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+  12. No Surrender of Others' Freedom.
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+                     END OF TERMS AND CONDITIONS
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+            How to Apply These Terms to Your New Programs
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+
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+  If you develop a new program, and you want it to be of the greatest
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+  The GNU General Public License does not permit incorporating your program
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+<http://www.gnu.org/philosophy/why-not-lgpl.html>.

+ 167
- 0
doc/changelog.txt View File

@@ -0,0 +1,167 @@
1
+
2
+
3
+	Hamlet's Quest - Changelog
4
+	==========================
5
+
6
+
7
+	v. 2.3.0 (2018-06-03)
8
+
9
+	- Updated the game base to Minetest Game v0.4.17
10
+	- Added: Path marker signs [breadcrumbs], Frame, Mountain climbing [handholds], Hardcore torchs [hardtorch], Sounding line, Snow Walkers [mobs_others]
11
+	- Removed: Real Torches
12
+	- All the modules have been updated to their latest versions.
13
+
14
+
15
+	v. 2.2.2 (2018-05-16)
16
+
17
+	- Updated 3D Armor, Everamzah Backpacks, Mobs Redo, Mobs Animal,
18
+		Real Torch, Unified Dyes
19
+
20
+
21
+	v. 2.2.1 (2018-05-05)
22
+
23
+	- Updated Mobs Redo
24
+	- Fixed the goblins' spawning
25
+
26
+
27
+	v. 2.2.0 (2018-05-03)
28
+
29
+	- Added SFInv Buttons by Wuzzy, check the inventory's "More" tab.
30
+   - Cavern spawn: Settings/Advanced Settings/Games/Hamlet's Quest
31
+   - Added Under Sky by Shara Redcat.
32
+	- Added charcoal block.
33
+	- Real Minerals' ingots and Default's ingots now can be swapped.
34
+	- Real Minerals' metal blocks now can be converted into ingots.
35
+	- Day lenght set to one hour.
36
+	- Real Torches set to last for 30min max.
37
+   - 20 hydration pts now last for 30min.
38
+   - Steel canteen and bronze canteen's capacity: 20, 30 (was 40, 60).
39
+   - Leaves set to phantom, climbable.
40
+   - Stone arrows' recipe modified to use rocks or flints, output = 3.
41
+   - Some DFCaverns' flora nodes now glow.
42
+   - DFCaverns' "bloodthorns" now hurt.
43
+   - Cut the number of spawned goblins.
44
+   - Swords' damage increased of 2pts.
45
+   - Crocodiles' spawn restricted to river water.
46
+	- Added Fort Spikes.
47
+	- Added Extra armors for 3d_armor (v0.2)
48
+
49
+
50
+	v. 2.1.0 (2018-03-02)
51
+
52
+	- Disabled cacti and wooden made armors and shields. They were active by mistake.
53
+	- Improved chains and chandeliers' look.
54
+	- Added charcoal, crafted by cooking tree nodes.
55
+	- Added in-game documentation, i.e. encyclopedia and node inspector tool.
56
+	- Added Real Trees' nodes to Fallen Trees.
57
+	- Added Hard Trees Redo, that disables digging tree nodes by bare hands; disables wooden pick and axe; adds rocks to dirt nodes; adds sticks to leaves nodes; changes stone tools recipes: you need rocks instead of stone, you can also use flints. Rocks' textures are ugly.
58
+	- Cacti now do damage; floor torches have been tweaked to damage only if you are standing very close to them or right over them.
59
+	- Dungeons' chests now use the default Minetest Game's chests.
60
+	- Dungeons are now made of brighter bricks, the old ones were way too dark.
61
+	- Balrog mob added; very hard to see one, almost impossible to defeat.
62
+	- Wooden bucket readded, it was removed by mistake.
63
+	- Lava buckets removed for realism's sake.
64
+	- Almost all of the game tweaks have been moved to hq_tweaks.
65
+	- Night skip while sleeping has been re-enabled for realism's sake.
66
+	- TNT module added to allow Dungeon Masters fireballs' explosions.
67
+	- Coal powder - to light torches - now can be crafted by using charcoal also.
68
+	- ../bash_tools/ files have been updated as needed.
69
+	- All the modules have been updated to their latest versions.
70
+
71
+
72
+	v. 2.0.0 (2018-01-18)
73
+
74
+	- Switched to Minetest Game v0.4.16 as base
75
+	- Switched to R-0ne's mobs_water module
76
+	- Added library module by v-rob
77
+	- Added Simple Arcs module by PEAK extended it to support Darkage's nodes, thanks to Napiophelios
78
+	- Added Arctic Life module by NathanSalapat
79
+	- Added Desert Life module by NathanSalapat
80
+	- Added All Walls module by v-rob
81
+	- Added ../bash_tools/clean_and_rename.sh
82
+	- Removed nsspf_remover module
83
+	- All the modules have been updated to their latest versions
84
+
85
+
86
+	v. 1.2.3-dev (2017-10-07)
87
+
88
+	- Minetest Game's modules updated (0.4.17-dev 2017-10-03)
89
+	- All the other modules have been updated
90
+
91
+
92
+	v. 1.2.2-dev (2017-09-30)
93
+
94
+	- Fixed the issue with the sharks stuck on ground
95
+	- Reduced the ground turtle's size
96
+
97
+
98
+	v. 1.2.1-dev (2017-09-28)
99
+
100
+	- Added TS Furniture module.
101
+
102
+
103
+	v. 1.2.1-dev (2017-09-27)
104
+
105
+	- Removed duplicated mtg_mods folder
106
+
107
+
108
+	v. 1.2.0-dev (2017-09-27)
109
+
110
+	- Updated Minetest Game's modules to 0.4.17-dev (2017-09-21)
111
+	- Updated all the other modules to their latest versions
112
+	- Modified settingtypes.txt to allow configuring the Hidden Doors module via Settings/Advanced Settings/Games/Hamlet's Quest
113
+	- Added Castle Gates module
114
+	- Added Mob Horse module
115
+	- Updated ../bash_tools/download.sh and update.sh
116
+	- Updated ../documents/credits.txt
117
+
118
+
119
+	v. 1.1.1 (2017-09-19)
120
+	---------------------
121
+
122
+	- Added anvil's French and Italian locales.
123
+	- Modified loot to use Castle Storage's crates.
124
+
125
+
126
+	v. 1.1.0 (2017-09-19)
127
+	---------------------
128
+
129
+	- NSSPF Remover disabled by default, activable via Advanced Settings.
130
+	- Castle Tapestries added.
131
+	- Added a third main menu's background image.
132
+	- Other minor tweaks.
133
+	- Added ../documents/credits.txt
134
+	- Added ../bash_tools/download.sh
135
+	- Added ../bash_tools/update.sh
136
+
137
+
138
+	v. 1.1.2-dev (2017-09-18)
139
+	-------------------------
140
+
141
+	- Updated Minetest Game's modules to 0.4.17-dev (2017-09-17)
142
+	- All the other modules have been updated to their latest versions.
143
+	- Mobs' difficulty set to "2", it was "1".
144
+	- Mobs out of viewing range are now disabled.
145
+	- HUDBars' order rearranged.
146
+	- Added a new main menu's background image.
147
+	- Main menu's background images resized and compressed via pngcrush.
148
+	- Fixed errors in README.txt.
149
+
150
+
151
+	v. 1.1.1-dev (2017-09-16)
152
+	-------------------------
153
+
154
+	- Disabled Mobs Goblins' glowing cobblestone.
155
+	- Added Castle Storage support to Loot.
156
+	- Other minor tweaks and fixes.
157
+
158
+
159
+	v. 1.1.0-dev (2017-09-15)
160
+	-------------------------
161
+
162
+	- Added ../documents/changelog.txt.
163
+	- Edited README.txt to match Minetest Game's versioning.
164
+	- Disabled Thirsty's tier 4+ components.
165
+	- Added Stonebrick Dungeons v. 0.1.0.
166
+	- Added NSSPF remover v. 0.1.0.
167
+	- Added Loot

+ 381
- 0
doc/credits.txt View File

@@ -0,0 +1,381 @@
1
+
2
+INDEX (row's number - topic)
3
+=====
4
+
5
+ 16 - Based On
6
+ 25 - User Interface related
7
+ 54 - Map related
8
+ 99 - Physics and damage
9
+119 - Flora and fauna
10
+173 - Character
11
+217 - Tools and alike
12
+285 - Buildings and similar
13
+375 - Engine related
14
+
15
+
16
+Based on
17
+========
18
+   
19
+- Minetest Game -
20
+https://forum.minetest.net/viewtopic.php?f=15&t=9724
21
+By Various Contributors
22
+https://github.com/minetest/minetest_game/graphs/contributors
23
+
24
+
25
+User Interface related
26
+======================
27
+
28
+- Help -
29
+https://forum.minetest.net/viewtopic.php?f=11&t=15912
30
+By Wuzzy
31
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082
32
+
33
+- Internationalization Library -
34
+https://forum.minetest.net/viewtopic.php?f=11&t=4929
35
+By kaeza
36
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3279
37
+
38
+- Minetest Game I18n -
39
+https://forum.minetest.net/viewtopic.php?f=9&t=17388
40
+By LNJ
41
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=11531
42
+
43
+- Minetest Game item help -
44
+https://forum.minetest.net/viewtopic.php?f=9&t=15224
45
+By Wuzzy
46
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082
47
+
48
+- Simple Fast Inventory Buttons -
49
+https://forum.minetest.net/viewtopic.php?f=11&t=16079
50
+By Wuzzy
51
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082
52
+
53
+
54
+Map related
55
+===========
56
+
57
+- Charcoal Lump -
58
+https://forum.minetest.net/viewtopic.php?f=11&t=3971
59
+By torusJKL
60
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3747
61
+
62
+- Dwarf Fortress style caverns -
63
+https://forum.minetest.net/viewtopic.php?f=9&t=17096
64
+By FaceDeer
65
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=18410
66
+
67
+- Loot Framework -
68
+https://forum.minetest.net/viewtopic.php?f=11&t=13991
69
+By Byakuren
70
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=13665
71
+
72
+- Real Minerals -
73
+https://github.com/FaceDeer/real_minerals
74
+Ported from Real Test
75
+https://forum.minetest.net/viewtopic.php?id=2671
76
+By FaceDeer
77
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=18410
78
+
79
+- Snow, rain, clouds (with sound) -
80
+https://forum.minetest.net/viewtopic.php?f=11&t=6854
81
+By paramat
82
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3380
83
+
84
+- Stonebrick Dungeons -
85
+https://forum.minetest.net/viewtopic.php?f=9&t=18457
86
+By me
87
+
88
+- subterrane -
89
+https://github.com/minetest-mods/subterrane
90
+By FaceDeer
91
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=18410
92
+
93
+- Under Sky -
94
+https://forum.minetest.net/viewtopic.php?f=11&t=16058
95
+By Shara RedCat
96
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=19807
97
+
98
+
99
+Physics and damage
100
+==================
101
+
102
+- Fallen Nodes -
103
+https://forum.minetest.net/viewtopic.php?f=9&t=18239
104
+By me
105
+
106
+- Fallen Trees -
107
+https://forum.minetest.net/viewtopic.php?f=9&t=18252
108
+By me
109
+
110
+- Hard Trees Redo -
111
+https://forum.minetest.net/viewtopic.php?f=9&t=19723
112
+By me
113
+
114
+- Killer Nodes -
115
+https://forum.minetest.net/viewtopic.php?f=9&t=18339
116
+By me
117
+
118
+
119
+Flora and fauna
120
+===============
121
+
122
+- Arctic Life -
123
+https://forum.minetest.net/viewtopic.php?f=9&t=16072
124
+By NathanSalapat
125
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=11543
126
+
127
+- Balrog -
128
+https://forum.minetest.net/viewtopic.php?f=9&t=18459
129
+by the Lord of The Test's developers, adapted by me
130
+https://forum.minetest.net/viewtopic.php?id=5578
131
+
132
+- crops -
133
+https://forum.minetest.net/viewtopic.php?f=11&t=11795
134
+By sofar
135
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=12512
136
+
137
+- Desert Life -
138
+https://forum.minetest.net/viewtopic.php?t=16054
139
+By NathanSalapat
140
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=11543
141
+
142
+- Goblins -
143
+https://forum.minetest.net/viewtopic.php?f=9&t=13004
144
+By FreeLikeGNU
145
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=11834
146
+
147
+- Mobs Redo (and mobs_animal, mobs_monster, mob_horse) -
148
+https://forum.minetest.net/viewtopic.php?f=11&t=9917
149
+By TenPlus1
150
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=6871
151
+
152
+- Real Trees -
153
+https://forum.minetest.net/viewtopic.php?f=9&t=16286
154
+By yzelast
155
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=19987
156
+
157
+- sky critters -
158
+https://forum.minetest.net/viewtopic.php?f=9&t=12688
159
+By blert2112
160
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=14551
161
+
162
+- Snow Walkers -
163
+https://forum.minetest.net/viewtopic.php?f=9&t=19921
164
+By me
165
+
166
+- water critters -
167
+https://forum.minetest.net/viewtopic.php?f=9&t=12652
168
+By blert2112 and R-0ne
169
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=14551
170
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=22395
171
+
172
+
173
+Character
174
+=========
175
+
176
+- 3D Armor -
177
+https://forum.minetest.net/viewtopic.php?f=11&t=4654
178
+By stu
179
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=4188
180
+
181
+- Armor HUD bar -
182
+https://forum.minetest.net/viewtopic.php?f=9&t=11337
183
+By Wuzzy
184
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082
185
+
186
+- Diet -
187
+https://forum.minetest.net/viewtopic.php?f=11&t=9051
188
+By rubenwardy
189
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=2051
190
+
191
+- Extra armors for 3d_armor -
192
+https://forum.minetest.net/viewtopic.php?f=11&t=16645
193
+By davidthecreator
194
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=11158
195
+
196
+- HUD Bars -
197
+https://forum.minetest.net/viewtopic.php?f=11&t=11153
198
+By Wuzzy
199
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082
200
+
201
+- Hunger with HUD bar -
202
+https://forum.minetest.net/viewtopic.php?f=11&t=11336
203
+By Wuzzy
204
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082
205
+
206
+- Sprint w. hudbars, hunger, monoids support -
207
+https://forum.minetest.net/viewtopic.php?f=9&t=18069
208
+By texmex
209
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=19662
210
+
211
+- Thirsty -
212
+https://forum.minetest.net/viewtopic.php?f=9&t=11820
213
+By Ben
214
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=13425
215
+
216
+
217
+Tools and alike
218
+===============
219
+
220
+- Anvil -
221
+https://github.com/minetest-mods/anvil
222
+By Sokomine
223
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=2936
224
+
225
+- Archer -
226
+https://forum.minetest.net/viewtopic.php?f=11&t=17007
227
+By Saavedra29
228
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=20750
229
+
230
+- Backpacks -
231
+https://forum.minetest.net/viewtopic.php?f=9&t=14579
232
+By everamzah
233
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=12651
234
+
235
+- Crafting Guide -
236
+https://forum.minetest.net/viewtopic.php?f=11&t=14088
237
+By jp
238
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=8608
239
+
240
+- Fort Spikes -
241
+https://forum.minetest.net/viewtopic.php?t=14574
242
+By xeranas
243
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=19052
244
+
245
+- Hardcore torchs [hardtorch] -
246
+https://forum.minetest.net/viewtopic.php?f=11&t=18376
247
+By BrunoMine
248
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=5293
249
+
250
+- Mountain Climbing [handholds] -
251
+https://forum.minetest.net/viewtopic.php?f=11&t=17069
252
+By Shara https://forum.minetest.net/memberlist.php?mode=viewprofile&u=19807
253
+
254
+- Path marker signs [breadcrumbs] -
255
+https://forum.minetest.net/viewtopic.php?t=16511
256
+By FaceDeer
257
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=18410
258
+
259
+- Placeable Books -
260
+https://forum.minetest.net/viewtopic.php?f=9&t=15214
261
+By everamzah
262
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=12651
263
+
264
+- Ropes and rope ladders -
265
+https://forum.minetest.net/viewtopic.php?f=9&t=16559
266
+By FaceDeer
267
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=18410
268
+
269
+- Sounding Line -
270
+https://forum.minetest.net/viewtopic.php?t=16601
271
+By FaceDeer
272
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=18410
273
+
274
+- Tool ranks -
275
+https://forum.minetest.net/viewtopic.php?f=11&t=18056
276
+By lisavcvuk
277
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=10933
278
+
279
+- Wooden Bucket -
280
+https://forum.minetest.net/viewtopic.php?f=9&t=16472
281
+By duane
282
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=18344
283
+
284
+
285
+Buildings and similar
286
+=====================
287
+
288
+- All Walls -
289
+https://forum.minetest.net/viewtopic.php?f=11&t=18172&hilit=walls
290
+By v-rob
291
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=19201
292
+
293
+- Carpet -
294
+https://forum.minetest.net/viewtopic.php?f=11&t=2875
295
+By Jordach
296
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=332
297
+
298
+- Castle Gates -
299
+https://github.com/minetest-mods/castle_gates
300
+By philipbenr and Dan DunCombe
301
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=6103
302
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=5529
303
+
304
+- Castle Lighing -
305
+https://github.com/minetest-mods/castle_lighting
306
+By philipbenr and Dan DunCombe
307
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=6103
308
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=5529
309
+
310
+- Castle Masonry -
311
+https://github.com/minetest-mods/castle_masonry
312
+By philipbenr and Dan DunCombe
313
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=6103
314
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=5529
315
+
316
+- Castle Shields -
317
+https://github.com/minetest-mods/castle_shields
318
+By philipbenr and Dan DunCombe
319
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=6103
320
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=5529
321
+
322
+- Castle Storage -
323
+https://github.com/minetest-mods/castle_storage
324
+By philipbenr and Dan DunCombe
325
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=6103
326
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=5529
327
+
328
+- Castle Tapestries -
329
+https://github.com/minetest-mods/castle_tapestries
330
+By philipbenr and Dan DunCombe
331
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=6103
332
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=5529
333
+
334
+- Castle Weapons -
335
+https://github.com/minetest-mods/castle_weapons
336
+By philipbenr and Dan DunCombe
337
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=6103
338
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=5529
339
+
340
+- Darkage -
341
+https://forum.minetest.net/viewtopic.php?f=11&t=3213
342
+By Addi
343
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3040
344
+
345
+- Frame -
346
+https://forum.minetest.net/viewtopic.php?t=16585
347
+By sofar
348
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=12512
349
+
350
+- Hidden Doors -
351
+https://forum.minetest.net/viewtopic.php?f=9&t=18294
352
+By me and Napiophelios
353
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=10856
354
+
355
+- Library -
356
+https://forum.minetest.net/viewtopic.php?f=9&t=18359
357
+By v-rob
358
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=19201
359
+
360
+- Simple Arcs -
361
+https://forum.minetest.net/viewtopic.php?f=11&t=14541
362
+By PEAK
363
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=16638
364
+
365
+- Smaller Steps -
366
+https://forum.minetest.net/viewtopic.php?f=9&t=18283
367
+By me
368
+
369
+- TS Furniture -
370
+https://forum.minetest.net/viewtopic.php?f=11&t=14302
371
+By Thomas-S
372
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=18458
373
+
374
+
375
+Engine related
376
+==============
377
+
378
+- Unified Dyes -
379
+https://forum.minetest.net/viewtopic.php?f=11&t=2178
380
+By VanessaE
381
+https://forum.minetest.net/memberlist.php?mode=viewprofile&u=1580

+ 1
- 0
game.conf View File

@@ -0,0 +1 @@
1
+name = Hamlet's Quest v.2.3.0

BIN
menu/background.1.png View File


BIN
menu/background.2.png View File


BIN
menu/background.png View File


BIN
menu/header.png View File


BIN
menu/icon.png View File


BIN
menu/overlay.1.png View File


+ 21
- 0
minetest.conf View File

@@ -0,0 +1,21 @@
1
+armor_material_wood = false
2
+armor_material_cactus = false
3
+armor_drop = true
4
+armor_heal_multiplier = 0
5
+armor_water_protect = false
6
+breadcrumbs_glow_in_the_dark = false
7
+breadcrumbs_particles = true
8
+dfcaverns_flooded_biomes = false
9
+enable_bed_night_skip = true
10
+enable_bed_respawn = true
11
+hardtorch_torch_nights = 1
12
+hardtorch_torch_lighter = true
13
+hbarmor_autohide = false
14
+hudbars_sorting = health=0, satiation=1, armor=2, thirst=3, breath=4, stamina=5
15
+mob_difficulty = 2
16
+mob_show_health = false
17
+mob_horse:horse_chance 75000
18
+mobs_balrog_max_height = -2700
19
+show_entity_selectionbox = false
20
+sky_start = -19
21
+time_speed = 24

+ 28
- 0
mods/buildings_etc/carpet/README.txt View File

@@ -0,0 +1,28 @@
1
+Carpets Mod for Minetest.
2
+
3
+By Jordan Snelling, 2012
4
+
5
+License, LGPL.
6
+
7
+WARNING:
8
+
9
+This mod utilizes the Wool Mod found in minetest_games as of 0.4.2rc-1.
10
+
11
+If you are ruuning 0.4.1 / 0.4.0 / 0.4-dev;
12
+
13
+please download my other mod;
14
+
15
+http://minetest.net/forum/viewtopic.php?pid=23855#p23855
16
+
17
+16 colours; or;
18
+
19
+http://minetest.net/forum/viewtopic.php?pid=24066#p24066
20
+
21
+32 colours with spawning flowers. 
22
+
23
+-----------------------
24
+
25
+Notes: There is a reason why the mod is in a folder, it is far easier than to rename a zipball than it is to just have a mod folder, which is extracted with the SAME name.
26
+
27
+-----------------------
28
+

+ 267
- 0
mods/buildings_etc/carpet/init.lua View File

@@ -0,0 +1,267 @@
1
+-- Carpet Mod!
2
+-- By Jordan Snelling 2012
3
+-- License LGPL
4
+-- This mod adds carpets into Minetest.
5
+
6
+minetest.register_node("carpet:red", {
7
+	description = "Red Carpet",
8
+	drawtype = "raillike",
9
+	tiles = {"carpet_red_out.png", "carpet_red_cor.png", "carpet_red_one.png", "carpet_red_cen.png"},
10
+	inventory_image = "carpet_red_out.png",
11
+	wield_image = "carpet_red_out.png",
12
+	paramtype = "light",
13
+	is_ground_content = true,
14
+	walkable = false,
15
+	buildable_to = true,
16
+	selection_box = {
17
+		type = "fixed",
18
+                
19
+                fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
20
+	},
21
+	groups = {dig_immediate=2},
22
+})
23
+
24
+minetest.register_node("carpet:orange", {
25
+	description = "Orange Carpet",
26
+	drawtype = "raillike",
27
+	tiles = {"carpet_orange_out.png", "carpet_orange_cor.png", "carpet_orange_one.png", "carpet_orange_cen.png"},
28
+	inventory_image = "carpet_orange_out.png",
29
+	wield_image = "carpet_orange_out.png",
30
+	paramtype = "light",
31
+	is_ground_content = true,
32
+	walkable = false,
33
+	buildable_to = true,
34
+	selection_box = {
35
+		type = "fixed",
36
+                
37
+                fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
38
+	},
39
+	groups = {dig_immediate=2},
40
+})
41
+
42
+minetest.register_node("carpet:yellow", {
43
+	description = "Yellow Carpet",
44
+	drawtype = "raillike",
45
+	tiles = {"carpet_yellow_out.png"},
46
+	inventory_image = "carpet_yellow_out.png",
47
+	wield_image = "carpet_yellow_out.png",
48
+	paramtype = "light",
49
+	is_ground_content = true,
50
+	walkable = false,
51
+	buildable_to = true,
52
+	selection_box = {
53
+		type = "fixed",
54
+                
55
+                fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
56
+	},
57
+	groups = {dig_immediate=2},
58
+})
59
+
60
+minetest.register_node("carpet:green", {
61
+	description = "Green Carpet",
62
+	drawtype = "raillike",
63
+	tiles = {"carpet_green_out.png"},
64
+	inventory_image = "carpet_green_out.png",
65
+	wield_image = "carpet_green_out.png",
66
+	paramtype = "light",
67
+	is_ground_content = true,
68
+	walkable = false,
69
+	buildable_to = true,
70
+	selection_box = {
71
+		type = "fixed",
72
+                
73
+                fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
74
+	},
75
+	groups = {dig_immediate=2},
76
+})
77
+
78
+minetest.register_node("carpet:cyan", {
79
+	description = "Cyan Carpet",
80
+	drawtype = "raillike",
81
+	tiles = {"carpet_cyan_out.png"},
82
+	inventory_image = "carpet_cyan_out.png",
83
+	wield_image = "carpet_cyan_out.png",
84
+	paramtype = "light",
85
+	is_ground_content = true,
86
+	walkable = false,
87
+	buildable_to = true,
88
+	selection_box = {
89
+		type = "fixed",
90
+                
91
+                fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
92
+	},
93
+	groups = {dig_immediate=2},
94
+})
95
+
96
+minetest.register_node("carpet:blue", {
97
+	description = "Blue Carpet",
98
+	drawtype = "raillike",
99
+	tiles = {"carpet_blue_out.png"},
100
+	inventory_image = "carpet_blue_out.png",
101
+	wield_image = "carpet_blue_out.png",
102
+	paramtype = "light",
103
+	is_ground_content = true,
104
+	walkable = false,
105
+	buildable_to = true,
106
+	selection_box = {
107
+		type = "fixed",
108
+                
109
+                fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
110
+	},
111
+	groups = {dig_immediate=2},
112
+})
113
+
114
+minetest.register_node("carpet:pink", {
115
+	description = "Pink Carpet",
116
+	drawtype = "raillike",
117
+	tiles = {"carpet_pink_out.png"},
118
+	inventory_image = "carpet_pink_out.png",
119
+	wield_image = "carpet_pink_out.png",
120
+	paramtype = "light",
121
+	is_ground_content = true,
122
+	walkable = false,
123
+	buildable_to = true,
124
+	selection_box = {
125
+		type = "fixed",
126
+                
127
+                fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
128
+	},
129
+	groups = {dig_immediate=2},
130
+})
131
+
132
+
133
+minetest.register_node("carpet:black", {
134
+	description = "Black Carpet",
135
+	drawtype = "raillike",
136
+	tiles = {"carpet_black_out.png"},
137
+	inventory_image = "carpet_black_out.png",
138
+	wield_image = "carpet_black_out.png",
139
+	paramtype = "light",
140
+	is_ground_content = true,
141
+	walkable = false,
142
+	buildable_to = true,
143
+	selection_box = {
144
+		type = "fixed",
145
+                
146
+                fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
147
+	},
148
+	groups = {dig_immediate=2},
149
+})
150
+
151
+minetest.register_node("carpet:magenta", {
152
+	description = "Magenta Carpet",
153
+	drawtype = "raillike",
154
+	tiles = {"carpet_magenta_out.png"},
155
+	inventory_image = "carpet_magenta_out.png",
156
+	wield_image = "carpet_magenta_out.png",
157
+	paramtype = "light",
158
+	is_ground_content = true,
159
+	walkable = false,
160
+	buildable_to = true,
161
+	selection_box = {
162
+		type = "fixed",
163
+                
164
+                fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
165
+	},
166
+	groups = {dig_immediate=2},
167
+})
168
+
169
+minetest.register_node("carpet:white", {
170
+	description = "White Carpet",
171
+	drawtype = "raillike",
172
+	tiles = {"carpet_white_out.png"},
173
+	inventory_image = "carpet_white_out.png",
174
+	wield_image = "carpet_white_out.png",
175
+	paramtype = "light",
176
+	is_ground_content = true,
177
+	walkable = false,
178
+	buildable_to = true,
179
+	selection_box = {
180
+		type = "fixed",
181
+                
182
+                fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
183
+	},
184
+	groups = {dig_immediate=2},
185
+})
186
+
187
+-- Crafing
188
+
189
+minetest.register_craft({
190
+	output = 'carpet:red 64',
191
+	recipe = {
192
+		{'wool:red', 'wool:red', 'wool:red'},
193
+		{'wool:red', 'wool:red', 'wool:red'},
194
+	}
195
+})
196
+
197
+minetest.register_craft({
198
+	output = 'carpet:orange 64',
199
+	recipe = {
200
+		{'wool:orange', 'wool:orange', 'wool:orange'},
201
+		{'wool:orange', 'wool:orange', 'wool:orange'},
202
+	}
203
+})
204
+
205
+minetest.register_craft({
206
+	output = 'carpetyellow 64',
207
+	recipe = {
208
+		{'wool:yellow', 'wool:yellow', 'wool:yellow'},
209
+		{'wool:yellow', 'wool:yellow', 'wool:yellow'},
210
+	}
211
+})
212
+
213
+minetest.register_craft({
214
+	output = 'carpet:green 64',
215
+	recipe = {
216
+		{'wool:green', 'wool:green', 'wool:green'},
217
+		{'wool:green', 'wool:green', 'wool:green'},
218
+	}
219
+})
220
+
221
+minetest.register_craft({
222
+	output = 'carpet:cyan 64',
223
+	recipe = {
224
+		{'wool:cyan', 'wool:cyan', 'wool:cyan'},
225
+		{'wool:cyan', 'wool:cyan', 'wool:cyan'},
226
+	}
227
+})
228
+
229
+minetest.register_craft({
230
+	output = 'carpet:blue 64',
231
+	recipe = {
232
+		{'wool:blue', 'wool:blue', 'wool:blue'},
233
+		{'wool:blue', 'wool:blue', 'wool:blue'},
234
+	}
235
+})
236
+
237
+minetest.register_craft({
238
+	output = 'carpet:pink 64',
239
+	recipe = {
240
+		{'wool:pink', 'wool:pink', 'wool:pink'},
241
+		{'wool:pink', 'wool:pink', 'wool:pink'},
242
+	}
243
+})
244
+
245
+minetest.register_craft({
246
+	output = 'carpet:magenta 64',
247
+	recipe = {
248
+		{'wool:magenta', 'wool:megenta', 'wool:magenta'},
249
+		{'wool:magenta', 'wool:magenta', 'wool:magenta'},
250
+	}
251
+})
252
+
253
+minetest.register_craft({
254
+	output = 'carpet:white 64',
255
+	recipe = {
256
+		{'wool:white', 'wool:white', 'wool:white'},
257
+		{'wool:white', 'wool:white', 'wool:white'},
258
+	}
259
+})
260
+
261
+minetest.register_craft({
262
+	output = 'carpet:black 64',
263
+	recipe = {
264
+		{'wool:black', 'wool:black', 'wool:black'},
265
+		{'wool:black', 'wool:black', 'wool:black'},
266
+	}
267
+})

BIN
mods/buildings_etc/carpet/textures/carpet_black_out.png View File


BIN
mods/buildings_etc/carpet/textures/carpet_blue_out.png View File


BIN
mods/buildings_etc/carpet/textures/carpet_cyan_out.png View File


BIN
mods/buildings_etc/carpet/textures/carpet_green_out.png View File


BIN
mods/buildings_etc/carpet/textures/carpet_magenta_out.png View File


BIN
mods/buildings_etc/carpet/textures/carpet_orange_cen.png View File


BIN
mods/buildings_etc/carpet/textures/carpet_orange_cor.png View File


BIN
mods/buildings_etc/carpet/textures/carpet_orange_one.png View File


BIN
mods/buildings_etc/carpet/textures/carpet_orange_out.png View File


BIN
mods/buildings_etc/carpet/textures/carpet_pink_out.png View File


BIN
mods/buildings_etc/carpet/textures/carpet_red_cen.png View File


BIN
mods/buildings_etc/carpet/textures/carpet_red_cor.png View File


BIN
mods/buildings_etc/carpet/textures/carpet_red_one.png View File


BIN
mods/buildings_etc/carpet/textures/carpet_red_out.png View File


BIN
mods/buildings_etc/carpet/textures/carpet_white_out.png View File


BIN
mods/buildings_etc/carpet/textures/carpet_yellow_out.png View File


+ 21
- 0
mods/buildings_etc/castle_gates/LICENSE View File

@@ -0,0 +1,21 @@
1
+The MIT License (MIT)
2
+
3
+Copyright (c) 2017 Minetest Mods Team
4
+
5
+Permission is hereby granted, free of charge, to any person obtaining a copy
6
+of this software and associated documentation files (the "Software"), to deal
7
+in the Software without restriction, including without limitation the rights
8
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9
+copies of the Software, and to permit persons to whom the Software is
10
+furnished to do so, subject to the following conditions:
11
+
12
+The above copyright notice and this permission notice shall be included in all
13
+copies or substantial portions of the Software.
14
+
15
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21
+SOFTWARE.

+ 11
- 0
mods/buildings_etc/castle_gates/README.txt View File

@@ -0,0 +1,11 @@
1
+Castle Gates
2
+
3
+Licence: MIT
4
+
5
+see: LICENSE
6
+
7
+=-=-=-=-=-=-=-=-=-=
8
+
9
+This is a mod all about creating castle gates and dungeons. It contains dungeon doors and bars, and also a set of nodes for constructing larger swinging and sliding gates.
10
+
11
+This allows the construction of portcullises and drawbridges as well as conventional swinging doors. Use the screwdriver to reorient gate pieces as needed for these purposes.

+ 76
- 0
mods/buildings_etc/castle_gates/api.txt View File

@@ -0,0 +1,76 @@
1
+This document is intended primarily for modders interested in adding their own gate nodes and gate types.
2
+
3
+This mod allows for additional gate nodes to be defined in other dependent mods that will work seamlessly with existing gate nodes. The following is a minimalist example that shows a node using all of the features offered by this mod's gate API:
4
+
5
+minetest.register_node("castle_gates:example_gate_piece", {
6
+	description = "Example gate",
7
+	groups = {castle_gate = 1},
8
+	tiles = {"default_wood.png"},
9
+	paramtype2 = "facedir",
10
+	on_rightclick = castle_gates.trigger_gate,
11
+	_gate_edges = {"right"=true},
12
+	_gate_hinge = {axis="top", offset={"front","left"}},
13
+})
14
+
15
+The key features are:
16
+
17
+* paramtype2 = "facedir" (mandatory)
18
+* "castle_gate" group membership (mandatory)
19
+* on_rightclick = castle_gates.trigger_gate (optional, but recommended)
20
+* _gate_edges = <edge definition> (optional)
21
+* _gate_hinge = <hinge defintion> (optional)
22
+
23
+
24
+Paramtype2
25
+==========
26
+
27
+All gate pieces must be orientable via facedir.
28
+
29
+Castle_gate group
30
+=================
31
+
32
+When a gate is triggered by right-clicking on a gate node, the gate code does a "flood fill" operation to find all connected gate nodes. This flood fill operation looks for adjacent nodes that belong to the same castle_gate group, so all gate nodes need to belong to this group.
33
+
34
+Gates defined in this mod all belong to castle_gate=1.
35
+
36
+on_rightclick
37
+=============
38
+
39
+The castle_gates.trigger_gate method is a right-click handler that will trigger the movement of the gate. If you want your gate pieces to respond to a player's right click by opening, use this call to make the gate magic happen.
40
+
41
+Note that if you wish you can embed the call to The castle_gates.trigger_gate inside your own on_rightclick function, so that for example you could make a "locked" gate that will only respond to specific players (you may wish to use a different castle_gate group ID for such a gate). Or you can omit this function, in which case the gate piece will still move with the rest of the gate but right-clicking on it will not trigger the gate's movement.
42
+
43
+_gate_edges
44
+===========
45
+
46
+This is an optional property you can put on a gate node's definition to prevent flood-fill from extending beyond this node in a particular direction. This is useful if, for example, you want players to be able to build double doors that would otherwise connect together when both doors are closed.
47
+
48
+It consists of a table with directions defined as edges set to true. You can use this template:
49
+
50
+_gate_edges = {right=false, left=false, top=false, bottom=false}
51
+
52
+("front" and "back" are also possible but are unlikely to be of any real use)
53
+
54
+Note that the flood-fill search for gate nodes will flow *around* an edge piece if a path exists, the mere fact that there's an edge piece does not guarantee that the door node beyond the edge will not be considered part of the same door as it.
55
+
56
+_gate_hinge
57
+===========
58
+
59
+The hinge definition for a node def is of the following form:
60
+
61
+_gate_hinge = {axis=<axis>, offset=<offset>}
62
+
63
+<axis> is one of "top", "bottom", "left", "right", "front" or "back".
64
+Top/bottom, left/right and front/back are interchangeable pairings as far as this code is concerned.
65
+These directions are relative to the orientation of the block. Existing gates use "top", so for
66
+maximum compatibility it's advised that new gate hinges are defined with the same axis.
67
+
68
+<offset> is optional. If it is not defined, the gate hinge will try to rotate around the center of the node.
69
+
70
+<offset> can be a single direction ("top", "bottom", "left", "right", "front", "back"). If a single direction is
71
+given the hinge will try to rotate around the center of the node that lies in that direction relative to the hinge node.
72
+
73
+<offset> can also be a pair of directions given in a table. This is how the *edge* of a node can be made into the
74
+center of rotation. For example, existing gate hinges in this mod have the offset {"front","left"}. This means that the
75
+gate will try to rotate around the center of the edge of the node where the front and left faces intersect.
76
+You should only use direction pairs that form a 90 degree angle.

+ 101
- 0
mods/buildings_etc/castle_gates/class_pointset.lua View File

@@ -0,0 +1,101 @@
1
+-- A simple special-purpose class, this is used for building up sets of three-dimensional points for fast reference
2
+
3
+Pointset = {}
4
+Pointset.__index = Pointset
5
+
6
+function Pointset.create()
7
+	local set = {}
8
+	setmetatable(set,Pointset)
9
+	set.points = {}
10
+	return set
11
+end
12
+
13
+function Pointset:set(x, y, z, value)
14
+	-- sets a value in the 3D array "points".
15
+	if self.points[x] == nil then
16
+		self.points[x] = {}
17
+	end
18
+	if self.points[x][y] == nil then
19
+		self.points[x][y] = {}
20
+	end
21
+	self.points[x][y][z] = value	
22
+end
23
+
24
+function Pointset:set_if_not_in(excluded, x, y, z, value)
25
+	-- If a value is not already set for this point in the 3D array "excluded", set it in "points"
26
+	if excluded:get(x, y, z) ~= nil then
27
+		return
28
+	end
29
+	self:set(x, y, z, value)
30
+end
31
+
32
+function Pointset:get(x, y, z)
33
+	-- return a value from the 3D array "points"
34
+	if self.points[x] == nil or self.points[x][y] == nil then
35
+		return nil
36
+	end
37
+	return self.points[x][y][z]
38
+end
39
+
40
+function Pointset:set_pos(pos, value)
41
+	self:set(pos.x, pos.y, pos.z, value)
42
+end
43
+
44
+function Pointset:set_pos_if_not_in(excluded, pos, value)
45
+	self:set_if_not_in(excluded, pos.x, pos.y, pos.z, value)
46
+end
47
+
48
+function Pointset:get_pos(pos)
49
+	return self:get(pos.x, pos.y, pos.z)
50
+end
51
+
52
+function Pointset:pop()
53
+	-- returns a point that's in the 3D array, and then removes it.
54
+	local pos = {}
55
+	local ytable
56
+	local ztable
57
+	local val
58
+
59
+	local count = 0
60
+	for _ in pairs(self.points) do count = count + 1 end
61
+	if count == 0 then
62
+		return nil
63
+	end
64
+	
65
+	pos.x, ytable = next(self.points)
66
+	pos.y, ztable = next(ytable)
67
+	pos.z, val = next(ztable)
68
+
69
+	self.points[pos.x][pos.y][pos.z] = nil
70
+	
71
+	count = 0
72
+	for _ in pairs(self.points[pos.x][pos.y]) do count = count + 1 end
73
+	if count == 0 then
74
+		self.points[pos.x][pos.y] = nil
75
+	end
76
+	
77
+	count = 0
78
+	for _ in pairs(self.points[pos.x]) do count = count + 1 end
79
+	if count == 0 then
80
+		self.points[pos.x] = nil
81
+	end
82
+	
83
+	return pos, val
84
+end
85
+
86
+function Pointset:get_pos_list(value)
87
+	-- Returns a list of all points with the given value in standard Minetest vector format. If no value is provided, returns all points
88
+	local outlist = {}
89
+	for x, ytable in ipairs(self.points) do
90
+		for y, ztable in ipairs(ytable) do
91
+			for z, val in ipairs(ztable) do
92
+				if (value == nil and val ~= nil ) or val == value then
93
+					table.insert(outlist, {x=x, y=y, z=z})
94
+				end
95
+			end
96
+		end
97
+	end
98
+	return outlist
99
+end
100
+			
101
+	

+ 6
- 0
mods/buildings_etc/castle_gates/depends.txt View File

@@ -0,0 +1,6 @@
1
+default
2
+castle_masonry?
3
+doors?
4
+xpanes?
5
+intllib?
6
+doc?

+ 1
- 0
mods/buildings_etc/castle_gates/description.txt View File

@@ -0,0 +1 @@
1
+This is a mod all about creating castles and castle dungeons. Many of the nodes are used for the outer-walls or dungeons.

+ 52
- 0
mods/buildings_etc/castle_gates/doc.lua View File

@@ -0,0 +1,52 @@
1
+castle_gates.doc = {}
2
+
3
+if not minetest.get_modpath("doc") then
4
+	return
5
+end
6
+
7
+-- internationalization boilerplate
8
+local MP = minetest.get_modpath(minetest.get_current_modname())
9
+local S, NS = dofile(MP.."/intllib.lua")
10
+
11
+castle_gates.doc.portcullis_bars_longdesc = S("Heavy wooden bars designed to prevent entry even to siege equipment.")
12
+castle_gates.doc.portcullis_bars_usagehelp = S("Place these bars in a structure together and they will slide as a unified gate when clicked on.")
13
+
14
+castle_gates.doc.portcullis_bars_bottom_longdesc = S("The bottom edge of a portcullis gate, with knobs to lock securely into the floor.")
15
+castle_gates.doc.portcullis_bars_bottom_usagehelp = S("This block can be used to define the edge of a portcullius that meets up with another gate, should you have an arrangement like that. Otherwise it's just decorative.")
16
+
17
+castle_gates.doc.gate_panel_longdesc = S("A basic gate panel.")
18
+castle_gates.doc.gate_panel_usagehelp = S("This gate segment will move in unison with adjoining gate segments when right-clicked.")
19
+
20
+castle_gates.doc.gate_edge_longdesc = S("A gate panel with a defined edge.")
21
+castle_gates.doc.gate_edge_usagehelp = S("The darkened edge of this panel marks the edge of the gate it's a part of. You can use these when building double doors to ensure the two parts swing separately, for example. Note that edges aren't strictly necessary for gates that stand alone.")
22
+
23
+castle_gates.doc.gate_edge_handle_longdesc = S("A gate edge with a handle.")
24
+castle_gates.doc.gate_edge_handle_usagehelp = S("The handle is basically decorative, a door this size can be swung by clicking anywhere on it. But the darkened edge of this panel is useful for defining the edge of a gate when it abuts a partner to the side.")
25
+
26
+castle_gates.doc.gate_hinge_longdesc = S("A hinged gate segment that allows a gate to swing.")
27
+castle_gates.doc.gate_hinge_usagehelp = S("If you have more than one hinge in your gate, make sure the hinges line up correctly otherwise the gate will not be able to swing. The hinge is the protruding block along the edge of the gate panel.")
28
+
29
+castle_gates.doc.gate_slot_longdesc = S("A block with a slot to allow an adjacent sliding gate through.")
30
+castle_gates.doc.gate_slot_usagehelp = S("This block is designed to extend into a neighboring node that a sliding gate passes through, to provide a tight seal for the gate to move through without allowing anything else to squeeze in.")
31
+
32
+castle_gates.doc.gate_slot_reverse_longdesc = S("A block that extends into an adjacent node to provide a tight seal for a large gate.")
33
+castle_gates.doc.gate_slot_reverse_usagehelp = S("Two nodes cannot occupy the same space, but this block extends into a neighboring node's space to allow for gates to form a tight seal. It can be used with sliding gates or swinging gates.")
34
+
35
+doc.add_category("castle_gates",
36
+{
37
+	name = S("Gates"),
38
+	description = S("Gates are large multi-node constructions that swing on hinges or slide out of the way when triggered."),
39
+	build_formspec = doc.entry_builders.text_and_gallery,
40
+})
41
+
42
+doc.add_entry("castle_gates", "construction", {
43
+	name = S("Gate construction"),
44
+	data = { text =
45
+S("Gates are multi-node constructions, usually (though not always) consisting of multiple node types that fit together into a unified whole. The orientation of gate nodes is significant, so a screwdriver will be a helpful tool when constructing gates."
46
+.."\n\n"..
47
+"A gate's extent is determined by a \"flood fill\" operation. When you trigger a gate block, all compatible neighboring blocks will be considered part of the same structure and will move in unison. Only gate blocks that are aligned with each other will be considered part of the same gate. If you wish to build adjoining gates (for example, a large pair of double doors that meet in the center) you'll need to make use of gate edge blocks to prevent it all from being considered one big door. Note that if your gate does not abut any other gates you don't actually need to define its edges this way - you don't have to use edge blocks in this case."
48
+.."\n\n"..
49
+"If a gate has no hinge nodes it will be considered a sliding gate. When triggered, the gate code will search for a direction that the gate can slide in and will move it in that direction at a rate of one block-length per second. Once it reaches an obstruction it will stop, and when triggered again it will try sliding in the opposite direction."
50
+.."\n\n"..
51
+"If a gate has hinge nodes then triggering it will cause the gate to try swinging around the hinge. If the gate has multiple hinges and they don't line up properly the gate will be unable to move. Note that the gate can only exist in 90-degree increments of orientation, but the gate still looks for obstructions in the region it is swinging through and will not swing if there's something in the way.")
52
+}})

+ 73
- 0
mods/buildings_etc/castle_gates/doors.lua View File

@@ -0,0 +1,73 @@
1
+-- internationalization boilerplate
2
+local MP = minetest.get_modpath(minetest.get_current_modname())
3
+local S, NS = dofile(MP.."/intllib.lua")
4
+
5
+if minetest.get_modpath("doors") then
6
+	doors.register("castle_gates:oak_door", {
7
+		tiles = {{ name = "castle_door_oak.png", backface_culling = true }},
8
+		description = S("Oak Door"),
9
+		inventory_image = "castle_oak_door_inv.png",
10
+		protected = true,
11
+		groups = { choppy = 2, door = 1 },
12
+		sounds = default.node_sound_wood_defaults(),
13
+		recipe = {
14
+			{"default:tree", "default:tree"},
15
+			{"default:tree", "default:tree"},
16
+			{"default:tree", "default:tree"},
17
+		}
18
+	})
19
+
20
+	local door_recipe
21
+	if minetest.get_modpath("xpanes") then
22
+		door_recipe = {
23
+			{"xpanes:jailbars_flat", "xpanes:jailbars_flat"},
24
+			{"xpanes:jailbars_flat", "xpanes:jailbars_flat"},
25
+			{"xpanes:jailbars_flat", "xpanes:jailbars_flat"},
26
+		}
27
+	else
28
+		door_recipe = {
29
+			{"default:steel_ingot", ""},
30
+			{"", "default:steel_ingot"},
31
+			{"default:steel_ingot", ""},
32
+		}
33
+	end
34
+	
35
+	doors.register("castle_gates:jail_door", {
36
+		tiles = {{ name = "castle_door_jail.png", backface_culling = true }},
37
+		description = S("Jail Door"),
38
+		inventory_image = "castle_jail_door_inv.png",
39
+		protected = true,
40
+		groups = { cracky = 2, door = 1, flow_through = 1},
41
+		sound_open = "doors_steel_door_open",
42
+		sound_close = "doors_steel_door_close",
43
+		recipe = door_recipe,
44
+	})
45
+	
46
+	minetest.register_alias("castle:oak_door_a", "castle_gates:oak_door_a")
47
+	minetest.register_alias("castle:oak_door_b", "castle_gates:oak_door_b")
48
+	minetest.register_alias("castle:jail_door_a", "castle_gates:jail_door_a")
49
+	minetest.register_alias("castle:jail_door_b", "castle_gates:jail_door_b")
50
+end
51
+
52
+if minetest.get_modpath("xpanes") then
53
+	xpanes.register_pane("jailbars", {
54
+		description = S("Jail Bars"),
55
+		tiles = {"castle_jailbars.png"},
56
+		drawtype = "airlike",
57
+		paramtype = "light",
58
+		textures = {"castle_jailbars.png", "castle_jailbars.png", "xpanes_space.png"},
59
+		inventory_image = "castle_jailbars.png",
60
+		wield_image = "castle_jailbars.png",
61
+		sounds = default.node_sound_metal_defaults(),
62
+		groups = {cracky=1, pane=1, flow_through=1},
63
+		recipe = {
64
+			{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"},
65
+			{"default:steel_ingot", "",                    "default:steel_ingot"},
66
+			{"default:steel_ingot", "default:steel_ingot", "default:steel_ingot"}},
67
+	})
68
+end
69
+
70
+for i = 1, 15 do
71
+	minetest.register_alias("castle:jailbars_"..i, "xpanes:jailbars_"..i)
72
+end
73
+minetest.register_alias("castle:jailbars", "xpanes:jailbars")

+ 390
- 0
mods/buildings_etc/castle_gates/gate_functions.lua View File

@@ -0,0 +1,390 @@
1
+local MP = minetest.get_modpath(minetest.get_current_modname())
2
+dofile(MP.."/class_pointset.lua")
3
+
4
+-- Given a facedir, returns a set of all the corresponding directions
5
+local get_dirs = function(facedir)
6
+	local dirs = {}
7
+	local top = {[0]={x=0, y=1, z=0},
8
+		{x=0, y=0, z=1},
9
+		{x=0, y=0, z=-1},
10
+		{x=1, y=0, z=0},
11
+		{x=-1, y=0, z=0},
12
+		{x=0, y=-1, z=0}}	
13
+	dirs.back = minetest.facedir_to_dir(facedir)
14
+	dirs.top = top[math.floor(facedir/4)]
15
+	dirs.right = {
16
+		x=dirs.top.y*dirs.back.z - dirs.back.y*dirs.top.z,
17
+		y=dirs.top.z*dirs.back.x - dirs.back.z*dirs.top.x,
18
+		z=dirs.top.x*dirs.back.y - dirs.back.x*dirs.top.y
19
+	}
20
+	dirs.front = vector.multiply(dirs.back, -1)
21
+	dirs.bottom = vector.multiply(dirs.top, -1)
22
+	dirs.left = vector.multiply(dirs.right, -1)
23
+	return dirs
24
+end
25
+
26
+-- Returns the axis that dir points along
27
+local dir_to_axis = function(dir)
28
+	if dir.x ~= 0 then
29
+		return "x"
30
+	elseif dir.y ~= 0 then
31
+		return "y"
32
+	else
33
+		return "z"
34
+	end
35
+end
36
+
37
+-- Given a hinge definition, turns it into an axis and placement that can be used by the door rotation.
38
+local interpret_hinge = function(hinge_def, pos, node_dirs)
39
+	local axis = dir_to_axis(node_dirs[hinge_def.axis]) 
40
+	
41
+	local placement
42
+	if type(hinge_def.offset) == "string" then
43
+		placement = vector.add(pos, node_dirs[hinge_def.offset])
44
+	elseif type(hinge_def.offset) == "table" then
45
+		placement = vector.new(0,0,0)
46
+		local divisor = 0
47
+		for _, val in pairs(hinge_def.offset) do
48
+			placement = vector.add(placement, node_dirs[val])
49
+			divisor = divisor + 1
50
+		end
51
+		placement = vector.add(pos, vector.divide(placement, divisor))
52
+	else
53
+		placement = pos
54
+	end
55
+
56
+	return axis, placement
57
+end
58
+
59
+
60
+--------------------------------------------------------------------------
61
+-- Rotation (slightly more complex than sliding)
62
+