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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "irrlichttypes_extrabloated.h"
#include <ISceneNode.h>
#include "camera.h"

#ifndef SKY_HEADER
#define SKY_HEADER

#define SKY_MATERIAL_COUNT 5
#define SKY_STAR_COUNT 200

class ITextureSource;

// Skybox, rendered with zbuffer turned off, before all other nodes.
class Sky : public scene::ISceneNode
{
public:
	//! constructor
	Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id,
			ITextureSource *tsrc);

	virtual void OnRegisterSceneNode();

	//! renders the node.
	virtual void render();

	virtual const aabb3f &getBoundingBox() const
	{ return m_box; }

	// Used by Irrlicht for optimizing rendering
	virtual video::SMaterial& getMaterial(u32 i)
	{ return m_materials[i]; }

	// Used by Irrlicht for optimizing rendering
	virtual u32 getMaterialCount() const
	{ return SKY_MATERIAL_COUNT; }

	void update(float m_time_of_day, float time_brightness,
			float direct_brightness, bool sunlight_seen, CameraMode cam_mode,
			float yaw, float pitch);
	
	float getBrightness(){ return m_brightness; }

	video::SColor getBgColor(){
		return m_visible ? m_bgcolor : m_fallback_bg_color;
	}
	video::SColor getSkyColor(){
		return m_visible ? m_skycolor : m_fallback_bg_color;
	}
	
	bool getCloudsVisible(){ return m_clouds_visible && m_visible; }
	video::SColorf getCloudColor(){ return m_cloudcolor_f; }

	void setVisible(bool visible){ m_visible = visible; }
	void setFallbackBgColor(const video::SColor &fallback_bg_color){
		m_fallback_bg_color = fallback_bg_color;
	}

private:
	aabb3f m_box;
	video::SMaterial m_materials[SKY_MATERIAL_COUNT];

	// How much sun & moon transition should affect horizon color
	float m_horizon_blend()
	{
		if (!m_sunlight_seen)
			return 0;
		float x = m_time_of_day >= 0.5 ? (1 - m_time_of_day) * 2 : m_time_of_day * 2;

		if (x <= 0.3)
			return 0;
		if (x <= 0.4) // when the sun and moon are aligned
			return (x - 0.3) * 10;
		if (x <= 0.5)
			return (0.5 - x) * 10;
		return 0;
	}

	// Mix two colors by a given amount
	video::SColor m_mix_scolor(video::SColor col1, video::SColor col2, f32 factor)
	{
		video::SColor result = video::SColor(
			col1.getAlpha() * (1 - factor) + col2.getAlpha() * factor,
			col1.getRed() * (1 - factor) + col2.getRed() * factor,
			col1.getGreen() * (1 - factor) + col2.getGreen() * factor,
			col1.getBlue() * (1 - factor) + col2.getBlue() * factor);
		return result;
	}
	video::SColorf m_mix_scolorf(video::SColorf col1, video::SColorf col2, f32 factor)
	{
		video::SColorf result = video::SColorf(
			col1.r * (1 - factor) + col2.r * factor,
			col1.g * (1 - factor) + col2.g * factor,
			col1.b * (1 - factor) + col2.b * factor,
			col1.a * (1 - factor) + col2.a * factor);
		return result;
	}

	bool m_visible;
	video::SColor m_fallback_bg_color; // Used when m_visible=false
	bool m_first_update;
	float m_time_of_day;
	float m_time_brightness;
	bool m_sunlight_seen;
	float m_brightness;
	float m_cloud_brightness;
	bool m_clouds_visible;
	bool m_directional_colored_fog;
	video::SColorf m_bgcolor_bright_f;
	video::SColorf m_skycolor_bright_f;
	video::SColorf m_cloudcolor_bright_f;
	video::SColor m_bgcolor;
	video::SColor m_skycolor;
	video::SColorf m_cloudcolor_f;
	v3f m_stars[SKY_STAR_COUNT];
	video::S3DVertex m_star_vertices[SKY_STAR_COUNT*4];
	video::ITexture* m_sun_texture;
	video::ITexture* m_moon_texture;
	video::ITexture* m_sun_tonemap;
	video::ITexture* m_moon_tonemap;
};

#endif

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--atan2 counts angles clockwise, minetest does counterclockwise

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,
	static_save=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_admin = 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 pname=self.seatp[seatno]
			local driver=pname and minetest.get_player_by_name(pname)
			local has_driverstand = pname and advtrains.check_driving_couple_protection(pname, self.owner, self.whitelist)
			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 and not self.dcpl_lock then
				if not self.discouple or not self.discouple.object:getyaw() then
					atprint(self.unique_id,"trying to spawn discouple")
					local yaw = self.object:getyaw()
					local flipsign=self.wagon_flipped and -1 or 1
					local dcpl_pos = vector.add(pos, {y=0, x=-math.sin(yaw)*self.wagon_span*flipsign, z=math.cos(yaw)*self.wagon_span*flipsign})
					local object=minetest.add_entity(dcpl_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
						atprint(self.unique_id,"success")
					else
						atprint("Couldn't spawn DisCouple")
					end
				end
			else
				if self.discouple and self.discouple.object:getyaw() then
					self.discouple.object:remove()
					atprint(self.unique_id," removing discouple")
				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] or 0)+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
		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 advtrains.check_driving_couple_protection(pname, self.owner, self.whitelist) 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)
	--[[
	fields: 
	field: driving/couple whitelist
	button: save
	]]
	local form="size[5,5]"
	form = form .. "field[0.5,1;4,1;whitelist;Allow these players to drive your wagon:;"..(self.whitelist or "").."]"
	--seat groups access lists were here
	form=form.."button_exit[0.5,3;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, wl1, wl2)
	return advtrains.check_driving_couple_protection(pname, own1, wl1)
		or advtrains.check_driving_couple_protection(pname, own2, wl2)
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, pre_wl, owns_any = nil, nil, minetest.check_player_privs(pname, "train_admin")
		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, ent.whitelist, pre_wl) 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
				pre_wl = ent.whitelist
				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 advtrains.check_driving_couple_protection(pname, self.owner, self.whitelist) 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, ent.whitelist, pent.whitelist) 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, ent.whitelist, pent.whitelist) 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