Add files via upload

main-winbuilds-fork
VoidCosmos 2021-09-19 15:20:29 +05:30 committed by GitHub
parent 6c92923e61
commit dd8c00cf5d
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
76 changed files with 13390 additions and 0 deletions

View File

@ -0,0 +1,16 @@
mark_as_advanced(CURL_LIBRARY CURL_INCLUDE_DIR)
find_library(CURL_LIBRARY NAMES curl libcurl)
find_path(CURL_INCLUDE_DIR NAMES curl/curl.h)
if(WIN32)
# If VCPKG_APPLOCAL_DEPS is ON, dll's are automatically handled by VCPKG
if(NOT VCPKG_APPLOCAL_DEPS)
find_file(CURL_DLL NAMES libcurl-4.dll libcurl.dll
DOC "Path to the cURL DLL (for installation)")
mark_as_advanced(CURL_DLL)
endif()
endif()
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(CURL DEFAULT_MSG CURL_LIBRARY CURL_INCLUDE_DIR)

View File

@ -0,0 +1,27 @@
option(ENABLE_SYSTEM_GMP "Use GMP from system" TRUE)
mark_as_advanced(GMP_LIBRARY GMP_INCLUDE_DIR)
set(USE_SYSTEM_GMP FALSE)
if(ENABLE_SYSTEM_GMP)
find_library(GMP_LIBRARY NAMES gmp)
find_path(GMP_INCLUDE_DIR NAMES gmp.h)
if(GMP_LIBRARY AND GMP_INCLUDE_DIR)
message (STATUS "Using GMP provided by system.")
set(USE_SYSTEM_GMP TRUE)
else()
message (STATUS "Detecting GMP from system failed.")
endif()
else()
message (STATUS "Detecting GMP from system disabled! (ENABLE_SYSTEM_GMP=0)")
endif()
if(NOT USE_SYSTEM_GMP)
message(STATUS "Using bundled mini-gmp library.")
set(GMP_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/lib/gmp)
set(GMP_LIBRARY gmp)
add_subdirectory(lib/gmp)
endif()
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(GMP DEFAULT_MSG GMP_LIBRARY GMP_INCLUDE_DIR)

View File

@ -0,0 +1,78 @@
set(CUSTOM_GETTEXT_PATH "${PROJECT_SOURCE_DIR}/../../gettext"
CACHE FILEPATH "path to custom gettext")
find_path(GETTEXT_INCLUDE_DIR
NAMES libintl.h
PATHS "${CUSTOM_GETTEXT_PATH}/include"
DOC "GetText include directory")
find_program(GETTEXT_MSGFMT
NAMES msgfmt
PATHS "${CUSTOM_GETTEXT_PATH}/bin"
DOC "Path to msgfmt")
set(GETTEXT_REQUIRED_VARS GETTEXT_INCLUDE_DIR GETTEXT_MSGFMT)
if(APPLE)
find_library(GETTEXT_LIBRARY
NAMES libintl.a
PATHS "${CUSTOM_GETTEXT_PATH}/lib"
DOC "GetText library")
find_library(ICONV_LIBRARY
NAMES libiconv.dylib
PATHS "/usr/lib"
DOC "IConv library")
set(GETTEXT_REQUIRED_VARS ${GETTEXT_REQUIRED_VARS} GETTEXT_LIBRARY ICONV_LIBRARY)
endif(APPLE)
# Modern Linux, as well as OSX, does not require special linking because
# GetText is part of glibc.
# TODO: check the requirements on other BSDs and older Linux
if(WIN32)
if(MSVC)
set(GETTEXT_LIB_NAMES
libintl.lib intl.lib libintl3.lib intl3.lib)
else()
set(GETTEXT_LIB_NAMES
libintl.dll.a intl.dll.a libintl3.dll.a intl3.dll.a)
endif()
find_library(GETTEXT_LIBRARY
NAMES ${GETTEXT_LIB_NAMES}
PATHS "${CUSTOM_GETTEXT_PATH}/lib"
DOC "GetText library")
find_file(GETTEXT_DLL
NAMES libintl.dll intl.dll libintl3.dll intl3.dll
PATHS "${CUSTOM_GETTEXT_PATH}/bin" "${CUSTOM_GETTEXT_PATH}/lib"
DOC "gettext *intl*.dll")
find_file(GETTEXT_ICONV_DLL
NAMES libiconv2.dll
PATHS "${CUSTOM_GETTEXT_PATH}/bin" "${CUSTOM_GETTEXT_PATH}/lib"
DOC "gettext *iconv*.lib")
set(GETTEXT_REQUIRED_VARS ${GETTEXT_REQUIRED_VARS} GETTEXT_DLL GETTEXT_ICONV_DLL)
endif(WIN32)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(GettextLib DEFAULT_MSG ${GETTEXT_REQUIRED_VARS})
if(GETTEXTLIB_FOUND)
# BSD variants require special linkage as they don't use glibc
if(${CMAKE_SYSTEM_NAME} MATCHES "BSD|DragonFly")
set(GETTEXT_LIBRARY "intl")
endif()
set(GETTEXT_PO_PATH ${CMAKE_SOURCE_DIR}/po)
set(GETTEXT_MO_BUILD_PATH ${CMAKE_BINARY_DIR}/locale/<locale>/LC_MESSAGES)
set(GETTEXT_MO_DEST_PATH ${LOCALEDIR}/<locale>/LC_MESSAGES)
file(GLOB GETTEXT_AVAILABLE_LOCALES RELATIVE ${GETTEXT_PO_PATH} "${GETTEXT_PO_PATH}/*")
list(REMOVE_ITEM GETTEXT_AVAILABLE_LOCALES minetest.pot)
list(REMOVE_ITEM GETTEXT_AVAILABLE_LOCALES timestamp)
macro(SET_MO_PATHS _buildvar _destvar _locale)
string(REPLACE "<locale>" ${_locale} ${_buildvar} ${GETTEXT_MO_BUILD_PATH})
string(REPLACE "<locale>" ${_locale} ${_destvar} ${GETTEXT_MO_DEST_PATH})
endmacro()
endif()

View File

@ -0,0 +1,77 @@
mark_as_advanced(IRRLICHT_LIBRARY IRRLICHT_INCLUDE_DIR IRRLICHT_DLL)
set(IRRLICHT_SOURCE_DIR "" CACHE PATH "Path to irrlicht source directory (optional)")
# Find include directory
if(NOT IRRLICHT_SOURCE_DIR STREQUAL "")
set(IRRLICHT_SOURCE_DIR_INCLUDE
"${IRRLICHT_SOURCE_DIR}/include"
)
set(IRRLICHT_LIBRARY_NAMES libIrrlicht.a Irrlicht Irrlicht.lib)
if(WIN32)
if(MSVC)
set(IRRLICHT_SOURCE_DIR_LIBS "${IRRLICHT_SOURCE_DIR}/lib/Win32-visualstudio")
set(IRRLICHT_LIBRARY_NAMES Irrlicht.lib)
else()
set(IRRLICHT_SOURCE_DIR_LIBS "${IRRLICHT_SOURCE_DIR}/lib/Win32-gcc")
set(IRRLICHT_LIBRARY_NAMES libIrrlicht.a libIrrlicht.dll.a)
endif()
else()
set(IRRLICHT_SOURCE_DIR_LIBS "${IRRLICHT_SOURCE_DIR}/lib/Linux")
set(IRRLICHT_LIBRARY_NAMES libIrrlicht.a)
endif()
find_path(IRRLICHT_INCLUDE_DIR NAMES irrlicht.h
PATHS
${IRRLICHT_SOURCE_DIR_INCLUDE}
NO_DEFAULT_PATH
)
find_library(IRRLICHT_LIBRARY NAMES ${IRRLICHT_LIBRARY_NAMES}
PATHS
${IRRLICHT_SOURCE_DIR_LIBS}
NO_DEFAULT_PATH
)
else()
find_path(IRRLICHT_INCLUDE_DIR NAMES irrlicht.h
PATHS
/usr/local/include/irrlicht
/usr/include/irrlicht
/system/develop/headers/irrlicht #Haiku
PATH_SUFFIXES "include/irrlicht"
)
find_library(IRRLICHT_LIBRARY NAMES libIrrlicht.so libIrrlicht.a Irrlicht
PATHS
/usr/local/lib
/usr/lib
/system/develop/lib # Haiku
)
endif()
# On Windows, find the DLL for installation
if(WIN32)
# If VCPKG_APPLOCAL_DEPS is ON, dll's are automatically handled by VCPKG
if(NOT VCPKG_APPLOCAL_DEPS)
if(MSVC)
set(IRRLICHT_COMPILER "VisualStudio")
else()
set(IRRLICHT_COMPILER "gcc")
endif()
find_file(IRRLICHT_DLL NAMES Irrlicht.dll
PATHS
"${IRRLICHT_SOURCE_DIR}/bin/Win32-${IRRLICHT_COMPILER}"
DOC "Path of the Irrlicht dll (for installation)"
)
endif()
endif(WIN32)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(Irrlicht DEFAULT_MSG IRRLICHT_LIBRARY IRRLICHT_INCLUDE_DIR)

View File

@ -0,0 +1,26 @@
# Look for JSONCPP if asked to.
# We use a bundled version by default because some distros ship versions of
# JSONCPP that cause segfaults and other memory errors when we link with them.
# See https://github.com/minetest/minetest/issues/1793
mark_as_advanced(JSON_LIBRARY JSON_INCLUDE_DIR)
option(ENABLE_SYSTEM_JSONCPP "Enable using a system-wide JSONCPP. May cause segfaults and other memory errors!" FALSE)
if(ENABLE_SYSTEM_JSONCPP)
find_library(JSON_LIBRARY NAMES jsoncpp)
find_path(JSON_INCLUDE_DIR json/allocator.h PATH_SUFFIXES jsoncpp)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(Json DEFAULT_MSG JSON_LIBRARY JSON_INCLUDE_DIR)
if(JSON_FOUND)
message(STATUS "Using system JSONCPP library.")
endif()
endif()
if(NOT JSON_FOUND)
message(STATUS "Using bundled JSONCPP library.")
set(JSON_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/lib/jsoncpp)
set(JSON_LIBRARY jsoncpp)
add_subdirectory(lib/jsoncpp)
endif()

View File

@ -0,0 +1,28 @@
# Look for Lua library to use
# This selects LuaJIT by default
option(ENABLE_LUAJIT "Enable LuaJIT support" TRUE)
set(USE_LUAJIT FALSE)
option(REQUIRE_LUAJIT "Require LuaJIT support" FALSE)
if(REQUIRE_LUAJIT)
set(ENABLE_LUAJIT TRUE)
endif()
if(ENABLE_LUAJIT)
find_package(LuaJIT)
if(LUAJIT_FOUND)
set(USE_LUAJIT TRUE)
message (STATUS "Using LuaJIT provided by system.")
elseif(REQUIRE_LUAJIT)
message(FATAL_ERROR "LuaJIT not found whereas REQUIRE_LUAJIT=\"TRUE\" is used.\n"
"To continue, either install LuaJIT or do not use REQUIRE_LUAJIT=\"TRUE\".")
endif()
else()
message (STATUS "LuaJIT detection disabled! (ENABLE_LUAJIT=0)")
endif()
if(NOT USE_LUAJIT)
message(STATUS "LuaJIT not found, using bundled Lua.")
set(LUA_LIBRARY lua)
set(LUA_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/lib/lua/src)
add_subdirectory(lib/lua)
endif()

View File

@ -0,0 +1,62 @@
# Locate LuaJIT library
# This module defines
# LUAJIT_FOUND, if false, do not try to link to Lua
# LUA_INCLUDE_DIR, where to find lua.h
# LUA_VERSION_STRING, the version of Lua found (since CMake 2.8.8)
#
# This module is similar to FindLua51.cmake except that it finds LuaJit instead.
FIND_PATH(LUA_INCLUDE_DIR luajit.h
HINTS
$ENV{LUA_DIR}
PATH_SUFFIXES include/luajit-2.1 include/luajit-2.0 include/luajit-5_1-2.1 include/luajit-5_1-2.0 include luajit
PATHS
~/Library/Frameworks
/Library/Frameworks
/sw # Fink
/opt/local # DarwinPorts
/opt/csw # Blastwave
/opt
)
# Test if running on vcpkg toolchain
if(DEFINED VCPKG_TARGET_TRIPLET AND DEFINED VCPKG_APPLOCAL_DEPS)
# On vcpkg luajit is 'lua51' and normal lua is 'lua'
FIND_LIBRARY(LUA_LIBRARY
NAMES lua51
HINTS
$ENV{LUA_DIR}
PATH_SUFFIXES lib
)
else()
FIND_LIBRARY(LUA_LIBRARY
NAMES luajit-5.1
HINTS
$ENV{LUA_DIR}
PATH_SUFFIXES lib64 lib
PATHS
~/Library/Frameworks
/Library/Frameworks
/sw
/opt/local
/opt/csw
/opt
)
endif()
IF(LUA_INCLUDE_DIR AND EXISTS "${LUA_INCLUDE_DIR}/luajit.h")
FILE(STRINGS "${LUA_INCLUDE_DIR}/luajit.h" lua_version_str REGEX "^#define[ \t]+LUA_RELEASE[ \t]+\"LuaJIT .+\"")
STRING(REGEX REPLACE "^#define[ \t]+LUA_RELEASE[ \t]+\"LuaJIT ([^\"]+)\".*" "\\1" LUA_VERSION_STRING "${lua_version_str}")
UNSET(lua_version_str)
ENDIF()
INCLUDE(FindPackageHandleStandardArgs)
# handle the QUIETLY and REQUIRED arguments and set LUAJIT_FOUND to TRUE if
# all listed variables are TRUE
FIND_PACKAGE_HANDLE_STANDARD_ARGS(LuaJIT
REQUIRED_VARS LUA_LIBRARY LUA_INCLUDE_DIR
VERSION_VAR LUA_VERSION_STRING)
MARK_AS_ADVANCED(LUA_INCLUDE_DIR LUA_LIBRARY LUA_MATH_LIBRARY)

View File

@ -0,0 +1,204 @@
#.rst:
# FindNcursesw
# ------------
#
# Find the ncursesw (wide ncurses) include file and library.
#
# Based on FindCurses.cmake which comes with CMake.
#
# Checks for ncursesw first. If not found, it then executes the
# regular old FindCurses.cmake to look for for ncurses (or curses).
#
#
# Result Variables
# ^^^^^^^^^^^^^^^^
#
# This module defines the following variables:
#
# ``CURSES_FOUND``
# True if curses is found.
# ``NCURSESW_FOUND``
# True if ncursesw is found.
# ``CURSES_INCLUDE_DIRS``
# The include directories needed to use Curses.
# ``CURSES_LIBRARIES``
# The libraries needed to use Curses.
# ``CURSES_HAVE_CURSES_H``
# True if curses.h is available.
# ``CURSES_HAVE_NCURSES_H``
# True if ncurses.h is available.
# ``CURSES_HAVE_NCURSES_NCURSES_H``
# True if ``ncurses/ncurses.h`` is available.
# ``CURSES_HAVE_NCURSES_CURSES_H``
# True if ``ncurses/curses.h`` is available.
# ``CURSES_HAVE_NCURSESW_NCURSES_H``
# True if ``ncursesw/ncurses.h`` is available.
# ``CURSES_HAVE_NCURSESW_CURSES_H``
# True if ``ncursesw/curses.h`` is available.
#
# Set ``CURSES_NEED_NCURSES`` to ``TRUE`` before the
# ``find_package(Ncursesw)`` call if NCurses functionality is required.
#
#=============================================================================
# Copyright 2001-2014 Kitware, Inc.
# modifications: Copyright 2015 kahrl <kahrl@gmx.net>
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions
# are met:
#
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
#
# * Redistributions in binary form must reproduce the above copyright
# notice, this list of conditions and the following disclaimer in the
# documentation and/or other materials provided with the distribution.
#
# * Neither the names of Kitware, Inc., the Insight Software Consortium,
# nor the names of their contributors may be used to endorse or promote
# products derived from this software without specific prior written
# permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
# HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#
# ------------------------------------------------------------------------------
#
# The above copyright and license notice applies to distributions of
# CMake in source and binary form. Some source files contain additional
# notices of original copyright by their contributors; see each source
# for details. Third-party software packages supplied with CMake under
# compatible licenses provide their own copyright notices documented in
# corresponding subdirectories.
#
# ------------------------------------------------------------------------------
#
# CMake was initially developed by Kitware with the following sponsorship:
#
# * National Library of Medicine at the National Institutes of Health
# as part of the Insight Segmentation and Registration Toolkit (ITK).
#
# * US National Labs (Los Alamos, Livermore, Sandia) ASC Parallel
# Visualization Initiative.
#
# * National Alliance for Medical Image Computing (NAMIC) is funded by the
# National Institutes of Health through the NIH Roadmap for Medical Research,
# Grant U54 EB005149.
#
# * Kitware, Inc.
#=============================================================================
include(CheckLibraryExists)
find_library(CURSES_NCURSESW_LIBRARY NAMES ncursesw
DOC "Path to libncursesw.so or .lib or .a")
set(CURSES_USE_NCURSES FALSE)
set(CURSES_USE_NCURSESW FALSE)
if(CURSES_NCURSESW_LIBRARY)
set(CURSES_USE_NCURSES TRUE)
set(CURSES_USE_NCURSESW TRUE)
endif()
if(CURSES_USE_NCURSESW)
get_filename_component(_cursesLibDir "${CURSES_NCURSESW_LIBRARY}" PATH)
get_filename_component(_cursesParentDir "${_cursesLibDir}" PATH)
find_path(CURSES_INCLUDE_PATH
NAMES ncursesw/ncurses.h ncursesw/curses.h ncurses.h curses.h
HINTS "${_cursesParentDir}/include"
)
# Previous versions of FindCurses provided these values.
if(NOT DEFINED CURSES_LIBRARY)
set(CURSES_LIBRARY "${CURSES_NCURSESW_LIBRARY}")
endif()
CHECK_LIBRARY_EXISTS("${CURSES_NCURSESW_LIBRARY}"
cbreak "" CURSES_NCURSESW_HAS_CBREAK)
if(NOT CURSES_NCURSESW_HAS_CBREAK)
find_library(CURSES_EXTRA_LIBRARY tinfo HINTS "${_cursesLibDir}"
DOC "Path to libtinfo.so or .lib or .a")
find_library(CURSES_EXTRA_LIBRARY tinfo )
endif()
# Report whether each possible header name exists in the include directory.
if(NOT DEFINED CURSES_HAVE_NCURSESW_NCURSES_H)
if(EXISTS "${CURSES_INCLUDE_PATH}/ncursesw/ncurses.h")
set(CURSES_HAVE_NCURSESW_NCURSES_H "${CURSES_INCLUDE_PATH}/ncursesw/ncurses.h")
else()
set(CURSES_HAVE_NCURSESW_NCURSES_H "CURSES_HAVE_NCURSESW_NCURSES_H-NOTFOUND")
endif()
endif()
if(NOT DEFINED CURSES_HAVE_NCURSESW_CURSES_H)
if(EXISTS "${CURSES_INCLUDE_PATH}/ncursesw/curses.h")
set(CURSES_HAVE_NCURSESW_CURSES_H "${CURSES_INCLUDE_PATH}/ncursesw/curses.h")
else()
set(CURSES_HAVE_NCURSESW_CURSES_H "CURSES_HAVE_NCURSESW_CURSES_H-NOTFOUND")
endif()
endif()
if(NOT DEFINED CURSES_HAVE_NCURSES_H)
if(EXISTS "${CURSES_INCLUDE_PATH}/ncurses.h")
set(CURSES_HAVE_NCURSES_H "${CURSES_INCLUDE_PATH}/ncurses.h")
else()
set(CURSES_HAVE_NCURSES_H "CURSES_HAVE_NCURSES_H-NOTFOUND")
endif()
endif()
if(NOT DEFINED CURSES_HAVE_CURSES_H)
if(EXISTS "${CURSES_INCLUDE_PATH}/curses.h")
set(CURSES_HAVE_CURSES_H "${CURSES_INCLUDE_PATH}/curses.h")
else()
set(CURSES_HAVE_CURSES_H "CURSES_HAVE_CURSES_H-NOTFOUND")
endif()
endif()
find_library(CURSES_FORM_LIBRARY form HINTS "${_cursesLibDir}"
DOC "Path to libform.so or .lib or .a")
find_library(CURSES_FORM_LIBRARY form )
# Need to provide the *_LIBRARIES
set(CURSES_LIBRARIES ${CURSES_LIBRARY})
if(CURSES_EXTRA_LIBRARY)
set(CURSES_LIBRARIES ${CURSES_LIBRARIES} ${CURSES_EXTRA_LIBRARY})
endif()
if(CURSES_FORM_LIBRARY)
set(CURSES_LIBRARIES ${CURSES_LIBRARIES} ${CURSES_FORM_LIBRARY})
endif()
# Provide the *_INCLUDE_DIRS result.
set(CURSES_INCLUDE_DIRS ${CURSES_INCLUDE_PATH})
set(CURSES_INCLUDE_DIR ${CURSES_INCLUDE_PATH}) # compatibility
# handle the QUIETLY and REQUIRED arguments and set CURSES_FOUND to TRUE if
# all listed variables are TRUE
include(FindPackageHandleStandardArgs)
FIND_PACKAGE_HANDLE_STANDARD_ARGS(Ncursesw DEFAULT_MSG
CURSES_LIBRARY CURSES_INCLUDE_PATH)
set(CURSES_FOUND ${NCURSESW_FOUND})
else()
find_package(Curses)
set(NCURSESW_FOUND FALSE)
endif()
mark_as_advanced(
CURSES_INCLUDE_PATH
CURSES_CURSES_LIBRARY
CURSES_NCURSES_LIBRARY
CURSES_NCURSESW_LIBRARY
CURSES_EXTRA_LIBRARY
CURSES_FORM_LIBRARY
)

View File

@ -0,0 +1,74 @@
#-------------------------------------------------------------------
# The contents of this file are placed in the public domain. Feel
# free to make use of it in any way you like.
#-------------------------------------------------------------------
# - Try to find OpenGLES and EGL
# Once done this will define
#
# OPENGLES2_FOUND - system has OpenGLES
# OPENGLES2_INCLUDE_DIR - the GL include directory
# OPENGLES2_LIBRARIES - Link these to use OpenGLES
#
# EGL_FOUND - system has EGL
# EGL_INCLUDE_DIR - the EGL include directory
# EGL_LIBRARIES - Link these to use EGL
# Win32 and Apple are not tested!
# Linux tested and works
if(WIN32)
find_path(OPENGLES2_INCLUDE_DIR GLES2/gl2.h)
find_library(OPENGLES2_LIBRARY libGLESv2)
elseif(APPLE)
create_search_paths(/Developer/Platforms)
findpkg_framework(OpenGLES2)
set(OPENGLES2_LIBRARY "-framework OpenGLES")
else()
# Unix
find_path(OPENGLES2_INCLUDE_DIR GLES2/gl2.h
PATHS /usr/openwin/share/include
/opt/graphics/OpenGL/include
/usr/X11R6/include
/usr/include
)
find_library(OPENGLES2_LIBRARY
NAMES GLESv2
PATHS /opt/graphics/OpenGL/lib
/usr/openwin/lib
/usr/X11R6/lib
/usr/lib
)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(OPENGLES2 DEFAULT_MSG OPENGLES2_LIBRARY OPENGLES2_INCLUDE_DIR)
find_path(EGL_INCLUDE_DIR EGL/egl.h
PATHS /usr/openwin/share/include
/opt/graphics/OpenGL/include
/usr/X11R6/include
/usr/include
)
find_library(EGL_LIBRARY
NAMES EGL
PATHS /opt/graphics/OpenGL/lib
/usr/openwin/lib
/usr/X11R6/lib
/usr/lib
)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(EGL DEFAULT_MSG EGL_LIBRARY EGL_INCLUDE_DIR)
endif()
set(OPENGLES2_LIBRARIES ${OPENGLES2_LIBRARY})
set(EGL_LIBRARIES ${EGL_LIBRARY})
mark_as_advanced(
OPENGLES2_INCLUDE_DIR
OPENGLES2_LIBRARY
EGL_INCLUDE_DIR
EGL_LIBRARY
)

View File

@ -0,0 +1,9 @@
mark_as_advanced(SQLITE3_LIBRARY SQLITE3_INCLUDE_DIR)
find_path(SQLITE3_INCLUDE_DIR sqlite3.h)
find_library(SQLITE3_LIBRARY NAMES sqlite3)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(SQLite3 DEFAULT_MSG SQLITE3_LIBRARY SQLITE3_INCLUDE_DIR)

View File

@ -0,0 +1,46 @@
# - Find vorbis
# Find the native vorbis includes and libraries
#
# VORBIS_INCLUDE_DIR - where to find vorbis.h, etc.
# OGG_INCLUDE_DIR - where to find ogg/ogg.h, etc.
# VORBIS_LIBRARIES - List of libraries when using vorbis(file).
# VORBIS_FOUND - True if vorbis found.
if(NOT GP2XWIZ)
if(VORBIS_INCLUDE_DIR)
# Already in cache, be silent
set(VORBIS_FIND_QUIETLY TRUE)
endif(VORBIS_INCLUDE_DIR)
find_path(OGG_INCLUDE_DIR ogg/ogg.h)
find_path(VORBIS_INCLUDE_DIR vorbis/vorbisfile.h)
# MSVC built ogg/vorbis may be named ogg_static and vorbis_static
find_library(OGG_LIBRARY NAMES ogg ogg_static)
find_library(VORBIS_LIBRARY NAMES vorbis vorbis_static)
find_library(VORBISFILE_LIBRARY NAMES vorbisfile vorbisfile_static)
# Handle the QUIETLY and REQUIRED arguments and set VORBIS_FOUND
# to TRUE if all listed variables are TRUE.
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(Vorbis DEFAULT_MSG
OGG_INCLUDE_DIR VORBIS_INCLUDE_DIR
OGG_LIBRARY VORBIS_LIBRARY VORBISFILE_LIBRARY)
else(NOT GP2XWIZ)
find_path(VORBIS_INCLUDE_DIR tremor/ivorbisfile.h)
find_library(VORBIS_LIBRARY NAMES vorbis_dec)
find_package_handle_standard_args(Vorbis DEFAULT_MSG
VORBIS_INCLUDE_DIR VORBIS_LIBRARY)
endif(NOT GP2XWIZ)
if(VORBIS_FOUND)
if(NOT GP2XWIZ)
set(VORBIS_LIBRARIES ${VORBISFILE_LIBRARY} ${VORBIS_LIBRARY}
${OGG_LIBRARY})
else(NOT GP2XWIZ)
set(VORBIS_LIBRARIES ${VORBIS_LIBRARY})
endif(NOT GP2XWIZ)
else(VORBIS_FOUND)
set(VORBIS_LIBRARIES)
endif(VORBIS_FOUND)
mark_as_advanced(OGG_INCLUDE_DIR VORBIS_INCLUDE_DIR)
mark_as_advanced(OGG_LIBRARY VORBIS_LIBRARY VORBISFILE_LIBRARY)

View File

@ -0,0 +1,26 @@
# Always run during 'make'
if(DEVELOPMENT_BUILD)
execute_process(COMMAND git rev-parse --short HEAD
WORKING_DIRECTORY "${GENERATE_VERSION_SOURCE_DIR}"
OUTPUT_VARIABLE VERSION_GITHASH OUTPUT_STRIP_TRAILING_WHITESPACE
ERROR_QUIET)
if(VERSION_GITHASH)
set(VERSION_GITHASH "${VERSION_STRING}-${VERSION_GITHASH}")
execute_process(COMMAND git diff-index --quiet HEAD
WORKING_DIRECTORY "${GENERATE_VERSION_SOURCE_DIR}"
RESULT_VARIABLE IS_DIRTY)
if(IS_DIRTY)
set(VERSION_GITHASH "${VERSION_GITHASH}-dirty")
endif()
message(STATUS "*** Detected Git version ${VERSION_GITHASH} ***")
endif()
endif()
if(NOT VERSION_GITHASH)
set(VERSION_GITHASH "${VERSION_STRING}")
endif()
configure_file(
${GENERATE_VERSION_SOURCE_DIR}/cmake_config_githash.h.in
${GENERATE_VERSION_BINARY_DIR}/cmake_config_githash.h)

45
doc/Doxyfile.in Normal file
View File

@ -0,0 +1,45 @@
# Project properties
PROJECT_NAME = @PROJECT_NAME_CAPITALIZED@
PROJECT_NUMBER = @VERSION_STRING@
PROJECT_LOGO = @CMAKE_CURRENT_SOURCE_DIR@/misc/minetest.svg
# Parsing
JAVADOC_AUTOBRIEF = YES
EXTRACT_ALL = YES
EXTRACT_PRIVATE = YES
EXTRACT_STATIC = YES
SORT_MEMBERS_CTORS_1ST = YES
WARN_IF_UNDOCUMENTED = NO
BUILTIN_STL_SUPPORT = YES
PREDEFINED = "USE_SPATIAL=1" \
"USE_LEVELDB=1" \
"USE_REDIS=1" \
"USE_SOUND=1" \
"USE_CURL=1" \
"USE_FREETYPE=1" \
"USE_GETTEXT=1"
# Input
RECURSIVE = YES
STRIP_FROM_PATH = @CMAKE_CURRENT_SOURCE_DIR@/src
INPUT = @CMAKE_CURRENT_SOURCE_DIR@/doc/main_page.dox \
@CMAKE_CURRENT_SOURCE_DIR@/src/
# Dot graphs
HAVE_DOT = @DOXYGEN_DOT_FOUND@
CALL_GRAPH = YES
CALLER_GRAPH = YES
MAX_DOT_GRAPH_DEPTH = 3
DOT_MULTI_TARGETS = YES
DOT_IMAGE_FORMAT = svg
# Output
GENERATE_LATEX = NO
REFERENCED_BY_RELATION = YES
REFERENCES_RELATION = YES
SEARCHENGINE = YES
DISABLE_INDEX = YES
GENERATE_TREEVIEW = YES
HTML_DYNAMIC_SECTIONS = YES
HTML_TIMESTAMP = YES

81
doc/README.android Normal file
View File

@ -0,0 +1,81 @@
Minetest: Android version
=========================
Controls
--------
The Android port doesn't support everything you can do on PC due to the
limited capabilities of common devices. What can be done is described
below:
While you're playing the game normally (that is, no menu or inventory is
shown), the following controls are available:
* Look around: touch screen and slide finger
* double tap: place a node or use selected item
* long tap: dig node
* touch shown buttons: press button
* Buttons:
** left upper corner: chat
** right lower corner: jump
** right lower corner: crouch
** left lower corner: walk/step...
left up right
down
** left lower corner: display inventory
When a menu or inventory is displayed:
* double tap outside menu area: close menu
* tap on an item stack: select that stack
* tap on an empty slot: if you selected a stack already, that stack is placed here
* drag and drop: touch stack and hold finger down, move the stack to another
slot, tap another finger while keeping first finger on screen
--> places a single item from dragged stack into current (first touched) slot
Special settings
----------------
There are some settings especially useful for Android users. Minetest's config
file can usually be found at /mnt/sdcard/Minetest.
* gui_scaling: this is a user-specified scaling factor for the GUI- In case
main menu is too big or small on your device, try changing this
value.
Requirements
------------
In order to build, your PC has to be set up to build Minetest in the usual
manner (see the regular Minetest documentation for how to get this done).
In addition to what is required for Minetest in general, you will need the
following software packages. The version number in parenthesis denotes the
version that was tested at the time this README was drafted; newer/older
versions may or may not work.
* Android SDK 29
* Android NDK r21
* Android Studio 3 [optional]
Additionally, you'll need to have an Internet connection available on the
build system, as the Android build will download some source packages.
Build
-----
The new build system Minetest Android is fully functional and is designed to
speed up and simplify the work, as well as adding the possibility of
cross-platform build.
You can use `./gradlew assemblerelease` or `./gradlew assembledebug` from the
command line or use Android Studio and click the build button.
When using gradlew, the newest NDK will be downloaded and installed
automatically. Or you can create a `local.properties` file and specify
`sdk.dir` and `ndk.dir` yourself.
* In order to make a release build you'll have to have a keystore setup to sign
the resulting apk package. How this is done is not part of this README. There
are different tutorials on the web explaining how to do it
- choose one yourself.
* Once your keystore is setup, enter build/android subdirectory and create a new
file "ant.properties" there. Add following lines to that file:
> key.store=<path to your keystore>
> key.alias=Minetest

101
doc/builtin_entities.txt Normal file
View File

@ -0,0 +1,101 @@
# Builtin Entities
Minetest registers two entities by default: Falling nodes and dropped items.
This document describes how they behave and what you can do with them.
## Falling node (`__builtin:falling_node`)
This entity is created by `minetest.check_for_falling` in place of a node
with the special group `falling_node=1`. Falling nodes can also be created
artificially with `minetest.spawn_falling_node`.
Needs manual initialization when spawned using `/spawnentity`.
Default behaviour:
* Falls down in a straight line (gravity = `movement_gravity` setting)
* Collides with `walkable` node
* Collides with all physical objects except players
* If the node group `float=1` is set, it also collides with liquid nodes
* When it hits a solid (=`walkable`) node, it will try to place itself as a
node, replacing the node above.
* If the falling node cannot replace the destination node, it is dropped.
* If the destination node is a leveled node (`paramtype2="leveled"`) of the
same node name, the levels of both are summed.
### Entity fields
* `set_node(self, node[, meta])`
* Function to initialize the falling node
* `node` and `meta` are explained below.
* The `meta` argument is optional.
* `node`: Node table of the node (`name`, `param1`, `param2`) that this
entity represents. Read-only.
* `meta`: Node metadata of the falling node. Will be used when the falling
nodes tries to place itself as a node. Read-only.
### Rendering / supported nodes
Falling nodes have visuals to look as close as possible to the original node.
This works for most drawtypes, but there are limitations.
Supported drawtypes:
* `normal`
* `signlike`
* `torchlike`
* `nodebox`
* `raillike`
* `glasslike`
* `glasslike_framed`
* `glasslike_framed_optional`
* `allfaces`
* `allfaces_optional`
* `firelike`
* `mesh`
* `fencelike`
* `liquid`
* `airlike` (not pointable)
Other drawtypes still kinda work, but they might look weird.
Supported `paramtype2` values:
* `wallmounted`
* `facedir`
* `colorwallmounted`
* `colorfacedir`
* `color`
## Dropped item stack (`__builtin:item`)
This is an item stack in a collectable form.
Common cases that spawn a dropped item:
* Item dropped by player
* The root node of a node with the group `attached_node=1` is removed
* `minetest.add_item` is called
Needs manual initialization when spawned using `/spawnentity`.
### Behavior
* Players can collect it by punching
* Lifespan is defined by the setting `item_entity_ttl`
* Slides on `slippery` nodes
* Subject to gravity (uses `movement_gravity` setting)
* Collides with `walkable` nodes
* Does not collide physical objects
* When it's inside a solid (`walkable=true`) node, it tries to escape to a
neighboring non-solid (`walkable=false`) node
### Entity fields
* `set_item(self, item)`:
* Function to initialize the dropped item
* `item` (type `ItemStack`) specifies the item to represent
* `age`: Age in seconds. Behaviour according to the setting `item_entity_ttl`
* `itemstring`: Itemstring of the item that this item entity represents.
Read-only.
Other fields are for internal use only.

1800
doc/client_lua_api.txt Normal file

File diff suppressed because it is too large Load Diff

174
doc/fst_api.txt Normal file
View File

@ -0,0 +1,174 @@
Formspec toolkit api 0.0.3
==========================
Formspec toolkit is a set of functions to create basic ui elements.
File: fst/ui.lua
----------------
ui.lua adds base ui interface to add additional components to.
ui.add(component) -> returns name of added component
^ add component to ui
^ component: component to add
ui.delete(component) -> true/false if a component was deleted or not
^ remove a component from ui
^ component: component to delete
ui.set_default(name)
^ set component to show if not a single component is set visible
^ name: name of component to set as default
ui.find_by_name(name) --> returns component or nil
^ find a component within ui
^ name: name of component to look for
File: fst/tabview.lua
---------------------
tabview_create(name, size, tabheaderpos) --> returns tabview component
^ create a new tabview component
^ name: name of tabview (has to be unique per ui)
^ size: size of tabview
{
x,
y
}
^ tabheaderpos: upper left position of tabheader (relative to upper left fs corner)
{
x,
y
}
Class reference tabview:
methods:
- add_tab(tab)
^ add a tab to this tabview
^ tab:
{
name = "tabname", -- name of tab to create
caption = "tab caption", -- text to show for tab header
cbf_button_handler = function(tabview, fields, tabname, tabdata), -- callback for button events
--TODO cbf_events = function(tabview, event, tabname), -- callback for events
cbf_formspec = function(tabview, name, tabdata), -- get formspec
tabsize =
{
x, -- x width
y -- y height
}, -- special size for this tab (only relevant if no parent for tabview set)
on_change = function(type,old_tab,new_tab) -- called on tab chang, type is "ENTER" or "LEAVE"
}
- set_autosave_tab(value)
^ tell tabview to automatically save current tabname as "tabview_name"_LAST
^ value: true/false
- set_tab(name)
^ set's tab to tab named "name", returns true/false on success
^ name: name of tab to set
- set_global_event_handler(handler)
^ set a handler to be called prior calling tab specific event handler
^ handler: function(tabview,event) --> returns true to finish event processing false to continue
- set_global_button_handler(handler)
^ set a handler to be called prior calling tab specific button handler
^ handler: function(tabview,fields) --> returns true to finish button processing false to continue
- set_parent(parent)
^ set parent to attach tabview to. TV's with parent are hidden if their parent
is hidden and they don't set their specified size.
^ parent: component to attach to
- show()
^ show tabview
- hide()
^ hide tabview
- delete()
^ delete tabview
- set_fixed_size(state)
^ true/false set to fixed size, variable size
File: fst/dialog.lua
---------------------
Only one dialog can be shown at a time. If a dialog is closed it's parent is
gonna be activated and shown again.
dialog_create(name, cbf_formspec, cbf_button_handler, cbf_events)
^ create a dialog component
^ name: name of component (unique per ui)
^ cbf_formspec: function to be called to get formspec
function(dialogdata)
^ cbf_button_handler: function to handle buttons
function(dialog, fields)
^ cbf_events: function to handle events
function(dialog, event)
messagebox(name, message)
^ creates a message dialog
Class reference dialog:
methods:
- set_parent(parent)
^ set parent to attach a dialog to
^ parent: component to attach to
- show()
^ show dialog
- hide()
^ hide dialog
- delete()
^ delete dialog from ui
members:
- data
^ variable data attached to this dialog
- parent
^ parent component to return to on exit
File: fst/buttonbar.lua
-----------------------
buttonbar_create(name, cbf_buttonhandler, pos, orientation, size)
^ create a buttonbar
^ name: name of component (unique per ui)
^ cbf_buttonhandler: function to be called on button pressed
function(buttonbar,buttonname,buttondata)
^ pos: position relative to upper left of current shown formspec
{
x,
y
}
^ orientation: "vertical" or "horizontal"
^ size: size of bar
{
width,
height
}
Class reference buttonbar:
methods:
- add_button(btn_id, caption, button_image)
- set_parent(parent)
^ set parent to attach a buttonbar to
^ parent: component to attach to
- show()
^ show buttonbar
- hide()
^ hide buttonbar
- delete()
^ delete buttonbar from ui
Developer doc:
==============
Skeleton for any component:
{
name = "some id", -- unique id
type = "toplevel", -- type of component
-- toplevel: component can be show without additional components
-- addon: component is an addon to be shown along toplevel component
hide = function(this) end, -- called to hide the component
show = function(this) end, -- called to show the component
delete = function(this) end, -- called to delete component from ui
handle_buttons = function(this,fields) -- called upon button press
handle_events = function(this,event) -- called upon event reception
get_formspec = function(this) -- has to return formspec to be displayed
}

502
doc/lgpl-2.1.txt Normal file
View File

@ -0,0 +1,502 @@
GNU LESSER GENERAL PUBLIC LICENSE
Version 2.1, February 1999
Copyright (C) 1991, 1999 Free Software Foundation, Inc.
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
[This is the first released version of the Lesser GPL. It also counts
as the successor of the GNU Library Public License, version 2, hence
the version number 2.1.]
Preamble
The licenses for most software are designed to take away your
freedom to share and change it. By contrast, the GNU General Public
Licenses are intended to guarantee your freedom to share and change
free software--to make sure the software is free for all its users.
This license, the Lesser General Public License, applies to some
specially designated software packages--typically libraries--of the
Free Software Foundation and other authors who decide to use it. You
can use it too, but we suggest you first think carefully about whether
this license or the ordinary General Public License is the better
strategy to use in any particular case, based on the explanations below.
When we speak of free software, we are referring to freedom of use,
not price. Our General Public Licenses are designed to make sure that
you have the freedom to distribute copies of free software (and charge
for this service if you wish); that you receive source code or can get
it if you want it; that you can change the software and use pieces of
it in new free programs; and that you are informed that you can do
these things.
To protect your rights, we need to make restrictions that forbid
distributors to deny you these rights or to ask you to surrender these
rights. These restrictions translate to certain responsibilities for
you if you distribute copies of the library or if you modify it.
For example, if you distribute copies of the library, whether gratis
or for a fee, you must give the recipients all the rights that we gave
you. You must make sure that they, too, receive or can get the source
code. If you link other code with the library, you must provide
complete object files to the recipients, so that they can relink them
with the library after making changes to the library and recompiling
it. And you must show them these terms so they know their rights.
We protect your rights with a two-step method: (1) we copyright the
library, and (2) we offer you this license, which gives you legal
permission to copy, distribute and/or modify the library.
To protect each distributor, we want to make it very clear that
there is no warranty for the free library. Also, if the library is
modified by someone else and passed on, the recipients should know
that what they have is not the original version, so that the original
author's reputation will not be affected by problems that might be
introduced by others.
Finally, software patents pose a constant threat to the existence of
any free program. We wish to make sure that a company cannot
effectively restrict the users of a free program by obtaining a
restrictive license from a patent holder. Therefore, we insist that
any patent license obtained for a version of the library must be
consistent with the full freedom of use specified in this license.
Most GNU software, including some libraries, is covered by the
ordinary GNU General Public License. This license, the GNU Lesser
General Public License, applies to certain designated libraries, and
is quite different from the ordinary General Public License. We use
this license for certain libraries in order to permit linking those
libraries into non-free programs.
When a program is linked with a library, whether statically or using
a shared library, the combination of the two is legally speaking a
combined work, a derivative of the original library. The ordinary
General Public License therefore permits such linking only if the
entire combination fits its criteria of freedom. The Lesser General
Public License permits more lax criteria for linking other code with
the library.
We call this license the "Lesser" General Public License because it
does Less to protect the user's freedom than the ordinary General
Public License. It also provides other free software developers Less
of an advantage over competing non-free programs. These disadvantages
are the reason we use the ordinary General Public License for many
libraries. However, the Lesser license provides advantages in certain
special circumstances.
For example, on rare occasions, there may be a special need to
encourage the widest possible use of a certain library, so that it becomes
a de-facto standard. To achieve this, non-free programs must be
allowed to use the library. A more frequent case is that a free
library does the same job as widely used non-free libraries. In this
case, there is little to gain by limiting the free library to free
software only, so we use the Lesser General Public License.
In other cases, permission to use a particular library in non-free
programs enables a greater number of people to use a large body of
free software. For example, permission to use the GNU C Library in
non-free programs enables many more people to use the whole GNU
operating system, as well as its variant, the GNU/Linux operating
system.
Although the Lesser General Public License is Less protective of the
users' freedom, it does ensure that the user of a program that is
linked with the Library has the freedom and the wherewithal to run
that program using a modified version of the Library.
The precise terms and conditions for copying, distribution and
modification follow. Pay close attention to the difference between a
"work based on the library" and a "work that uses the library". The
former contains code derived from the library, whereas the latter must
be combined with the library in order to run.
GNU LESSER GENERAL PUBLIC LICENSE
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License Agreement applies to any software library or other
program which contains a notice placed by the copyright holder or
other authorized party saying it may be distributed under the terms of
this Lesser General Public License (also called "this License").
Each licensee is addressed as "you".
A "library" means a collection of software functions and/or data
prepared so as to be conveniently linked with application programs
(which use some of those functions and data) to form executables.
The "Library", below, refers to any such software library or work
which has been distributed under these terms. A "work based on the
Library" means either the Library or any derivative work under
copyright law: that is to say, a work containing the Library or a
portion of it, either verbatim or with modifications and/or translated
straightforwardly into another language. (Hereinafter, translation is
included without limitation in the term "modification".)
"Source code" for a work means the preferred form of the work for
making modifications to it. For a library, complete source code means
all the source code for all modules it contains, plus any associated
interface definition files, plus the scripts used to control compilation
and installation of the library.
Activities other than copying, distribution and modification are not
covered by this License; they are outside its scope. The act of
running a program using the Library is not restricted, and output from
such a program is covered only if its contents constitute a work based
on the Library (independent of the use of the Library in a tool for
writing it). Whether that is true depends on what the Library does
and what the program that uses the Library does.
1. You may copy and distribute verbatim copies of the Library's
complete source code as you receive it, in any medium, provided that
you conspicuously and appropriately publish on each copy an
appropriate copyright notice and disclaimer of warranty; keep intact
all the notices that refer to this License and to the absence of any
warranty; and distribute a copy of this License along with the
Library.
You may charge a fee for the physical act of transferring a copy,
and you may at your option offer warranty protection in exchange for a
fee.
2. You may modify your copy or copies of the Library or any portion
of it, thus forming a work based on the Library, and copy and
distribute such modifications or work under the terms of Section 1
above, provided that you also meet all of these conditions:
a) The modified work must itself be a software library.
b) You must cause the files modified to carry prominent notices
stating that you changed the files and the date of any change.
c) You must cause the whole of the work to be licensed at no
charge to all third parties under the terms of this License.
d) If a facility in the modified Library refers to a function or a
table of data to be supplied by an application program that uses
the facility, other than as an argument passed when the facility
is invoked, then you must make a good faith effort to ensure that,
in the event an application does not supply such function or
table, the facility still operates, and performs whatever part of
its purpose remains meaningful.
(For example, a function in a library to compute square roots has
a purpose that is entirely well-defined independent of the
application. Therefore, Subsection 2d requires that any
application-supplied function or table used by this function must
be optional: if the application does not supply it, the square
root function must still compute square roots.)
These requirements apply to the modified work as a whole. If
identifiable sections of that work are not derived from the Library,
and can be reasonably considered independent and separate works in
themselves, then this License, and its terms, do not apply to those
sections when you distribute them as separate works. But when you
distribute the same sections as part of a whole which is a work based
on the Library, the distribution of the whole must be on the terms of
this License, whose permissions for other licensees extend to the
entire whole, and thus to each and every part regardless of who wrote
it.
Thus, it is not the intent of this section to claim rights or contest
your rights to work written entirely by you; rather, the intent is to
exercise the right to control the distribution of derivative or
collective works based on the Library.
In addition, mere aggregation of another work not based on the Library
with the Library (or with a work based on the Library) on a volume of
a storage or distribution medium does not bring the other work under
the scope of this License.
3. You may opt to apply the terms of the ordinary GNU General Public
License instead of this License to a given copy of the Library. To do
this, you must alter all the notices that refer to this License, so
that they refer to the ordinary GNU General Public License, version 2,
instead of to this License. (If a newer version than version 2 of the
ordinary GNU General Public License has appeared, then you can specify
that version instead if you wish.) Do not make any other change in
these notices.
Once this change is made in a given copy, it is irreversible for
that copy, so the ordinary GNU General Public License applies to all
subsequent copies and derivative works made from that copy.
This option is useful when you wish to copy part of the code of
the Library into a program that is not a library.
4. You may copy and distribute the Library (or a portion or
derivative of it, under Section 2) in object code or executable form
under the terms of Sections 1 and 2 above provided that you accompany
it with the complete corresponding machine-readable source code, which
must be distributed under the terms of Sections 1 and 2 above on a
medium customarily used for software interchange.
If distribution of object code is made by offering access to copy
from a designated place, then offering equivalent access to copy the
source code from the same place satisfies the requirement to
distribute the source code, even though third parties are not
compelled to copy the source along with the object code.
5. A program that contains no derivative of any portion of the
Library, but is designed to work with the Library by being compiled or
linked with it, is called a "work that uses the Library". Such a
work, in isolation, is not a derivative work of the Library, and
therefore falls outside the scope of this License.
However, linking a "work that uses the Library" with the Library
creates an executable that is a derivative of the Library (because it
contains portions of the Library), rather than a "work that uses the
library". The executable is therefore covered by this License.
Section 6 states terms for distribution of such executables.
When a "work that uses the Library" uses material from a header file
that is part of the Library, the object code for the work may be a
derivative work of the Library even though the source code is not.
Whether this is true is especially significant if the work can be
linked without the Library, or if the work is itself a library. The
threshold for this to be true is not precisely defined by law.
If such an object file uses only numerical parameters, data
structure layouts and accessors, and small macros and small inline
functions (ten lines or less in length), then the use of the object
file is unrestricted, regardless of whether it is legally a derivative
work. (Executables containing this object code plus portions of the
Library will still fall under Section 6.)
Otherwise, if the work is a derivative of the Library, you may
distribute the object code for the work under the terms of Section 6.
Any executables containing that work also fall under Section 6,
whether or not they are linked directly with the Library itself.
6. As an exception to the Sections above, you may also combine or
link a "work that uses the Library" with the Library to produce a
work containing portions of the Library, and distribute that work
under terms of your choice, provided that the terms permit
modification of the work for the customer's own use and reverse
engineering for debugging such modifications.
You must give prominent notice with each copy of the work that the
Library is used in it and that the Library and its use are covered by
this License. You must supply a copy of this License. If the work
during execution displays copyright notices, you must include the
copyright notice for the Library among them, as well as a reference
directing the user to the copy of this License. Also, you must do one
of these things:
a) Accompany the work with the complete corresponding
machine-readable source code for the Library including whatever
changes were used in the work (which must be distributed under
Sections 1 and 2 above); and, if the work is an executable linked
with the Library, with the complete machine-readable "work that
uses the Library", as object code and/or source code, so that the
user can modify the Library and then relink to produce a modified
executable containing the modified Library. (It is understood
that the user who changes the contents of definitions files in the
Library will not necessarily be able to recompile the application
to use the modified definitions.)
b) Use a suitable shared library mechanism for linking with the
Library. A suitable mechanism is one that (1) uses at run time a
copy of the library already present on the user's computer system,
rather than copying library functions into the executable, and (2)
will operate properly with a modified version of the library, if
the user installs one, as long as the modified version is
interface-compatible with the version that the work was made with.
c) Accompany the work with a written offer, valid for at
least three years, to give the same user the materials
specified in Subsection 6a, above, for a charge no more
than the cost of performing this distribution.
d) If distribution of the work is made by offering access to copy
from a designated place, offer equivalent access to copy the above
specified materials from the same place.
e) Verify that the user has already received a copy of these
materials or that you have already sent this user a copy.
For an executable, the required form of the "work that uses the
Library" must include any data and utility programs needed for
reproducing the executable from it. However, as a special exception,
the materials to be distributed need not include anything that is
normally distributed (in either source or binary form) with the major
components (compiler, kernel, and so on) of the operating system on
which the executable runs, unless that component itself accompanies
the executable.
It may happen that this requirement contradicts the license
restrictions of other proprietary libraries that do not normally
accompany the operating system. Such a contradiction means you cannot
use both them and the Library together in an executable that you
distribute.
7. You may place library facilities that are a work based on the
Library side-by-side in a single library together with other library
facilities not covered by this License, and distribute such a combined
library, provided that the separate distribution of the work based on
the Library and of the other library facilities is otherwise
permitted, and provided that you do these two things:
a) Accompany the combined library with a copy of the same work
based on the Library, uncombined with any other library
facilities. This must be distributed under the terms of the
Sections above.
b) Give prominent notice with the combined library of the fact
that part of it is a work based on the Library, and explaining
where to find the accompanying uncombined form of the same work.
8. You may not copy, modify, sublicense, link with, or distribute
the Library except as expressly provided under this License. Any
attempt otherwise to copy, modify, sublicense, link with, or
distribute the Library is void, and will automatically terminate your
rights under this License. However, parties who have received copies,
or rights, from you under this License will not have their licenses
terminated so long as such parties remain in full compliance.
9. You are not required to accept this License, since you have not
signed it. However, nothing else grants you permission to modify or
distribute the Library or its derivative works. These actions are
prohibited by law if you do not accept this License. Therefore, by
modifying or distributing the Library (or any work based on the
Library), you indicate your acceptance of this License to do so, and
all its terms and conditions for copying, distributing or modifying
the Library or works based on it.
10. Each time you redistribute the Library (or any work based on the
Library), the recipient automatically receives a license from the
original licensor to copy, distribute, link with or modify the Library
subject to these terms and conditions. You may not impose any further
restrictions on the recipients' exercise of the rights granted herein.
You are not responsible for enforcing compliance by third parties with
this License.
11. If, as a consequence of a court judgment or allegation of patent
infringement or for any other reason (not limited to patent issues),
conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot
distribute so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you
may not distribute the Library at all. For example, if a patent
license would not permit royalty-free redistribution of the Library by
all those who receive copies directly or indirectly through you, then
the only way you could satisfy both it and this License would be to
refrain entirely from distribution of the Library.
If any portion of this section is held invalid or unenforceable under any
particular circumstance, the balance of the section is intended to apply,
and the section as a whole is intended to apply in other circumstances.
It is not the purpose of this section to induce you to infringe any
patents or other property right claims or to contest validity of any
such claims; this section has the sole purpose of protecting the
integrity of the free software distribution system which is
implemented by public license practices. Many people have made
generous contributions to the wide range of software distributed
through that system in reliance on consistent application of that
system; it is up to the author/donor to decide if he or she is willing
to distribute software through any other system and a licensee cannot
impose that choice.
This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.
12. If the distribution and/or use of the Library is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Library under this License may add
an explicit geographical distribution limitation excluding those countries,
so that distribution is permitted only in or among countries not thus
excluded. In such case, this License incorporates the limitation as if
written in the body of this License.
13. The Free Software Foundation may publish revised and/or new
versions of the Lesser General Public License from time to time.
Such new versions will be similar in spirit to the present version,
but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Library
specifies a version number of this License which applies to it and
"any later version", you have the option of following the terms and
conditions either of that version or of any later version published by
the Free Software Foundation. If the Library does not specify a
license version number, you may choose any version ever published by
the Free Software Foundation.
14. If you wish to incorporate parts of the Library into other free
programs whose distribution conditions are incompatible with these,
write to the author to ask for permission. For software which is
copyrighted by the Free Software Foundation, write to the Free
Software Foundation; we sometimes make exceptions for this. Our
decision will be guided by the two goals of preserving the free status
of all derivatives of our free software and of promoting the sharing
and reuse of software generally.
NO WARRANTY
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO
WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW.
EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR
OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY
KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE
LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME
THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN
WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY
AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU
FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE
LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING
RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A
FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF
SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH
DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Libraries
If you develop a new library, and you want it to be of the greatest
possible use to the public, we recommend making it free software that
everyone can redistribute and change. You can do so by permitting
redistribution under these terms (or, alternatively, under the terms of the
ordinary General Public License).
To apply these terms, attach the following notices to the library. It is
safest to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least the
"copyright" line and a pointer to where the full notice is found.
<one line to give the library's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This library 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 library 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 library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Also add information on how to contact you by electronic and paper mail.
You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the library, if
necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the
library `Frob' (a library for tweaking knobs) written by James Random Hacker.
<signature of Ty Coon>, 1 April 1990
Ty Coon, President of Vice
That's all there is to it!

8423
doc/lua_api.txt Normal file

File diff suppressed because it is too large Load Diff

8
doc/main_page.dox Normal file
View File

@ -0,0 +1,8 @@
/** @mainpage The Minetest engine internal documentation
Welcome to the Minetest engine Doxygen documentation site!\n
This page documents the internal structure of the Minetest engine's C++ code.\n
Use the tree view at the left to navigate.
*/

363
doc/menu_lua_api.txt Normal file
View File

@ -0,0 +1,363 @@
Minetest Lua Mainmenu API Reference 5.4.0
=========================================
Introduction
-------------
The main menu is defined as a formspec by Lua in builtin/mainmenu/
Description of formspec language to show your menu is in lua_api.txt
Callbacks
---------
core.button_handler(fields): called when a button is pressed.
^ fields = {name1 = value1, name2 = value2, ...}
core.event_handler(event)
^ event: "MenuQuit", "KeyEnter", "ExitButton" or "EditBoxEnter"
Gamedata
--------
The "gamedata" table is read when calling core.start(). It should contain:
{
playername = <name>,
password = <password>,
address = <IP/adress>,
port = <port>,
selected_world = <index>, -- 0 for client mode
singleplayer = <true/false>,
}
Functions
---------
core.start()
core.close()
core.get_min_supp_proto()
^ returns the minimum supported network protocol version
core.get_max_supp_proto()
^ returns the maximum supported network protocol version
core.open_url(url)
^ opens the URL in a web browser, returns false on failure.
^ Must begin with http:// or https://
core.get_version() (possible in async calls)
^ returns current core version
Filesystem
----------
core.get_builtin_path()
^ returns path to builtin root
core.create_dir(absolute_path) (possible in async calls)
^ absolute_path to directory to create (needs to be absolute)
^ returns true/false
core.delete_dir(absolute_path) (possible in async calls)
^ absolute_path to directory to delete (needs to be absolute)
^ returns true/false
core.copy_dir(source,destination,keep_soure) (possible in async calls)
^ source folder
^ destination folder
^ keep_source DEFAULT true --> if set to false source is deleted after copying
^ returns true/false
core.extract_zip(zipfile,destination) [unzip within path required]
^ zipfile to extract
^ destination folder to extract to
^ returns true/false
core.sound_play(spec, looped) -> handle
^ spec = SimpleSoundSpec (see lua-api.txt)
^ looped = bool
core.sound_stop(handle)
core.get_video_drivers()
^ get list of video drivers supported by engine (not all modes are guaranteed to work)
^ returns list of available video drivers' settings name and 'friendly' display name
^ e.g. { {name="opengl", friendly_name="OpenGL"}, {name="software", friendly_name="Software Renderer"} }
^ first element of returned list is guaranteed to be the NULL driver
core.get_mapgen_names([include_hidden=false]) -> table of map generator algorithms
registered in the core (possible in async calls)
core.get_cache_path() -> path of cache
HTTP Requests
-------------
* core.download_file(url, target) (possible in async calls)
* url to download, and target to store to
* returns true/false
* `minetest.get_http_api()` (possible in async calls)
* returns `HTTPApiTable` containing http functions.
* The returned table contains the functions `fetch_sync`, `fetch_async` and
`fetch_async_get` described below.
* Function only exists if minetest server was built with cURL support.
* `HTTPApiTable.fetch_sync(HTTPRequest req)`: returns HTTPRequestResult
* Performs given request synchronously
* `HTTPApiTable.fetch_async(HTTPRequest req)`: returns handle
* Performs given request asynchronously and returns handle for
`HTTPApiTable.fetch_async_get`
* `HTTPApiTable.fetch_async_get(handle)`: returns HTTPRequestResult
* Return response data for given asynchronous HTTP request
### `HTTPRequest` definition
Used by `HTTPApiTable.fetch` and `HTTPApiTable.fetch_async`.
{
url = "http://example.org",
timeout = 10,
-- Timeout for connection in seconds. Default is 3 seconds.
post_data = "Raw POST request data string" OR {field1 = "data1", field2 = "data2"},
-- Optional, if specified a POST request with post_data is performed.
-- Accepts both a string and a table. If a table is specified, encodes
-- table as x-www-form-urlencoded key-value pairs.
-- If post_data is not specified, a GET request is performed instead.
user_agent = "ExampleUserAgent",
-- Optional, if specified replaces the default minetest user agent with
-- given string
extra_headers = { "Accept-Language: en-us", "Accept-Charset: utf-8" },
-- Optional, if specified adds additional headers to the HTTP request.
-- You must make sure that the header strings follow HTTP specification
-- ("Key: Value").
multipart = boolean
-- Optional, if true performs a multipart HTTP request.
-- Default is false.
}
### `HTTPRequestResult` definition
Passed to `HTTPApiTable.fetch` callback. Returned by
`HTTPApiTable.fetch_async_get`.
{
completed = true,
-- If true, the request has finished (either succeeded, failed or timed
-- out)
succeeded = true,
-- If true, the request was successful
timeout = false,
-- If true, the request timed out
code = 200,
-- HTTP status code
data = "response"
}
Formspec
--------
core.update_formspec(formspec)
core.get_table_index(tablename) -> index
^ can also handle textlists
core.formspec_escape(string) -> string
^ escapes characters [ ] \ , ; that can not be used in formspecs
core.explode_table_event(string) -> table
^ returns e.g. {type="CHG", row=1, column=2}
^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
core.explode_textlist_event(string) -> table
^ returns e.g. {type="CHG", index=1}
^ type: "INV" (no row selected), "CHG" (selected) or "DCL" (double-click)
core.set_formspec_prepend(formspec)
^ string to be added to every mainmenu formspec, to be used for theming.
GUI
---
core.set_background(type, texturepath,[tile],[minsize])
^ type: "background", "overlay", "header" or "footer"
^ tile: tile the image instead of scaling (background only)
^ minsize: minimum tile size, images are scaled to at least this size prior
^ doing tiling (background only)
core.set_clouds(<true/false>)
core.set_topleft_text(text)
core.show_keys_menu()
core.show_path_select_dialog(formname, caption, is_file_select)
^ shows a path select dialog
^ formname is base name of dialog response returned in fields
^ -if dialog was accepted "_accepted"
^ will be added to fieldname containing the path
^ -if dialog was canceled "_cancelled"
^ will be added to fieldname value is set to formname itself
^ if `is_file_select` is `true`, a file and not a folder will be selected
^ returns nil or selected file/folder
core.get_screen_info()
^ returns {
density = <screen density 0.75,1.0,2.0,3.0 ... (dpi)>,
display_width = <width of display>,
display_height = <height of display>,
window_width = <current window width>,
window_height = <current window height>
}
Content and Packages
--------------------
Content - an installed mod, modpack, game, or texture pack (txt)
Package - content which is downloadable from the content db, may or may not be installed.
* core.get_modpath() (possible in async calls)
* returns path to global modpath
* core.get_clientmodpath() (possible in async calls)
* returns path to global client-side modpath
* core.get_gamepath() (possible in async calls)
* returns path to global gamepath
* core.get_texturepath() (possible in async calls)
* returns path to default textures
* core.get_game(index)
* returns:
{
id = <id>,
path = <full path to game>,
gamemods_path = <path>,
name = <name of game>,
menuicon_path = <full path to menuicon>,
author = "author",
DEPRECATED:
addon_mods_paths = {[1] = <path>,},
}
* core.get_games() -> table of all games in upper format (possible in async calls)
* core.get_content_info(path)
* returns
{
name = "name of content",
type = "mod" or "modpack" or "game" or "txp",
description = "description",
author = "author",
path = "path/to/content",
depends = {"mod", "names"}, -- mods only
optional_depends = {"mod", "names"}, -- mods only
}
Favorites
---------
core.get_favorites(location) -> list of favorites (possible in async calls)
^ location: "local" or "online"
^ returns {
[1] = {
clients = <number of clients/nil>,
clients_max = <maximum number of clients/nil>,
version = <server version/nil>,
password = <true/nil>,
creative = <true/nil>,
damage = <true/nil>,
pvp = <true/nil>,
description = <server description/nil>,
name = <server name/nil>,
address = <address of server/nil>,
port = <port>
clients_list = <array of clients/nil>
mods = <array of mods/nil>
},
...
}
core.delete_favorite(id, location) -> success
Logging
-------
core.debug(line) (possible in async calls)
^ Always printed to stderr and logfile (print() is redirected here)
core.log(line) (possible in async calls)
core.log(loglevel, line) (possible in async calls)
^ loglevel one of "error", "action", "info", "verbose"
Settings
--------
core.settings:set(name, value)
core.settings:get(name) -> string or nil (possible in async calls)
core.settings:set_bool(name, value)
core.settings:get_bool(name) -> bool or nil (possible in async calls)
core.settings:save() -> nil, save all settings to config file
For a complete list of methods of the Settings object see
[lua_api.txt](https://github.com/minetest/minetest/blob/master/doc/lua_api.txt)
Worlds
------
core.get_worlds() -> list of worlds (possible in async calls)
^ returns {
[1] = {
path = <full path to world>,
name = <name of world>,
gameid = <gameid of world>,
},
}
core.create_world(worldname, gameid)
core.delete_world(index)
Helpers
-------
core.get_us_time()
^ returns time with microsecond precision
core.gettext(string) -> string
^ look up the translation of a string in the gettext message catalog
fgettext_ne(string, ...)
^ call core.gettext(string), replace "$1"..."$9" with the given
^ extra arguments and return the result
fgettext(string, ...) -> string
^ same as fgettext_ne(), but calls core.formspec_escape before returning result
core.parse_json(string[, nullvalue]) -> something (possible in async calls)
^ see core.parse_json (lua_api.txt)
dump(obj, dumped={})
^ Return object serialized as a string
string:split(separator)
^ eg. string:split("a,b", ",") == {"a","b"}
string:trim()
^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
core.is_yes(arg) (possible in async calls)
^ returns whether arg can be interpreted as yes
minetest.encode_base64(string) (possible in async calls)
^ Encodes a string in base64.
minetest.decode_base64(string) (possible in async calls)
^ Decodes a string encoded in base64.
Async
-----
core.handle_async(async_job,parameters,finished)
^ execute a function asynchronously
^ async_job is a function receiving one parameter and returning one parameter
^ parameters parameter table passed to async_job
^ finished function to be called once async_job has finished
^ the result of async_job is passed to this function
Limitations of Async operations
-No access to global lua variables, don't even try
-Limited set of available functions
e.g. No access to functions modifying menu like core.start,core.close,
core.show_path_select_dialog
Background music
----------------
The main menu supports background music.
It looks for a `main_menu` sound in `$USER_PATH/sounds`. The same naming
conventions as for normal sounds apply.
This means the player can add a custom sound.
It will be played in the main menu (gain = 1.0), looped.

134
doc/minetest.6 Normal file
View File

@ -0,0 +1,134 @@
.TH minetest 6 "2 February 2019" "" ""
.SH NAME
minetest, minetestserver \- Multiplayer infinite-world block sandbox
.SH SYNOPSIS
.B minetest
[\fB--server SERVER OPTIONS\fR | \fBCLIENT OPTIONS\fR]
[\fBCOMMON OPTIONS\fR]
[\fBWORLD PATH\fR]
.B minetestserver
[\fBSERVER OPTIONS\fR]
[\fBCOMMON OPTIONS\fR]
[\fBWORLD PATH\fR]
.SH DESCRIPTION
.B Minetest is one of the first InfiniMiner/Minecraft(/whatever) inspired games
(started October 2010), with a goal of taking the survival multiplayer gameplay
in a slightly different direction.
.PP
The main design philosophy is to keep it technically simple, stable and
portable. It will be kept lightweight enough to run on fairly old hardware.
.SH COMMON OPTIONS
.TP
.B \-\-help
Print allowed options and exit
.TP
.B \-\-version
Print version information and exit
.TP
.B \-\-config <value>
Load configuration from specified file
.TP
.B \-\-logfile <value>
Set logfile path ('' for no logging)
.TP
.B \-\-info
Print more information to console
.TP
.B \-\-verbose
Print even more information to console
.TP
.B \-\-trace
Print enormous amounts of information to console
.TP
.B \-\-quiet
Print only errors to console
.TP
.B \-\-color <value>
Colorize the logs ('always', 'never' or 'auto'), defaults to 'auto'
.TP
.B \-\-gameid <value> | list
Set gameid or list available ones
.TP
.B \-\-worldname <value>
Set world path by name
.TP
.B \-\-world <value>
Set world path
.TP
.B \-\-worldlist path | name | both
Get list of worlds ('path' lists paths, 'name' lists names, 'both' lists both)
.TP
.B \-\-map\-dir <value>
Same as \-\-world (deprecated)
.TP
.B \-\-port <value>
Set network port (UDP) to use
.TP
.B \-\-run\-unittests
Run unit tests and exit
.SH CLIENT OPTIONS
.TP
.B \-\-address <value>
Address to connect to
.TP
.B \-\-go
Disable main menu
.TP
.B \-\-name <value>
Set player name
.TP
.B \-\-password <value>
Set password
.TP
.B \-\-password\-file <value>
Set password from contents of file
.TP
.B \-\-random\-input
Enable random user input, for testing (client only)
.TP
.B \-\-videomodes
List available video modes (client only)
.TP
.B \-\-speedtests
Run speed tests
.SH SERVER OPTIONS
.TP
.B \-\-migrate <value>
Migrate from current map backend to another. Possible values are sqlite3,
leveldb, redis, postgresql, and dummy.
.TP
.B \-\-migrate-auth <value>
Migrate from current auth backend to another. Possible values are sqlite3,
leveldb, and files.
.TP
.B \-\-migrate-players <value>
Migrate from current players backend to another. Possible values are sqlite3,
leveldb, postgresql, dummy, and files.
.TP
.B \-\-terminal
Display an interactive terminal over ncurses during execution.
.SH ENVIRONMENT
.TP
.B MINETEST_SUBGAME_PATH
Colon delimited list of directories to search for games.
.SH BUGS
Please report all bugs at https://github.com/minetest/minetest/issues.
.SH AUTHOR
.PP
Perttu Ahola <celeron55@gmail.com> and contributors.
.PP
This man page was originally written by
Juhani Numminen <juhaninumminen0@gmail.com>.
.SH WWW
http://www.minetest.net/

2
doc/minetestserver.6 Normal file
View File

@ -0,0 +1,2 @@
.so man6/minetest.6

41
doc/mkdocs/build.sh Normal file
View File

@ -0,0 +1,41 @@
#!/bin/sh -e
# Patch Python-Markdown
MARKDOWN_FILE=$(pip show markdown | awk '/Location/ { print $2 }')/markdown/extensions/codehilite.py
patch -N -r - $MARKDOWN_FILE lua_highlight.patch || true
# Split lua_api.txt on top level headings
cat ../lua_api.txt | csplit -sz -f docs/section - '/^=/-1' '{*}'
cat > mkdocs.yml << EOF
site_name: Minetest API Documentation
theme:
name: readthedocs
highlightjs: False
extra_css:
- css/code_styles.css
- css/extra.css
markdown_extensions:
- toc:
permalink: True
- codehilite
plugins:
- search:
separator: '[\s\-\.\(]+'
nav:
- "Home": index.md
EOF
mv docs/section00 docs/index.md
for f in docs/section*
do
title=$(head -1 $f)
fname=$(echo $title | tr '[:upper:]' '[:lower:]')
fname=$(echo $fname | sed 's/ /-/g')
fname=$(echo $fname | sed "s/'//g").md
mv $f docs/$fname
echo "- \"$title\": $fname" >> mkdocs.yml
done
mkdocs build --site-dir ../../public

View File

@ -0,0 +1,68 @@
.codehilite .hll { background-color: #ffffcc }
.codehilite .c { color: #408080; font-style: italic } /* Comment */
/* .codehilite .err { border: 1px solid #FF0000 } /* Error */
.codehilite .k { color: #008000; font-weight: bold } /* Keyword */
.codehilite .o { color: #666666 } /* Operator */
.codehilite .ch { color: #408080; font-style: italic } /* Comment.Hashbang */
.codehilite .cm { color: #408080; font-style: italic } /* Comment.Multiline */
.codehilite .cp { color: #BC7A00 } /* Comment.Preproc */
.codehilite .cpf { color: #408080; font-style: italic } /* Comment.PreprocFile */
.codehilite .c1 { color: #408080; font-style: italic } /* Comment.Single */
.codehilite .cs { color: #408080; font-style: italic } /* Comment.Special */
.codehilite .gd { color: #A00000 } /* Generic.Deleted */
.codehilite .ge { font-style: italic } /* Generic.Emph */
.codehilite .gr { color: #FF0000 } /* Generic.Error */
.codehilite .gh { color: #000080; font-weight: bold } /* Generic.Heading */
.codehilite .gi { color: #00A000 } /* Generic.Inserted */
.codehilite .go { color: #888888 } /* Generic.Output */
.codehilite .gp { color: #000080; font-weight: bold } /* Generic.Prompt */
.codehilite .gs { font-weight: bold } /* Generic.Strong */
.codehilite .gu { color: #800080; font-weight: bold } /* Generic.Subheading */
.codehilite .gt { color: #0044DD } /* Generic.Traceback */
.codehilite .kc { color: #008000; font-weight: bold } /* Keyword.Constant */
.codehilite .kd { color: #008000; font-weight: bold } /* Keyword.Declaration */
.codehilite .kn { color: #008000; font-weight: bold } /* Keyword.Namespace */
.codehilite .kp { color: #008000 } /* Keyword.Pseudo */
.codehilite .kr { color: #008000; font-weight: bold } /* Keyword.Reserved */
.codehilite .kt { color: #B00040 } /* Keyword.Type */
.codehilite .m { color: #666666 } /* Literal.Number */
.codehilite .s { color: #BA2121 } /* Literal.String */
.codehilite .na { color: #7D9029 } /* Name.Attribute */
.codehilite .nb { color: #008000 } /* Name.Builtin */
.codehilite .nc { color: #0000FF; font-weight: bold } /* Name.Class */
.codehilite .no { color: #880000 } /* Name.Constant */
.codehilite .nd { color: #AA22FF } /* Name.Decorator */
.codehilite .ni { color: #999999; font-weight: bold } /* Name.Entity */
.codehilite .ne { color: #D2413A; font-weight: bold } /* Name.Exception */
.codehilite .nf { color: #0000FF } /* Name.Function */
.codehilite .nl { color: #A0A000 } /* Name.Label */
.codehilite .nn { color: #0000FF; font-weight: bold } /* Name.Namespace */
.codehilite .nt { color: #008000; font-weight: bold } /* Name.Tag */
.codehilite .nv { color: #19177C } /* Name.Variable */
.codehilite .ow { color: #AA22FF; font-weight: bold } /* Operator.Word */
.codehilite .w { color: #bbbbbb } /* Text.Whitespace */
.codehilite .mb { color: #666666 } /* Literal.Number.Bin */
.codehilite .mf { color: #666666 } /* Literal.Number.Float */
.codehilite .mh { color: #666666 } /* Literal.Number.Hex */
.codehilite .mi { color: #666666 } /* Literal.Number.Integer */
.codehilite .mo { color: #666666 } /* Literal.Number.Oct */
.codehilite .sa { color: #BA2121 } /* Literal.String.Affix */
.codehilite .sb { color: #BA2121 } /* Literal.String.Backtick */
.codehilite .sc { color: #BA2121 } /* Literal.String.Char */
.codehilite .dl { color: #BA2121 } /* Literal.String.Delimiter */
.codehilite .sd { color: #BA2121; font-style: italic } /* Literal.String.Doc */
.codehilite .s2 { color: #BA2121 } /* Literal.String.Double */
.codehilite .se { color: #BB6622; font-weight: bold } /* Literal.String.Escape */
.codehilite .sh { color: #BA2121 } /* Literal.String.Heredoc */
.codehilite .si { color: #BB6688; font-weight: bold } /* Literal.String.Interpol */
.codehilite .sx { color: #008000 } /* Literal.String.Other */
.codehilite .sr { color: #BB6688 } /* Literal.String.Regex */
.codehilite .s1 { color: #BA2121 } /* Literal.String.Single */
.codehilite .ss { color: #19177C } /* Literal.String.Symbol */
.codehilite .bp { color: #008000 } /* Name.Builtin.Pseudo */
.codehilite .fm { color: #0000FF } /* Name.Function.Magic */
.codehilite .vc { color: #19177C } /* Name.Variable.Class */
.codehilite .vg { color: #19177C } /* Name.Variable.Global */
.codehilite .vi { color: #19177C } /* Name.Variable.Instance */
.codehilite .vm { color: #19177C } /* Name.Variable.Magic */
.codehilite .il { color: #666666 } /* Literal.Number.Integer.Long */

View File

@ -0,0 +1,15 @@
/* Fix partly obscured last TOC element */
.wy-menu {
padding-bottom: 20px;
}
/* Use Minetest green instead of blue */
.wy-nav-content a {
color: hsl(100, 40%, 40%);
}
.wy-nav-content a:hover {
color: hsl(100, 30%, 30%);
}
.wy-side-nav-search, .wy-nav-top, .wy-menu-vertical a:active {
background: hsl(100, 40%, 40%);
}

View File

@ -0,0 +1 @@
../../../../misc/minetest-icon.ico

View File

@ -0,0 +1,9 @@
@@ -75,7 +75,7 @@
css_class="codehilite", lang=None, style='default',
noclasses=False, tab_length=4, hl_lines=None, use_pygments=True):
self.src = src
- self.lang = lang
+ self.lang = "lua"
self.linenums = linenums
self.guess_lang = guess_lang
self.css_class = css_class

BIN
doc/mod_channels.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 341 KiB

110
doc/protocol.md Normal file
View File

@ -0,0 +1,110 @@
Minetest protocol (incomplete, early draft):
Updated 2011-06-18
A custom protocol over UDP.
Integers are big endian.
Refer to connection.{h,cpp} for further reference.
Initialization:
- A dummy reliable packet with peer_id=PEER_ID_INEXISTENT=0 is sent to the server:
- Actually this can be sent without the reliable packet header, too, i guess,
but the sequence number in the header allows the sender to re-send the
packet without accidentally getting a double initialization.
- Packet content:
# Basic header
u32 protocol_id = PROTOCOL_ID = 0x4f457403
u16 sender_peer_id = PEER_ID_INEXISTENT = 0
u8 channel = 0
# Reliable packet header
u8 type = TYPE_RELIABLE = 3
u16 seqnum = SEQNUM_INITIAL = 65500
# Original packet header
u8 type = TYPE_ORIGINAL = 1
# And no actual payload.
- Server responds with something like this:
- Packet content:
# Basic header
u32 protocol_id = PROTOCOL_ID = 0x4f457403
u16 sender_peer_id = PEER_ID_INEXISTENT = 0
u8 channel = 0
# Reliable packet header
u8 type = TYPE_RELIABLE = 3
u16 seqnum = SEQNUM_INITIAL = 65500
# Control packet header
u8 type = TYPE_CONTROL = 0
u8 controltype = CONTROLTYPE_SET_PEER_ID = 1
u16 peer_id_new = assigned peer id to client (other than 0 or 1)
- Then the connection can be disconnected by sending:
- Packet content:
# Basic header
u32 protocol_id = PROTOCOL_ID = 0x4f457403
u16 sender_peer_id = whatever was gotten in CONTROLTYPE_SET_PEER_ID
u8 channel = 0
# Control packet header
u8 type = TYPE_CONTROL = 0
u8 controltype = CONTROLTYPE_DISCO = 3
- Here's a quick untested connect-disconnect done in PHP:
# host: ip of server (use gethostbyname(hostname) to get from a dns name)
# port: port of server
function check_if_minetestserver_up($host, $port)
{
$socket = socket_create(AF_INET, SOCK_DGRAM, SOL_UDP);
$timeout = array("sec" => 1, "usec" => 0);
socket_set_option($socket, SOL_SOCKET, SO_RCVTIMEO, $timeout);
$buf = "\x4f\x45\x74\x03\x00\x00\x00\x03\xff\xdc\x01";
socket_sendto($socket, $buf, strlen($buf), 0, $host, $port);
$buf = socket_read($socket, 1000);
if($buf != "")
{
# We got a reply! read the peer id from it.
$peer_id = substr($buf, 9, 2);
# Disconnect
$buf = "\x4f\x45\x74\x03".$peer_id."\x00\x00\x03";
socket_sendto($socket, $buf, strlen($buf), 0, $host, $port);
socket_close($socket);
return true;
}
return false;
}
- Here's a Python script for checking if a minetest server is up, confirmed working
#!/usr/bin/env python3
import sys, time, socket
address = ""
port = 30000
if len(sys.argv) <= 1:
print("Usage: %s <address>" % sys.argv[0])
exit()
if ":" in sys.argv[1]:
address = sys.argv[1].split(":")[0]
try:
port = int(sys.argv[1].split(":")[1])
except ValueError:
print("Please specify a valid port")
exit()
else:
address = sys.argv[1]
try:
start = time.time()
sock = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
sock.settimeout(2.0)
buf = b"\x4f\x45\x74\x03\x00\x00\x00\x01"
sock.sendto(buf, (address, port))
data, addr = sock.recvfrom(1000)
if data:
peer_id = data[12:14]
buf = b"\x4f\x45\x74\x03" + peer_id + b"\x00\x00\x03"
sock.sendto(buf, (address, port))
sock.close()
end = time.time()
print("%s is up (%0.5fms)" % (sys.argv[1], end - start))
else:
print("%s seems to be down " % sys.argv[1])
except Exception as err:
print("%s seems to be down (%s) " % (sys.argv[1], str(err)))

259
doc/texture_packs.txt Normal file
View File

@ -0,0 +1,259 @@
Minetest Texture Pack Reference
===============================
Texture packs allow you to replace textures provided by a mod with your own
textures.
Texture pack directory structure
--------------------------------
textures
|-- Texture Pack
| |-- texture_pack.conf
| |-- screenshot.png
| |-- description.txt
| |-- override.txt
| |-- your_texture_1.png
| |-- your_texture_2.png
`-- Another Texture Pack
### Texture Pack
This is a directory containing the entire contents of a single texture pack.
It can be chosen more or less freely and will also become the name of the
texture pack. The name must not be “base”.
### `texture_pack.conf`
A key-value config file with the following keys:
* `title` - human readable title
* `description` - short description, shown in the content tab
### `description.txt`
**Deprecated**, you should use texture_pack.conf instead.
A file containing a short description of the texture pack to be shown in the
content tab.
### `screenshot.png`
A preview image showing an in-game screenshot of this texture pack; it will be
shown in the texture packs tab. It should have an aspect ratio of 3:2 and a
minimum size of 300×200 pixels.
### `your_texture_1.png`, `your_texture_2.png`, etc.
Any other PNG files will be interpreted as textures. They must have the same
names as the textures they are supposed to override. For example, to override
the apple texture of Minetest Game, add a PNG file named `default_apple.png`.
The custom textures do not necceessarily require the same size as their
originals, but this might be required for a few particular textures. When
unsure, just test your texture pack in-game.
Texture modifiers
-----------------
See lua_api.txt for texture modifiers
Special textures
----------------
These texture names are hardcoded into the engine but can also be overwritten
by texture packs. All existing fallback textures can be found in the directory
`textures/base/pack`.
### Gameplay textures
* `bubble.png`: the bubble texture when the player is drowning
(default size: 12×12)
* `bubble_gone.png`: like `bubble.png`, but denotes lack of breath
(transparent by default, same size as bubble.png)
* `crack_anylength.png`: node overlay texture when digging
* `crosshair.png`
* the crosshair texture in the center of the screen. The settings
`crosshair_color` and `crosshair_alpha` are used to create a cross
when no texture is found.
* `object_crosshair.png`
* the crosshair seen when pointing at an object. The settings
`crosshair_color` and `crosshair_alpha` are used to create a cross
when no texture is found.
* `halo.png`: used for the node highlighting mesh
* `heart.png`: used to display the health points of the player
(default size: 12×12)
* `heart_gone.png`: like `heart.png`, but denotes lack of health points
(transparent by default, same size as heart.png)
* `minimap_mask_round.png`: round minimap mask, white gets replaced by the map
* `minimap_mask_square.png`: mask used for the square minimap
* `minimap_overlay_round.png`: overlay texture for the round minimap
* `minimap_overlay_square.png`: overlay texture for the square minimap
* `no_texture_airlike.png`: fallback inventory image for airlike nodes
* `object_marker_red.png`: texture for players on the minimap
* `player_marker.png`: texture for the own player on the square minimap
* `player.png`: front texture of the 2D upright sprite player
* `player_back.png`: back texture of the 2D upright sprite player
* `progress_bar.png`: foreground texture of the loading screen's progress bar
* `progress_bar_bg.png`: background texture of the loading screen's progress bar
* `moon.png`: texture of the moon. Default texture is generated by Minetest
* `moon_tonemap.png`: tonemap to be used when `moon.png` was found
* `sun.png`: texture of the sun. Default texture is generated by Minetest
* `sun_tonemap.png`: tonemap to be used when `sun.png` was found
* `sunrisebg.png`: shown sky texture when the sun rises
* `smoke_puff.png`: texture used when an object died by punching
* `unknown_item.png`: shown texture when an item definition was not found
* `unknown_node.png`: shown texture when a node definition was not found
* `unknown_object.png`: shown texture when an entity definition was not found
* `wieldhand.png`: texture of the wieldhand
Note: The default textures of `player.png`, `player_back.png` and `wieldhand.png`
are placeholders intended to be overwritten by the game.
### Mainmenu textures
* `menu_bg.png`: used as mainmenu background when the clouds are disabled
* `menu_header.png`: header texture when no texture pack is selected
* `no_screenshot.png`
* texture when no screenshot was found for a texture pack or mod
* `server_flags_creative.png`: icon for creative servers
* `server_flags_damage.png`: icon for enabled damage on servers
* `server_flags_favorite.png`: icon for your favorite servers
* `server_flags_pvp.png`: icon for enabled PvP on servers
### Android textures
* `down_arrow.png`
* `left_arrow.png`
* `right_arrow.png`
* `up_arrow.png`
* `drop_btn.png`
* `fast_btn.png`
* `fly_btn.png`
* `jump_btn.png`
* `noclip_btn.png`
* `camera_btn.png`
* `chat_btn.png`
* `inventory_btn.png`
* `rangeview_btn.png`
* `debug_btn.png`
* `gear_icon.png`
* `rare_controls.png`
Texture Overrides
-----------------
You can override the textures of nodes and items from a
texture pack using texture overrides. To do this, create one or
more files in a texture pack called override.txt
Each line in an override.txt file is a rule. It consists of
itemname target texture
For example,
default:dirt_with_grass sides default_stone.png
or
default:sword_steel inventory my_steel_sword.png
You can list multiple targets on one line as a comma-separated list:
default:tree top,bottom my_special_tree.png
You can use texture modifiers, as usual:
default:dirt_with_grass sides default_stone.png^[brighten
Finally, if a line is empty or starts with '#' it will be considered
a comment and not read as a rule. You can use this to better organize
your override.txt files.
Here are targets you can choose from:
| target | behavior |
|---------------|---------------------------------------------------|
| left | x- face |
| right | x+ face |
| front | z- face |
| back | z+ face |
| top | y+ face |
| bottom | y- face |
| sides | x-, x+, z-, z+ faces |
| all | All faces. You can also use '*' instead of 'all'. |
| special1 | The first entry in the special_tiles list |
| special2 | The second entry in the special_tiles list |
| special3 | The third entry in the special_tiles list |
| special4 | The fourth entry in the special_tiles list |
| special5 | The fifth entry in the special_tiles list |
| special6 | The sixth entry in the special_tiles list |
| inventory | The inventory texture |
| wield | The texture used when held by the player |
Nodes support all targets, but other items only support 'inventory'
and 'wield'.
### Using the special targets
The special* targets only apply to specific drawtypes:
* `flowingliquid`: special1 sets the top texture, special2 sets the side texture
* `allfaces_optional`: special1 is used by simple mode, see below
* `glasslike_framed`: When containing a liquid, special1 sets the liquid texture
* `glasslike_framed_optional`: Same as `glasslike_framed`
* `plantlike_rooted`: special1 sets the plant's texture
Designing leaves textures for the leaves rendering options
----------------------------------------------------------
Minetest has three modes for rendering leaves nodes if the node has the
`allfaces_optional` drawtype.
### Fancy
Uses the texture specified in the `tiles` nodedef field.
The texture should have some transparent pixels and be in the RGBA format so
that the transparent pixels can have color information.
Faces of every leaves node are rendered even if they are inside a solid volume
of leaves; this gives a dense appearance.
### Opaque
Uses the texture specified in `tiles` but makes it opaque by converting each
transparent pixel into an opaque pixel that uses the color information of that
transparent pixel.
Due to this the `tiles` texture format must be RGBA not 'indexed alpha' to allow
each transparent pixel to have color information.
The colors of the transparent pixels should be set for a good appearance in
`opaque` mode. This can be done by painting the pixels the desired colors then
erasing them. Then when saving the texture, use the 'save color information from
transparent pixels' option (or equivalent).
### Simple
Uses the texture specified in the `special_tiles` nodedef field if it exists, if
not, the `tiles` texture.
The `special_tiles` texture should have fewer transparent pixels than the
`tiles` texture and be in the 'indexed alpha' format.
This mode is between the other two in terms of appearance and rendering load.
The nodes are rendered using the `glasslike` drawtype, only showing the surface
faces for any solid volume of leaves, not the internal faces.
Due to this the `tiles` texture might appear lacking in density, so optionally a
`special_tiles` texture can be used to provide a texture with fewer transparent
pixels for a denser appearance.

564
doc/world_format.txt Normal file
View File

@ -0,0 +1,564 @@
=============================
Minetest World Format 22...27
=============================
This applies to a world format carrying the block serialization version
22...27, used at least in
- 0.4.dev-20120322 ... 0.4.dev-20120606 (22...23)
- 0.4.0 (23)
- 24 was never released as stable and existed for ~2 days
- 27 was added in 0.4.15-dev
The block serialization version does not fully specify every aspect of this
format; if compliance with this format is to be checked, it needs to be
done by detecting if the files and data indeed follows it.
Files
======
Everything is contained in a directory, the name of which is freeform, but
often serves as the name of the world.
Currently the authentication and ban data is stored on a per-world basis.
It can be copied over from an old world to a newly created world.
World
|-- auth.txt ----- Authentication data
|-- auth.sqlite -- Authentication data (SQLite alternative)
|-- env_meta.txt - Environment metadata
|-- ipban.txt ---- Banned ips/users
|-- map_meta.txt - Map metadata
|-- map.sqlite --- Map data
|-- players ------ Player directory
| |-- player1 -- Player file
| '-- Foo ------ Player file
`-- world.mt ----- World metadata
auth.txt
---------
Contains authentication data, player per line.
<name>:<password hash>:<privilege1,...>
Legacy format (until 0.4.12) of password hash is <name><password> SHA1'd,
in the base64 encoding.
Format (since 0.4.13) of password hash is #1#<salt>#<verifier>, with the
parts inside <> encoded in the base64 encoding.
<verifier> is an RFC 2945 compatible SRP verifier,
of the given salt, password, and the player's name lowercased,
using the 2048-bit group specified in RFC 5054 and the SHA-256 hash function.
Example lines:
- Player "celeron55", no password, privileges "interact" and "shout":
celeron55::interact,shout
- Player "Foo", password "bar", privilege "shout", with a legacy password hash:
foo:iEPX+SQWIR3p67lj/0zigSWTKHg:shout
- Player "Foo", password "bar", privilege "shout", with a 0.4.13 pw hash:
foo:#1#hPpy4O3IAn1hsNK00A6wNw#Kpu6rj7McsrPCt4euTb5RA5ltF7wdcWGoYMcRngwDi11cZhPuuR9i5Bo7o6A877TgcEwoc//HNrj9EjR/CGjdyTFmNhiermZOADvd8eu32FYK1kf7RMC0rXWxCenYuOQCG4WF9mMGiyTPxC63VAjAMuc1nCZzmy6D9zt0SIKxOmteI75pAEAIee2hx4OkSXRIiU4Zrxo1Xf7QFxkMY4x77vgaPcvfmuzom0y/fU1EdSnZeopGPvzMpFx80ODFx1P34R52nmVl0W8h4GNo0k8ZiWtRCdrJxs8xIg7z5P1h3Th/BJ0lwexpdK8sQZWng8xaO5ElthNuhO8UQx1l6FgEA:shout
- Player "bar", no password, no privileges:
bar::
auth.sqlite
------------
Contains authentification data as an SQLite database. This replaces auth.txt
above when auth_backend is set to "sqlite3" in world.mt .
This database contains two tables "auth" and "user_privileges":
CREATE TABLE `auth` (
`id` INTEGER PRIMARY KEY AUTOINCREMENT,
`name` VARCHAR(32) UNIQUE,
`password` VARCHAR(512),
`last_login` INTEGER
);
CREATE TABLE `user_privileges` (
`id` INTEGER,
`privilege` VARCHAR(32),
PRIMARY KEY (id, privilege)
CONSTRAINT fk_id FOREIGN KEY (id) REFERENCES auth (id) ON DELETE CASCADE
);
The "name" and "password" fields of the auth table are the same as the auth.txt
fields (with modern password hash). The "last_login" field is the last login
time as a unix time stamp.
The "user_privileges" table contains one entry per privilege and player.
A player with "interact" and "shout" privileges will have two entries, one
with privilege="interact" and the second with privilege="shout".
env_meta.txt
-------------
Simple global environment variables.
Example content (added indentation):
game_time = 73471
time_of_day = 19118
EnvArgsEnd
ipban.txt
----------
Banned IP addresses and usernames.
Example content (added indentation):
123.456.78.9|foo
123.456.78.10|bar
map_meta.txt
-------------
Simple global map variables.
Example content (added indentation):
seed = 7980462765762429666
[end_of_params]
map.sqlite
-----------
Map data.
See Map File Format below.
player1, Foo
-------------
Player data.
Filename can be anything.
See Player File Format below.
world.mt
---------
World metadata.
Example content (added indentation and - explanations):
gameid = mesetint - name of the game
enable_damage = true - whether damage is enabled or not
creative_mode = false - whether creative mode is enabled or not
backend = sqlite3 - which DB backend to use for blocks (sqlite3, dummy, leveldb, redis, postgresql)
player_backend = sqlite3 - which DB backend to use for player data
readonly_backend = sqlite3 - optionally readonly seed DB (DB file _must_ be located in "readonly" subfolder)
server_announce = false - whether the server is publicly announced or not
load_mod_<mod> = false - whether <mod> is to be loaded in this world
auth_backend = files - which DB backend to use for authentication data
Player File Format
===================
- Should be pretty self-explanatory.
- Note: position is in nodes * 10
Example content (added indentation):
hp = 11
name = celeron55
pitch = 39.77
position = (-5231.97,15,1961.41)
version = 1
yaw = 101.37
PlayerArgsEnd
List main 32
Item default:torch 13
Item default:pick_steel 1 50112
Item experimental:tnt
Item default:cobble 99
Item default:pick_stone 1 13104
Item default:shovel_steel 1 51838
Item default:dirt 61
Item default:rail 78
Item default:coal_lump 3
Item default:cobble 99
Item default:leaves 22
Item default:gravel 52
Item default:axe_steel 1 2045
Item default:cobble 98
Item default:sand 61
Item default:water_source 94
Item default:glass 2
Item default:mossycobble
Item default:pick_steel 1 64428
Item animalmaterials:bone
Item default:sword_steel
Item default:sapling
Item default:sword_stone 1 10647
Item default:dirt 99
Empty
Empty
Empty
Empty
Empty
Empty
Empty
Empty
EndInventoryList
List craft 9
Empty
Empty
Empty
Empty
Empty
Empty
Empty
Empty
Empty
EndInventoryList
List craftpreview 1
Empty
EndInventoryList
List craftresult 1
Empty
EndInventoryList
EndInventory
Map File Format
================
Minetest maps consist of MapBlocks, chunks of 16x16x16 nodes.
In addition to the bulk node data, MapBlocks stored on disk also contain
other things.
History
--------
We need a bit of history in here. Initially Minetest stored maps in a
format called the "sectors" format. It was a directory/file structure like
this:
sectors2/XXX/ZZZ/YYYY
For example, the MapBlock at (0,1,-2) was this file:
sectors2/000/ffd/0001
Eventually Minetest outgrow this directory structure, as filesystems were
struggling under the amount of files and directories.
Large servers seriously needed a new format, and thus the base of the
current format was invented, suggested by celeron55 and implemented by
JacobF.
SQLite3 was slammed in, and blocks files were directly inserted as blobs
in a single table, indexed by integer primary keys, oddly mangled from
coordinates.
Today we know that SQLite3 allows multiple primary keys (which would allow
storing coordinates separately), but the format has been kept unchanged for
that part. So, this is where it has come.
</history>
So here goes
-------------
map.sqlite is an sqlite3 database, containing a single table, called
"blocks". It looks like this:
CREATE TABLE `blocks` (`pos` INT NOT NULL PRIMARY KEY,`data` BLOB);
The key
--------
"pos" is created from the three coordinates of a MapBlock using this
algorithm, defined here in Python:
def getBlockAsInteger(p):
return int64(p[2]*16777216 + p[1]*4096 + p[0])
def int64(u):
while u >= 2**63:
u -= 2**64
while u <= -2**63:
u += 2**64
return u
It can be converted the other way by using this code:
def getIntegerAsBlock(i):
x = unsignedToSigned(i % 4096, 2048)
i = int((i - x) / 4096)
y = unsignedToSigned(i % 4096, 2048)
i = int((i - y) / 4096)
z = unsignedToSigned(i % 4096, 2048)
return x,y,z
def unsignedToSigned(i, max_positive):
if i < max_positive:
return i
else:
return i - 2*max_positive
The blob
---------
The blob is the data that would have otherwise gone into the file.
See below for description.
MapBlock serialization format
==============================
NOTE: Byte order is MSB first (big-endian).
NOTE: Zlib data is in such a format that Python's zlib at least can
directly decompress.
u8 version
- map format version number, see serialisation.h for the latest number
u8 flags
- Flag bitmasks:
- 0x01: is_underground: Should be set to 0 if there will be no light
obstructions above the block. If/when sunlight of a block is updated
and there is no block above it, this value is checked for determining
whether sunlight comes from the top.
- 0x02: day_night_differs: Whether the lighting of the block is different
on day and night. Only blocks that have this bit set are updated when
day transforms to night.
- 0x04: lighting_expired: Not used in version 27 and above. If true,
lighting is invalid and should be updated. If you can't calculate
lighting in your generator properly, you could try setting this 1 to
everything and setting the uppermost block in every sector as
is_underground=0. I am quite sure it doesn't work properly, though.
- 0x08: generated: True if the block has been generated. If false, block
is mostly filled with CONTENT_IGNORE and is likely to contain eg. parts
of trees of neighboring blocks.
u16 lighting_complete
- Added in version 27.
- This contains 12 flags, each of them corresponds to a direction.
- Indicates if the light is correct at the sides of a map block.
Lighting may not be correct if the light changed, but a neighbor
block was not loaded at that time.
If these flags are false, Minetest will automatically recompute light
when both this block and its required neighbor are loaded.
- The bit order is:
nothing, nothing, nothing, nothing,
night X-, night Y-, night Z-, night Z+, night Y+, night X+,
day X-, day Y-, day Z-, day Z+, day Y+, day X+.
Where 'day' is for the day light bank, 'night' is for the night
light bank.
The 'nothing' bits should be always set, as they will be used
to indicate if direct sunlight spreading is finished.
- Example: if the block at (0, 0, 0) has
lighting_complete = 0b1111111111111110,
then Minetest will correct lighting in the day light bank when
the block at (1, 0, 0) is also loaded.
u8 content_width
- Number of bytes in the content (param0) fields of nodes
if map format version <= 23:
- Always 1
if map format version >= 24:
- Always 2
u8 params_width
- Number of bytes used for parameters per node
- Always 2
zlib-compressed node data:
if content_width == 1:
- content:
u8[4096]: param0 fields
u8[4096]: param1 fields
u8[4096]: param2 fields
if content_width == 2:
- content:
u16[4096]: param0 fields
u8[4096]: param1 fields
u8[4096]: param2 fields
- The location of a node in each of those arrays is (z*16*16 + y*16 + x).
zlib-compressed node metadata list
- content:
if map format version <= 22:
u16 version (=1)
u16 count of metadata
foreach count:
u16 position (p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X)
u16 type_id
u16 content_size
u8[content_size] content of metadata. Format depends on type_id, see below.
if map format version >= 23:
u8 version -- Note: type was u16 for map format version <= 22
-- = 1 for map format version < 28
-- = 2 since map format version 28
u16 count of metadata
foreach count:
u16 position (p.Z*MAP_BLOCKSIZE*MAP_BLOCKSIZE + p.Y*MAP_BLOCKSIZE + p.X)
u32 num_vars
foreach num_vars:
u16 key_len
u8[key_len] key
u32 val_len
u8[val_len] value
u8 is_private -- only for version >= 2. 0 = not private, 1 = private
serialized inventory
- Node timers
if map format version == 23:
u8 unused version (always 0)
if map format version == 24: (NOTE: Not released as stable)
u8 nodetimer_version
if nodetimer_version == 0:
(nothing else)
if nodetimer_version == 1:
u16 num_of_timers
foreach num_of_timers:
u16 timer position (z*16*16 + y*16 + x)
s32 timeout*1000
s32 elapsed*1000
if map format version >= 25:
-- Nothing right here, node timers are serialized later
u8 static object version:
- Always 0
u16 static_object_count
foreach static_object_count:
u8 type (object type-id)
s32 pos_x_nodes * 10000
s32 pos_y_nodes * 10000
s32 pos_z_nodes * 10000
u16 data_size
u8[data_size] data
u32 timestamp
- Timestamp when last saved, as seconds from starting the game.
- 0xffffffff = invalid/unknown timestamp, nothing should be done with the time
difference when loaded
u8 name-id-mapping version
- Always 0
u16 num_name_id_mappings
foreach num_name_id_mappings
u16 id
u16 name_len
u8[name_len] name
- Node timers
if map format version == 25:
u8 length of the data of a single timer (always 2+4+4=10)
u16 num_of_timers
foreach num_of_timers:
u16 timer position (z*16*16 + y*16 + x)
s32 timeout*1000
s32 elapsed*1000
EOF.
Format of nodes
----------------
A node is composed of the u8 fields param0, param1 and param2.
if map format version <= 23:
The content id of a node is determined as so:
- If param0 < 0x80,
content_id = param0
- Otherwise
content_id = (param0<<4) + (param2>>4)
if map format version >= 24:
The content id of a node is param0.
The purpose of param1 and param2 depend on the definition of the node.
The name-id-mapping
--------------------
The mapping maps node content ids to node names.
Node metadata format for map format versions <= 22
---------------------------------------------------
The node metadata are serialized depending on the type_id field.
1: Generic metadata
serialized inventory
u32 len
u8[len] text
u16 len
u8[len] owner
u16 len
u8[len] infotext
u16 len
u8[len] inventory drawspec
u8 allow_text_input (bool)
u8 removal_disabled (bool)
u8 enforce_owner (bool)
u32 num_vars
foreach num_vars
u16 len
u8[len] name
u32 len
u8[len] value
14: Sign metadata
u16 text_len
u8[text_len] text
15: Chest metadata
serialized inventory
16: Furnace metadata
TBD
17: Locked Chest metadata
u16 len
u8[len] owner
serialized inventory
Static objects
---------------
Static objects are persistent freely moving objects in the world.
Object types:
1: Test object
2: Item
3: Rat (obsolete)
4: Oerkki (obsolete)
5: Firefly (obsolete)
6: MobV2 (obsolete)
7: LuaEntity
1: Item:
u8 version
version 0:
u16 len
u8[len] itemstring
7: LuaEntity:
u8 compatibility_byte (always 1)
u16 len
u8[len] entity name
u32 len
u8[len] static data
s16 hp
s32 velocity.x * 10000
s32 velocity.y * 10000
s32 velocity.z * 10000
s32 yaw * 1000
if PROTOCOL_VERSION >= 37:
u8 version2 (=1)
s32 pitch * 1000
s32 roll * 1000
Itemstring format
------------------
eg. 'default:dirt 5'
eg. 'default:pick_wood 21323'
eg. '"default:apple" 2'
eg. 'default:apple'
- The wear value in tools is 0...65535
- There are also a number of older formats that you might stumble upon:
eg. 'node "default:dirt" 5'
eg. 'NodeItem default:dirt 5'
eg. 'ToolItem WPick 21323'
Inventory serialization format
-------------------------------
- The inventory serialization format is line-based
- The newline character used is "\n"
- The end condition of a serialized inventory is always "EndInventory\n"
- All the slots in a list must always be serialized.
Example (format does not include "---"):
---
List foo 4
Item default:sapling
Item default:sword_stone 1 10647
Item default:dirt 99
Empty
EndInventoryList
List bar 9
Empty
Empty
Empty
Empty
Empty
Empty
Empty
Empty
Empty
EndInventoryList
EndInventory
---

BIN
fonts/Arimo-Bold.ttf Normal file

Binary file not shown.

BIN
fonts/Arimo-BoldItalic.ttf Normal file

Binary file not shown.

BIN
fonts/Arimo-Italic.ttf Normal file

Binary file not shown.

2
fonts/Arimo-LICENSE.txt Normal file
View File

@ -0,0 +1,2 @@
Arimo - Apache License, version 2.0
Arimo-Regular.ttf: Digitized data copyright (c) 2010-2012 Google Corporation.

BIN
fonts/Arimo-Regular-df.ttf Normal file

Binary file not shown.

BIN
fonts/Arimo-Regular.ttf Normal file

Binary file not shown.

BIN
fonts/Cousine-Bold.ttf Normal file

Binary file not shown.

Binary file not shown.

BIN
fonts/Cousine-Italic.ttf Normal file

Binary file not shown.

View File

@ -0,0 +1,2 @@
Cousine - Apache License, version 2.0
Cousine-Regular.ttf: Digitized data copyright (c) 2010-2012 Google Corporation.

BIN
fonts/Cousine-Regular.ttf Normal file

Binary file not shown.

View File

@ -0,0 +1,13 @@
Copyright (C) 2012 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.

Binary file not shown.

BIN
fonts/Ubuntu-B.ttf Normal file

Binary file not shown.

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 55 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 66 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 72 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 87 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 100 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 119 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 135 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 149 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 166 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 186 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 196 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 29 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 44 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 50 KiB