-- doors/init.lua

-- our API object
doors = {}

doors.registered_doors = {}
doors.registered_trapdoors = {}

-- Load support for MT game translation.
local S = minetest.get_translator("doors")


local function replace_old_owner_information(pos)
	local meta = minetest.get_meta(pos)
	local owner = meta:get_string("doors_owner")
	if owner and owner ~= "" then
		meta:set_string("owner", "")
		meta:set_string("doors_owner", "")
	end
end

-- returns an object to a door object or nil
function doors.get(pos)
	local node_name = minetest.get_node(pos).name
	if doors.registered_doors[node_name] then
		-- A normal upright door
		return {
			pos = pos,
			open = function(self, player)
				if self:state() then
					return false
				end
				return doors.door_toggle(self.pos, nil, player)
			end,
			close = function(self, player)
				if not self:state() then
					return false
				end
				return doors.door_toggle(self.pos, nil, player)
			end,
			toggle = function(self, player)
				return doors.door_toggle(self.pos, nil, player)
			end,
			state = function(self)
				local state = minetest.get_meta(self.pos):get_int("state")
				return state %2 == 1
			end
		}
	elseif doors.registered_trapdoors[node_name] then
		-- A trapdoor
		return {
			pos = pos,
			open = function(self, player)
				if self:state() then
					return false
				end
				return doors.trapdoor_toggle(self.pos, nil, player)
			end,
			close = function(self, player)
				if not self:state() then
					return false
				end
				return doors.trapdoor_toggle(self.pos, nil, player)
			end,
			toggle = function(self, player)
				return doors.trapdoor_toggle(self.pos, nil, player)
			end,
			state = function(self)
				return minetest.get_node(self.pos).name:sub(-5) == "_open"
			end
		}
	else
		return nil
	end
end

-- this hidden node is placed on top of the bottom, and prevents
-- nodes from being placed in the top half of the door.
--[[minetest.register_node("doors:hidden", {
	description = S("Hidden Door Segment"),
	inventory_image = "doors_hidden_segment.png^default_invisible_node_overlay.png",
	wield_image = "doors_hidden_segment.png^default_invisible_node_overlay.png",
	drawtype = "airlike",
	paramtype = "light",
	paramtype2 = "facedir",
	sunlight_propagates = true,
	-- has to be walkable for falling nodes to stop falling.
	walkable = true,
	pointable = false,
	diggable = false,
	buildable_to = false,
	floodable = false,
	drop = "",
	groups = {not_in_creative_inventory = 1},
	on_blast = function() end,
	-- 1px block inside door hinge near node top
	collision_box = {
		type = "fixed",
		fixed = {-15/32, 13/32, -15/32, -13/32, 1/2, -13/32},
	},
})--]]
core.register_alias("doors:hidden", "air")

-- table used to aid door opening/closing
local transform = {
	{
		{v = "_a", param2 = 3},
		{v = "_a", param2 = 0},
		{v = "_a", param2 = 1},
		{v = "_a", param2 = 2},
	},
	{
		{v = "_c", param2 = 1},
		{v = "_c", param2 = 2},
		{v = "_c", param2 = 3},
		{v = "_c", param2 = 0},
	},
	{
		{v = "_b", param2 = 1},
		{v = "_b", param2 = 2},
		{v = "_b", param2 = 3},
		{v = "_b", param2 = 0},
	},
	{
		{v = "_d", param2 = 3},
		{v = "_d", param2 = 0},
		{v = "_d", param2 = 1},
		{v = "_d", param2 = 2},
	},
}

function doors.door_toggle(pos, node, clicker)
	local meta = minetest.get_meta(pos)
	node = node or minetest.get_node(pos)
	local def = minetest.registered_nodes[node.name]
	local name = def.door.name

	local state = meta:get_string("state")
	if state == "" then
		-- fix up lvm-placed right-hinged doors, default closed
		if node.name:sub(-2) == "_b" then
			state = 2
		else
			state = 0
		end
	else
		state = tonumber(state)
	end

	replace_old_owner_information(pos)


	-- until Lua-5.2 we have no bitwise operators :(
	if state % 2 == 1 then
		state = state - 1
	else
		state = state + 1
	end

	local dir = node.param2

	-- It's possible param2 is messed up, so, validate before using
	-- the input data. This indicates something may have rotated
	-- the door, even though that is not supported.
	if not transform[state + 1] or not transform[state + 1][dir + 1] then
		return false
	end

	if state % 2 == 0 then
		minetest.sound_play(def.door.sounds[1],
			{pos = pos, gain = def.door.gains[1], max_hear_distance = 10}, true)
	else
		minetest.sound_play(def.door.sounds[2],
			{pos = pos, gain = def.door.gains[2], max_hear_distance = 10}, true)
	end

	minetest.swap_node(pos, {
		name = name .. transform[state + 1][dir+1].v,
		param2 = transform[state + 1][dir+1].param2
	})
	meta:set_int("state", state)

	return true
end


local function on_place_node(place_to, newnode,
	placer, oldnode, itemstack, pointed_thing)
	-- Run script hook
	for _, callback in ipairs(minetest.registered_on_placenodes) do
		-- Deepcopy pos, node and pointed_thing because callback can modify them
		local place_to_copy = {x = place_to.x, y = place_to.y, z = place_to.z}
		local newnode_copy =
			{name = newnode.name, param1 = newnode.param1, param2 = newnode.param2}
		local oldnode_copy =
			{name = oldnode.name, param1 = oldnode.param1, param2 = oldnode.param2}
		local pointed_thing_copy = {
			type  = pointed_thing.type,
			above = vector.new(pointed_thing.above),
			under = vector.new(pointed_thing.under),
			ref   = pointed_thing.ref,
		}
		callback(place_to_copy, newnode_copy, placer,
			oldnode_copy, itemstack, pointed_thing_copy)
	end
end

local function can_dig_door(pos, digger)
	replace_old_owner_information(pos)
	return default.can_interact_with_node(digger, pos)
end

function doors.register(name, def)
	if not name:find(":") then
		name = "doors:" .. name
	end

	

	minetest.register_craftitem(":" .. name, {
		description = def.description,
		inventory_image = def.inventory_image,
		groups = table.copy(def.groups),

		on_place = function(itemstack, placer, pointed_thing)
			local pos

			if pointed_thing.type ~= "node" then
				return itemstack
			end

			local doorname = itemstack:get_name()
			local node = minetest.get_node(pointed_thing.under)
			local pdef = minetest.registered_nodes[node.name]
			if pdef and pdef.on_rightclick and
					not (placer and placer:is_player() and
					placer:get_player_control().sneak) then
				return pdef.on_rightclick(pointed_thing.under,
						node, placer, itemstack, pointed_thing)
			end

			if pdef and pdef.buildable_to then
				pos = pointed_thing.under
			else
				pos = pointed_thing.above
				node = minetest.get_node(pos)
				pdef = minetest.registered_nodes[node.name]
				if not pdef or not pdef.buildable_to then
					return itemstack
				end
			end

			local above = {x = pos.x, y = pos.y + 1, z = pos.z}
			local top_node = minetest.get_node_or_nil(above)
			local topdef = top_node and minetest.registered_nodes[top_node.name]

			if not topdef or not topdef.buildable_to then
				return itemstack
			end

			local pn = placer and placer:get_player_name() or ""
			if minetest.is_protected(pos, pn) or minetest.is_protected(above, pn) then
				return itemstack
			end

			local dir = placer and minetest.dir_to_facedir(placer:get_look_dir()) or 0

			local ref = {
				{x = -1, y = 0, z = 0},
				{x = 0, y = 0, z = 1},
				{x = 1, y = 0, z = 0},
				{x = 0, y = 0, z = -1},
			}

			local aside = {
				x = pos.x + ref[dir + 1].x,
				y = pos.y + ref[dir + 1].y,
				z = pos.z + ref[dir + 1].z,
			}

			local state = 0
			if minetest.get_item_group(minetest.get_node(aside).name, "door") == 1 then
				state = state + 2
				minetest.set_node(pos, {name = doorname .. "_b", param2 = dir})
				minetest.set_node(above, {name = "doors:hidden", param2 = (dir + 3) % 4})
			else
				minetest.set_node(pos, {name = doorname .. "_a", param2 = dir})
				minetest.set_node(above, {name = "doors:hidden", param2 = dir})
			end

			local meta = minetest.get_meta(pos)
			meta:set_int("state", state)

			if not minetest.is_creative_enabled(pn) then
				itemstack:take_item()
			end

			minetest.sound_play(def.sounds.place, {pos = pos}, true)

			on_place_node(pos, minetest.get_node(pos),
				placer, node, itemstack, pointed_thing)

			return itemstack
		end
	})
	def.inventory_image = nil

	if def.recipe then
		minetest.register_craft({
			output = name,
			recipe = def.recipe,
		})
	end
	def.recipe = nil

	if not def.sounds then
		def.sounds = default.node_sound_wood_defaults()
	end

	if not def.sound_open then
		def.sound_open = "doors_door_open"
	end

	if not def.sound_close then
		def.sound_close = "doors_door_close"
	end

	if not def.gain_open then
		def.gain_open = 0.3
	end

	if not def.gain_close then
		def.gain_close = 0.3
	end

	def.groups.not_in_creative_inventory = 1
	def.groups.door = 1
	def.drop = name
	def.door = {
		name = name,
		sounds = {def.sound_close, def.sound_open},
		gains = {def.gain_close, def.gain_open},
	}
	if not def.on_rightclick then
		def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
			doors.door_toggle(pos, node, clicker)
			return itemstack
		end
	end
	def.after_dig_node = function(pos, node, meta, digger)
		minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
		minetest.check_for_falling({x = pos.x, y = pos.y + 1, z = pos.z})
	end
	def.on_rotate = function(pos, node, user, mode, new_param2)
		return false
	end



	def.on_destruct = function(pos)
		minetest.remove_node({x = pos.x, y = pos.y + 1, z = pos.z})
	end

	def.drawtype = "mesh"
	def.paramtype = "light"
	def.paramtype2 = "facedir"
	def.sunlight_propagates = true
	def.walkable = true
	def.is_ground_content = false
	def.buildable_to = false
	def.selection_box = {type = "fixed", fixed = {-1/2,-1/2,-1/2,1/2,3/2,-6/16}}
	def.collision_box = {type = "fixed", fixed = {-1/2,-1/2,-1/2,1/2,3/2,-6/16}}
	def.use_texture_alpha = def.use_texture_alpha or "clip"

	def.mesh = "door_a.b3d"
	minetest.register_node(":" .. name .. "_a", table.copy(def))

	def.mesh = "door_b.b3d"
	minetest.register_node(":" .. name .. "_b", table.copy(def))

	def.mesh = "door_b.b3d"
	minetest.register_node(":" .. name .. "_c", table.copy(def))

	def.mesh = "door_a.b3d"
	minetest.register_node(":" .. name .. "_d", table.copy(def))

	doors.registered_doors[name .. "_a"] = true
	doors.registered_doors[name .. "_b"] = true
	doors.registered_doors[name .. "_c"] = true
	doors.registered_doors[name .. "_d"] = true
end

doors.register("door_wood", {
		tiles = {{ name = "doors_door_wood.png", backface_culling = true }},
		description = S("Wooden Door"),
		inventory_image = "doors_item_wood.png",
		groups = {node = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
		gain_open = 0.06,
		gain_close = 0.13,
		recipe = {
			{"group:wood", "group:wood"},
			{"group:wood", "group:wood"},
			{"group:wood", "group:wood"},
		}
})

doors.register("door_steel", {
		tiles = {{name = "doors_door_steel.png", backface_culling = true}},
		description = S("Steel Door"),
		inventory_image = "doors_item_steel.png",
		protected = true,
		groups = {node = 1, cracky = 1, level = 2},
		sounds = default.node_sound_metal_defaults(),
		sound_open = "doors_steel_door_open",
		sound_close = "doors_steel_door_close",
		gain_open = 0.2,
		gain_close = 0.2,
		recipe = {
			{"default:steel_ingot", "default:steel_ingot"},
			{"default:steel_ingot", "default:steel_ingot"},
			{"default:steel_ingot", "default:steel_ingot"},
		}
})

doors.register("door_glass", {
		tiles = {"doors_door_glass.png"},
		description = S("Glass Door"),
		inventory_image = "doors_item_glass.png",
		groups = {node = 1, cracky=3, oddly_breakable_by_hand=3},
		sounds = default.node_sound_glass_defaults(),
		sound_open = "doors_glass_door_open",
		sound_close = "doors_glass_door_close",
		gain_open = 0.3,
		gain_close = 0.25,
		recipe = {
			{"default:glass", "default:glass"},
			{"default:glass", "default:glass"},
			{"default:glass", "default:glass"},
		}
})

doors.register("door_obsidian_glass", {
		tiles = {"doors_door_obsidian_glass.png"},
		description = S("Obsidian Glass Door"),
		inventory_image = "doors_item_obsidian_glass.png",
		groups = {node = 1, cracky=3},
		sounds = default.node_sound_glass_defaults(),
		sound_open = "doors_glass_door_open",
		sound_close = "doors_glass_door_close",
		gain_open = 0.3,
		gain_close = 0.25,
		recipe = {
			{"default:obsidian_glass", "default:obsidian_glass"},
			{"default:obsidian_glass", "default:obsidian_glass"},
			{"default:obsidian_glass", "default:obsidian_glass"},
		},
})

-- Capture mods using the old API as best as possible.
function doors.register_door(name, def)
	def.only_placer_can_open = nil

	local i = name:find(":")
	local modname = name:sub(1, i - 1)
	if not def.tiles then
		if def.protected then
			def.tiles = {{name = "doors_door_steel.png", backface_culling = true}}
		else
			def.tiles = {{name = "doors_door_wood.png", backface_culling = true}}
		end
		minetest.log("warning", modname .. " registered door \"" .. name .. "\" " ..
				"using deprecated API method \"doors.register_door()\" but " ..
				"did not provide the \"tiles\" parameter. A fallback tiledef " ..
				"will be used instead.")
	end

	doors.register(name, def)
end

----trapdoor----

function doors.trapdoor_toggle(pos, node, clicker)
	node = node or minetest.get_node(pos)

	replace_old_owner_information(pos)

	if clicker and not default.can_interact_with_node(clicker, pos) then
		return false
	end

	local def = minetest.registered_nodes[node.name]

	if string.sub(node.name, -5) == "_open" then
		minetest.sound_play(def.sound_close,
			{pos = pos, gain = def.gain_close, max_hear_distance = 10}, true)
		minetest.swap_node(pos, {name = string.sub(node.name, 1,
			string.len(node.name) - 5), param1 = node.param1, param2 = node.param2})
	else
		minetest.sound_play(def.sound_open,
			{pos = pos, gain = def.gain_open, max_hear_distance = 10}, true)
		minetest.swap_node(pos, {name = node.name .. "_open",
			param1 = node.param1, param2 = node.param2})
	end
end

function doors.register_trapdoor(name, def)
	if not name:find(":") then
		name = "doors:" .. name
	end

	local name_closed = name
	local name_opened = name.."_open"

	def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
		doors.trapdoor_toggle(pos, node, clicker)
		return itemstack
	end

	-- Common trapdoor configuration
	def.drawtype = "nodebox"
	def.paramtype = "light"
	def.paramtype2 = "facedir"
	def.is_ground_content = false
	def.use_texture_alpha = def.use_texture_alpha or "clip"

	

	if not def.sounds then
		def.sounds = default.node_sound_wood_defaults()
	end

	if not def.sound_open then
		def.sound_open = "doors_door_open"
	end

	if not def.sound_close then
		def.sound_close = "doors_door_close"
	end

	if not def.gain_open then
		def.gain_open = 0.3
	end

	if not def.gain_close then
		def.gain_close = 0.3
	end

	local def_opened = table.copy(def)
	local def_closed = table.copy(def)

	if def.nodebox_closed and def.nodebox_opened then
		def_closed.node_box = def.nodebox_closed
	else
		def_closed.node_box = {
		    type = "fixed",
		    fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
		}
	end
	def_closed.selection_box = {
		type = "fixed",
		fixed = {-0.5, -0.5, -0.5, 0.5, -6/16, 0.5}
	}
	def_closed.tiles = {
		def.tile_front,
		def.tile_front .. '^[transformFY',
		def.tile_side,
		def.tile_side,
		def.tile_side,
		def.tile_side
	}

	if def.nodebox_opened and def.nodebox_closed then
		def_opened.node_box = def.nodebox_opened
	else
		def_opened.node_box = {
		    type = "fixed",
		    fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
		}
	end
	def_opened.selection_box = {
		type = "fixed",
		fixed = {-0.5, -0.5, 6/16, 0.5, 0.5, 0.5}
	}
	def_opened.tiles = {
		def.tile_side,
		def.tile_side .. '^[transform2',
		def.tile_side .. '^[transform3',
		def.tile_side .. '^[transform1',
		def.tile_front .. '^[transform46',
		def.tile_front .. '^[transform6'
	}

	def_opened.drop = name_closed
	def_opened.groups.not_in_creative_inventory = 1

	minetest.register_node(name_opened, def_opened)
	minetest.register_node(name_closed, def_closed)

	doors.registered_trapdoors[name_opened] = true
	doors.registered_trapdoors[name_closed] = true
end

doors.register_trapdoor("doors:trapdoor", {
	description = S("Wooden Trapdoor"),
	inventory_image = "doors_trapdoor.png",
	wield_image = "doors_trapdoor.png",
	tile_front = "doors_trapdoor.png",
	tile_side = "doors_trapdoor_side.png",
	gain_open = 0.06,
	gain_close = 0.13,
	groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2, door = 1},
})

doors.register_trapdoor("doors:trapdoor_steel", {
	description = S("Steel Trapdoor"),
	inventory_image = "doors_trapdoor_steel.png",
	wield_image = "doors_trapdoor_steel.png",
	tile_front = "doors_trapdoor_steel.png",
	tile_side = "doors_trapdoor_steel_side.png",
	protected = true,
	sounds = default.node_sound_metal_defaults(),
	sound_open = "doors_steel_door_open",
	sound_close = "doors_steel_door_close",
	gain_open = 0.2,
	gain_close = 0.2,
	groups = {cracky = 1, level = 2, door = 1},
})

minetest.register_craft({
	output = "doors:trapdoor 2",
	recipe = {
		{"group:wood", "group:wood", "group:wood"},
		{"group:wood", "group:wood", "group:wood"},
		{"", "", ""},
	}
})

minetest.register_craft({
	output = "doors:trapdoor_steel",
	recipe = {
		{"default:steel_ingot", "default:steel_ingot"},
		{"default:steel_ingot", "default:steel_ingot"},
	}
})


----fence gate----
local fence_collision_extra = minetest.settings:get_bool("enable_fence_tall") and 3/8 or 0

function doors.register_fencegate(name, def)
	local fence = {
		description = def.description,
		drawtype = "mesh",
		tiles = {},
		paramtype = "light",
		paramtype2 = "facedir",
		sunlight_propagates = true,
		is_ground_content = false,
		drop = name .. "_closed",
		connect_sides = {"left", "right"},
		groups = def.groups,
		sounds = def.sounds,
		on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
			local node_def = minetest.registered_nodes[node.name]
			minetest.swap_node(pos, {name = node_def._gate, param2 = node.param2})
			minetest.sound_play(node_def._gate_sound, {pos = pos, gain = 0.15,
				max_hear_distance = 8}, true)
			return itemstack
		end,
		selection_box = {
			type = "fixed",
			fixed = {-1/2, -1/2, -1/4, 1/2, 1/2, 1/4}
		},
	}


	if type(def.texture) == "string" then
		fence.tiles[1] = {name = def.texture, backface_culling = true}
	elseif def.texture.backface_culling == nil then
		fence.tiles[1] = table.copy(def.texture)
		fence.tiles[1].backface_culling = true
	else
		fence.tiles[1] = def.texture
	end

	if not fence.sounds then
		fence.sounds = default.node_sound_wood_defaults()
	end

	fence.groups.fence = 1

	local fence_closed = table.copy(fence)
	fence_closed.mesh = "doors_fencegate_closed.obj"
	fence_closed._gate = name .. "_open"
	fence_closed._gate_sound = "doors_fencegate_open"
	fence_closed.collision_box = {
		type = "fixed",
		fixed = {-1/2, -1/2, -1/8, 1/2, 1/2 + fence_collision_extra, 1/8}
	}

	local fence_open = table.copy(fence)
	fence_open.mesh = "doors_fencegate_open.obj"
	fence_open._gate = name .. "_closed"
	fence_open._gate_sound = "doors_fencegate_close"
	fence_open.groups.not_in_creative_inventory = 1
	fence_open.collision_box = {
		type = "fixed",
		fixed = {{-1/2, -1/2, -1/8, -3/8, 1/2 + fence_collision_extra, 1/8},
			 {-1/2, -3/8, -1/2, -3/8, 3/8,                         0  }}
	}

	minetest.register_node(":" .. name .. "_closed", fence_closed)
	minetest.register_node(":" .. name .. "_open", fence_open)

	minetest.register_craft({
		output = name .. "_closed",
		recipe = {
			{"group:stick", def.material, "group:stick"},
			{"group:stick", def.material, "group:stick"}
		}
	})
end

doors.register_fencegate("doors:gate_wood", {
	description = S("Apple Wood Fence Gate"),
	texture = "default_wood.png",
	material = "default:wood",
	groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
})

doors.register_fencegate("doors:gate_acacia_wood", {
	description = S("Acacia Wood Fence Gate"),
	texture = "default_acacia_wood.png",
	material = "default:acacia_wood",
	groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
})

doors.register_fencegate("doors:gate_junglewood", {
	description = S("Jungle Wood Fence Gate"),
	texture = "default_junglewood.png",
	material = "default:junglewood",
	groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}
})

doors.register_fencegate("doors:gate_pine_wood", {
	description = S("Pine Wood Fence Gate"),
	texture = "default_pine_wood.png",
	material = "default:pine_wood",
	groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3}
})

doors.register_fencegate("doors:gate_aspen_wood", {
	description = S("Aspen Wood Fence Gate"),
	texture = "default_aspen_wood.png",
	material = "default:aspen_wood",
	groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3}
})


----fuels----

minetest.register_craft({
	type = "fuel",
	recipe = "doors:trapdoor",
	burntime = 7,
})

minetest.register_craft({
	type = "fuel",
	recipe = "doors:door_wood",
	burntime = 14,
})

minetest.register_craft({
	type = "fuel",
	recipe = "doors:gate_wood_closed",
	burntime = 7,
})

minetest.register_craft({
	type = "fuel",
	recipe = "doors:gate_acacia_wood_closed",
	burntime = 8,
})

minetest.register_craft({
	type = "fuel",
	recipe = "doors:gate_junglewood_closed",
	burntime = 9,
})

minetest.register_craft({
	type = "fuel",
	recipe = "doors:gate_pine_wood_closed",
	burntime = 6,
})

minetest.register_craft({
	type = "fuel",
	recipe = "doors:gate_aspen_wood_closed",
	burntime = 5,
})
