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/*
Minetest
Copyright (C) 2010-2013 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.
*/

#pragma once

#include "irrlichttypes_bloated.h"
#include <string>
#include <sstream>
#include <vector>
#include <map>
#include "debug.h"

class ServerActiveObject;

struct StaticObject
{
	u8 type = 0;
	v3f pos;
	std::string data;

	StaticObject() = default;
	StaticObject(const ServerActiveObject *s_obj, const v3f &pos_);

	void serialize(std::ostream &os);
	void deSerialize(std::istream &is, u8 version);
};

class StaticObjectList
{
public:
	/*
		Inserts an object to the container.
		Id must be unique (active) or 0 (stored).
	*/
	void insert(u16 id, const StaticObject &obj)
	{
		if(id == 0)
		{
			m_stored.push_back(obj);
		}
		else
		{
			if(m_active.find(id) != m_active.end())
			{
				dstream<<"ERROR: StaticObjectList::insert(): "
						<<"id already exists"<<std::endl;
				FATAL_ERROR("StaticObjectList::insert()");
			}
			m_active[id] = obj;
		}
	}

	void remove(u16 id)
	{
		assert(id != 0); // Pre-condition
		if(m_active.find(id) == m_active.end())
		{
			warningstream<<"StaticObjectList::remove(): id="<<id
					<<" not found"<<std::endl;
			return;
		}
		m_active.erase(id);
	}

	void serialize(std::ostream &os);
	void deSerialize(std::istream &is);

	/*
		NOTE: When an object is transformed to active, it is removed
		from m_stored and inserted to m_active.
		The caller directly manipulates these containers.
	*/
	std::vector<StaticObject> m_stored;
	std::map<u16, StaticObject> m_active;

private:
};
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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,
});

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()
	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.merge_tables(self)
	advtrains.wagon_save[self.unique_id].entity_name=self.name
	advtrains.wagon_save[self.unique_id].name=nil
	advtrains.wagon_save[self.unique_id].object=nil
	return self.unique_id
end
--returns: uid of wagon
function wagon:init_new_instance(train_id, properties)
	self.unique_id=os.time()..os.clock()
	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
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)
	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 minetest.setting_getbool("creative_mode") then
		if not self:destroy() then return end
		
		local inv = puncher:get_inventory()
		if not inv:contains_item("main", self.name) then
			inv:add_item("main", self.name)
		end
	else
		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, shift-leftclick 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)
	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
	
	--Legacy: remove infotext since it does not work this way anyways
	self.infotext=nil

	--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])
		if seat.driving_ctrl_access and driver then
			advtrains.update_driver_hud(driver:get_player_name(), self:train(), self.wagon_flipped)
		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 seat.driving_ctrl_access then
				--regular driver stand controls
				advtrains.on_control_change(pc, self:train(), self.wagon_flipped)
			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

	local gp=self:train()
	local fct=self.wagon_flipped and -1 or 1
	--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
					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
					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