advtrains.wagon_save[self.unique_id]=nil
	if self.discouple then self.discouple.object:remove() end--will have no effect on unloaded objects
	return true
end


function wagon:on_step(dtime)
	return advtrains.pcall(function()
		if not self:ensure_init() then return end
		
		local t=os.clock()
		local pos = self.object:getpos()
		
		if not pos then
			atprint("["..self.unique_id.."][fatal] missing position (object:getpos() returned nil)")
			return
		end

		self.entity_name=self.name
		
		--is my train still here
		if not self.train_id or not self:train() then
			atprint("[wagon "..self.unique_id.."] missing train_id, destroying")
			self.object:remove()
			return
		end
		if not self.seatp then
			self.seatp={}
		end
		if not self.seatpc then
			self.seatpc={}
		end

		--custom on_step function
		if self.custom_on_step then
			self:custom_on_step(self, dtime)
		end

		--driver control
		for seatno, seat in ipairs(self.seats) do
			local driver=self.seatp[seatno] and minetest.get_player_by_name(self.seatp[seatno])
			local has_driverstand = self.seatp[seatno] and minetest.check_player_privs(self.seatp[seatno], {train_operator=true})
			if self.seat_groups then
				has_driverstand = has_driverstand and (seat.driving_ctrl_access or self.seat_groups[seat.group].driving_ctrl_access)
			else
				has_driverstand = has_driverstand and (seat.driving_ctrl_access)
			end
			if has_driverstand and driver then
				advtrains.update_driver_hud(driver:get_player_name(), self:train(), self.wagon_flipped)
			elseif driver then
				--only show the inside text
				local inside=self:train().text_inside or ""
				advtrains.set_trainhud(driver:get_player_name(), inside)
			end
			if driver and driver:get_player_control_bits()~=self.seatpc[seatno] then
				local pc=driver:get_player_control()
				self.seatpc[seatno]=driver:get_player_control_bits()
				
				if has_driverstand then
					--regular driver stand controls
					advtrains.on_control_change(pc, self:train(), self.wagon_flipped)
					--bordcom
					if pc.sneak and pc.jump then
						self:show_bordcom(self.seatp[seatno])
					end
					--sound horn when required
					if self.horn_sound and pc.aux1 and not pc.sneak and not self.horn_handle then
						self.horn_handle = minetest.sound_play(self.horn_sound, {
							object = self.object,
							gain = 1.0, -- default
							max_hear_distance = 128, -- default, uses an euclidean metric
							loop = true,
						})
					elseif not pc.aux1 and self.horn_handle then
						minetest.sound_stop(self.horn_handle)
						self.horn_handle = nil
					end
				else
					-- If on a passenger seat and doors are open, get off when W or D pressed.
					local pass = self.seatp[seatno] and minetest.get_player_by_name(self.seatp[seatno])
					if pass and self:train().door_open~=0 then
					local pc=pass:get_player_control()
						if pc.up or pc.down then
							self:get_off(seatno)
						end
					end		      
				end
				if pc.aux1 and pc.sneak then
					self:get_off(seatno)
				end
			end
		end
		
		--check infotext
		local outside=self:train().text_outside or ""
		
		local gp=self:train()
		--show off-track information in outside text instead of notifying the whole server about this
		local front_off_track=gp.max_index_on_track and gp.index and gp.index>gp.max_index_on_track
		local back_off_track=gp.min_index_on_track and gp.end_index and gp.end_index<gp.min_index_on_track
		if front_off_track or back_off_track then
			outside = outside .."\n!!! Train off track !!!"
		end
		
		if self.infotext_cache~=outside  then
			self.object:set_properties({infotext=outside})
			self.infotext_cache=outside
		end
		
		local fct=self.wagon_flipped and -1 or 1
		--set line number
		if self.name == "advtrains:subway_wagon" and gp.line and gp.line~=self.line_cache then
			local new_line_tex="advtrains_subway_wagon.png^advtrains_subway_wagon_line"..gp.line..".png"
			self.object:set_properties({
				textures={new_line_tex},
		 	})
			self.line_cache=gp.line
		elseif self.line_cache~=nil and gp.line==nil then
			self.object:set_properties({
				textures=self.textures,
		 	})
			self.line_cache=nil
		end
		--door animation
		if self.doors then
			if (self.door_anim_timer or 0)<=0 then
				local dstate = (gp.door_open or 0) * fct
				if dstate ~= self.door_state then
					local at
					--meaning of the train.door_open field:
					-- -1: left doors (rel. to train orientation)
					--  0: closed
					--  1: right doors
					--this code produces the following behavior:
					-- if changed from 0 to +-1, play open anim. if changed from +-1 to 0, play close.
					-- if changed from +-1 to -+1, first close and set 0, then it will detect state change again and run open.
					if self.door_state == 0 then
						if self.doors.open.sound then minetest.sound_play(self.doors.open.sound, {object = self.object}) end
						at=self.doors.open[dstate]
						self.object:set_animation(at.frames, at.speed or 15, at.blend or 0, false)
						self.door_state = dstate
					else
						if self.doors.close.sound then minetest.sound_play(self.doors.close.sound, {object = self.object}) end
						at=self.doors.close[self.door_state or 1]--in case it has not been set yet
						self.object:set_animation(at.frames, at.speed or 15, at.blend or 0, false)
						self.door_state = 0
					end
					self.door_anim_timer = at.time
				end
			else
				self.door_anim_timer = (self.door_anim_timer or 0) - dtime
			end
		end
		
		--DisCouple
		if self.pos_in_trainparts and self.pos_in_trainparts>1 then
			if gp.velocity==0 then
				if not self.discouple or not self.discouple.object:getyaw() then
					local object=minetest.add_entity(pos, "advtrains:discouple")
					if object then
						local le=object:get_luaentity()
						le.wagon=self
						--box is hidden when attached, so unuseful.
						--object:set_attach(self.object, "", {x=0, y=0, z=self.wagon_span*10}, {x=0, y=0, z=0})
						self.discouple=le
					else
						atprint("Couldn't spawn DisCouple")
					end
				end
			else
				if self.discouple and self.discouple.object:getyaw() then
					self.discouple.object:remove()
				end
			end
		end
		--for path to be available. if not, skip step
		if not gp.path then
			self.object:setvelocity({x=0, y=0, z=0})
			return
		end
		if not self.pos_in_train then
			--why ever. but better continue next step...
			advtrains.update_trainpart_properties(self.train_id)
			return
		end
		
		local index=advtrains.get_real_path_index(self:train(), self.pos_in_train)
		--atprint("trainindex "..gp.index.." wagonindex "..index)
		
		--automatic get_on
		--needs to know index and path
		if self.door_entry and gp.door_open and gp.door_open~=0 and gp.velocity==0 then
			--using the mapping created by the trainlogic globalstep
			for i, ino in ipairs(self.door_entry) do
				--fct is the flipstate flag from door animation above
				local aci = index + ino*fct
				local ix1=gp.path[math.floor(aci)]
				local ix2=gp.path[math.floor(aci+1)]
				-- the two wanted positions are ix1 and ix2 + (2nd-1st rotated by 90deg)
				-- (x z) rotated by 90deg is (-z x)  (http://stackoverflow.com/a/4780141)
				local add = { x = (ix2.z-ix1.z)*gp.door_open, y = 0, z = (ix1.x-ix2.x)*gp.door_open }
				local pts1=vector.round(vector.add(ix1, add))
				local pts2=vector.round(vector.add(ix2, add))
				if minetest.get_item_group(minetest.get_node(pts1).name, "platform")>0 then
					local ckpts={
						pts1,
						pts2,
						vector.add(pts1, {x=0, y=1, z=0}),
						vector.add(pts2, {x=0, y=1, z=0}),
					}
					for _,ckpos in ipairs(ckpts) do
						local cpp=minetest.pos_to_string(ckpos)
						if advtrains.playersbypts[cpp] then
							self:on_rightclick(advtrains.playersbypts[cpp])
						end
					end
				end
			end
		end
		
		--position recalculation
		local first_pos=gp.path[math.floor(index)]
		local second_pos=gp.path[math.floor(index)+1]
		if not first_pos or not second_pos then
			--atprint(" object "..self.unique_id.." path end reached!")
			self.object:setvelocity({x=0,y=0,z=0})
			return
		end
		
		--checking for environment collisions(a 3x3 cube around the center)
		if not gp.recently_collided_with_env then
			local collides=false
			local exh = self.extent_h or 1
			local exv = self.extent_v or 2
			for x=-exh,exh do
				for y=0,exv do
					for z=-exh,exh do
						local node=minetest.get_node_or_nil(vector.add(first_pos, {x=x, y=y, z=z}))
						if (advtrains.train_collides(node)) then
							collides=true
						end
					end
				end
			end
			if collides then
				if self.collision_count and self.collision_count>10 then
					--enable collision mercy to get trains stuck in walls out of walls
					--actually do nothing except limiting the velocity to 1
					gp.velocity=math.min(gp.velocity, 1)
					gp.tarvelocity=math.min(gp.tarvelocity, 1)
				else
					gp.recently_collided_with_env=true
					gp.velocity=2*gp.velocity
					gp.movedir=-gp.movedir
					gp.tarvelocity=0
					self.collision_count=(self.collision_count or 0)+1
				end
			else
				self.collision_count=nil
			end
		end
		
		--FIX: use index of the wagon, not of the train.
		local velocity=(gp.velocity*gp.movedir)/(gp.path_dist[math.floor(index)] or 1)
		local acceleration=(gp.last_accel or 0)/(gp.path_dist[math.floor(index)] or 1)
		local factor=index-math.floor(index)
		local actual_pos={x=first_pos.x-(first_pos.x-second_pos.x)*factor, y=first_pos.y-(first_pos.y-second_pos.y)*factor, z=first_pos.z-(first_pos.z-second_pos.z)*factor,}
		local velocityvec={x=(first_pos.x-second_pos.x)*velocity*-1, z=(first_pos.z-second_pos.z)*velocity*-1, y=(first_pos.y-second_pos.y)*velocity*-1}
		local accelerationvec={x=(first_pos.x-second_pos.x)*acceleration*-1, z=(first_pos.z-second_pos.z)*acceleration*-1, y=(first_pos.y-second_pos.y)*acceleration*-1}
		
		--some additional positions to determine orientation
		local aposfwd=gp.path[math.floor(index+2)]
		local aposbwd=gp.path[math.floor(index-1)]
		
		local yaw
		if aposfwd and aposbwd then
			yaw=advtrains.get_wagon_yaw(aposfwd, second_pos, first_pos, aposbwd, factor)+math.pi--TODO remove when cleaning up
		else
			yaw=math.atan2((first_pos.x-second_pos.x), (second_pos.z-first_pos.z))
		end
		if self.wagon_flipped then
			yaw=yaw+math.pi
		end
		
		self.updatepct_timer=(self.updatepct_timer or 0)-dtime
		if not self.old_velocity_vector 
				or not vector.equals(velocityvec, self.old_velocity_vector)
				or not self.old_acceleration_vector 
				or not vector.equals(accelerationvec, self.old_acceleration_vector)
				or self.old_yaw~=yaw
				or self.updatepct_timer<=0 then--only send update packet if something changed
				self.object:setpos(actual_pos)
			self.object:setvelocity(velocityvec)
			self.object:setacceleration(accelerationvec)
			
			if #self.seats > 0 and self.old_yaw ~= yaw then
				if not self.player_yaw then
					self.player_yaw = {}
				end
				if not self.old_yaw then
					self.old_yaw=yaw
				end
				for _,name in pairs(self.seatp) do
					local p = minetest.get_player_by_name(name)
					if p then
						if not self.turning then
							-- save player looking direction offset
							self.player_yaw[name] = p:get_look_horizontal()-self.old_yaw
						end
						-- set player looking direction using calculated offset
						p:set_look_horizontal(self.player_yaw[name]+yaw)
					end
				end
				self.turning = true							 
			elseif self.old_yaw == yaw then
				-- train is no longer turning
				self.turning = false
			end
			
			self.object:setyaw(yaw)
			self.updatepct_timer=2
			if self.update_animation then
				self:update_animation(gp.velocity, self.old_velocity)
			end
			if self.custom_on_velocity_change then
				self:custom_on_velocity_change(gp.velocity, self.old_velocity or 0, dtime)
			end
		end
		
		
		self.old_velocity_vector=velocityvec
		self.old_velocity = gp.velocity
		self.old_acceleration_vector=accelerationvec
		self.old_yaw=yaw
		atprintbm("wagon step", t)
	end)
end

function advtrains.get_real_path_index(train, pit)
	local pos_in_train_left=pit
	local index=train.index
	if pos_in_train_left>(index-math.floor(index))*(train.path_dist[math.floor(index)] or 1) then
		pos_in_train_left=pos_in_train_left - (index-math.floor(index))*(train.path_dist[math.floor(index)] or 1)
		index=math.floor(index)
		while pos_in_train_left>(train.path_dist[index-1] or 1) do
			pos_in_train_left=pos_in_train_left - (train.path_dist[index-1] or 1)
			index=index-1
		end
		index=index-(pos_in_train_left/(train.path_dist[index-1] or 1))
	else
		index=index-(pos_in_train_left/(train.path_dist[math.floor(index-1)] or 1))
	end
	return index
end

function wagon:on_rightclick(clicker)
	return advtrains.pcall(function()
		if not self:ensure_init() then return end
		if not clicker or not clicker:is_player() then
			return
		end
		if clicker:get_player_control().aux1 then
			--advtrains.dumppath(self:train().path)
			--minetest.chat_send_all("at index "..(self:train().index or "nil"))
			--advtrains.invert_train(self.train_id)
			atprint(dump(self))
			return
		end	
		local pname=clicker:get_player_name()
		local no=self:get_seatno(pname)
		if no then
			if self.seat_groups then
				local poss={}
				local sgr=self.seats[no].group
				for _,access in ipairs(self.seat_groups[sgr].access_to) do
					if self:check_seat_group_access(pname, access) then
						poss[#poss+1]={name=self.seat_groups[access].name, key="sgr_"..access}
					end
				end
				if self.has_inventory and self.get_inventory_formspec then
					poss[#poss+1]={name=attrans("Show Inventory"), key="inv"}
				end
				if self.seat_groups[sgr].driving_ctrl_access and minetest.check_player_privs(pname, "train_operator") then
					poss[#poss+1]={name=attrans("Bord Computer"), key="bordcom"}
				end
				if self.owner==pname then
					poss[#poss+1]={name=attrans("Wagon properties"), key="prop"}
				end
				if not self.seat_groups[sgr].require_doors_open or self:train().door_open~=0 then
					poss[#poss+1]={name=attrans("Get off"), key="off"}
				else
					if clicker:get_player_control().sneak then
						poss[#poss+1]={name=attrans("Get off (forced)"), key="off"}
					else
						poss[#poss+1]={name=attrans("(Doors closed)"), key="dcwarn"}
					end
				end
				if #poss==0 then
					--can't do anything.
				elseif #poss==1 then
					self:seating_from_key_helper(pname, {[poss[1].key]=true}, no)
				else
					local form = "size[5,"..1+(#poss).."]"
					for pos,ent in ipairs(poss) do
						form = form .. "button_exit[0.5,"..(pos-0.5)..";4,1;"..ent.key..";"..ent.name.."]"
					end
					minetest.show_formspec(pname, "advtrains_seating_"..self.unique_id, form)
				end
			else
				self:get_off(no)
			end
		else
			--do not attach if already on a train
			if advtrains.player_to_train_mapping[pname] then return end
			if self.seat_groups then
				if #self.seats==0 then
					if self.has_inventory and self.get_inventory_formspec then
						minetest.show_formspec(pname, "advtrains_inv_"..self.unique_id, self:get_inventory_formspec(pname))
					end
					return
				end
				
				local doors_open = self:train().door_open~=0 or clicker:get_player_control().sneak
				local allow, rsn=false, "unknown reason"
				for _,sgr in ipairs(self.assign_to_seat_group) do
					allow, rsn = self:check_seat_group_access(pname, sgr)
					if allow then
						for seatid, seatdef in ipairs(self.seats) do
							if seatdef.group==sgr then
								if (not self.seat_groups[sgr].require_doors_open or doors_open) then
									if not self.seatp[seatid] then
										self:get_on(clicker, seatid)
										return
									else
										rsn="Wagon is full."
									end
								else
									rsn="Doors are closed! (try holding sneak key!)"
								end
							end
						end
					end
				end
				minetest.chat_send_player(pname, attrans("Can't get on: "..rsn))
			else
				self:show_get_on_form(pname)
			end
		end
	end)
end

function wagon:get_on(clicker, seatno)
	if not self.seatp then self.seatp={}end
	if not self.seatpc then self.seatpc={}end--player controls in driver stands
	
	if not self.seats[seatno] then return end
	local oldno=self:get_seatno(clicker:get_player_name())
	if oldno then
		atprint("get_on: clearing oldno",seatno)
		advtrains.player_to_train_mapping[clicker:get_player_name()]=nil
		advtrains.clear_driver_hud(clicker:get_player_name())
		self.seatp[oldno]=nil
	end
	if self.seatp[seatno] and self.seatp[seatno]~=clicker:get_player_name() then
		atprint("get_on: throwing off",self.seatp[seatno],"from seat",seatno)
		self:get_off(seatno)
	end
	atprint("get_on: attaching",clicker:get_player_name())
	self.seatp[seatno] = clicker:get_player_name()
	self.seatpc[seatno] = clicker:get_player_control_bits()
	advtrains.player_to_train_mapping[clicker:get_player_name()]=self.train_id
	clicker:set_attach(self.object, "", self.seats[seatno].attach_offset, {x=0,y=0,z=0})
	clicker:set_eye_offset(self.seats[seatno].view_offset, self.seats[seatno].view_offset)
end
function wagon:get_off_plr(pname)
	local no=self:get_seatno(pname)
	if no then
		self:get_off(no)
	end
end
function wagon:get_seatno(pname)
	for no, cont in pairs(self.seatp) do
		if cont==pname then
			return no
		end
	end
	return nil
end
function wagon:get_off(seatno)
	if not self.seatp[seatno] then return end
	local pname = self.seatp[seatno]
	local clicker = minetest.get_player_by_name(pname)
	advtrains.player_to_train_mapping[pname]=nil
	advtrains.clear_driver_hud(pname)
	self.seatp[seatno]=nil
	self.seatpc[seatno]=nil
	if clicker then
		atprint("get_off: detaching",clicker:get_player_name())
		clicker:set_detach()
		clicker:set_eye_offset({x=0,y=0,z=0}, {x=0,y=0,z=0})
		local gp=self:train()
		--code as in step - automatic get on
		if self.door_entry and gp.door_open and gp.door_open~=0 and gp.velocity==0 and gp.index and gp.path then
			local index=advtrains.get_real_path_index(gp, self.pos_in_train)
			--using the mapping created by the trainlogic globalstep
			for i, ino in ipairs(self.door_entry) do
				local aci = index + ino*(self.wagon_flipped and -1 or 1)
				local ix1=gp.path[math.floor(aci)]
				local ix2=gp.path[math.floor(aci+1)]
				-- the two wanted positions are ix1 and ix2 + (2nd-1st rotated by 90deg)
				-- (x z) rotated by 90deg is (-z x)  (http://stackoverflow.com/a/4780141)
				-- multiplied by 2 here, to place off on platform, y of add is 1.
				local add = { x = (ix2.z-ix1.z)*gp.door_open, y = 0, z = (ix1.x-ix2.x)*gp.door_open}
				local oadd = { x = (ix2.z-ix1.z)*gp.door_open*2, y = 1, z = (ix1.x-ix2.x)*gp.door_open*2}
				local platpos=vector.round(vector.add(ix1, add))
				local offpos=vector.round(vector.add(ix1, oadd))
				atprint("platpos:", platpos, "offpos:", offpos)
				if minetest.get_item_group(minetest.get_node(platpos).name, "platform")>0 then
					minetest.after(0.2, function() clicker:setpos(offpos) end)
					return
				end
			end
		else--if not door_entry, or paths missing, fall back to old method
			local objpos=advtrains.round_vector_floor_y(self.object:getpos())
			local yaw=self.object:getyaw()
			local isx=(yaw < math.pi/4) or (yaw > 3*math.pi/4 and yaw < 5*math.pi/4) or (yaw > 7*math.pi/4)
			--abuse helper function
			for _,r in ipairs({-1, 1}) do
				local p=vector.add({x=isx and r or 0, y=0, z=not isx and r or 0}, objpos)
				local offp=vector.add({x=isx and r*2 or 0, y=1, z=not isx and r*2 or 0}, objpos)
				if minetest.get_item_group(minetest.get_node(p).name, "platform")>0 then
					minetest.after(0.2, function() clicker:setpos(offp) end)
					return
				end
			end
		end
	end
end
function wagon:show_get_on_form(pname)
	if not self.initialized then return end
	if #self.seats==0 then
		if self.has_inventory and self.get_inventory_formspec then
			minetest.show_formspec(pname, "advtrains_inv_"..self.unique_id, self:get_inventory_formspec(pname))
		end
		return
	end
	local form, comma="size[5,8]label[0.5,0.5;"..attrans("Select seat:").."]textlist[0.5,1;4,6;seat;", ""
	for seatno, seattbl in ipairs(self.seats) do
		local addtext, colorcode="", ""
		if self.seatp and self.seatp[seatno] then
			colorcode="#FF0000"
			addtext=" ("..self.seatp[seatno]..")"
		end
		form=form..comma..colorcode..seattbl.name..addtext
		comma=","
	end
	form=form..";0,false]"
	if self.has_inventory and self.get_inventory_formspec then
		form=form.."button_exit[1,7;3,1;inv;"..attrans("Show Inventory").."]"
	end
	minetest.show_formspec(pname, "advtrains_geton_"..self.unique_id, form)
end
function wagon:show_wagon_properties(pname)
	local numsgr=0
	if self.seat_groups then
		numsgr=#self.seat_groups
	end
	if not self.seat_access then
		self.seat_access={}
	end
	--[[
	fields: seat access: empty: everyone
	checkbox: lock couples
	button: save
	]]
	local form="size[5,"..(numsgr*1.5+4).."]"
	local at=0
	if self.seat_groups then
		for sgr,sgrdef in pairs(self.seat_groups) do
			local text = attrans("Access to @1",sgrdef.name)
			form=form.."field[0.5,"..(0.5+at*1.5)..";4,1;sgr_"..sgr..";"..text..";"..(self.seat_access[sgr] or "").."]"
			at=at+1
		end
	end
	form=form.."button_exit[0.5,"..(at*1.5)..";4,1;save;"..attrans("Save wagon properties").."]"
	minetest.show_formspec(pname, "advtrains_prop_"..self.unique_id, form)
end

--BordCom
local function checkcouple(eid)
	if not eid then return nil end
	local ent=minetest.object_refs[eid]
	if not ent or not ent:getyaw() then
		eid=nil
		return nil
	end
	local le = ent:get_luaentity()
	if not le or not le.is_couple then
		eid=nil
		return nil
	end
	return le
end
local function checklock(pname, own1, own2)
	return minetest.check_player_privs(pname, "train_remove") or 
		((not own1 or own1==pname) or (not own2 or own2==pname))
end
function wagon:show_bordcom(pname)
	if not self:train() then return end
	local train = self:train()
	
	local form = "size[11,9]label[0.5,0;AdvTrains Boardcom v0.1]"
	form=form.."textarea[0.5,1.5;7,1;text_outside;"..attrans("Text displayed outside on train")..";"..(train.text_outside or "").."]"
	form=form.."textarea[0.5,3;7,1;text_inside;"..attrans("Text displayed inside train")..";"..(train.text_inside or "").."]"
	--row 5 : train overview and autocoupling
	if train.velocity==0 then
		form=form.."label[0.5,4.5;Train overview /coupling control:]"
		linhei=5
		local pre_own, owns_any = nil, minetest.check_player_privs(pname, "train_remove")
		for i, tpid in ipairs(train.trainparts) do
			local ent = advtrains.wagon_save[tpid]
			if ent then
				local ename = ent.entity_name
				form = form .. "item_image["..i..","..linhei..";1,1;"..ename.."]"
				if i~=1 then
					if not ent.dcpl_lock then
						form = form .. "image_button["..(i-0.5)..","..(linhei+1)..";1,1;advtrains_discouple.png;dcpl_"..i..";]"
						if checklock(pname, ent.owner, pre_own) then
							form = form .. "image_button["..(i-0.5)..","..(linhei+2)..";1,1;advtrains_cpl_unlock.png;dcpl_lck_"..i..";]"
						end
					else
						form = form .. "image_button["..(i-0.5)..","..(linhei+2)..";1,1;advtrains_cpl_lock.png;dcpl_ulck_"..i..";]"
					end
				end
				if i == self.pos_in_trainparts then
					form = form .. "box["..(i-0.1)..","..(linhei-0.1)..";1,1;green]"
				end
				pre_own = ent.owner
				owns_any = owns_any or (not ent.owner or ent.owner==pname)
			end
		end
		
		if train.movedir==1 then
			form = form .. "label["..(#train.trainparts+1)..","..(linhei)..";-->]"
		else
			form = form .. "label[0.5,"..(linhei)..";<--]"
		end
		--check cpl_eid_front and _back of train
		local couple_front = checkcouple(train.couple_eid_front)
		local couple_back = checkcouple(train.couple_eid_back)
		if couple_front then
			form = form .. "image_button[0.5,"..(linhei+1)..";1,1;advtrains_couple.png;cpl_f;]"
		end
		if couple_back then
			form = form .. "image_button["..(#train.trainparts+0.5)..","..(linhei+1)..";1,1;advtrains_couple.png;cpl_b;]"
		end
		if owns_any then
			if train.couple_lck_front then
				form = form .. "image_button[0.5,"..(linhei+2)..";1,1;advtrains_cpl_lock.png;cpl_ulck_f;]"
			else
				form = form .. "image_button[0.5,"..(linhei+2)..";1,1;advtrains_cpl_unlock.png;cpl_lck_f;]"
			end
			if train.couple_lck_back then
				form = form .. "image_button["..(#train.trainparts+0.5)..","..(linhei+2)..";1,1;advtrains_cpl_lock.png;cpl_ulck_b;]"
			else
				form = form .. "image_button["..(#train.trainparts+0.5)..","..(linhei+2)..";1,1;advtrains_cpl_unlock.png;cpl_lck_b;]"
			end
		end
		
	else
		form=form.."label[0.5,4.5;Train overview / coupling control is only shown when the train stands.]"
	end
	form = form .. "button[0.5,8;3,1;Save;save]"
	
	minetest.show_formspec(pname, "advtrains_bordcom_"..self.unique_id, form)
end
function wagon:handle_bordcom_fields(pname, formname, fields)
	local seatno=self:get_seatno(pname)
	if not seatno or not self.seat_groups[self.seats[seatno].group].driving_ctrl_access or not minetest.check_player_privs(pname, "train_operator") then
		return
	end
	local train = self:train()
	if not train then return end
	if fields.text_outside then
		if fields.text_outside~="" then
			train.text_outside=fields.text_outside
		else
			train.text_outside=nil
		end
	end
	if fields.text_inside then
		if fields.text_inside~="" then
			train.text_inside=fields.text_inside
		else
			train.text_inside=nil
		end
	end
	for i, tpid in ipairs(train.trainparts) do
		if fields["dcpl_"..i] then
			for _,wagon in pairs(minetest.luaentities) do
				if wagon.is_wagon and wagon.initialized and wagon.unique_id==tpid then
					wagon:safe_decouple(pname)
				end
			end
		end
		if i>1 and fields["dcpl_lck_"..i] then
			local ent = advtrains.wagon_save[tpid]
			local pent = advtrains.wagon_save[train.trainparts[i-1]]
			if ent and pent then
				if checklock(pname, ent.owner, pent.owner) then
					for _,wagon in pairs(minetest.luaentities) do
						if wagon.is_wagon and wagon.initialized and wagon.unique_id==tpid then
							wagon.dcpl_lock=true
							wagon:get_staticdata()
						end
					end
				end
			end
		end
		if i>1 and fields["dcpl_ulck_"..i] then
			local ent = advtrains.wagon_save[tpid]
			local pent = advtrains.wagon_save[train.trainparts[i-1]]
			if ent and pent then
				if checklock(pname, ent.owner, pent.owner) then
					for _,wagon in pairs(minetest.luaentities) do
						if wagon.is_wagon and wagon.initialized and wagon.unique_id==tpid then
							wagon.dcpl_lock=false
							wagon:get_staticdata()
						end
					end
				end
			end
		end
	end
	--check cpl_eid_front and _back of train
	local couple_front = checkcouple(train.couple_eid_front)
	local couple_back = checkcouple(train.couple_eid_back)
	
	if fields.cpl_f and couple_front then
		couple_front:on_rightclick(pname)
	end
	if fields.cpl_b and couple_back then
		couple_back:on_rightclick(pname)
	end
	
	local function chkownsany()
		local owns_any = minetest.check_player_privs(pname, "train_remove")
		for i, tpid in ipairs(train.trainparts) do
			local ent = advtrains.wagon_save[tpid]
			if ent then
				owns_any = owns_any or (not ent.owner or ent.owner==pname)
			end
		end
		return owns_any
	end
	if fields.cpl_lck_f and chkownsany() then
		train.couple_lck_front=true
	end
	if fields.cpl_lck_b and chkownsany() then
		train.couple_lck_back=true
	end
	if fields.cpl_ulck_f and chkownsany() then
		train.couple_lck_front=false
	end
	if fields.cpl_ulck_b and chkownsany() then
		train.couple_lck_back=false
	end
	
	
	if not fields.quit then
		self:show_bordcom(pname)
	end
end

minetest.register_on_player_receive_fields(function(player, formname, fields)
	return advtrains.pcall(function()
		local uid=string.match(formname, "^advtrains_geton_(.+)$")
		if uid then
			for _,wagon in pairs(minetest.luaentities) do
				if wagon.is_wagon and wagon.initialized and wagon.unique_id==uid then
					if fields.inv then
						if wagon.has_inventory and wagon.get_inventory_formspec then
							minetest.show_formspec(player:get_player_name(), "advtrains_inv_"..uid, wagon:get_inventory_formspec(player:get_player_name()))
						end
					elseif fields.seat then
						local val=minetest.explode_textlist_event(fields.seat)
						if val and val.type~="INV" and not wagon.seatp[player:get_player_name()] then
						--get on
							wagon:get_on(player, val.index)
							--will work with the new close_formspec functionality. close exactly this formspec.
							minetest.show_formspec(player:get_player_name(), formname, "")
						end
					end
				end
			end
		end
		uid=string.match(formname, "^advtrains_seating_(.+)$")
		if uid then
			for _,wagon in pairs(minetest.luaentities) do
				if wagon.is_wagon and wagon.initialized and wagon.unique_id==uid then
					local pname=player:get_player_name()
					local no=wagon:get_seatno(pname)
					if no then
						if wagon.seat_groups then
							wagon:seating_from_key_helper(pname, fields, no)
						end
					end
				end
			end
		end
		uid=string.match(formname, "^advtrains_prop_(.+)$")
		if uid then
			for _,wagon in pairs(minetest.luaentities) do
				if wagon.is_wagon and wagon.initialized and wagon.unique_id==uid then
					local pname=player:get_player_name()
					if pname~=wagon.owner then
						return true
					end
					if fields.save or not fields.quit then
						for sgr,sgrdef in pairs(wagon.seat_groups) do
							if fields["sgr_"..sgr] then
								local fcont = fields["sgr_"..sgr]
								wagon.seat_access[sgr] = fcont~="" and fcont or nil
							end
						end
					end
				end
			end
		end
		uid=string.match(formname, "^advtrains_bordcom_(.+)$")
		if uid then
			for _,wagon in pairs(minetest.luaentities) do
				if wagon.is_wagon and wagon.initialized and wagon.unique_id==uid then
					wagon:handle_bordcom_fields(player:get_player_name(), formname, fields)
				end
			end
		end
	end)
end)
function wagon:seating_from_key_helper(pname, fields, no)
	local sgr=self.seats[no].group
	for _,access in ipairs(self.seat_groups[sgr].access_to) do
		if fields["sgr_"..access] and self:check_seat_group_access(pname, access) then
			for seatid, seatdef in ipairs(self.seats) do
				if seatdef.group==access and not self.seatp[seatid] then
					self:get_on(minetest.get_player_by_name(pname), seatid)
					return
				end
			end
		end
	end
	if fields.inv and self.has_inventory and self.get_inventory_formspec then
		minetest.show_formspec(player:get_player_name(), "advtrains_inv_"..self.unique_id, wagon:get_inventory_formspec(player:get_player_name()))
	end
	if fields.prop and self.owner==pname then
		self:show_wagon_properties(pname)
	end
	if fields.bordcom and self.seat_groups[sgr].driving_ctrl_access and minetest.check_player_privs(pname, "train_operator") then
		self:show_bordcom(pname)
	end
	if fields.dcwarn then
		minetest.chat_send_player(pname, attrans("Doors are closed! Use Sneak+rightclick to ignore the closed doors and get off!"))
	end
	if fields.off then
		self:get_off(no)
	end
end
function wagon:check_seat_group_access(pname, sgr)
	if self.seat_groups[sgr].driving_ctrl_access and not minetest.check_player_privs(pname, "train_operator") then
		return false, "Missing train_operator privilege."
	end
	if not self.seat_access then
		return true
	end
	local sae=self.seat_access[sgr]
	if not sae or sae=="" then
		return true
	end
	for name in string.gmatch(sae, "%S+") do
		if name==pname then
			return true
		end
	end
	return false, "Blacklisted by owner."
end
function wagon:reattach_all()
	if not self.seatp then self.seatp={} end
	for seatno, pname in pairs(self.seatp) do
		local p=minetest.get_player_by_name(pname)
		if p then
			self:get_on(p ,seatno)
		end
	end
end

function wagon:safe_decouple(pname)
	if not minetest.check_player_privs(pname, "train_operator") then
		minetest.chat_send_player(pname, "Missing train_operator privilege")
		return false
	end
	if self.dcpl_lock then
		minetest.chat_send_player(pname, "Couple is locked (ask owner or admin to unlock it)")
		return false
	end
	atprint("wagon:discouple() Splitting train", selftrain_id)
	advtrains.split_train_at_wagon(self)--found in trainlogic.lua
	return true
end


function advtrains.register_wagon(sysname_p, prototype, desc, inv_img)
	local sysname = sysname_p
	if not string.match(sysname, ":") then
		sysname = "advtrains:"..sysname_p
	end
	setmetatable(prototype, {__index=wagon})
	minetest.register_entity(":"..sysname,prototype)
	
	minetest.register_craftitem(":"..sysname, {
		description = desc,
		inventory_image = inv_img,
		wield_image = inv_img,
		stack_max = 1,
		
		on_place = function(itemstack, placer, pointed_thing)
			return advtrains.pcall(function()
				if not pointed_thing.type == "node" then
					return
				end
				

				local node=minetest.get_node_or_nil(pointed_thing.under)
				if not node then atprint("[advtrains]Ignore at placer position") return itemstack end
				local nodename=node.name
				if(not advtrains.is_track_and_drives_on(nodename, prototype.drives_on)) then
					atprint("no track here, not placing.")
					return itemstack
				end
				if not minetest.check_player_privs(placer, {train_place = true }) and minetest.is_protected(pointed_thing.under, placer:get_player_name()) then
					minetest.record_protection_violation(pointed_thing.under, placer:get_player_name())
					return
				end
				local tconns=advtrains.get_track_connections(node.name, node.param2)
				local yaw = placer:get_look_horizontal() + (math.pi/2)
				local plconnid = advtrains.yawToClosestConn(yaw, tconns)
				
				local prevpos = advtrains.get_adjacent_rail(pointed_thing.under, tconns, plconnid, prototype.drives_on)
				if not prevpos then return end
				local id=advtrains.create_new_train_at(pointed_thing.under, prevpos)
				
				local ob=minetest.add_entity(pointed_thing.under, sysname)
				if not ob then
					atprint("couldn't add_entity, aborting")
				end
				local le=ob:get_luaentity()
				
				le.owner=placer:get_player_name()
				
				local wagon_uid=le:init_new_instance(id, {})
				
				advtrains.add_wagon_to_train(le, id)
				if not minetest.settings:get_bool("creative_mode") then
					itemstack:take_item()
				end
				return itemstack
				
			end)
		end,
	})
end

--[[
	wagons can define update_animation(self, velocity) if they have a speed-dependent animation
	this function will be called when the velocity vector changes or every 2 seconds.
]]