diff --git a/.CMakeLists.txt.swp b/.CMakeLists.txt.swp new file mode 100644 index 0000000..3c0b51a Binary files /dev/null and b/.CMakeLists.txt.swp differ diff --git a/CMakeLists.txt b/CMakeLists.txt index af8ea6f..0a723aa 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -70,13 +70,18 @@ if(WIN32) set(EXAMPLE_CONF_DIR ".") set(LOCALEDIR "locale") elseif(APPLE) + set(SHAREDIR ".") # Random placeholders; this isn't usually used and may not work # See https://github.com/toabi/minetest-mac/ - set(SHAREDIR "${CMAKE_INSTALL_PREFIX}/share/${PROJECT_NAME}") - set(BINDIR "bin") - set(DOCDIR "share/doc/${PROJECT_NAME}") - set(EXAMPLE_CONF_DIR ${DOCDIR}) - set(LOCALEDIR "locale") + #set(SHAREDIR "${CMAKE_INSTALL_PREFIX}/share/${PROJECT_NAME}") + #set(BINDIR "bin") + #set(DOCDIR "share/doc/${PROJECT_NAME}") + #set(EXAMPLE_CONF_DIR ${DOCDIR}) + #set(LOCALEDIR "locale") + set(BINDIR "./bin") + set(DOCDIR "./doc/${PROJECT_NAME}") + set(EXAMPLE_CONF_DIR ${DOCDIR}) + set(LOCALEDIR "locale") elseif(UNIX) # Linux, BSD etc if(RUN_IN_PLACE) set(SHAREDIR ".") @@ -95,7 +100,8 @@ elseif(UNIX) # Linux, BSD etc set(EXAMPLE_CONF_DIR ${DOCDIR}) set(XDG_APPS_DIR "${CMAKE_INSTALL_PREFIX}/share/applications") set(ICONDIR "${CMAKE_INSTALL_PREFIX}/share/icons") - set(LOCALEDIR "${CMAKE_INSTALL_PREFIX}/share/${PROJECT_NAME}/locale") + #set(LOCALEDIR "${CMAKE_INSTALL_PREFIX}/share/${PROJECT_NAME}/locale") + set(LOCALEDIR "${CMAKE_INSTALL_PREFIX}/share/locale") endif() endif() @@ -139,24 +145,38 @@ if(NOT CUSTOM_LOCALEDIR STREQUAL "") set(LOCALEDIR "${CUSTOM_LOCALEDIR}") message(STATUS "Using LOCALEDIR=${LOCALEDIR}") endif() +install(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/builtin" DESTINATION "./bin/share/") -install(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/builtin" DESTINATION "${SHAREDIR}") +#install(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/builtin" DESTINATION "${SHAREDIR}") install(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/client" DESTINATION "${SHAREDIR}") -install(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/games/minimal" DESTINATION "${SHAREDIR}/games") +#install(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/games/minimal" DESTINATION "${SHAREDIR}/games") +install(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/games/minimal" DESTINATION "./bin/share/games") + set(MINETEST_GAME_SOURCE "${CMAKE_CURRENT_SOURCE_DIR}/games/minetest_game") if(EXISTS ${MINETEST_GAME_SOURCE} AND IS_DIRECTORY ${MINETEST_GAME_SOURCE}) - install(FILES ${MINETEST_GAME_SOURCE}/game.conf DESTINATION "${SHAREDIR}/games/minetest_game/") - install(FILES ${MINETEST_GAME_SOURCE}/README.txt DESTINATION "${SHAREDIR}/games/minetest_game/") - install(DIRECTORY ${MINETEST_GAME_SOURCE}/mods DESTINATION "${SHAREDIR}/games/minetest_game") - install(DIRECTORY ${MINETEST_GAME_SOURCE}/menu DESTINATION "${SHAREDIR}/games/minetest_game") +# install(FILES ${MINETEST_GAME_SOURCE}/game.conf DESTINATION "${SHAREDIR}/games/minetest_game/") +# install(FILES ${MINETEST_GAME_SOURCE}/README.txt DESTINATION "${SHAREDIR}/games/minetest_game/") +# install(DIRECTORY ${MINETEST_GAME_SOURCE}/mods DESTINATION "${SHAREDIR}/games/minetest_game") +# install(DIRECTORY ${MINETEST_GAME_SOURCE}/menu DESTINATION "${SHAREDIR}/games/minetest_game") +install(FILES ${MINETEST_GAME_SOURCE}/game.conf DESTINATION "./bin/share/games/minetest_game/") +install(FILES ${MINETEST_GAME_SOURCE}/README.txt DESTINATION "./bin/share/games/minetest_game/") +install(DIRECTORY ${MINETEST_GAME_SOURCE}/mods DESTINATION "./bin/share/games/minetest_game") +install(DIRECTORY ${MINETEST_GAME_SOURCE}/menu DESTINATION "./bin/share/games/minetest_game") + endif() if(BUILD_CLIENT) #install(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/sounds/base/pack" DESTINATION "${SHAREDIR}/sounds/base") - install(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/textures/base/pack" DESTINATION "${SHAREDIR}/textures/base") +# install(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/textures/base/pack" DESTINATION "${SHAREDIR}/textures/base") +install(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/textures/base/pack" DESTINATION "./bin/share/textures/base") + endif() if(RUN_IN_PLACE) - install(FILES "${CMAKE_CURRENT_SOURCE_DIR}/mods/mods_here.txt" DESTINATION "${SHAREDIR}/mods") - install(FILES "${CMAKE_CURRENT_SOURCE_DIR}/textures/texture_packs_here.txt" DESTINATION "${SHAREDIR}/textures") +install(FILES "${CMAKE_CURRENT_SOURCE_DIR}/mods/mods_here.txt" DESTINATION "${SHAREDIR}/mods") + + #install(FILES "${CMAKE_CURRENT_SOURCE_DIR}/mods/mods_here.txt" DESTINATION "${SHAREDIR}/mods") +# install(FILES "${CMAKE_CURRENT_SOURCE_DIR}/textures/texture_packs_here.txt" DESTINATION "${SHAREDIR}/textures") +install(FILES "${CMAKE_CURRENT_SOURCE_DIR}/textures/texture_packs_here.txt" DESTINATION "./bin/share/textures") + endif() install(DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/fonts" DESTINATION "${SHAREDIR}") @@ -166,9 +186,9 @@ install(FILES "doc/lua_api.txt" DESTINATION "${DOCDIR}") install(FILES "doc/mapformat.txt" DESTINATION "${DOCDIR}") install(FILES "minetest.conf.example" DESTINATION "${EXAMPLE_CONF_DIR}") -if(UNIX) +if(UNIX AND NOT APPLE) install(FILES "doc/minetest.6" "doc/minetestserver.6" DESTINATION "${MANDIR}/man6") - #install(FILES "misc/minetest.desktop" DESTINATION "${XDG_APPS_DIR}") + install(FILES "misc/minetest.desktop" DESTINATION "${XDG_APPS_DIR}") install(FILES "misc/minetest-icon.svg" DESTINATION "${ICONDIR}/hicolor/scalable/apps") endif() @@ -209,11 +229,20 @@ elseif(APPLE) # see http://cmake.org/Wiki/CMake:CPackPackageGenerators#Bundle_.28OSX_only.29 # set(CPACK_PACKAGE_FILE_NAME "${PROJECT_NAME}-${VERSION_STRING}-osx") - set(CPACK_PACKAGE_ICON "") +# set(CPACK_PACKAGE_ICON "") + set(CPACK_PACKAGE_ICON ${CMAKE_CURRENT_SOURCE_DIR}/misc/mac/minetest-icon.icns) + set(CPACK_BUNDLE_NAME ${PROJECT_NAME}) - set(CPACK_BUNDLE_ICON "") - set(CPACK_BUNDLE_PLIST "") - set(CPACK_BUNDLE_STARTUP_COMMAND "Contents/MacOS/${PROJECT_NAME}") + + set(CPACK_BUNDLE_ICON ${CPACK_PACKAGE_ICON}) +# set(CPACK_BUNDLE_ICON "") + + #set(CPACK_BUNDLE_PLIST "") + set(CPACK_BUNDLE_PLIST ${CMAKE_CURRENT_SOURCE_DIR}/misc/mac/Info.plist) + + #set(CPACK_BUNDLE_STARTUP_COMMAND "Contents/MacOS/${PROJECT_NAME}") + set(CPACK_BUNDLE_STARTUP_COMMAND ${CMAKE_CURRENT_SOURCE_DIR}/misc/mac/minetest-mac.sh) + set(CPACK_GENERATOR "Bundle") else() set(CPACK_PACKAGE_FILE_NAME "${PROJECT_NAME}-${VERSION_STRING}-linux") diff --git a/_CPack_Packages/Darwin/Bundle/minetest-0.4.8-dev-osx/minetest.app/Contents/Resources/bin/minetest b/_CPack_Packages/Darwin/Bundle/minetest-0.4.8-dev-osx/minetest.app/Contents/Resources/bin/minetest new file mode 100755 index 0000000..85951c0 Binary files /dev/null and b/_CPack_Packages/Darwin/Bundle/minetest-0.4.8-dev-osx/minetest.app/Contents/Resources/bin/minetest differ diff --git a/_CPack_Packages/Darwin/Bundle/minetest-0.4.8-dev-osx/minetest.app/Contents/Resources/bin/minetestserver b/_CPack_Packages/Darwin/Bundle/minetest-0.4.8-dev-osx/minetest.app/Contents/Resources/bin/minetestserver new file mode 100755 index 0000000..8d9af09 Binary files /dev/null and b/_CPack_Packages/Darwin/Bundle/minetest-0.4.8-dev-osx/minetest.app/Contents/Resources/bin/minetestserver differ diff --git a/_CPack_Packages/Darwin/Bundle/minetest-0.4.8-dev-osx/minetest.app/Contents/Resources/share/doc/minetest/README.txt b/_CPack_Packages/Darwin/Bundle/minetest-0.4.8-dev-osx/minetest.app/Contents/Resources/share/doc/minetest/README.txt new file mode 100644 index 0000000..eb5dee1 --- /dev/null +++ b/_CPack_Packages/Darwin/Bundle/minetest-0.4.8-dev-osx/minetest.app/Contents/Resources/share/doc/minetest/README.txt @@ -0,0 +1,412 @@ +Minetest +============ + +An InfiniMiner/Minecraft inspired game. + +Copyright (c) 2010-2013 Perttu Ahola +and contributors (see source file comments and the version control log) + +In case you downloaded the source code: +--------------------------------------- +If you downloaded the Minetest Engine source code in which this file is +contained, you probably want to download the minetest_game project too: + https://github.com/minetest/minetest_game/ +See the README.txt in it. + +Further documentation +---------------------- +- Website: http://minetest.net/ +- Wiki: http://wiki.minetest.net/ +- Developer wiki: http://dev.minetest.net/ +- Forum: http://forum.minetest.net/ +- Github: https://github.com/minetest/minetest/ +- doc/ directory of source distribution + +This game is not finished +-------------------------- +- Don't expect it to work as well as a finished game will. +- Please report any bugs. When doing that, debug.txt is useful. + +Default Controls +----------------- +- WASD: move +- Space: jump/climb +- Shift: sneak/go down +- Q: drop item +- I: inventory +- Mouse: turn/look +- Mouse left: dig/punch +- Mouse right: place/use +- Mouse wheel: select item +- Esc: pause menu +- T: chat +- Settable in the configuration file, see the section below. + +Paths +------ +$bin - Compiled binaries +$share - Distributed read-only data +$user - User-created modifiable data + +Windows .zip / RUN_IN_PLACE source: +$bin = bin +$share = . +$user = . + +Linux installed: +$bin = /usr/bin +$share = /usr/share/minetest +$user = ~/.minetest + +OS X: +$bin = ? +$share = ? +$user = ~/Library/Application Support/minetest + +World directory +---------------- +- Worlds can be found as separate folders in: + $user/worlds/ + +Configuration file: +------------------- +- Default location: + $user/minetest.conf +- It is created by Minetest when it is ran the first time. +- A specific file can be specified on the command line: + --config + +Command-line options: +--------------------- +- Use --help + +Compiling on GNU/Linux: +----------------------- + +Install dependencies. Here's an example for Debian/Ubuntu: +$ apt-get install build-essential libirrlicht-dev cmake libbz2-dev libpng12-dev libjpeg8-dev libxxf86vm-dev libgl1-mesa-dev libsqlite3-dev libogg-dev libvorbis-dev libopenal-dev libcurl4-gnutls-dev libfreetype6-dev + +Download source, extract (this is the URL to the latest of source repository, which might not work at all times): +$ wget https://github.com/minetest/minetest/tarball/master -O master.tar.gz +$ tar xf master.tar.gz +$ cd minetest-minetest-286edd4 (or similar) + +Download minetest_game (otherwise only the "Minimal development test" game is available) +$ cd games/ +$ wget https://github.com/minetest/minetest_game/tarball/master -O minetest_game.tar.gz +$ tar xf minetest_game.tar.gz +$ mv minetest-minetest_game-* minetest_game +$ cd .. + +Build a version that runs directly from the source directory: +$ cmake . -DRUN_IN_PLACE=1 +$ make -j2 + +Run it: +$ cd bin +$ ./minetest + +- Use cmake . -LH to see all CMake options and their current state +- If you want to install it system-wide (or are making a distribution package), you will want to use -DRUN_IN_PLACE=0 +- You can build a bare server or a bare client by specifying -DBUILD_CLIENT=0 or -DBUILD_SERVER=0 +- You can select between Release and Debug build by -DCMAKE_BUILD_TYPE= + - Debug build is slower, but gives much more useful output in a debugger +- If you build a bare server, you don't need to have Irrlicht installed. In that case use -DIRRLICHT_SOURCE_DIR=/the/irrlicht/source + +Compiling on Windows: +--------------------- +- This section is outdated. In addition to what is described here: + - In addition to minetest, you need to download minetest_game. + - If you wish to have sound support, you need libogg, libvorbis and libopenal + +- You need: + * CMake: + http://www.cmake.org/cmake/resources/software.html + * MinGW or Visual Studio + http://www.mingw.org/ + http://msdn.microsoft.com/en-us/vstudio/default + * Irrlicht SDK 1.7: + http://irrlicht.sourceforge.net/downloads.html + * Zlib headers (zlib125.zip) + http://www.winimage.com/zLibDll/index.html + * Zlib library (zlibwapi.lib and zlibwapi.dll from zlib125dll.zip): + http://www.winimage.com/zLibDll/index.html + * Optional: gettext library and tools: + http://gnuwin32.sourceforge.net/downlinks/gettext.php + - This is used for other UI languages. Feel free to leave it out. + * And, of course, Minetest: + http://minetest.net/download.php +- Steps: + - Select a directory called DIR hereafter in which you will operate. + - Make sure you have CMake and a compiler installed. + - Download all the other stuff to DIR and extract them into there. + ("extract here", not "extract to packagename/") + NOTE: zlib125dll.zip needs to be extracted into zlib125dll + - All those packages contain a nice base directory in them, which + should end up being the direct subdirectories of DIR. + - You will end up with a directory structure like this (+=dir, -=file): + ----------------- + + DIR + - zlib-1.2.5.tar.gz + - zlib125dll.zip + - irrlicht-1.7.1.zip + - 110214175330.zip (or whatever, this is the minetest source) + + zlib-1.2.5 + - zlib.h + + win32 + ... + + zlib125dll + - readme.txt + + dll32 + ... + + irrlicht-1.7.1 + + lib + + include + ... + + gettext (optional) + +bin + +include + +lib + + minetest + + src + + doc + - CMakeLists.txt + ... + ----------------- + - Start up the CMake GUI + - Select "Browse Source..." and select DIR/minetest + - Now, if using MSVC: + - Select "Browse Build..." and select DIR/minetest-build + - Else if using MinGW: + - Select "Browse Build..." and select DIR/minetest + - Select "Configure" + - Select your compiler + - It will warn about missing stuff, ignore that at this point. (later don't) + - Make sure the configuration is as follows + (note that the versions may differ for you): + ----------------- + BUILD_CLIENT [X] + BUILD_SERVER [ ] + CMAKE_BUILD_TYPE Release + CMAKE_INSTALL_PREFIX DIR/minetest-install + IRRLICHT_SOURCE_DIR DIR/irrlicht-1.7.1 + RUN_IN_PLACE [X] + WARN_ALL [ ] + ZLIB_DLL DIR/zlib125dll/dll32/zlibwapi.dll + ZLIB_INCLUDE_DIR DIR/zlib-1.2.5 + ZLIB_LIBRARIES DIR/zlib125dll/dll32/zlibwapi.lib + GETTEXT_BIN_DIR DIR/gettext/bin + GETTEXT_INCLUDE_DIR DIR/gettext/include + GETTEXT_LIBRARIES DIR/gettext/lib/intl.lib + GETTEXT_MSGFMT DIR/gettext/bin/msgfmt + ----------------- + - Hit "Configure" + - Hit "Configure" once again 8) + - If something is still coloured red, you have a problem. + - Hit "Generate" + If using MSVC: + - Open the generated minetest.sln + - The project defaults to the "Debug" configuration. Make very sure to + select "Release", unless you want to debug some stuff (it's slower + and might not even work at all) + - Build the ALL_BUILD project + - Build the INSTALL project + - You should now have a working game with the executable in + DIR/minetest-install/bin/minetest.exe + - Additionally you may create a zip package by building the PACKAGE + project. + If using MinGW: + - Using the command line, browse to the build directory and run 'make' + (or mingw32-make or whatever it happens to be) + - You may need to copy some of the downloaded DLLs into bin/, see what + running the produced executable tells you it doesn't have. + - You should now have a working game with the executable in + DIR/minetest/bin/minetest.exe + +Windows releases of minetest are built using a bat script like this: +-------------------------------------------------------------------- + +set sourcedir=%CD% +set installpath="C:\tmp\minetest_install" +set irrlichtpath="C:\tmp\irrlicht-1.7.2" + +set builddir=%sourcedir%\bvc10 +mkdir %builddir% +pushd %builddir% +cmake %sourcedir% -G "Visual Studio 10" -DIRRLICHT_SOURCE_DIR=%irrlichtpath% -DRUN_IN_PLACE=1 -DCMAKE_INSTALL_PREFIX=%installpath% +if %errorlevel% neq 0 goto fail +"C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe" ALL_BUILD.vcxproj /p:Configuration=Release +if %errorlevel% neq 0 goto fail +"C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe" INSTALL.vcxproj /p:Configuration=Release +if %errorlevel% neq 0 goto fail +"C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe" PACKAGE.vcxproj /p:Configuration=Release +if %errorlevel% neq 0 goto fail +popd +echo Finished. +exit /b 0 + +:fail +popd +echo Failed. +exit /b 1 + +License of Minetest textures and sounds +--------------------------------------- + +This applies to textures and sounds contained in the main Minetest +distribution. + +Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) +http://creativecommons.org/licenses/by-sa/3.0/ + +Authors of media files +----------------------- +Everything not listed in here: +Copyright (C) 2010-2012 celeron55, Perttu Ahola + +BlockMen: + textures/base/pack/menuheader.png + +erlehmann: + misc/minetest-icon-24x24.png + misc/minetest-icon.ico + misc/minetest-icon.svg + textures/base/pack/logo.png + +License of Minetest source code +------------------------------- + +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola + +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. + +Irrlicht +--------------- + +This program uses the Irrlicht Engine. http://irrlicht.sourceforge.net/ + + The Irrlicht Engine License + +Copyright © 2002-2005 Nikolaus Gebhardt + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute +it freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you + must not claim that you wrote the original software. If you use + this software in a product, an acknowledgment in the product + documentation would be appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must + not be misrepresented as being the original software. + 3. This notice may not be removed or altered from any source + distribution. + + +JThread +--------------- + +This program uses the JThread library. License for JThread follows: + +Copyright (c) 2000-2006 Jori Liesenborgs (jori.liesenborgs@gmail.com) + +Permission is hereby granted, free of charge, to any person obtaining a +copy of this software and associated documentation files (the "Software"), +to deal in the Software without restriction, including without limitation +the rights to use, copy, modify, merge, publish, distribute, sublicense, +and/or sell copies of the Software, and to permit persons to whom the +Software is furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included +in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS +OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL +THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS +IN THE SOFTWARE. + +Lua +--------------- + +Lua is licensed under the terms of the MIT license reproduced below. +This means that Lua is free software and can be used for both academic +and commercial purposes at absolutely no cost. + +For details and rationale, see http://www.lua.org/license.html . + +Copyright (C) 1994-2008 Lua.org, PUC-Rio. + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. + +Fonts +--------------- + +DejaVu Sans Mono: + + Fonts are (c) Bitstream (see below). DejaVu changes are in public domain. + Glyphs imported from Arev fonts are (c) Tavmjong Bah (see below) + +Bitstream Vera Fonts Copyright: + + Copyright (c) 2003 by Bitstream, Inc. All Rights Reserved. Bitstream Vera is + a trademark of Bitstream, Inc. + +Arev Fonts Copyright: + + Copyright (c) 2006 by Tavmjong Bah. All Rights Reserved. + +Liberation Fonts Copyright: + + Copyright (c) 2007 Red Hat, Inc. All rights reserved. LIBERATION is a trademark of Red Hat, Inc. + +DroidSansFallback: + + Copyright (C) 2008 The Android Open Source Project + + Licensed under the Apache License, Version 2.0 (the "License"); + you may not use this file except in compliance with the License. + You may obtain a copy of the License at + + http://www.apache.org/licenses/LICENSE-2.0 + + Unless required by applicable law or agreed to in writing, software + distributed under the License is distributed on an "AS IS" BASIS, + WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + See the License for the specific language governing permissions and + limitations under the License. diff --git a/_CPack_Packages/Darwin/Bundle/minetest-0.4.8-dev-osx/minetest.app/Contents/Resources/share/doc/minetest/lua_api.txt b/_CPack_Packages/Darwin/Bundle/minetest-0.4.8-dev-osx/minetest.app/Contents/Resources/share/doc/minetest/lua_api.txt new file mode 100644 index 0000000..d0090a8 --- /dev/null +++ b/_CPack_Packages/Darwin/Bundle/minetest-0.4.8-dev-osx/minetest.app/Contents/Resources/share/doc/minetest/lua_api.txt @@ -0,0 +1,2397 @@ +Minetest Lua Modding API Reference 0.4.8 +======================================== +More information at http://www.minetest.net/ +Developer Wiki: http://dev.minetest.net/ + +Introduction +------------- +Content and functionality can be added to Minetest 0.4 by using Lua +scripting in run-time loaded mods. + +A mod is a self-contained bunch of scripts, textures and other related +things that is loaded by and interfaces with Minetest. + +Mods are contained and ran solely on the server side. Definitions and media +files are automatically transferred to the client. + +If you see a deficiency in the API, feel free to attempt to add the +functionality in the engine and API. You can send such improvements as +source code patches to . + +Programming in Lua +------------------- +If you have any difficulty in understanding this, please read: + http://www.lua.org/pil/ + +Startup +-------- +Mods are loaded during server startup from the mod load paths by running +the init.lua scripts in a shared environment. + +Paths +----- +RUN_IN_PLACE=1: (Windows release, local build) + $path_user: Linux: + Windows: + $path_share: Linux: + Windows: + +RUN_IN_PLACE=0: (Linux release) + $path_share: Linux: /usr/share/minetest + Windows: /minetest-0.4.x + $path_user: Linux: ~/.minetest + Windows: C:/users//AppData/minetest (maybe) + +Games +----- +Games are looked up from: + $path_share/games/gameid/ + $path_user/games/gameid/ +where gameid is unique to each game. + +The game directory contains the file game.conf, which contains these fields: + name = +eg. + name = Minetest + +The game directory can contain the file minetest.conf, which will be used +to set default settings when running the particular game. + +Mod load path +------------- +Generic: + $path_share/games/gameid/mods/ + $path_share/mods/ + $path_user/games/gameid/mods/ + $path_user/mods/ <-- User-installed mods + $worldpath/worldmods/ + +In a run-in-place version (eg. the distributed windows version): + minetest-0.4.x/games/gameid/mods/ + minetest-0.4.x/mods/gameid/ <-- User-installed mods + minetest-0.4.x/worlds/worldname/worldmods/ + +On an installed version on linux: + /usr/share/minetest/games/gameid/mods/ + ~/.minetest/mods/gameid/ <-- User-installed mods + ~/.minetest/worlds/worldname/worldmods + +Mod load path for world-specific games +-------------------------------------- +It is possible to include a game in a world; in this case, no mods or +games are loaded or checked from anywhere else. + +This is useful for eg. adventure worlds. + +This happens if the following directory exists: + $world/game/ + +Mods should be then be placed in: + $world/game/mods/ + +Modpack support +---------------- +Mods can be put in a subdirectory, if the parent directory, which otherwise +should be a mod, contains a file named modpack.txt. This file shall be +empty, except for lines starting with #, which are comments. + +Mod directory structure +------------------------ +mods +|-- modname +| |-- depends.txt +| |-- screenshot.png +| |-- description.txt +| |-- init.lua +| |-- textures +| | |-- modname_stuff.png +| | `-- modname_something_else.png +| |-- sounds +| |-- media +| `-- +`-- another + +modname: + The location of this directory can be fetched by using + minetest.get_modpath(modname) + +depends.txt: + List of mods that have to be loaded before loading this mod. + A single line contains a single modname. + + Optional dependencies can be defined by appending a question mark + to a single modname. Their meaning is that if the specified mod + is missing, that does not prevent this mod from being loaded. + +screenshot.png: + A screenshot shown in modmanager within mainmenu. + +description.txt: + File containing desctiption to be shown within mainmenu. + +optdepends.txt: + An alternative way of specifying optional dependencies. + Like depends.txt, a single line contains a single modname. + + NOTE: This file exists for compatibility purposes only and + support for it will be removed from the engine by the end of 2013. + +init.lua: + The main Lua script. Running this script should register everything it + wants to register. Subsequent execution depends on minetest calling the + registered callbacks. + + minetest.setting_get(name) and minetest.setting_getbool(name) can be used + to read custom or existing settings at load time, if necessary. + +textures, sounds, media: + Media files (textures, sounds, whatever) that will be transferred to the + client and will be available for use by the mod. + +Naming convention for registered textual names +---------------------------------------------- +Registered names should generally be in this format: + "modname:" ( can have characters a-zA-Z0-9_) + +This is to prevent conflicting names from corrupting maps and is +enforced by the mod loader. + +Example: mod "experimental", ideal item/node/entity name "tnt": + -> the name should be "experimental:tnt". + +Enforcement can be overridden by prefixing the name with ":". This can +be used for overriding the registrations of some other mod. + +Example: Any mod can redefine experimental:tnt by using the name + ":experimental:tnt" when registering it. +(also that mod is required to have "experimental" as a dependency) + +The ":" prefix can also be used for maintaining backwards compatibility. + +Aliases +------- +Aliases can be added by using minetest.register_alias(name, convert_to) + +This will make Minetest to convert things called name to things called +convert_to. + +This can be used for maintaining backwards compatibility. + +This can be also used for setting quick access names for things, eg. if +you have an item called epiclylongmodname:stuff, you could do + minetest.register_alias("stuff", "epiclylongmodname:stuff") +and be able to use "/giveme stuff". + +Textures +-------- +Mods should generally prefix their textures with modname_, eg. given +the mod name "foomod", a texture could be called + "foomod_foothing.png" + +Textures are referred to by their complete name, or alternatively by +stripping out the file extension: + eg. foomod_foothing.png + eg. foomod_foothing + +Sounds +------- +Only OGG files are supported. + +For positional playing of sounds, only single-channel (mono) files are +supported. Otherwise OpenAL will play them non-positionally. + +Mods should generally prefix their sounds with modname_, eg. given +the mod name "foomod", a sound could be called + "foomod_foosound.ogg" + +Sounds are referred to by their name with a dot, a single digit and the +file extension stripped out. When a sound is played, the actual sound file +is chosen randomly from the matching sounds. + +When playing the sound "foomod_foosound", the sound is chosen randomly +from the available ones of the following files: + foomod_foosound.ogg + foomod_foosound.0.ogg + foomod_foosound.1.ogg + ... + foomod_foosound.9.ogg + +Examples of sound parameter tables: +-- Play locationless on all clients +{ + gain = 1.0, -- default +} +-- Play locationless to a player +{ + to_player = name, + gain = 1.0, -- default +} +-- Play in a location +{ + pos = {x=1,y=2,z=3}, + gain = 1.0, -- default + max_hear_distance = 32, -- default +} +-- Play connected to an object, looped +{ + object = , + gain = 1.0, -- default + max_hear_distance = 32, -- default + loop = true, -- only sounds connected to objects can be looped +} + +SimpleSoundSpec: +eg. "" +eg. "default_place_node" +eg. {} +eg. {name="default_place_node"} +eg. {name="default_place_node", gain=1.0} + +Registered definitions of stuff +-------------------------------- +Anything added using certain minetest.register_* functions get added to +the global minetest.registered_* tables. + +minetest.register_entity(name, prototype table) + -> minetest.registered_entities[name] + +minetest.register_node(name, node definition) + -> minetest.registered_items[name] + -> minetest.registered_nodes[name] + +minetest.register_tool(name, item definition) + -> minetest.registered_items[name] + +minetest.register_craftitem(name, item definition) + -> minetest.registered_items[name] + +Note that in some cases you will stumble upon things that are not contained +in these tables (eg. when a mod has been removed). Always check for +existence before trying to access the fields. + +Example: If you want to check the drawtype of a node, you could do: + +local function get_nodedef_field(nodename, fieldname) + if not minetest.registered_nodes[nodename] then + return nil + end + return minetest.registered_nodes[nodename][fieldname] +end +local drawtype = get_nodedef_field(nodename, "drawtype") + +Example: minetest.get_item_group(name, group) has been implemented as: + +function minetest.get_item_group(name, group) + if not minetest.registered_items[name] or not + minetest.registered_items[name].groups[group] then + return 0 + end + return minetest.registered_items[name].groups[group] +end + +Nodes +------ +Nodes are the bulk data of the world: cubes and other things that take the +space of a cube. Huge amounts of them are handled efficiently, but they +are quite static. + +The definition of a node is stored and can be accessed by name in + minetest.registered_nodes[node.name] +See "Registered definitions of stuff". + +Nodes are passed by value between Lua and the engine. +They are represented by a table: + {name="name", param1=num, param2=num} + +param1 and param2 are 8 bit integers. The engine uses them for certain +automated functions. If you don't use these functions, you can use them to +store arbitrary values. + +The functions of param1 and param2 are determined by certain fields in the +node definition: +param1 is reserved for the engine when paramtype != "none": + paramtype = "light" + ^ The value stores light with and without sun in it's + upper and lower 4 bits. +param2 is reserved for the engine when any of these are used: + liquidtype == "flowing" + ^ The level and some flags of the liquid is stored in param2 + drawtype == "flowingliquid" + ^ The drawn liquid level is read from param2 + drawtype == "torchlike" + drawtype == "signlike" + paramtype2 == "wallmounted" + ^ The rotation of the node is stored in param2. You can make this value + by using minetest.dir_to_wallmounted(). + paramtype2 == "facedir" + ^ The rotation of the node is stored in param2. Furnaces and chests are + rotated this way. Can be made by using minetest.dir_to_facedir(). + Values range 0 - 23 + facedir modulo 4 = axisdir + 0 = y+ 1 = z+ 2 = z- 3 = x+ 4 = x- 5 = y- + facedir's two less significant bits are rotation around the axis + paramtype2 == "leveled" + ^ The drawn node level is read from param2, like flowingliquid + +Nodes can also contain extra data. See "Node Metadata". + +Node drawtypes +--------------- +There are a bunch of different looking node types. These are mostly just +copied from Minetest 0.3; more may be made in the future. + +Look for examples in games/minimal or games/minetest_game. + +- normal +- airlike +- liquid +- flowingliquid +- glasslike +- glasslike_framed +- allfaces +- allfaces_optional +- torchlike +- signlike +- plantlike +- fencelike +- raillike +- nodebox -- See below. EXPERIMENTAL + +Node boxes +----------- +Node selection boxes are defined using "node boxes" + +The "nodebox" node drawtype allows defining visual of nodes consisting of +arbitrary number of boxes. It allows defining stuff like stairs. Only the +"fixed" and "leveled" box type is supported for these. +^ Please note that this is still experimental, and may be incompatibly + changed in the future. + +A nodebox is defined as any of: +{ + -- A normal cube; the default in most things + type = "regular" +} +{ + -- A fixed box (facedir param2 is used, if applicable) + type = "fixed", + fixed = box OR {box1, box2, ...} +} +{ + -- A box like the selection box for torches + -- (wallmounted param2 is used, if applicable) + type = "wallmounted", + wall_top = box, + wall_bottom = box, + wall_side = box +} + +A box is defined as: + {x1, y1, z1, x2, y2, z2} +A box of a regular node would look like: + {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5}, + +type = "leveled" is same as "fixed", but y2 will be automaticaly setted to level from param2 + +Ore types +--------------- +These tell in what manner the ore is generated. +All default ores are of the uniformly-distributed scatter type. + +- scatter + Randomly chooses a location and generates a cluster of ore. + If noise_params is specified, the ore will be placed if the 3d perlin noise at + that point is greater than the noise_threshhold, giving the ability to create a non-equal + distribution of ore. +- sheet + Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params. + The relative height of the sheet can be controlled by the same perlin noise as well, by specifying + a non-zero 'scale' parameter in noise_params. IMPORTANT: The noise is not transformed by offset or + scale when comparing against the noise threshhold, but scale is used to determine relative height. + The height of the blob is randomly scattered, with a maximum height of clust_size. + clust_scarcity and clust_num_ores are ignored. + This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods. +- claylike - NOT YET IMPLEMENTED + Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann + neighborhood of clust_size radius. + +Ore attributes +------------------- +Currently supported flags: absheight + - absheight + Also produce this same ore between the height range of -height_max and -height_min. + Useful for having ore in sky realms without having to duplicate ore entries. + +Decoration types +------------------- +The varying types of decorations that can be placed. +The default value is simple, and is currently the only type supported. + +- simple + Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration + list is specified). Can specify a certain node it must spawn next to, such as water or lava, + for example. Can also generate a decoration of random height between a specified lower and + upper bound. This type of decoration is intended for placement of grass, flowers, cacti, + papyrus, and so on. +- schematic + Copies a box of MapNodes from a specified schematic file (or raw description). Can specify a + probability of a node randomly appearing when placed. This decoration type is intended to be used + for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on. + +Schematic specifier +-------------------- + A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts) +or through raw data supplied through Lua, in the form of a table. This table must specify two fields: + - The 'size' field is a 3d vector containing the dimensions of the provided schematic. + - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]]. +Important: The default value for param1 in MapNodes here is 255, which represents "always place". + +In the bulk MapNode data, param1, instead of the typical light values, instead represents the +probability of that node appearing in the structure. +When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255: + - A probability value of 0 means that node will never appear (0% chance). + - A probability value of 255 means the node will always appear (100% chance). + - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node + will appear when the schematic is placed on the map. + +Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration. + +Schematic attributes +--------------------- +Currently supported flags: place_center_x, place_center_y, place_center_z + - place_center_x + Placement of this decoration is centered along the X axis. + - place_center_y + Placement of this decoration is centered along the Y axis. + - place_center_z + Placement of this decoration is centered along the Z axis. + +HUD element types +------------------- +The position field is used for all element types. +To account for differing resolutions, the position coordinates are the percentage of the screen, +ranging in value from 0 to 1. +The name field is not yet used, but should contain a description of what the HUD element represents. +The direction field is the direction in which something is drawn. +0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top. +The alignment field specifies how the item will be aligned. It ranges from -1 to 1, +with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional +values can be used. +The offset field specifies a pixel offset from the position. Contrary to position, +the offset is not scaled to screen size. This allows for some precisely-positioned +items in the HUD. +Below are the specific uses for fields in each type; fields not listed for that type are ignored. + +Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages. + +- image + Displays an image on the HUD. + - scale: The scale of the image, with 1 being the original texture size. + Only the X coordinate scale is used (positive values) + Negative values represent that percentage of the screen it + should take; e.g. x=-100 means 100% (width) + - text: The name of the texture that is displayed. + - alignment: The alignment of the image. + - offset: offset in pixels from position. +- text + Displays text on the HUD. + - scale: Defines the bounding rectangle of the text. + A value such as {x=100, y=100} should work. + - text: The text to be displayed in the HUD element. + - number: An integer containing the RGB value of the color used to draw the text. + Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on. + - alignment: The alignment of the text. + - offset: offset in pixels from position. +- statbar + Displays a horizontal bar made up of half-images. + - text: The name of the texture that is used. + - number: The number of half-textures that are displayed. + If odd, will end with a vertically center-split texture. + - direction + - offset: offset in pixels from position. +- inventory + - text: The name of the inventory list to be displayed. + - number: Number of items in the inventory to be displayed. + - item: Position of item that is selected. + - direction + +Representations of simple things +-------------------------------- +Position/vector: + {x=num, y=num, z=num} +For helper functions see "Vector helpers". + +pointed_thing: + {type="nothing"} + {type="node", under=pos, above=pos} + {type="object", ref=ObjectRef} + +Items +------ +Node (register_node): + A node from the world +Tool (register_tool): + A tool/weapon that can dig and damage things according to tool_capabilities +Craftitem (register_craftitem): + A miscellaneous item + +Items and item stacks can exist in three formats: + +Serialized; This is called stackstring or itemstring: +eg. 'default:dirt 5' +eg. 'default:pick_wood 21323' +eg. 'default:apple' + +Table format: +eg. {name="default:dirt", count=5, wear=0, metadata=""} + ^ 5 dirt nodes +eg. {name="default:pick_wood", count=1, wear=21323, metadata=""} + ^ a wooden pick about 1/3 weared out +eg. {name="default:apple", count=1, wear=0, metadata=""} + ^ an apple. + +ItemStack: +C++ native format with many helper methods. Useful for converting between +formats. See the Class reference section for details. + +When an item must be passed to a function, it can usually be in any of +these formats. + +Groups +------- +In a number of places, there is a group table. Groups define the +properties of a thing (item, node, armor of entity, capabilities of +tool) in such a way that the engine and other mods can can interact with +the thing without actually knowing what the thing is. + +Usage: +- Groups are stored in a table, having the group names with keys and the + group ratings as values. For example: + groups = {crumbly=3, soil=1} + ^ Default dirt + groups = {crumbly=2, soil=1, level=2, outerspace=1} + ^ A more special dirt-kind of thing +- Groups always have a rating associated with them. If there is no + useful meaning for a rating for an enabled group, it shall be 1. +- When not defined, the rating of a group defaults to 0. Thus when you + read groups, you must interpret nil and 0 as the same value, 0. + +You can read the rating of a group for an item or a node by using + minetest.get_item_group(itemname, groupname) + +Groups of items +---------------- +Groups of items can define what kind of an item it is (eg. wool). + +Groups of nodes +---------------- +In addition to the general item things, groups are used to define whether +a node is destroyable and how long it takes to destroy by a tool. + +Groups of entities +------------------- +For entities, groups are, as of now, used only for calculating damage. +The rating is the percentage of damage caused by tools with this damage group. +See "Entity damage mechanism". + +object.get_armor_groups() -> a group-rating table (eg. {fleshy=100}) +object.set_armor_groups({fleshy=30, cracky=80}) + +Groups of tools +---------------- +Groups in tools define which groups of nodes and entities they are +effective towards. + +Groups in crafting recipes +--------------------------- +An example: Make meat soup from any meat, any water and any bowl +{ + output = 'food:meat_soup_raw', + recipe = { + {'group:meat'}, + {'group:water'}, + {'group:bowl'}, + }, + -- preserve = {'group:bowl'}, -- Not implemented yet (TODO) +} +An another example: Make red wool from white wool and red dye +{ + type = 'shapeless', + output = 'wool:red', + recipe = {'wool:white', 'group:dye,basecolor_red'}, +} + +Special groups +--------------- +- immortal: Disables the group damage system for an entity +- level: Can be used to give an additional sense of progression in the game. + - A larger level will cause eg. a weapon of a lower level make much less + damage, and get weared out much faster, or not be able to get drops + from destroyed nodes. + - 0 is something that is directly accessible at the start of gameplay + - There is no upper limit +- dig_immediate: (player can always pick up node without tool wear) + - 2: node is removed without tool wear after 0.5 seconds or so + (rail, sign) + - 3: node is removed without tool wear immediately (torch) +- disable_jump: Player (and possibly other things) cannot jump from node +- fall_damage_add_percent: damage speed = speed * (1 + value/100) +- bouncy: value is bounce speed in percent +- falling_node: if there is no walkable block under the node it will fall +- attached_node: if the node under it is not a walkable block the node will be + dropped as an item. If the node is wallmounted the + wallmounted direction is checked. +- soil: saplings will grow on nodes in this group +- connect_to_raillike: makes nodes of raillike drawtype connect to + other group members with same drawtype + +Known damage and digging time defining groups +---------------------------------------------- +- crumbly: dirt, sand +- cracky: tough but crackable stuff like stone. +- snappy: something that can be cut using fine tools; eg. leaves, small + plants, wire, sheets of metal +- choppy: something that can be cut using force; eg. trees, wooden planks +- fleshy: Living things like animals and the player. This could imply + some blood effects when hitting. +- explody: Especially prone to explosions +- oddly_breakable_by_hand: + Can be added to nodes that shouldn't logically be breakable by the + hand but are. Somewhat similar to dig_immediate, but times are more + like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the + speed of a tool if the tool can dig at a faster speed than this + suggests for the hand. + +Examples of custom groups +-------------------------- +Item groups are often used for defining, well, //groups of items//. +- meat: any meat-kind of a thing (rating might define the size or healing + ability or be irrelevant - it is not defined as of yet) +- eatable: anything that can be eaten. Rating might define HP gain in half + hearts. +- flammable: can be set on fire. Rating might define the intensity of the + fire, affecting eg. the speed of the spreading of an open fire. +- wool: any wool (any origin, any color) +- metal: any metal +- weapon: any weapon +- heavy: anything considerably heavy + +Digging time calculation specifics +----------------------------------- +Groups such as **crumbly**, **cracky** and **snappy** are used for this +purpose. Rating is 1, 2 or 3. A higher rating for such a group implies +faster digging time. + +The **level** group is used to limit the toughness of nodes a tool can dig +and to scale the digging times / damage to a greater extent. + +^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's + full potential. + +Tools define their properties by a list of parameters for groups. They +cannot dig other groups; thus it is important to use a standard bunch of +groups to enable interaction with tools. + +**Tools define:** + * Full punch interval + * Maximum drop level + * For an arbitrary list of groups: + * Uses (until the tool breaks) + * Maximum level (usually 0, 1, 2 or 3) + * Digging times + * Damage groups + +**Full punch interval**: +When used as a weapon, the tool will do full damage if this time is spent +between punches. If eg. half the time is spent, the tool will do half +damage. + +**Maximum drop level** +Suggests the maximum level of node, when dug with the tool, that will drop +it's useful item. (eg. iron ore to drop a lump of iron). +- This is not automated; it is the responsibility of the node definition + to implement this + +**Uses** +Determines how many uses the tool has when it is used for digging a node, +of this group, of the maximum level. For lower leveled nodes, the use count +is multiplied by 3^leveldiff. +- uses=10, leveldiff=0 -> actual uses: 10 +- uses=10, leveldiff=1 -> actual uses: 30 +- uses=10, leveldiff=2 -> actual uses: 90 + +**Maximum level** +Tells what is the maximum level of a node of this group that the tool will +be able to dig. + +**Digging times** +List of digging times for different ratings of the group, for nodes of the +maximum level. + * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would + result in the tool to be able to dig nodes that have a rating of 2 or 3 + for this group, and unable to dig the rating 1, which is the toughest. + Unless there is a matching group that enables digging otherwise. + +**Damage groups** +List of damage for groups of entities. See "Entity damage mechanism". + +Example definition of the capabilities of a tool +------------------------------------------------- +tool_capabilities = { + full_punch_interval=1.5, + max_drop_level=1, + groupcaps={ + crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}} + } + damage_groups = {fleshy=2}, +} + +This makes the tool be able to dig nodes that fullfill both of these: +- Have the **crumbly** group +- Have a **level** group less or equal to 2 + +Table of resulting digging times: +crumbly 0 1 2 3 4 <- level + -> 0 - - - - - + 1 0.80 1.60 1.60 - - + 2 0.60 1.20 1.20 - - + 3 0.40 0.80 0.80 - - + +level diff: 2 1 0 -1 -2 + +Table of resulting tool uses: + -> 0 - - - - - + 1 180 60 20 - - + 2 180 60 20 - - + 3 180 60 20 - - + +Notes: +- At crumbly=0, the node is not diggable. +- At crumbly=3, the level difference digging time divider kicks in and makes + easy nodes to be quickly breakable. +- At level > 2, the node is not diggable, because it's level > maxlevel + +Entity damage mechanism +------------------------ +Damage calculation: +damage = 0 +foreach group in cap.damage_groups: + damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0) + * (object.armor_groups[group] / 100.0) + -- Where object.armor_groups[group] is 0 for inexisting values +return damage + +Client predicts damage based on damage groups. Because of this, it is able to +give an immediate response when an entity is damaged or dies; the response is +pre-defined somehow (eg. by defining a sprite animation) (not implemented; +TODO). +- Currently a smoke puff will appear when an entity dies. + +The group **immortal** completely disables normal damage. + +Entities can define a special armor group, which is **punch_operable**. This +group disables the regular damage mechanism for players punching it by hand or +a non-tool item, so that it can do something else than take damage. + +On the Lua side, every punch calls ''entity:on_punch(puncher, +time_from_last_punch, tool_capabilities, direction)''. This should never be +called directly, because damage is usually not handled by the entity itself. + * ''puncher'' is the object performing the punch. Can be nil. Should never be + accessed unless absolutely required, to encourage interoperability. + * ''time_from_last_punch'' is time from last punch (by puncher) or nil. + * ''tool_capabilities'' can be nil. + * ''direction'' is a unit vector, pointing from the source of the punch to + the punched object. + +To punch an entity/object in Lua, call ''object:punch(puncher, +time_from_last_punch, tool_capabilities, direction)''. + * Return value is tool wear. + * Parameters are equal to the above callback. + * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be + automatically filled in based on the location of ''puncher''. + +Node Metadata +------------- +The instance of a node in the world normally only contains the three values +mentioned in "Nodes". However, it is possible to insert extra data into a +node. It is called "node metadata"; See "NodeMetaRef". + +Metadata contains two things: +- A key-value store +- An inventory + +Some of the values in the key-value store are handled specially: +- formspec: Defines a right-click inventory menu. See "Formspec". +- infotext: Text shown on the screen when the node is pointed at + +Example stuff: + +local meta = minetest.get_meta(pos) +meta:set_string("formspec", + "invsize[8,9;]".. + "list[context;main;0,0;8,4;]".. + "list[current_player;main;0,5;8,4;]") +meta:set_string("infotext", "Chest"); +local inv = meta:get_inventory() +inv:set_size("main", 8*4) +print(dump(meta:to_table())) +meta:from_table({ + inventory = { + main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "", [7] = "", [8] = "", [9] = "", [10] = "", [11] = "", [12] = "", [13] = "", [14] = "default:cobble", [15] = "", [16] = "", [17] = "", [18] = "", [19] = "", [20] = "default:cobble", [21] = "", [22] = "", [23] = "", [24] = "", [25] = "", [26] = "", [27] = "", [28] = "", [29] = "", [30] = "", [31] = "", [32] = ""} + }, + fields = { + formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]", + infotext = "Chest" + } +}) + +Formspec +-------- +Formspec defines a menu. Currently not much else than inventories are +supported. It is a string, with a somewhat strange format. + +Spaces and newlines can be inserted between the blocks, as is used in the +examples. + +Examples: +- Chest: + invsize[8,9;] + list[context;main;0,0;8,4;] + list[current_player;main;0,5;8,4;] +- Furnace: + invsize[8,9;] + list[context;fuel;2,3;1,1;] + list[context;src;2,1;1,1;] + list[context;dst;5,1;2,2;] + list[current_player;main;0,5;8,4;] +- Minecraft-like player inventory + invsize[8,7.5;] + image[1,0.6;1,2;player.png] + list[current_player;main;0,3.5;8,4;] + list[current_player;craft;3,0;3,3;] + list[current_player;craftpreview;7,1;1,1;] + +Elements: + +size[,] +^ Define the size of the menu in inventory slots +^ deprecated: invsize[,;] + +list[;;,;,;] +list[;;,;,;] +^ Show an inventory list + +listcolors[;] +^ Sets background color of slots in HEX-Color format +^ Sets background color of slots on mouse hovering + +listcolors[;;] +^ Sets background color of slots in HEX-Color format +^ Sets background color of slots on mouse hovering +^ Sets color of slots border + +listcolors[;;;;] +^ Sets background color of slots in HEX-Color format +^ Sets background color of slots on mouse hovering +^ Sets color of slots border +^ Sets background color of tooltips +^ Sets font color of tooltips + +image[,;,;] +^ Show an image +^ Position and size units are inventory slots + +item_image[,;,;] +^ Show an inventory image of registered item/node +^ Position and size units are inventory slots + +bgcolor[;] +^ Sets background color of formspec in HEX-Color format +^ If true the background color is drawn fullscreen (does not effect the size of the formspec) + +background[,;,;] +^ Use a background. Inventory rectangles are not drawn then. +^ Position and size units are inventory slots +^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px + +background[,;,;;] +^ Use a background. Inventory rectangles are not drawn then. +^ Position and size units are inventory slots +^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px +^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored) + +pwdfield[,;,;;