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master
LazyJ 8 years ago
commit
caf683fb29
  1. 74
      README.txt
  2. 175
      abms.lua
  3. 106
      aliases.lua
  4. 326
      basic_stairs_slabs.lua
  5. 18
      config.txt
  6. 185
      crafting.lua
  7. 2
      depends.txt
  8. 201
      falling_snow.lua
  9. 127
      init.lua
  10. 674
      license.txt
  11. 181
      mapgen.lua
  12. 278
      mapgen_v6.lua
  13. 147
      mapgen_v7.lua
  14. BIN
      models/sled.blend
  15. BIN
      models/sled.png
  16. 369
      models/sled.x
  17. 355
      nodes.lua
  18. 73
      readme_splizards_original.txt
  19. BIN
      schematics/pine.mts
  20. 203
      sled.lua
  21. 190
      snowball.lua
  22. 341
      stairsplus.lua
  23. BIN
      textures/character_snow_man.png
  24. BIN
      textures/character_snow_man_preview.png
  25. BIN
      textures/character_snow_man_preview_back.png
  26. BIN
      textures/default_ice.png
  27. BIN
      textures/default_ice.xcf
  28. 67
      textures/inkscape_default_ice.svg
  29. BIN
      textures/mocha.png
  30. BIN
      textures/mocha.xcf
  31. BIN
      textures/original_snow_snow_brick.png
  32. BIN
      textures/rect2985.png
  33. BIN
      textures/snow_ice.png
  34. BIN
      textures/snow_moss.png
  35. BIN
      textures/snow_needles.png
  36. BIN
      textures/snow_needles_decorated.png
  37. BIN
      textures/snow_needles_decorated_animated.png
  38. BIN
      textures/snow_needles_decorated_animated.xcf
  39. BIN
      textures/snow_sapling_pine.png
  40. BIN
      textures/snow_sled.png
  41. BIN
      textures/snow_snow.png
  42. BIN
      textures/snow_snow_brick.png
  43. BIN
      textures/snow_snow_brick.xcf
  44. BIN
      textures/snow_snow_cobble.png
  45. BIN
      textures/snow_snow_cobble.png_01
  46. BIN
      textures/snow_snow_cobble.xcf
  47. BIN
      textures/snow_snow_side.png
  48. BIN
      textures/snow_snowball.png
  49. BIN
      textures/snow_snowfall.png
  50. BIN
      textures/snow_star.png
  51. BIN
      textures/snow_star_lit.png
  52. BIN
      textures/snow_star_lit.xcf
  53. BIN
      textures/snow_xmas_tree.png
  54. BIN
      textures/weather_snow.png
  55. BIN
      textures/xdefault_cobble.png
  56. BIN
      textures/xdefault_furnace_bottom.png
  57. BIN
      textures/xdefault_furnace_fire_bg.png
  58. BIN
      textures/xdefault_furnace_fire_fg.png
  59. BIN
      textures/xdefault_furnace_front.png
  60. BIN
      textures/xdefault_furnace_front_active.png
  61. BIN
      textures/xdefault_furnace_side.png
  62. BIN
      textures/xdefault_furnace_top.png
  63. BIN
      textures/xdefault_glass.png
  64. BIN
      textures/xdefault_ice.png
  65. BIN
      textures/xdefault_ice.xcf
  66. BIN
      textures/xdefault_snow.png
  67. BIN
      textures/xdefault_stone_brick.png
  68. 155
      util.lua

74
README.txt

@ -0,0 +1,74 @@
This version of 'Snow' is based off of Splizard's 2013_12_25 release.
I started out making a couple tweaks here-and-there and then it just
progressed into something more complex. Since then several things have been
fixed and a few others added.
There is still more to do.
What follows below is a partial and very rough draft of the README.txt file's
contents. I still have to get my scattered notes sorted to make a better
documentation. If things get too wordy, I'll try splitting them off
into seperate files and see if that makes things easier to consume and maintain.
~ LazyJ, 2014_06_01
~~~~~~~~~~~~~~~~~~~~
List of Changes
~~~~~~~~~~~~~~~~~~~~
INIT.LUA
* Moved contents to separate lua files
* Checks for "MoreBlocks" mod
FALLING_SNOW.LUA
* Falling snow would destroy nodes it deposited snow on. I figured out
that if I switched the 'snow.place' with 'minetest.place_node' and
increased the y position by 2, then the nodes were nolonger destroyed and
the snow would start to pile up.
MAPGEN.LUA
* Replaced snow:snow with default:snow and snow:snow_block
with default:snowblock.
SLED.LUA
* The HUD message that displayed when a player sat on the sled would
not go away after the player got off the sled. I spent hours on trial-and-error
while reading the lua_api.txt and scrounging the Internet for a
needle-in-the-haystack solution as to why the hud_remove wasn't working.
Turns out Splizard's code was mostly correct, just assembled in the wrong order.
The key to the solution was found in the code of leetelate's scuba mod:
http://forum.minetest.net/viewtopic.php?id=7175
* Changed the wording of the HUD message for clarity.
~~~~~~
TODO
~~~~~~
Falling Snow:
* Add code to prevent snowfall from depositing snow on or near torches and lava.
* Add code to prevent snowfall from depositing snow on
'walkable = false' defined nodes.
Sled:
* Figure out why the player avatars remain in a seated position, even after
getting off the sled, if they flew while on the sled.
'default.player_set_animation', where is a better explanation for this and what
are it's available options?

175
abms.lua

@ -0,0 +1,175 @@
--Backwards Compatability.
minetest.register_abm({
nodenames = {"snow:snow1","snow:snow2","snow:snow3","gsnow4","snow:snow5","snow:snow6","snow:snow7","snow:snow8"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local level = 7*(tonumber(node.name:sub(-1)))
minetest.add_node(pos,{name="default:snow"})
minetest.set_node_level(pos, level)
end,
})
-- Added to change dirt_with_snow to dirt if covered with blocks that don't let light through (sunlight_propagates) or have a light paramtype and liquidtype combination. ~ LazyJ, 2014_03_08
minetest.register_abm({
nodenames = {"default:dirt_with_snow"},
interval = 2,
chance = 20,
action = function(pos, node)
local above = {x=pos.x, y=pos.y+1, z=pos.z}
local name = minetest.get_node(above).name
local nodedef = minetest.registered_nodes[name]
if name ~= "ignore" and nodedef
and not ((nodedef.sunlight_propagates or nodedef.paramtype == "light")
and nodedef.liquidtype == "none") then
minetest.set_node(pos, {name = "default:dirt"})
end
end
})
--Melting
--Any node part of the group melting will melt when near warm nodes such as lava, fire, torches, etc.
--The amount of water that replaces the node is defined by the number on the group:
--1: one water_source
--2: four water_flowings
--3: one water_flowing
minetest.register_abm({
nodenames = {"group:melts"},
neighbors = {"group:igniter","default:torch","default:furnace_active","group:hot"},
interval = 2,
chance = 2,
action = function(pos, node, active_object_count, active_object_count_wider)
local intensity = minetest.get_item_group(node.name,"melts")
if intensity == 1 then
minetest.add_node(pos,{name="default:water_source"})
elseif intensity == 2 then
--[[ This was causing "melts=2" nodes to just disappear so I changed it to replace the
node with a water_source for a couple seconds and then replace the water_source with
air. This way it made a watery mess that quickly evaporated. ~ LazyJ 2014_04_24
local check_place = function(pos,node)
if minetest.get_node(pos).name == "air" then
minetest.place_node(pos,node)
end
end
minetest.add_node(pos,{name="default:water_flowing"})
check_place({x=pos.x+1,y=pos.y,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x-1,y=pos.y,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x,y=pos.y+1,z=pos.z},{name="default:water_flowing"})
check_place({x=pos.x,y=pos.y-1,z=pos.z},{name="default:water_flowing"})
elseif intensity == 3 then
--]]
minetest.add_node(pos,{name="default:water_source"})
minetest.after(2, function() -- 2 seconds gives just enough time for
-- the water to flow and spread before the
-- water_source is changed to air. ~ LazyJ
if minetest.get_node(pos).name == "default:water_source" then
minetest.add_node(pos,{name="air"})
end
end)
end
nodeupdate(pos)
end,
})
--Freezing
--Water freezes when in contact with snow.
minetest.register_abm({
nodenames = {"default:water_source"},
-- Added "group:icemaker" and snowbrick. ~ LazyJ
neighbors = {"default:snow", "default:snowblock", "snow:snow_brick", "group:icemaker"},
interval = 20,
chance = 4,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.add_node(pos,{name="default:ice"})
end,
})
--Spread moss to cobble.
minetest.register_abm({
nodenames = {"default:cobble"},
neighbors = {"snow:moss"},
interval = 20,
chance = 6,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.add_node(pos,{name="default:mossycobble"})
end,
})
--Grow Pine Saplings
minetest.register_abm({
nodenames = {"snow:sapling_pine"},
interval = 10,
chance = 50,
action = function(pos, node, active_object_count, active_object_count_wider)
-- Check if there is enough vertical-space for the sapling to grow without
-- hitting anything else. ~ LazyJ, 2014_04_10
if -- 'If' there is air in each of the 8 nodes dirctly above the sapling,... ~LazyJ
minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+2, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+3, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+4, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+5, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+6, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+7, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+8, z=pos.z}).name == "air"
then -- 'then' let the sapling grow into a tree. ~ LazyJ
snow.make_pine(pos,false)
-- This finds the sapling under the grown tree. ~ LazyJ
if minetest.get_node({x = pos.x, y = pos.y, z = pos.z}).name == "snow:sapling_pine" then
-- This switches the sapling to a tree trunk. ~ LazyJ
minetest.set_node(pos, {name="default:tree"})
-- This is more for testing but it may be useful info to some admins when
-- grepping the server logs too. ~ LazyJ
minetest.log("action", "A pine sapling grows into a tree at "..minetest.pos_to_string(pos))
end
else
end
end
})
--Grow Christmas Tree Saplings
minetest.register_abm({
nodenames = {"snow:xmas_tree"},
interval = 10,
chance = 50,
action = function(pos, node, active_object_count, active_object_count_wider)
if -- 'If' there is air in each of the 8 nodes dirctly above the sapling,... ~LazyJ
minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+2, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+3, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+4, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+5, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+6, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+7, z=pos.z}).name == "air" and
minetest.get_node({x=pos.x, y=pos.y+8, z=pos.z}).name == "air"
then -- 'then' let the sapling grow into a tree. ~ LazyJ
snow.make_pine(pos,false,true)
minetest.log("action", "A pine sapling grows into a Christmas tree at "..minetest.pos_to_string(pos)) -- ~ LazyJ
else -- 'Else', if there isn't air in each of the 8 nodes above the sapling,
-- then don't anything; including not allowing the sapling to grow.
-- ~ LazyJ, 2014_04_10
end
end
})

106
aliases.lua

@ -0,0 +1,106 @@
-- Some aliases for compatibility switches and some to make "/give" commands a little easier
minetest.register_alias("snow:snow", "default:snow")
minetest.register_alias("default_snow", "default:snow")
minetest.register_alias("snow:snowball", "default:snow")
minetest.register_alias("snowball", "default:snow")
minetest.register_alias("snowballs", "default:snow")
minetest.register_alias("snow_ball", "default:snow")
minetest.register_alias("snow:ice", "default:ice")
minetest.register_alias("ice", "default:ice")
minetest.register_alias("default_ice", "default:ice")
minetest.register_alias("snow:dirt_with_snow", "default:dirt_with_snow")
minetest.register_alias("dirtwithsnow", "default:dirt_with_snow")
minetest.register_alias("snowdirt", "default:dirt_with_snow")
minetest.register_alias("snowydirt", "default:dirt_with_snow")
minetest.register_alias("snow:snow_block", "default:snowblock")
minetest.register_alias("default:snow_block", "default:snowblock")
--minetest.register_alias("snow_block", "default:snowblock")
minetest.register_alias("snowblocks", "default:snowblock")
minetest.register_alias("snowbrick", "snow:snow_brick")
minetest.register_alias("bricksnow", "snow:snow_brick")
minetest.register_alias("snowbricks", "snow:snow_brick")
--minetest.register_alias("snow_brick", "snow:snow_brick")
--minetest.register_alias("snow_bricks", "snow:snow_brick")
minetest.register_alias("snowybricks", "snow:snow_brick")
minetest.register_alias("snowcobble", "snow:snow_cobble")
--minetest.register_alias("snow_cobble", "snow:snow_cobble")
minetest.register_alias("snowycobble", "snow:snow_cobble")
minetest.register_alias("cobblesnow", "snow:snow_cobble")
-- To clean up my first stairsplus attempt.
-- Stair
minetest.register_alias(":default:stair_snowblock", "moreblocks:stair_snowblock")
minetest.register_alias(":default:stair_snowblock_half", "moreblocks:stair_snowblock_half")
minetest.register_alias(":default:stair_snowblock_right_half", "moreblocks:stair_snowblock_right_half")
minetest.register_alias(":default:stair_snowblock_inner", "moreblocks:stair_snowblock_inner")
minetest.register_alias(":default:stair_snowblock_outer", "moreblocks:stair_snowblock_outer")
minetest.register_alias(":default:stair_snowblock_alt", "moreblocks:stair_snowblock_alt")
minetest.register_alias(":default:stair_snowblock_alt_1", "moreblocks:stair_snowblock_alt_1")
minetest.register_alias(":default:stair_snowblock_alt_2", "moreblocks:stair_snowblock_2")
minetest.register_alias(":default:stair_snowblock_alt_4", "moreblocks:stair_snowblock_alt_4")
minetest.register_alias(":default:stair_ice", "moreblocks:stair_ice")
minetest.register_alias(":default:stair_ice_half", "moreblocks:stair_ice_half")
minetest.register_alias(":default:stair_ice_right_half", "moreblocks:stair_ice_right_half")
minetest.register_alias(":default:stair_ice_inner", "moreblocks:stair_ice_inner")
minetest.register_alias(":default:stair_ice_outer", "moreblocks:stair_ice_outer")
minetest.register_alias(":default:stair_ice_alt", "moreblocks:stair_ice_alt")
minetest.register_alias(":default:stair_ice_alt_1", "moreblocks:stair_ice_alt_1")
minetest.register_alias(":default:stair_ice_alt_2", "moreblocks:stair_ice_2")
minetest.register_alias(":default:stair_ice_alt_4", "moreblocks:stair_ice_alt_4")
-- Slab
minetest.register_alias(":default:slab_snowblock", "moreblocks:slab_snowblock")
minetest.register_alias(":default:slab_snowblock_quarter", "moreblocks:slab_snowblock_quarter")
minetest.register_alias(":default:slab_snowblock_three_quarter", "moreblocks:slab_snowblock_three_quarter")
minetest.register_alias(":default:slab_snowblock_1", "moreblocks:slab_snowblock_1")
minetest.register_alias(":default:slab_snowblock_2", "moreblocks:slab_snowblock_2")
minetest.register_alias(":default:slab_snowblock_14", "moreblocks:slab_snowblock_14")
minetest.register_alias(":default:slab_snowblock_15", "moreblocks:slab_snowblock_15")
minetest.register_alias(":default:slab_ice", "moreblocks:slab_ice")
minetest.register_alias(":default:slab_ice_quarter", "moreblocks:slab_ice_quarter")
minetest.register_alias(":default:slab_ice_three_quarter", "moreblocks:slab_ice_three_quarter")
minetest.register_alias(":default:slab_ice_1", "moreblocks:slab_ice_1")
minetest.register_alias(":default:slab_ice_2", "moreblocks:slab_ice_2")
minetest.register_alias(":default:slab_ice_14", "moreblocks:slab_ice_14")
minetest.register_alias(":default:slab_ice_15", "moreblocks:slab_ice_15")
-- Panel
minetest.register_alias(":default:panel_snowblock", "moreblocks:panel_snowblock")
minetest.register_alias(":default:panel_snowblock_1", "moreblocks:panel_snowblock_1")
minetest.register_alias(":default:panel_snowblock_2", "moreblocks:panel_snowblock_2")
minetest.register_alias(":default:panel_snowblock_4", "moreblocks:panel_snowblock_4")
minetest.register_alias(":default:panel_snowblock_12", "moreblocks:panel_snowblock_12")
minetest.register_alias(":default:panel_snowblock_14", "moreblocks:panel_snowblock_14")
minetest.register_alias(":default:panel_snowblock_15", "moreblocks:panel_snowblock_15")
minetest.register_alias(":default:panel_ice", "moreblocks:panel_ice")
minetest.register_alias(":default:panel_ice_1", "moreblocks:panel_ice_1")
minetest.register_alias(":default:panel_ice_2", "moreblocks:panel_ice_2")
minetest.register_alias(":default:panel_ice_4", "moreblocks:panel_ice_4")
minetest.register_alias(":default:panel_ice_12", "moreblocks:panel_ice_12")
minetest.register_alias(":default:panel_ice_14", "moreblocks:panel_ice_14")
minetest.register_alias(":default:panel_ice_15", "moreblocks:panel_ice_15")
-- Micro
minetest.register_alias(":default:micro_snowblock", "moreblocks:micro_snowblock")
minetest.register_alias(":default:micro_snowblock_1", "moreblocks:micro_snowblock_1")
minetest.register_alias(":default:micro_snowblock_2", "moreblocks:micro_snowblock_2")
minetest.register_alias(":default:micro_snowblock_4", "moreblocks:micro_snowblock_4")
minetest.register_alias(":default:micro_snowblock_12", "moreblocks:micro_snowblock_12")
minetest.register_alias(":default:micro_snowblock_14", "moreblocks:micro_snowblock_14")
minetest.register_alias(":default:micro_snowblock_15", "moreblocks:micro_snowblock_15")
minetest.register_alias(":default:micro_ice", "moreblocks:micro_ice")
minetest.register_alias(":default:micro_ice_1", "moreblocks:micro_ice_1")
minetest.register_alias(":default:micro_ice_2", "moreblocks:micro_ice_2")
minetest.register_alias(":default:micro_ice_4", "moreblocks:micro_ice_4")
minetest.register_alias(":default:micro_ice_12", "moreblocks:micro_ice_12")
minetest.register_alias(":default:micro_ice_14", "moreblocks:micro_ice_14")
minetest.register_alias(":default:micro_ice_15", "moreblocks:micro_ice_15")

326
basic_stairs_slabs.lua

@ -0,0 +1,326 @@
-- Based on
-- Minetest 0.4 mod: stairs
-- See README.txt for licensing and other information.
-- ADD CHECK FOR MOREBLOCKS/SKIP IF NOT FOUND CODE STUFF HERE
snow_stairs = {} -- This is a little trick. Without it Minetest will complain
-- "attempt to index global 'snow' (a nil value)" and
-- refuse to load. So a value without definition "={}"is assigned to snow.
-- Node will be called snow:stair_<subname>
function snow_stairs.register_stair(subname, recipeitem, groups, images, description, sounds)
minetest.register_node("snow:stair_" .. subname, {
description = description,
drawtype = "nodebox",
tiles = images,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = true,
groups = groups,
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dig = {name="default_dig_crumbly", gain=0.4},
dug = {name="default_snow_footstep", gain=0.75},
place = {name="default_place_node", gain=1.0}
}),
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, 0, 0, 0.5, 0.5, 0.5},
},
},
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local p0 = pointed_thing.under
local p1 = pointed_thing.above
local param2 = 0
local placer_pos = placer:getpos()
if placer_pos then
local dir = {
x = p1.x - placer_pos.x,
y = p1.y - placer_pos.y,
z = p1.z - placer_pos.z
}
param2 = minetest.dir_to_facedir(dir)
end
if p0.y-1 == p1.y then
param2 = param2 + 20
if param2 == 21 then
param2 = 23
elseif param2 == 23 then
param2 = 21
end
end
return minetest.item_place(itemstack, placer, pointed_thing, param2)
end,
on_construct = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass"
-- Thinking in terms of layers, dirt_with_snow could also double as
-- dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ, 2014_04_04
or minetest.get_node(pos).name == "default:dirt" then
minetest.set_node(pos, {name="default:dirt_with_snow"})
end
end
})
--[[
-- for replace ABM
minetest.register_node("snow:stair_" .. subname.."upside_down", {
replace_name = "snow:stair_" .. subname,
groups = {slabs_replace=1},
})
--]]
minetest.register_craft({
output = 'snow:stair_' .. subname .. ' 6',
recipe = {
{recipeitem, "", ""},
{recipeitem, recipeitem, ""},
{recipeitem, recipeitem, recipeitem},
},
})
-- Flipped recipe
minetest.register_craft({
output = 'snow:stair_' .. subname .. ' 6',
recipe = {
{"", "", recipeitem},
{"", recipeitem, recipeitem},
{recipeitem, recipeitem, recipeitem},
},
})
end
-- Node will be called snow:slab_<subname>
function snow_stairs.register_slab(subname, recipeitem, groups, images, description, sounds)
minetest.register_node("snow:slab_" .. subname, {
description = description,
drawtype = "nodebox",
tiles = images,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = true,
groups = groups,
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dig = {name="default_dig_crumbly", gain=0.4},
dug = {name="default_snow_footstep", gain=0.75},
place = {name="default_place_node", gain=1.0}
}),
node_box = {
type = "fixed",
fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5},
},
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
-- If it's being placed on an another similar one, replace it with
-- a full block
local slabpos = nil
local slabnode = nil
local p0 = pointed_thing.under
local p1 = pointed_thing.above
local n0 = minetest.get_node(p0)
local n1 = minetest.get_node(p1)
local param2 = 0
local n0_is_upside_down = (n0.name == "snow:slab_" .. subname and
n0.param2 >= 20)
if n0.name == "snow:slab_" .. subname and not n0_is_upside_down and p0.y+1 == p1.y then
slabpos = p0
slabnode = n0
elseif n1.name == "snow:slab_" .. subname then
slabpos = p1
slabnode = n1
end
if slabpos then
-- Remove the slab at slabpos
minetest.remove_node(slabpos)
-- Make a fake stack of a single item and try to place it
local fakestack = ItemStack(recipeitem)
fakestack:set_count(itemstack:get_count())
pointed_thing.above = slabpos
local success
fakestack, success = minetest.item_place(fakestack, placer, pointed_thing)
-- If the item was taken from the fake stack, decrement original
if success then
itemstack:set_count(fakestack:get_count())
-- Else put old node back
else
minetest.set_node(slabpos, slabnode)
end
return itemstack
end
-- Upside down slabs
if p0.y-1 == p1.y then
-- Turn into full block if pointing at a existing slab
if n0_is_upside_down then
-- Remove the slab at the position of the slab
minetest.remove_node(p0)
-- Make a fake stack of a single item and try to place it
local fakestack = ItemStack(recipeitem)
fakestack:set_count(itemstack:get_count())
pointed_thing.above = p0
local success
fakestack, success = minetest.item_place(fakestack, placer, pointed_thing)
-- If the item was taken from the fake stack, decrement original
if success then
itemstack:set_count(fakestack:get_count())
-- Else put old node back
else
minetest.set_node(p0, n0)
end
return itemstack
end
-- Place upside down slab
param2 = 20
end
-- If pointing at the side of a upside down slab
if n0_is_upside_down and p0.y+1 ~= p1.y then
param2 = 20
end
return minetest.item_place(itemstack, placer, pointed_thing, param2)
end,
on_construct = function(pos)
pos.y = pos.y - 1
if minetest.get_node(pos).name == "default:dirt_with_grass"
-- Thinking in terms of layers, dirt_with_snow could also double as
-- dirt_with_frost which adds subtlety to the winterscape. ~ LazyJ, 2014_04_04
or minetest.get_node(pos).name == "default:dirt" then
minetest.set_node(pos, {name="default:dirt_with_snow"})
end
end
})
--[[
-- for replace ABM
minetest.register_node("snow:slab_" .. subname.."upside_down", {
replace_name = "snow:slab_"..subname,
groups = {slabs_replace=1},
})
--]]
minetest.register_craft({
output = 'snow:slab_' .. subname .. ' 6',
recipe = {
{recipeitem, recipeitem, recipeitem},
},
})
end
--[[
-- Replace old "upside_down" nodes with new param2 versions
minetest.register_abm({
nodenames = {"group:slabs_replace"},
interval = 1,
chance = 1,
action = function(pos, node)
node.name = minetest.registered_nodes[node.name].replace_name
node.param2 = node.param2 + 20
if node.param2 == 21 then
node.param2 = 23
elseif node.param2 == 23 then
node.param2 = 21
end
minetest.set_node(pos, node)
end,
})
--]]
-- Snow stairs and slabs require extra definitions because of their extra
-- features (freezing, melting, and how they change dirt and dirt_with_grass). ~ LazyJ
-- Nodes will be called snow:{stair,slab}_<subname>
function snow_stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, freezemelt, liquidtype, paramtype, sunlight_propagates)
snow_stairs.register_stair(subname, recipeitem, groups, images, desc_stair, freezemelt, liquidtype, paramtype, sunlight_propagates)
snow_stairs.register_slab(subname, recipeitem, groups, images, desc_slab, freezemelt, liquidtype, paramtype, sunlight_propagates)
end
list_of_snow_stuff = {
--{"row[1] = first item in row",
-- "row[2] = second item in row",
-- "row[3] = third item in row", and so on, and so on...}, ~ LazyJ
{"ice", "default:ice", "default_ice.png", "Ice Stairs", "Ice Slabs"},
{"snowblock", "default:snowblock", "default_snow.png", "Snowblock Stairs", "Snowblock Slabs"},
{"snow_cobble", "snow:snow_cobble", "snow_snow_cobble.png", "Snow Cobble Stairs", "Snow Cobble Slabs"},
{"snow_brick", "snow:snow_brick", "snow_snow_brick.png", "Snow Brick Stair", "Snow Brick Slab"},
}
for _, row in ipairs(list_of_snow_stuff) do
local snow_subname = row[1]
local snow_recipeitem = row[2]
local snow_images = row[3]
local snow_desc_stair = row[4]
local snow_desc_slab = row[5]
snow_stairs.register_stair_and_slab(snow_subname, snow_recipeitem,
{cracky=2, crumbly=2, choppy=2, oddly_breakable_by_hand=2, melts=1, icemaker=1},
{snow_images},
snow_desc_stair,
snow_desc_slab,
"default:water_source",
"none",
"light",
true
)
end -- End the "list of snow stuff" part of the above section. ~ LazyJ
-- Snow stairs and slabs should be easier to break than the more dense and
-- manufactured, other snow-type nodes in the list above. ~ lazyJ
minetest.override_item("snow:stair_snowblock", {
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, melts=2, icemaker=1},
})
minetest.override_item("snow:slab_snowblock", {
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, melts=2, icemaker=1},
})
-- Everything above is made of snow and uses snow sounds, ice, however, should sound more like glass
-- and be harder to dig. ~ LazyJ
minetest.override_item("snow:stair_ice", {
groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1, melts=2, icemaker=1},
use_texture_alpha = true,
sounds = default.node_sound_glass_defaults(),
})
minetest.override_item("snow:slab_ice", {
groups = {cracky=1, crumbly=1, choppy=1, oddly_breakable_by_hand=1, melts=2, icemaker=1},
use_texture_alpha = true,
sounds = default.node_sound_glass_defaults(),
})

18
config.txt

@ -0,0 +1,18 @@
# Whether you are running a legacy minetest version (auto-detected).
legacy = false
# Enables falling snow.
enable_snowfall = false
# Disable this to stop snow from being smoothed.
smooth_snow = true
# Disable this to remove christmas saplings from being found.
christmas_content = true
# The minumum height a snow biome will generate.
min_height = 3
# Disable this to prevent sleds from being riden.
sleds = true
# Enables debug output.
debug = false
# Reduces the amount of resources and fps used by snowfall.
lighter_snowfall = false
# Enables smooth transition of biomes
smooth_biomes = true

185
crafting.lua

@ -0,0 +1,185 @@
--[[
Crafting Sections (in order, top to bottom):
1. Fuel
2. Cooking
3. Crafting and Recycling
The crafting recipe for the sled is in the sled.lua file.
~ LazyJ
--]]
-- 1. Fuel
minetest.register_craft({
type = "fuel",
recipe = "snow:needles",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "snow:sapling_pine",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "snow:needles_decorated",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "snow:xmas_tree",
burntime = 10,
})
-- 2. Cooking
--[[
"Cooks_into_ice" is a custom group I assigned to full-sized, snow-stuff nodes
(snow bricks, snow cobble, snow blocks, etc.) so I wouldn't have to write an individual cooking
recipe for each one.
~ LazyJ
--]]
minetest.register_craft({
type = "cooking",
cooktime = 12,
output = "default:ice",
recipe = "group:cooks_into_ice",
})
-- 3. Crafting and Recycling
-- Let's make moss craftable so players can more easily create mossycobble and
-- gives another useful purpose to pine needles. ~ LazyJ
minetest.register_craft({
output = 'snow:moss',
recipe = {
{'snow:needles', 'snow:needles'},
{'snow:needles', 'snow:needles'},
},
})
--[[
Most snow biomes are too small to provide enough snow as a building material and
still have enough landscape snow to create the wintry surroundings of a
snow village or castle. So I added this snowblock crafting recipe as a way for
players to increase their snow supply in small increments. I considered making
the output 9 but that would make it all too quick and easy (especially for griefers) to create lots
of snowblocks (and then use them to water-grief by melting the snow blocks).
~ LazyJ
--]]
minetest.register_craft({
type = "shapeless",
output = 'default:snowblock 3',
recipe = {
'snow:snow_cobble',
'snow:snow_cobble'
}
})
minetest.register_craft({
type = "shapeless",
output = 'default:snowblock 3',
recipe = {
'default:snowblock',
'default:snowblock'
}
})
minetest.register_craft({
output = 'snow:snow_brick',
recipe = {
{'default:snowblock', 'default:snowblock'},
{'default:snowblock', 'default:snowblock'}
}
})
-- Why not recycle snow_bricks back into snowblocks? ~ LazyJ
minetest.register_craft({
output = 'default:snowblock 4',
recipe = {
{'snow:snow_brick'}
}
})
-- Recycle basic, half-block, slabs back into full blocks
-- A little "list" magic here. Instead of writing four crafts I only have to write two. ~ LazyJ
local recycle_default_slabs = {
"ice",
"snowblock",
}
for _, name in pairs(recycle_default_slabs) do
local subname_default = name
-- This craft is for default snowblocks and default ice.
-- 1 crafting recipe handles 2, default blocks. ~ LazyJ
minetest.register_craft({
type = "shapeless",
output = "default:"..subname_default,
recipe = {
"snow:slab_"..subname_default,
"snow:slab_"..subname_default,
}
})
end
-- Similar list magic here too. I couldn't successfully combine these in the first list
-- because we are dealing with slabs/blocks from two different mods, the "Snow" mod and
-- minetest_game's "Default" mod. ~ LazyJ
local recycle_snowmod_slabs = {
"snow_brick",
"snow_cobble",
}
for _, name in pairs(recycle_snowmod_slabs) do
local subname_snowmod = name
-- This craft is for the Snow mod's full-sized blocks.
-- 1 crafting recipe handles 2, or more, Snow mod blocks. ~ LazyJ
minetest.register_craft({
type = "shapeless",
output = "snow:"..subname_snowmod,
recipe = {
"snow:slab_"..subname_snowmod,
"snow:slab_"..subname_snowmod,
}
})
end

2
depends.txt

@ -0,0 +1,2 @@
default
moreblocks?

201
falling_snow.lua

@ -0,0 +1,201 @@
--[[
--=================
--======================================
LazyJ's Fork of Splizard's "Snow" Mod
by LazyJ
version: Umpteen and 7/5ths something or another.
2014_04_12
--======================================
--=================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
THE LIST OF CHANGES I'VE MADE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Falling snow would destroy nodes it deposited snow on. I figured out that if
I switched the 'snow.place' with 'minetest.place_node' and increased the
y position by 2, then the nodes were nolonger destroyed and the snow
would start to pile up.
~~~~~~
TODO
~~~~~~
* Add code to prevent snowfall from depositing snow on or
near torches and lava.
* Add code to prevent snowfall from depositing snow on
'walkable = false' defined nodes.
--]]
--=============================================================
-- CODE STUFF
--=============================================================
if snow.enable_snowfall then
local weather_legacy
local read_weather_legacy = function ()
local file = io.open(minetest.get_worldpath().."/weather_v6", "r")
if not file then return end
local readweather = file:read()
file:close()
return readweather
end
--Weather for legacy versions of minetest.
local save_weather_legacy = function ()
local file = io.open(minetest.get_worldpath().."/weather_v6", "w+")
file:write(weather_legacy)
file:close()
end
weather_legacy = read_weather_legacy() or ""
minetest.register_globalstep(function(dtime)
if weather_legacy == "snow" then
if math.random(1, 10000) == 1 then
weather_legacy = "none"
save_weather_legacy()
end
else
if math.random(1, 50000) == 2 then
weather_legacy = "snow"
save_weather_legacy()
end
end
end)
--Get snow at position.
local get_snow = function(pos)
--Legacy support.
if weather_legacy == "snow" then
local perlin1 = minetest.env:get_perlin(112,3, 0.5, 150)
if perlin1:get2d( {x=pos.x, y=pos.z} ) > 0.53 then
return true
else
return false
end
else
return false
end
end
local addvectors = vector and vector.add
--Returns a random position between minp and maxp.
local randpos = function (minp, maxp)
local x,y,z
if minp.x > maxp.x then
x = math.random(maxp.x,minp.x) else x = math.random(minp.x,maxp.x) end
y = minp.y
if minp.z > maxp.z then
z = math.random(maxp.z,minp.z) else z = math.random(minp.z,maxp.z) end
return {x=x,y=y,z=z}
end
local snow_fall=function (pos, player, animate)
local ground_y = nil
for y=pos.y+10,pos.y+20,1 do
local n = minetest.env:get_node({x=pos.x,y=y,z=pos.z}).name
if n ~= "air" and n ~= "ignore" then
return
end
end
for y=pos.y+10,pos.y-15,-1 do
local n = minetest.env:get_node({x=pos.x,y=y,z=pos.z}).name
if n ~= "air" and n ~= "ignore" then
ground_y = y
break
end
end
if not ground_y then return end
pos = {x=pos.x, y=ground_y, z=pos.z}
local spos = {x=pos.x, y=ground_y+10, z=pos.z}
if get_snow(pos) then
if animate then
local minp = addvectors(spos, {x=-9, y=3, z=-9})
local maxp = addvectors(spos, {x= 9, y=5, z= 9})
local vel = {x=0, y= -1, z=-1}
local acc = {x=0, y= 0, z=0}
minetest.add_particlespawner(3, 0.5,
minp, maxp,
vel, vel,
acc, acc,
5, 5,
50, 50,
false, "weather_snow.png", player:get_player_name())
end
--snow.place(pos, true)
minetest.place_node({x=pos.x, y=pos.y+2, z=pos.z}, {name="default:snow"}) -- LazyJ
end
end
-- Snow
minetest.register_globalstep(function(dtime)
for _, player in ipairs(minetest.get_connected_players()) do
local ppos = player:getpos()
local sminp = addvectors(ppos, {x=-20, y=0, z=-20})
local smaxp = addvectors(ppos, {x= 20, y=0, z= 20})
-- Make sure player is not in a cave/house...
if get_snow(ppos) and minetest.env:get_node_light(ppos, 0.5) == 15 then
local minp = addvectors(ppos, {x=-9, y=3, z=-9})
local maxp = addvectors(ppos, {x= 9, y=5, z= 9})
local minp_deep = addvectors(ppos, {x=-5, y=3.2, z=-5})
local maxp_deep = addvectors(ppos, {x= 5, y=1.6, z= 5})
local vel = {x=0, y= -1, z=-1}
local acc = {x=0, y= 0, z=0}
if not snow.lighter_snowfall then
minetest.add_particlespawner(5, 0.5,
minp, maxp,
vel, vel,
acc, acc,
5, 5,
25, 25,
false, "weather_snow.png", player:get_player_name())
minetest.add_particlespawner(4, 0.5,
minp_deep, maxp_deep,
vel, vel,
acc, acc,
4, 4,
25, 25,
false, "weather_snow.png", player:get_player_name())
if math.random(1,5) == 4 then
snow_fall(randpos(sminp, smaxp), player)
end
else
if math.random(1,5) == 4 then
snow_fall(randpos(sminp, smaxp), player, true)
end
end
else
if math.random(1,5) == 4 then
snow_fall(randpos(sminp, smaxp), player, true)
end
end
end
end)
end

127
init.lua

@ -0,0 +1,127 @@
--[[
--==============================
--==========================================================
LazyJ's Fork of Splizard's "Snow Biomes" Mod
by LazyJ
version: Umpteen-hundred and 7/5ths something or another.
2014_04_12
~~~
"Snow Biomes" Mod
By Splizard
Download:
http//forum.minetest.net/viewtopic.php?id=2290
http://github.com/Splizard/minetest-mod-snow/
--==========================================================
--==============================
Snow Biomes
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
MA 02110-1301, USA.
]]--
-- Original Lua Files
--dofile(minetest.get_modpath("snow").."/util.lua")
--dofile(minetest.get_modpath("snow").."/mapgen.lua")
--dofile(minetest.get_modpath("snow").."/sled.lua")
-- "falling_snow.lua" disabled since weather functions minetest.get_heat(pos) and minetest.get_humidity(pos)
-- have been removed from Minetest.
-- Until something else can be figured out, use paramat's "Snowdrift" mod instead.
-- dofile(minetest.get_modpath("snow").."/falling_snow.lua")
-- Original init.lua File Broken into Smaller Files
dofile(minetest.get_modpath("snow").."/abms.lua")
dofile(minetest.get_modpath("snow").."/aliases.lua")
dofile(minetest.get_modpath("snow").."/basic_stairs_slabs.lua")
dofile(minetest.get_modpath("snow").."/crafting.lua")
dofile(minetest.get_modpath("snow").."/snowball.lua")
-- The formspec menu didn't work when util.lua was the very first "dofile" so I moved
-- it and all the other original "dofiles", in order, to the bottom of the list. ~ LazyJ
-- Minetest would crash if the mapgen was called upon before the rest of other snow lua files so
-- I put it lower on the list and that seems to do the trick. ~ LazyJ
dofile(minetest.get_modpath("snow").."/util.lua")
-- To get Xmas tree saplings, the "christmas_content", true or false, in "util.lua" has to be determined first.
-- That means "nodes.lua", where the saplings are controlled, has to come after "util.lua". ~ LazyJ
dofile(minetest.get_modpath("snow").."/nodes.lua")
dofile(minetest.get_modpath("snow").."/mapgen.lua")
dofile(minetest.get_modpath("snow").."/sled.lua")
dofile(minetest.get_modpath("snow").."/falling_snow.lua")
-- Check for "MoreBlocks". If not found, skip this next "dofile".
if (minetest.get_modpath("moreblocks")) then
dofile(minetest.get_modpath("snow").."/stairsplus.lua")
else
end
-- Checks if the snow level is even at any given pos.
-- Smooth Snow
local smooth_snow = snow.smooth_snow
snow.is_uneven = function(pos)
if smooth_snow then
local num = minetest.get_node_level(pos)
local get_node = minetest.get_node
local add_node = minetest.add_node
local found
local foundx
local foundy
for x=-1,1 do
for z=-1,1 do
local node = get_node({x=pos.x+x,y=pos.y,z=pos.z+z})
local bnode = get_node({x=pos.x+x,y=pos.y-1,z=pos.z+z})
local drawtype = minetest.registered_nodes[node.name].drawtype
if drawtype == "plantlike" then
if bnode.name == "default:dirt_with_grass" then
add_node({x=pos.x+x,y=pos.y-1,z=pos.z+z}, {name="default:dirt_with_snow"})
return true
end
end
if (not(x == 0 and y == 0)) and node.name == "default:snow" and minetest.get_node_level({x=pos.x+x,y=pos.y,z=pos.z+z}) < num then
found = true
foundx = x
foundz=z
elseif node.name == "air" and bnode.name ~= "air" then
if not (bnode.name == "default:snow") then
snow.place({x=pos.x+x,y=pos.y-1,z=pos.z+z})
return true
end
end
end
end
if found then
local node = get_node({x=pos.x+foundx,y=pos.y,z=pos.z+foundz})
if snow.is_uneven({x=pos.x+foundx,y=pos.y,z=pos.z+foundz}) ~= true then
minetest.add_node_level({x=pos.x+foundx,y=pos.y,z=pos.z+foundz}, 7)
end
return true
end
end
end

674
license.txt

@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, 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
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
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avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
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"The Program" refers to any copyrightable work licensed under this
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1. Source Code.
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The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
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The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
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You may make, run and propagate covered works that you do not
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Conveying under any other circumstances is permitted solely under
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3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
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similar laws prohibiting or restricting circumvention of such
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When you convey a covered work, you waive any legal power to forbid
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4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you