Merge pull request 'Fixing maps and clocks in itemframes' (#334) from 3raven/MineClone5:master into master

Reviewed-on: MineClone5/MineClone5#334
Works on my computer (except pb mentioned above with older maps).
This commit is contained in:
3raven 2022-06-07 19:17:56 +00:00
commit 6dbbe99d68
22 changed files with 1925 additions and 699 deletions

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# tga_encoder
A TGA Encoder written in Lua without the use of external Libraries.
Created by fleckenstein for MineClone2, then improved by erlehmann.
May be used as a Minetest mod.
See `examples.lua` for example code and usage hints.
## Use Cases for `tga_encoder`
### Encoding Textures for Editing
TGA images of types 1/2/3 consist of header data followed by a pixel array.
This makes it trivial to parse TGA files and even edit pixels in-place.
No checksums need to be updated on any kind of in-place texture editing.
**Tip**: When storing an editable image in item meta, use zlib compression.
### Legacy Minetest Texture Encoding
Minetest 5.4 did not include `minetest.encode_png()` (or any equvivalent).
Since `tga_encoder` is written in pure Lua, it does not need engine support.
**Tip:** Look at `examples.lua` and the Minetest mod `mcl_maps` for guidance.
### Advanced Texture Format Control
The function `minetest.encode_png()` always encodes images as 32bpp RGBA.
`tga_encoder` allows saving images as grayscale, 16bpp RGBA and 24bpp RGB.
For generating maps from terrain, color-mapped formats can be more useful.
### Encoding Very Small Textures
Images of size 8×8 or below are often smaller than an equivalent PNG file.
Note that on many filesystems files use at least 4096 bytes (i.e. 64×64).
Therefore, saving bytes on files up to a few 100 bytes is often useless.
### Encoding Reference Textures
TGA is a simple format, which makes it easy to create reference textures.
Using a hex editor, one can trivially see how all the pixels are stored.
## Supported Image Types
For all types, images are encoded in a fast single pass (i.e. append-only).
### Color-Mapped Images (Type 1)
These images contain a palette, followed by pixel data.
* `A1R5G5B5` (8bpp RGB)
* `B8G8R8` (8bpp RGB)
* `B8G8R8A8` (8bpp RGBA)
### True-Color Images (Type 2)
These images contain uncompressed RGB(A) pixel data.
* `A1R5G5B5` (16bpp RGBA)
* `B8G8R8` (24bpp RGB)
* `B8G8R8A8` (32bpp RGBA)
### Grayscale Images (Type 3)
* `Y8` (8bpp grayscale)
### Run-Length Encoded (RLE), True-Color Images (Type 10)
These images contain compressed RGB(A) pixel data.
* `A1R5G5B5` (16bpp RGBA)
* `B8G8R8` (24bpp RGB)
* `B8G8R8A8` (32bpp RGBA)
## TODO
* Actually support `R8G8B8A8` input for `A1R5G5B5` output
* Add both zoomable and explorable maps to `mcl_maps`.

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dofile("init.lua")
-- encode a bitmap
local _ = { 0, 0, 0 }
local R = { 255, 127, 127 }
local pixels = {
{ _, _, _, _, _, _, _ },
{ _, _, _, R, _, _, _ },
{ _, _, R, R, R, _, _ },
{ _, R, R, R, R, R, _ },
{ _, R, R, R, R, R, _ },
{ _, _, R, _, R, _, _ },
{ _, _, _, _, _, _, _ },
}
tga_encoder.image(pixels):save("bitmap_small.tga")
-- change a single pixel, then rescale the bitmap
local pixels_orig = pixels
pixels_orig[4][4] = { 255, 255, 255 }
local pixels = {}
for x = 1,56,1 do
local x_orig = math.ceil(x/8)
for z = 1,56,1 do
local z_orig = math.ceil(z/8)
local color = pixels_orig[z_orig][x_orig]
pixels[z] = pixels[z] or {}
pixels[z][x] = color
end
end
tga_encoder.image(pixels):save("bitmap_large.tga")
-- note that the uncompressed grayscale TGA file written in this
-- example is 80 bytes but an optimized PNG file is 81 bytes …
local pixels = {}
for x = 1,6,1 do -- left to right
for z = 1,6,1 do -- bottom to top
local color = { math.min(x * z * 4 - 1, 255) }
pixels[z] = pixels[z] or {}
pixels[z][x] = color
end
end
tga_encoder.image(pixels):save("gradient_8bpp_raw.tga", {color_format="Y8", compression="RAW"})
local pixels = {}
for x = 1,16,1 do -- left to right
for z = 1,16,1 do -- bottom to top
local r = math.min(x * 32 - 1, 255)
local g = math.min(z * 32 - 1, 255)
local b = 0
-- blue rectangle in top right corner
if x > 8 and z > 8 then
r = 0
g = 0
b = math.min(z * 16 - 1, 255)
end
local color = { r, g, b }
pixels[z] = pixels[z] or {}
pixels[z][x] = color
end
end
local gradients = tga_encoder.image(pixels)
gradients:save("gradients_8bpp_raw.tga", {color_format="Y8", compression="RAW"})
gradients:save("gradients_16bpp_raw.tga", {color_format="A1R5G5B5", compression="RAW"})
gradients:save("gradients_16bpp_rle.tga", {color_format="A1R5G5B5", compression="RLE"})
gradients:save("gradients_24bpp_raw.tga", {color_format="B8G8R8", compression="RAW"})
gradients:save("gradients_24bpp_rle.tga", {color_format="B8G8R8", compression="RLE"})
for x = 1,16,1 do -- left to right
for z = 1,16,1 do -- bottom to top
local color = pixels[z][x]
color[#color+1] = ((x * x) + (z * z)) % 256
pixels[z][x] = color
end
end
gradients:save("gradients_32bpp_raw.tga", {color_format="B8G8R8A8", compression="RAW"})
-- the RLE-compressed file is larger than just dumping pixels because
-- the gradients in this picture can not be compressed well using RLE
gradients:save("gradients_32bpp_rle.tga", {color_format="B8G8R8A8", compression="RLE"})
local pixels = {}
for x = 1,512,1 do -- left to right
for z = 1,512,1 do -- bottom to top
local oz = (z - 256) / 256 + 0.75
local ox = (x - 256) / 256
local px, pz, i = 0, 0, 0
while (px * px) + (pz * pz) <= 4 and i < 128 do
px = (px * px) - (pz * pz) + oz
pz = (2 * px * pz) + ox
i = i + 1
end
local color = {
math.max(0, math.min(255, math.floor(px * 64))),
math.max(0, math.min(255, math.floor(pz * 64))),
math.max(0, math.min(255, math.floor(i))),
}
pixels[z] = pixels[z] or {}
pixels[z][x] = color
end
end
tga_encoder.image(pixels):save("fractal_8bpp.tga", {color_format="Y8"})
tga_encoder.image(pixels):save("fractal_16bpp.tga", {color_format="A1R5G5B5"})
tga_encoder.image(pixels):save("fractal_24bpp.tga", {color_format="B8G8R8"})
-- encode a colormapped bitmap
local K = { 0 }
local B = { 1 }
local R = { 2 }
local G = { 3 }
local W = { 4 }
local colormap = {
{ 1, 2, 3 }, -- K
{ 0, 0, 255 }, -- B
{ 255, 0, 0 }, -- R
{ 0, 255, 0 }, -- G
{ 253, 254, 255 }, -- W
}
local pixels = {
{ W, K, W, K, W, K, W },
{ R, G, B, R, G, B, K },
{ K, W, K, W, K, W, K },
{ G, B, R, G, B, R, W },
{ W, W, W, K, K, K, W },
{ B, R, G, B, R, G, K },
{ B, R, G, B, R, G, W },
}
-- note that the uncompressed colormapped TGA file written in this
-- example is 108 bytes but an optimized PNG file is 121 bytes …
tga_encoder.image(pixels):save("colormapped_B8G8R8.tga", {colormap=colormap})
-- encoding as A1R5G5B5 saves 1 byte per palette entry → 103 bytes
tga_encoder.image(pixels):save("colormapped_A1R5G5B5.tga", {colormap=colormap, color_format="A1R5G5B5"})
-- encode a colormapped bitmap with transparency
local _ = { 0 }
local K = { 1 }
local W = { 2 }
local colormap = {
{ 0, 0, 0, 0 },
{ 0, 0, 0, 255 },
{ 255, 255, 255, 255 },
}
local pixels = {
{ _, K, K, K, K, K, _ },
{ _, K, W, W, W, K, _ },
{ K, K, W, W, W, K, K },
{ K, W, W, W, W, W, K },
{ _, K, W, W, W, K, _ },
{ _, _, K, W, K, _, _ },
{ _, _, _, K, _, _, _ },
}
tga_encoder.image(pixels):save("colormapped_B8G8R8A8.tga", {colormap=colormap})

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tga_encoder = {}
local image = setmetatable({}, {
__call = function(self, ...)
local t = setmetatable({}, {__index = self})
t:constructor(...)
return t
end,
})
function image:constructor(pixels)
self.pixels = pixels
self.width = #pixels[1]
self.height = #pixels
end
local pixel_depth_by_color_format = {
["Y8"] = 8,
["A1R5G5B5"] = 16,
["B8G8R8"] = 24,
["B8G8R8A8"] = 32,
}
function image:encode_colormap_spec(properties)
local colormap = properties.colormap
local colormap_pixel_depth = 0
if 0 ~= #colormap then
colormap_pixel_depth = pixel_depth_by_color_format[
properties.color_format
]
end
local colormap_spec =
string.char(0, 0) .. -- first entry index
string.char(#colormap % 256, math.floor(#colormap / 256)) .. -- number of entries
string.char(colormap_pixel_depth) -- bits per pixel
self.data = self.data .. colormap_spec
end
function image:encode_image_spec(properties)
local color_format = properties.color_format
assert(
"Y8" == color_format or -- (8 bit grayscale = 1 byte = 8 bits)
"A1R5G5B5" == color_format or -- (A1R5G5B5 = 2 bytes = 16 bits)
"B8G8R8" == color_format or -- (B8G8R8 = 3 bytes = 24 bits)
"B8G8R8A8" == color_format -- (B8G8R8A8 = 4 bytes = 32 bits)
)
local pixel_depth
if 0 ~= #properties.colormap then
pixel_depth = self.pixel_depth
else
pixel_depth = pixel_depth_by_color_format[color_format]
end
assert( nil ~= pixel_depth)
self.data = self.data
.. string.char(0, 0) -- X-origin
.. string.char(0, 0) -- Y-origin
.. string.char(self.width % 256, math.floor(self.width / 256)) -- width
.. string.char(self.height % 256, math.floor(self.height / 256)) -- height
.. string.char(pixel_depth)
.. string.char(0) -- image descriptor
end
function image:encode_colormap(properties)
local colormap = properties.colormap
if 0 == #colormap then
return
end
local color_format = properties.color_format
assert (
"A1R5G5B5" == color_format or
"B8G8R8" == color_format or
"B8G8R8A8" == color_format
)
local colors = {}
if "A1R5G5B5" == color_format then
-- Sample depth rescaling is done according to the algorithm presented in:
-- <https://www.w3.org/TR/2003/REC-PNG-20031110/#13Sample-depth-rescaling>
local max_sample_in = math.pow(2, 8) - 1
local max_sample_out = math.pow(2, 5) - 1
for i = 1,#colormap,1 do
local color = colormap[i]
local colorword = 32768 +
((math.floor((color[1] * max_sample_out / max_sample_in) + 0.5)) * 1024) +
((math.floor((color[2] * max_sample_out / max_sample_in) + 0.5)) * 32) +
((math.floor((color[3] * max_sample_out / max_sample_in) + 0.5)) * 1)
local color_bytes = string.char(
colorword % 256,
math.floor(colorword / 256)
)
colors[#colors + 1] = color_bytes
end
elseif "B8G8R8" == color_format then
for i = 1,#colormap,1 do
local color = colormap[i]
local color_bytes = string.char(
color[3], -- B
color[2], -- G
color[1] -- R
)
colors[#colors + 1] = color_bytes
end
elseif "B8G8R8A8" == color_format then
for i = 1,#colormap,1 do
local color = colormap[i]
local color_bytes = string.char(
color[3], -- B
color[2], -- G
color[1], -- R
color[4] -- A
)
colors[#colors + 1] = color_bytes
end
end
assert( 0 ~= #colors )
self.data = self.data .. table.concat(colors)
end
function image:encode_header(properties)
local color_format = properties.color_format
local colormap = properties.colormap
local compression = properties.compression
local colormap_type
local image_type
if "Y8" == color_format and "RAW" == compression then
colormap_type = 0
image_type = 3 -- grayscale
elseif (
"A1R5G5B5" == color_format or
"B8G8R8" == color_format or
"B8G8R8A8" == color_format
) then
if "RAW" == compression then
if 0 ~= #colormap then
colormap_type = 1
image_type = 1 -- colormapped RGB(A)
else
colormap_type = 0
image_type = 2 -- RAW RGB(A)
end
elseif "RLE" == compression then
colormap_type = 0
image_type = 10 -- RLE RGB
end
end
assert( nil ~= colormap_type )
assert( nil ~= image_type )
self.data = self.data
.. string.char(0) -- image id
.. string.char(colormap_type)
.. string.char(image_type)
self:encode_colormap_spec(properties) -- color map specification
self:encode_image_spec(properties) -- image specification
self:encode_colormap(properties)
end
function image:encode_data(properties)
local color_format = properties.color_format
local colormap = properties.colormap
local compression = properties.compression
local data_length_before = #self.data
if "Y8" == color_format and "RAW" == compression then
if 8 == self.pixel_depth then
self:encode_data_Y8_as_Y8_raw()
elseif 24 == self.pixel_depth then
self:encode_data_R8G8B8_as_Y8_raw()
end
elseif "A1R5G5B5" == color_format then
if 0 ~= #colormap then
if "RAW" == compression then
if 8 == self.pixel_depth then
self:encode_data_Y8_as_Y8_raw()
end
end
else
if "RAW" == compression then
self:encode_data_R8G8B8_as_A1R5G5B5_raw()
elseif "RLE" == compression then
self:encode_data_R8G8B8_as_A1R5G5B5_rle()
end
end
elseif "B8G8R8" == color_format then
if 0 ~= #colormap then
if "RAW" == compression then
if 8 == self.pixel_depth then
self:encode_data_Y8_as_Y8_raw()
end
end
else
if "RAW" == compression then
self:encode_data_R8G8B8_as_B8G8R8_raw()
elseif "RLE" == compression then
self:encode_data_R8G8B8_as_B8G8R8_rle()
end
end
elseif "B8G8R8A8" == color_format then
if 0 ~= #colormap then
if "RAW" == compression then
if 8 == self.pixel_depth then
self:encode_data_Y8_as_Y8_raw()
end
end
else
if "RAW" == compression then
self:encode_data_R8G8B8A8_as_B8G8R8A8_raw()
elseif "RLE" == compression then
self:encode_data_R8G8B8A8_as_B8G8R8A8_rle()
end
end
end
local data_length_after = #self.data
assert(
data_length_after ~= data_length_before,
"No data encoded for color format: " .. color_format
)
end
function image:encode_data_Y8_as_Y8_raw()
assert(8 == self.pixel_depth)
local raw_pixels = {}
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
local raw_pixel = string.char(pixel[1])
raw_pixels[#raw_pixels + 1] = raw_pixel
end
end
self.data = self.data .. table.concat(raw_pixels)
end
function image:encode_data_R8G8B8_as_Y8_raw()
assert(24 == self.pixel_depth)
local raw_pixels = {}
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
-- the HSP RGB to brightness formula is
-- sqrt( 0.299 r² + .587 g² + .114 b² )
-- see <https://alienryderflex.com/hsp.html>
local gray = math.floor(
math.sqrt(
0.299 * pixel[1]^2 +
0.587 * pixel[2]^2 +
0.114 * pixel[3]^2
) + 0.5
)
local raw_pixel = string.char(gray)
raw_pixels[#raw_pixels + 1] = raw_pixel
end
end
self.data = self.data .. table.concat(raw_pixels)
end
function image:encode_data_R8G8B8_as_A1R5G5B5_raw()
assert(24 == self.pixel_depth)
local raw_pixels = {}
-- Sample depth rescaling is done according to the algorithm presented in:
-- <https://www.w3.org/TR/2003/REC-PNG-20031110/#13Sample-depth-rescaling>
local max_sample_in = math.pow(2, 8) - 1
local max_sample_out = math.pow(2, 5) - 1
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
local colorword = 32768 +
((math.floor((pixel[1] * max_sample_out / max_sample_in) + 0.5)) * 1024) +
((math.floor((pixel[2] * max_sample_out / max_sample_in) + 0.5)) * 32) +
((math.floor((pixel[3] * max_sample_out / max_sample_in) + 0.5)) * 1)
local raw_pixel = string.char(colorword % 256, math.floor(colorword / 256))
raw_pixels[#raw_pixels + 1] = raw_pixel
end
end
self.data = self.data .. table.concat(raw_pixels)
end
function image:encode_data_R8G8B8_as_A1R5G5B5_rle()
assert(24 == self.pixel_depth)
local colorword = nil
local previous_r = nil
local previous_g = nil
local previous_b = nil
local raw_pixel = ''
local raw_pixels = {}
local count = 1
local packets = {}
local raw_packet = ''
local rle_packet = ''
-- Sample depth rescaling is done according to the algorithm presented in:
-- <https://www.w3.org/TR/2003/REC-PNG-20031110/#13Sample-depth-rescaling>
local max_sample_in = math.pow(2, 8) - 1
local max_sample_out = math.pow(2, 5) - 1
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
if pixel[1] ~= previous_r or pixel[2] ~= previous_g or pixel[3] ~= previous_b or count == 128 then
if nil ~= previous_r then
colorword = 32768 +
((math.floor((previous_r * max_sample_out / max_sample_in) + 0.5)) * 1024) +
((math.floor((previous_g * max_sample_out / max_sample_in) + 0.5)) * 32) +
((math.floor((previous_b * max_sample_out / max_sample_in) + 0.5)) * 1)
if 1 == count then
-- remember pixel verbatim for raw encoding
raw_pixel = string.char(colorword % 256, math.floor(colorword / 256))
raw_pixels[#raw_pixels + 1] = raw_pixel
if 128 == #raw_pixels then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, colorword % 256, math.floor(colorword / 256))
packets[#packets +1] = rle_packet
end
end
count = 1
previous_r = pixel[1]
previous_g = pixel[2]
previous_b = pixel[3]
else
count = count + 1
end
end
end
colorword = 32768 +
((math.floor((previous_r * max_sample_out / max_sample_in) + 0.5)) * 1024) +
((math.floor((previous_g * max_sample_out / max_sample_in) + 0.5)) * 32) +
((math.floor((previous_b * max_sample_out / max_sample_in) + 0.5)) * 1)
if 1 == count then
raw_pixel = string.char(colorword % 256, math.floor(colorword / 256))
raw_pixels[#raw_pixels + 1] = raw_pixel
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, colorword % 256, math.floor(colorword / 256))
packets[#packets +1] = rle_packet
end
self.data = self.data .. table.concat(packets)
end
function image:encode_data_R8G8B8_as_B8G8R8_raw()
assert(24 == self.pixel_depth)
local raw_pixels = {}
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
local raw_pixel = string.char(pixel[3], pixel[2], pixel[1])
raw_pixels[#raw_pixels + 1] = raw_pixel
end
end
self.data = self.data .. table.concat(raw_pixels)
end
function image:encode_data_R8G8B8_as_B8G8R8_rle()
assert(24 == self.pixel_depth)
local previous_r = nil
local previous_g = nil
local previous_b = nil
local raw_pixel = ''
local raw_pixels = {}
local count = 1
local packets = {}
local raw_packet = ''
local rle_packet = ''
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
if pixel[1] ~= previous_r or pixel[2] ~= previous_g or pixel[3] ~= previous_b or count == 128 then
if nil ~= previous_r then
if 1 == count then
-- remember pixel verbatim for raw encoding
raw_pixel = string.char(previous_b, previous_g, previous_r)
raw_pixels[#raw_pixels + 1] = raw_pixel
if 128 == #raw_pixels then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r)
packets[#packets +1] = rle_packet
end
end
count = 1
previous_r = pixel[1]
previous_g = pixel[2]
previous_b = pixel[3]
else
count = count + 1
end
end
end
if 1 == count then
raw_pixel = string.char(previous_b, previous_g, previous_r)
raw_pixels[#raw_pixels + 1] = raw_pixel
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r)
packets[#packets +1] = rle_packet
end
self.data = self.data .. table.concat(packets)
end
function image:encode_data_R8G8B8A8_as_B8G8R8A8_raw()
assert(32 == self.pixel_depth)
local raw_pixels = {}
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
local raw_pixel = string.char(pixel[3], pixel[2], pixel[1], pixel[4])
raw_pixels[#raw_pixels + 1] = raw_pixel
end
end
self.data = self.data .. table.concat(raw_pixels)
end
function image:encode_data_R8G8B8A8_as_B8G8R8A8_rle()
assert(32 == self.pixel_depth)
local previous_r = nil
local previous_g = nil
local previous_b = nil
local previous_a = nil
local raw_pixel = ''
local raw_pixels = {}
local count = 1
local packets = {}
local raw_packet = ''
local rle_packet = ''
for _, row in ipairs(self.pixels) do
for _, pixel in ipairs(row) do
if pixel[1] ~= previous_r or pixel[2] ~= previous_g or pixel[3] ~= previous_b or pixel[4] ~= previous_a or count == 128 then
if nil ~= previous_r then
if 1 == count then
-- remember pixel verbatim for raw encoding
raw_pixel = string.char(previous_b, previous_g, previous_r, previous_a)
raw_pixels[#raw_pixels + 1] = raw_pixel
if 128 == #raw_pixels then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r, previous_a)
packets[#packets +1] = rle_packet
end
end
count = 1
previous_r = pixel[1]
previous_g = pixel[2]
previous_b = pixel[3]
previous_a = pixel[4]
else
count = count + 1
end
end
end
if 1 == count then
raw_pixel = string.char(previous_b, previous_g, previous_r, previous_a)
raw_pixels[#raw_pixels + 1] = raw_pixel
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
else
-- encode raw pixels, if any
if #raw_pixels > 0 then
raw_packet = string.char(#raw_pixels - 1)
packets[#packets + 1] = raw_packet
for i=1, #raw_pixels do
packets[#packets +1] = raw_pixels[i]
end
raw_pixels = {}
end
-- RLE encoding
rle_packet = string.char(128 + count - 1, previous_b, previous_g, previous_r, previous_a)
packets[#packets +1] = rle_packet
end
self.data = self.data .. table.concat(packets)
end
function image:encode_footer()
self.data = self.data
.. string.char(0, 0, 0, 0) -- extension area offset
.. string.char(0, 0, 0, 0) -- developer area offset
.. "TRUEVISION-XFILE"
.. "."
.. string.char(0)
end
function image:encode(properties)
self.data = ""
self:encode_header(properties) -- header
-- no color map and image id data
self:encode_data(properties) -- encode data
-- no extension or developer area
self:encode_footer() -- footer
end
function image:save(filename, properties)
local properties = properties or {}
properties.colormap = properties.colormap or {}
properties.compression = properties.compression or "RAW"
self.pixel_depth = #self.pixels[1][1] * 8
local color_format_defaults_by_pixel_depth = {
[8] = "Y8",
[24] = "B8G8R8",
[32] = "B8G8R8A8",
}
if nil == properties.color_format then
if 0 ~= #properties.colormap then
properties.color_format =
color_format_defaults_by_pixel_depth[
#properties.colormap[1] * 8
]
else
properties.color_format =
color_format_defaults_by_pixel_depth[
self.pixel_depth
]
end
end
assert( nil ~= properties.color_format )
self:encode(properties)
local f = assert(io.open(filename, "wb"))
f:write(self.data)
f:close()
end
tga_encoder.image = image

View File

@ -0,0 +1,2 @@
name = tga_encoder
description = A TGA Encoder written in Lua without the use of external Libraries.

View File

@ -231,3 +231,13 @@ water)
-- spawn egg -- spawn egg
mobs:register_egg("extra_mobs:glow_squid", S("Glow Squid"), "extra_mobs_spawn_icon_glow_squid.png", 0) mobs:register_egg("extra_mobs:glow_squid", S("Glow Squid"), "extra_mobs_spawn_icon_glow_squid.png", 0)
-- dropped item (used to craft glowing itemframe)
minetest.register_craftitem("extra_mobs:glow_ink_sac", {
description = S("Glow Ink Sac"),
_doc_items_longdesc = S("Use it to craft the Glow Item Frame."),
_doc_items_usagehelp = S("Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame."),
inventory_image = "extra_mobs_glow_ink_sac.png",
groups = { craftitem = 1 },
})

View File

@ -1,330 +0,0 @@
local S = minetest.get_translator("extra_mobs")
minetest.register_craftitem("extra_mobs:glow_ink_sac", {
description = S("Glow Ink Sac"),
_doc_items_longdesc = S("Use it to craft the Glow Item Frame."),
_doc_items_usagehelp = S("Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame."),
inventory_image = "extra_mobs_glow_ink_sac.png",
groups = { craftitem = 1 },
})
--------------------
--[[This mod is originally by Zeg9, but heavily modified for MineClone 2.
Model created by 22i, licensed under the
GNU GPLv3 <https://www.gnu.org/licenses/gpl-3.0.html>.
Source: <https://github.com/22i/amc>
]]
local VISUAL_SIZE = 0.3
minetest.register_entity("extra_mobs:glow_item_frame_item",{
hp_max = 1,
visual = "wielditem",
visual_size = {x=VISUAL_SIZE, y=VISUAL_SIZE},
physical = false,
pointable = false,
textures = { "blank.png" },
_texture = "blank.png",
_scale = 1,
glow = minetest.LIGHT_MAX,
on_activate = function(self, staticdata)
if staticdata ~= nil and staticdata ~= "" then
local data = staticdata:split(';')
if data and data[1] and data[2] then
self._nodename = data[1]
self._texture = data[2]
if data[3] then
self._scale = data[3]
else
self._scale = 1
end
end
end
if self._texture ~= nil then
self.object:set_properties({
textures={self._texture},
visual_size={x=VISUAL_SIZE/self._scale, y=VISUAL_SIZE/self._scale},
})
end
end,
get_staticdata = function(self)
if not self then return end
if self._nodename ~= nil and self._texture ~= nil then
local ret = self._nodename .. ';' .. self._texture
if self._scale ~= nil then
ret = ret .. ';' .. tostring(self._scale)
end
return ret
end
return ""
end,
_update_texture = function(self)
if self._texture ~= nil then
self.object:set_properties({
textures={self._texture},
visual_size={x=VISUAL_SIZE/self._scale, y=VISUAL_SIZE/self._scale},
})
end
end,
})
local facedir = {}
facedir[0] = {x=0,y=0,z=1}
facedir[1] = {x=1,y=0,z=0}
facedir[2] = {x=0,y=0,z=-1}
facedir[3] = {x=-1,y=0,z=0}
local remove_item_entity = function(pos, node)
local objs = nil
if node.name == "extra_mobs:glow_item_frame" then
objs = minetest.get_objects_inside_radius(pos, .5)
end
if objs then
for _, obj in ipairs(objs) do
if obj and obj:get_luaentity() and obj:get_luaentity().name == "extra_mobs:glow_item_frame_item" then
obj:remove()
end
end
end
end
local update_item_entity = function(pos, node, param2)
remove_item_entity(pos, node)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local item = inv:get_stack("main", 1)
if not item:is_empty() then
if not param2 then
param2 = node.param2
end
if node.name == "extra_mobs:glow_item_frame" then
local posad = facedir[param2]
pos.x = pos.x + posad.x*6.5/16
pos.y = pos.y + posad.y*6.5/16
pos.z = pos.z + posad.z*6.5/16
end
local e = minetest.add_entity(pos, "extra_mobs:glow_item_frame_item")
local lua = e:get_luaentity()
lua._nodename = node.name
local itemname = item:get_name()
if itemname == "" or itemname == nil then
lua._texture = "blank.png"
lua._scale = 1
else
lua._texture = itemname
local def = minetest.registered_items[itemname]
if def and def.wield_scale then
lua._scale = def.wield_scale.x
else
lua._scale = 1
end
end
lua:_update_texture()
if node.name == "extra_mobs:glow_item_frame" then
local yaw = math.pi*2 - param2 * math.pi/2
e:set_yaw(yaw)
end
end
end
local drop_item = function(pos, node, meta, clicker)
local cname = ""
if clicker and clicker:is_player() then
cname = clicker:get_player_name()
end
if node.name == "extra_mobs:glow_item_frame" and not minetest.is_creative_enabled(cname) then
local inv = meta:get_inventory()
local item = inv:get_stack("main", 1)
if not item:is_empty() then
minetest.add_item(pos, item)
end
end
meta:set_string("infotext", "")
remove_item_entity(pos, node)
end
minetest.register_node("extra_mobs:glow_item_frame",{
description = S("Glow Item Frame"),
_tt_help = S("Can hold an item and glows"),
_doc_items_longdesc = S("Glow Item frames are decorative blocks in which items can be placed."),
_doc_items_usagehelp = S("Just place any item on the item frame. Use the item frame again to retrieve the item."),
drawtype = "mesh",
is_ground_content = false,
mesh = "extra_mobs_glow_item_frame.obj",
selection_box = { type = "fixed", fixed = {-6/16, -6/16, 7/16, 6/16, 6/16, 0.5} },
collision_box = { type = "fixed", fixed = {-6/16, -6/16, 7/16, 6/16, 6/16, 0.5} },
tiles = {"extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png"},
inventory_image = "extra_mobs_glow_item_frame_item.png",
wield_image = "extra_mobs_glow_item_frame.png",
paramtype = "light",
paramtype2 = "facedir",
--FIXME: should only be glowing, no light source. How is that possible with a node?
light_source = 1,
sunlight_propagates = true,
groups = { dig_immediate=3,deco_block=1,dig_by_piston=1,container=7,attached_node_facedir=1 },
sounds = mcl_sounds.node_sound_defaults(),
node_placement_prediction = "",
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
-- Use pointed node's on_rightclick function first, if present
local node = minetest.get_node(pointed_thing.under)
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack
end
end
return minetest.item_place(itemstack, placer, pointed_thing, minetest.dir_to_facedir(vector.direction(pointed_thing.above, pointed_thing.under)))
end,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("main", 1)
end,
on_rightclick = function(pos, node, clicker, itemstack)
if not itemstack then
return
end
local pname = clicker:get_player_name()
if minetest.is_protected(pos, pname) then
minetest.record_protection_violation(pos, pname)
return
end
local meta = minetest.get_meta(pos)
drop_item(pos, node, meta, clicker)
local inv = meta:get_inventory()
if itemstack:is_empty() then
remove_item_entity(pos, node)
meta:set_string("infotext", "")
inv:set_stack("main", 1, "")
return itemstack
end
local put_itemstack = ItemStack(itemstack)
put_itemstack:set_count(1)
inv:set_stack("main", 1, put_itemstack)
update_item_entity(pos, node)
-- Add node infotext when item has been named
local imeta = itemstack:get_meta()
local iname = imeta:get_string("name")
if iname then
meta:set_string("infotext", iname)
end
if not minetest.is_creative_enabled(clicker:get_player_name()) then
itemstack:take_item()
end
return itemstack
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return count
end
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return stack:get_count()
end
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
local name = player:get_player_name()
if minetest.is_protected(pos, name) then
minetest.record_protection_violation(pos, name)
return 0
else
return stack:get_count()
end
end,
on_destruct = function(pos)
local meta = minetest.get_meta(pos)
local node = minetest.get_node(pos)
drop_item(pos, node, meta)
end,
on_rotate = function(pos, node, user, mode, param2)
if mode == screwdriver.ROTATE_FACE then
-- Rotate face
local meta = minetest.get_meta(pos)
local node = minetest.get_node(pos)
local objs = nil
if node.name == "extra_mobs:glow_item_frame" then
objs = minetest.get_objects_inside_radius(pos, .5)
end
if objs then
for _, obj in ipairs(objs) do
if obj and obj:get_luaentity() and obj:get_luaentity().name == "extra_mobs:glow_item_frame_item" then
update_item_entity(pos, node, (node.param2+1) % 4)
break
end
end
end
return
elseif mode == screwdriver.ROTATE_AXIS then
return false
end
end,
})
minetest.register_craft({
type = "shapeless",
output = 'extra_mobs:glow_item_frame',
recipe = {'mcl_itemframes:item_frame', 'extra_mobs:glow_ink_sac'},
})
minetest.register_lbm({
label = "Update legacy item frames",
name = "extra_mobs:update_legacy_glow_item_frames",
nodenames = {"extra_mobs:glow_frame"},
action = function(pos, node)
-- Swap legacy node, then respawn entity
node.name = "extra_mobs:glow_item_frame"
local meta = minetest.get_meta(pos)
local item = meta:get_string("item")
minetest.swap_node(pos, node)
if item ~= "" then
local itemstack = ItemStack(minetest.deserialize(meta:get_string("itemdata")))
local inv = meta:get_inventory()
inv:set_size("main", 1)
if not itemstack:is_empty() then
inv:set_stack("main", 1, itemstack)
end
end
update_item_entity(pos, node)
end,
})
-- FIXME: Item entities can get destroyed by /clearobjects
minetest.register_lbm({
label = "Respawn item frame item entities",
name = "extra_mobs:respawn_entities",
nodenames = {"extra_mobs:glow_item_frame"},
run_at_every_load = true,
action = function(pos, node)
update_item_entity(pos, node)
end,
})
minetest.register_alias("extra_mobs:glow_frame", "extra_mobs:glow_item_frame")
--------------------

View File

@ -21,8 +21,3 @@ dofile(path .. "/cod.lua")
dofile(path .. "/salmon.lua") dofile(path .. "/salmon.lua")
dofile(path .. "/dolphin.lua") dofile(path .. "/dolphin.lua")
dofile(path .. "/glow_squid.lua") dofile(path .. "/glow_squid.lua")
--Items
dofile(path .. "/glow_squid_items.lua")

View File

@ -9,9 +9,3 @@ Salmon=Saumon
dolphin=Dauphin dolphin=Dauphin
Glow Squid=Pieuvre Lumineuse Glow Squid=Pieuvre Lumineuse
Glow Ink Sac=Sac d'Encre Lumineuse Glow Ink Sac=Sac d'Encre Lumineuse
Use it to craft the Glow Item Frame.=Utilisez le pour fabriquer le Cadre à Objet Lumineux
Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame.=Utiliser le Sac d'Encre Lumineuse et le Cadre à Objet normal pour fabriquer le Cadre à Objet Lumineux.
Glow Item Frame=Cadre à Objet Lumineux
Can hold an item and glows=Peut exposer un objet et éclairer
Glow Item frames are decorative blocks in which items can be placed.=les Cadres à Objet Lumineux sont des blocs décoratifs pouvant contenir des objets.
Just place any item on the item frame. Use the item frame again to retrieve the item.=Placer n'importe quel objet sur le cadre. Récupérer l'objet en faisant un clic droit sur le cadre.

View File

@ -9,9 +9,3 @@ Salmon=Лосось
dolphin=Дельфин dolphin=Дельфин
Glow Squid=Светящийся спрут Glow Squid=Светящийся спрут
Glow Ink Sac=Светящийся чернильный мешок Glow Ink Sac=Светящийся чернильный мешок
Use it to craft the Glow Item Frame.=Используется для крафта светящейся рамки.
Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame.=Используйте светящийся чернильный мешок и обычную рамку для крафта светящейся рамки.
Glow Item Frame=Светящаяся рамка
Can hold an item and glows=Светится и может хранить предмет
Glow Item frames are decorative blocks in which items can be placed.=Светящаяся рамка это декоративный блок в который можно положить предметы.
Just place any item on the item frame. Use the item frame again to retrieve the item.=Просто используйте любой предмет на рамке. Используйте рамку снова, чтобы забрать предмет.

View File

@ -9,9 +9,3 @@ Salmon=
dolphin= dolphin=
Glow Squid= Glow Squid=
Glow Ink Sac= Glow Ink Sac=
Use it to craft the Glow Item Frame.=
Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame.=
Glow Item Frame=
Can hold an item and glows=
Glow Item frames are decorative blocks in which items can be placed.=
Just place any item on the item frame. Use the item frame again to retrieve the item.=

View File

@ -2,7 +2,13 @@ local S = minetest.get_translator(minetest.get_current_modname())
local VISUAL_SIZE = 0.3 local VISUAL_SIZE = 0.3
minetest.register_entity("mcl_itemframes:item",{ local vari = {{ "mcl_itemframes:item", "mcl_itemframes:map", "mcl_itemframes:item_frame", S("Item Frame"), S("Can hold an item"), S("Item frames are decorative blocks in which items can be placed."), "mcl_itemframes_itemframe1facedir.obj", "mcl_itemframes_itemframe_background.png", "default_wood.png", "mcl_itemframes_item_frame.png", "mcl_itemframes_item_frame.png", {"itemframes:frame"}},
{ "mcl_itemframes:glow_item", "mcl_itemframes:glow_map", "mcl_itemframes:glow_item_frame", S("Glow Item Frame"), S("Can hold an item and glows"), S("Glow Item frames are decorative blocks in which items can be placed."), "extra_mobs_glow_item_frame.obj", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_border.png", "extra_mobs_glow_item_frame_item.png", "extra_mobs_glow_item_frame.png", {"extra_mobs:glow_frame", "extra_mobs:glow_item_frame"}},
}
for v=1, #vari do
local var = vari[v]
minetest.register_entity(var[1],{
hp_max = 1, hp_max = 1,
visual = "wielditem", visual = "wielditem",
visual_size = {x=VISUAL_SIZE, y=VISUAL_SIZE}, visual_size = {x=VISUAL_SIZE, y=VISUAL_SIZE},
@ -11,6 +17,7 @@ minetest.register_entity("mcl_itemframes:item",{
textures = { "blank.png" }, textures = { "blank.png" },
_texture = "blank.png", _texture = "blank.png",
_scale = 1, _scale = 1,
glow = (v-1)*minetest.LIGHT_MAX,
on_activate = function(self, staticdata) on_activate = function(self, staticdata)
if staticdata and staticdata ~= "" then if staticdata and staticdata ~= "" then
@ -52,9 +59,9 @@ minetest.register_entity("mcl_itemframes:item",{
}) })
end end
end, end,
}) })
minetest.register_entity("mcl_itemframes:map", { minetest.register_entity(var[2], {
initial_properties = { initial_properties = {
visual = "upright_sprite", visual = "upright_sprite",
visual_size = {x = 1, y = 1}, visual_size = {x = 1, y = 1},
@ -65,32 +72,35 @@ minetest.register_entity("mcl_itemframes:map", {
}, },
on_activate = function(self, staticdata) on_activate = function(self, staticdata)
self.id = staticdata self.id = staticdata
self.object:set_properties({textures = {mcl_maps.load_map(self.id)}}) mcl_maps.load_map(self.id, function(texture)
-- will not crash even if self.object is invalid by now
self.object:set_properties({textures = {texture}})
end)
end, end,
get_staticdata = function(self) get_staticdata = function(self)
return self.id return self.id
end, end,
}) })
local facedir = {} local facedir = {}
facedir[0] = {x=0,y=0,z=1} facedir[0] = {x=0,y=0,z=1}
facedir[1] = {x=1,y=0,z=0} facedir[1] = {x=1,y=0,z=0}
facedir[2] = {x=0,y=0,z=-1} facedir[2] = {x=0,y=0,z=-1}
facedir[3] = {x=-1,y=0,z=0} facedir[3] = {x=-1,y=0,z=0}
local remove_item_entity = function(pos, node) local remove_item_entity = function(pos, node)
if node.name == "mcl_itemframes:item_frame" then if node.name == var[3] then
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 0.5)) do for _, obj in pairs(minetest.get_objects_inside_radius(pos, 0.5)) do
local entity = obj:get_luaentity() local entity = obj:get_luaentity()
if entity and (entity.name == "mcl_itemframes:item" or entity.name == "mcl_itemframes:map") then if entity and (entity.name == var[1] or entity.name == var[2]) then
obj:remove() obj:remove()
end end
end end
end end
end end
local update_item_entity = function(pos, node, param2) local update_item_entity = function(pos, node, param2)
remove_item_entity(pos, node) remove_item_entity(pos, node)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local inv = meta:get_inventory() local inv = meta:get_inventory()
@ -99,7 +109,7 @@ local update_item_entity = function(pos, node, param2)
if not param2 then if not param2 then
param2 = node.param2 param2 = node.param2
end end
if node.name == "mcl_itemframes:item_frame" then if node.name == var[3] then
local posad = facedir[param2] local posad = facedir[param2]
pos.x = pos.x + posad.x*6.5/16 pos.x = pos.x + posad.x*6.5/16
pos.y = pos.y + posad.y*6.5/16 pos.y = pos.y + posad.y*6.5/16
@ -108,7 +118,7 @@ local update_item_entity = function(pos, node, param2)
local yaw = math.pi*2 - param2 * math.pi/2 local yaw = math.pi*2 - param2 * math.pi/2
local map_id = item:get_meta():get_string("mcl_maps:id") local map_id = item:get_meta():get_string("mcl_maps:id")
if map_id == "" then if map_id == "" then
local e = minetest.add_entity(pos, "mcl_itemframes:item") local e = minetest.add_entity(pos, var[1])
local lua = e:get_luaentity() local lua = e:get_luaentity()
lua._nodename = node.name lua._nodename = node.name
local itemname = item:get_name() local itemname = item:get_name()
@ -121,22 +131,22 @@ local update_item_entity = function(pos, node, param2)
lua._scale = def and def.wield_scale and def.wield_scale.x or 1 lua._scale = def and def.wield_scale and def.wield_scale.x or 1
end end
lua:_update_texture() lua:_update_texture()
if node.name == "mcl_itemframes:item_frame" then if node.name == var[3] then
e:set_yaw(yaw) e:set_yaw(yaw)
end end
else else
local e = minetest.add_entity(pos, "mcl_itemframes:map", map_id) local e = minetest.add_entity(pos, var[2], map_id)
e:set_yaw(yaw) e:set_yaw(yaw)
end end
end end
end end
local drop_item = function(pos, node, meta, clicker) local drop_item = function(pos, node, meta, clicker)
local cname = "" local cname = ""
if clicker and clicker:is_player() then if clicker and clicker:is_player() then
cname = clicker:get_player_name() cname = clicker:get_player_name()
end end
if node.name == "mcl_itemframes:item_frame" and not minetest.is_creative_enabled(cname) then if node.name == var[3] and not minetest.is_creative_enabled(cname) then
local inv = meta:get_inventory() local inv = meta:get_inventory()
local item = inv:get_stack("main", 1) local item = inv:get_stack("main", 1)
if not item:is_empty() then if not item:is_empty() then
@ -145,23 +155,27 @@ local drop_item = function(pos, node, meta, clicker)
end end
meta:set_string("infotext", "") meta:set_string("infotext", "")
remove_item_entity(pos, node) remove_item_entity(pos, node)
end end
minetest.register_node("mcl_itemframes:item_frame",{ minetest.register_node(var[3],{
description = S("Item Frame"), description = var[4],
_tt_help = S("Can hold an item"), _tt_help = var[5],
_doc_items_longdesc = S("Item frames are decorative blocks in which items can be placed."), _doc_items_longdesc = var[6],
_doc_items_usagehelp = S("Just place any item on the item frame. Use the item frame again to retrieve the item."), _doc_items_usagehelp = S("Just place any item on the item frame. Use the item frame again to retrieve the item."),
drawtype = "mesh", drawtype = "mesh",
is_ground_content = false, is_ground_content = false,
mesh = "mcl_itemframes_itemframe1facedir.obj", mesh = var[7],
selection_box = { type = "fixed", fixed = {-6/16, -6/16, 7/16, 6/16, 6/16, 0.5} }, selection_box = { type = "fixed", fixed = {-6/16, -6/16, 7/16, 6/16, 6/16, 0.5} },
collision_box = { type = "fixed", fixed = {-6/16, -6/16, 7/16, 6/16, 6/16, 0.5} }, collision_box = { type = "fixed", fixed = {-6/16, -6/16, 7/16, 6/16, 6/16, 0.5} },
tiles = {"mcl_itemframes_itemframe_background.png", "mcl_itemframes_itemframe_background.png", "mcl_itemframes_itemframe_background.png", "mcl_itemframes_itemframe_background.png", "default_wood.png", "mcl_itemframes_itemframe_background.png"}, tiles = {var[8], var[8], var[8], var[8], var[9], var[8]},
inventory_image = "mcl_itemframes_item_frame.png", inventory_image = var[10],
wield_image = "mcl_itemframes_item_frame.png", wield_image = var[11],
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
--FIXME: should only be glowing, no light source. How is that possible with a node?
light_source = v-1,
sunlight_propagates = true, sunlight_propagates = true,
groups = { dig_immediate=3,deco_block=1,dig_by_piston=1,container=7,attached_node_facedir=1 }, groups = { dig_immediate=3,deco_block=1,dig_by_piston=1,container=7,attached_node_facedir=1 },
sounds = mcl_sounds.node_sound_defaults(), sounds = mcl_sounds.node_sound_defaults(),
@ -281,12 +295,12 @@ minetest.register_node("mcl_itemframes:item_frame",{
local node = minetest.get_node(pos) local node = minetest.get_node(pos)
local objs = nil local objs = nil
if node.name == "mcl_itemframes:item_frame" then if node.name == var[3] then
objs = minetest.get_objects_inside_radius(pos, 0.5) objs = minetest.get_objects_inside_radius(pos, 0.5)
end end
if objs then if objs then
for _, obj in ipairs(objs) do for _, obj in ipairs(objs) do
if obj and obj:get_luaentity() and obj:get_luaentity().name == "mcl_itemframes:item" then if obj and obj:get_luaentity() and obj:get_luaentity().name == var[1] then
update_item_entity(pos, node, (node.param2+1) % 4) update_item_entity(pos, node, (node.param2+1) % 4)
break break
end end
@ -297,24 +311,15 @@ minetest.register_node("mcl_itemframes:item_frame",{
return false return false
end end
end, end,
}) })
minetest.register_craft({ minetest.register_lbm({
output = "mcl_itemframes:item_frame",
recipe = {
{"mcl_core:stick", "mcl_core:stick", "mcl_core:stick"},
{"mcl_core:stick", "mcl_mobitems:leather", "mcl_core:stick"},
{"mcl_core:stick", "mcl_core:stick", "mcl_core:stick"},
}
})
minetest.register_lbm({
label = "Update legacy item frames", label = "Update legacy item frames",
name = "mcl_itemframes:update_legacy_item_frames", name = "mcl_itemframes:update_legacy_item_frames",
nodenames = {"itemframes:frame"}, nodenames = var[12],
action = function(pos, node) action = function(pos, node)
-- Swap legacy node, then respawn entity -- Swap legacy node, then respawn entity
node.name = "mcl_itemframes:item_frame" node.name = var[3]
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
local item = meta:get_string("item") local item = meta:get_string("item")
minetest.swap_node(pos, node) minetest.swap_node(pos, node)
@ -328,17 +333,36 @@ minetest.register_lbm({
end end
update_item_entity(pos, node) update_item_entity(pos, node)
end, end,
}) })
-- FIXME: Item entities can get destroyed by /clearobjects -- FIXME: Item entities can get destroyed by /clearobjects
minetest.register_lbm({ minetest.register_lbm({
label = "Respawn item frame item entities", label = "Respawn item frame item entities",
name = "mcl_itemframes:respawn_entities", name = "mcl_itemframes:respawn_entities",
nodenames = {"mcl_itemframes:item_frame"}, nodenames = {var[3]},
run_at_every_load = true, run_at_every_load = true,
action = function(pos, node) action = function(pos, node)
update_item_entity(pos, node) update_item_entity(pos, node)
end, end,
})
end
minetest.register_craft({
output = "mcl_itemframes:item_frame",
recipe = {
{"mcl_core:stick", "mcl_core:stick", "mcl_core:stick"},
{"mcl_core:stick", "mcl_mobitems:leather", "mcl_core:stick"},
{"mcl_core:stick", "mcl_core:stick", "mcl_core:stick"},
}
})
minetest.register_craft({
type = "shapeless",
output = 'mcl_itemframes:glow_item_frame',
recipe = {'mcl_itemframes:item_frame', 'extra_mobs:glow_ink_sac'},
}) })
minetest.register_alias("itemframes:frame", "mcl_itemframes:item_frame") minetest.register_alias("itemframes:frame", "mcl_itemframes:item_frame")
minetest.register_alias("extra_mobs:glow_item_frame","mcl_itemframes:glow_item_frame")
minetest.register_alias("extra_mobs:glow_frame","mcl_itemframes:glow_item_frame")
minetest.register_alias("extra_mobs:glow_item_frame_item","mcl_itemframes:glow_item")

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@ -3,3 +3,9 @@ Item Frame=Cadre
Item frames are decorative blocks in which items can be placed.=Les cadres sont des blocs décoratifs dans lesquels les objets peuvent être placés. Item frames are decorative blocks in which items can be placed.=Les cadres sont des blocs décoratifs dans lesquels les objets peuvent être placés.
Just place any item on the item frame. Use the item frame again to retrieve the item.=Placez simplement n'importe quel objet sur le cadre. Utilisez à nouveau le cadre décoré pour récupérer l'élément. Just place any item on the item frame. Use the item frame again to retrieve the item.=Placez simplement n'importe quel objet sur le cadre. Utilisez à nouveau le cadre décoré pour récupérer l'élément.
Can hold an item=Peut contenir un objet Can hold an item=Peut contenir un objet
Use it to craft the Glow Item Frame.=Utilisez le pour fabriquer le Cadre à Objet Lumineux
Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame.=Utiliser le Sac d'Encre Lumineuse et le Cadre à Objet normal pour fabriquer le Cadre à Objet Lumineux.
Glow Item Frame=Cadre à Objet Lumineux
Can hold an item and glows=Peut exposer un objet et éclairer
Glow Item frames are decorative blocks in which items can be placed.=les Cadres à Objet Lumineux sont des blocs décoratifs pouvant contenir des objets.
Just place any item on the item frame. Use the item frame again to retrieve the item.=Placer n'importe quel objet sur le cadre. Récupérer l'objet en faisant un clic droit sur le cadre.

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@ -3,3 +3,9 @@ Item Frame=Рамка
Item frames are decorative blocks in which items can be placed.=Рамки это декоративные блоки, в которые можно помещать предметы. Item frames are decorative blocks in which items can be placed.=Рамки это декоративные блоки, в которые можно помещать предметы.
Just place any item on the item frame. Use the item frame again to retrieve the item.=Просто поместите в рамку любой предмет. Используйте рамку вновь, чтобы забрать из неё предмет обратно. Just place any item on the item frame. Use the item frame again to retrieve the item.=Просто поместите в рамку любой предмет. Используйте рамку вновь, чтобы забрать из неё предмет обратно.
Can hold an item=Может хранить предмет Can hold an item=Может хранить предмет
Use it to craft the Glow Item Frame.=Используется для крафта светящейся рамки.
Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame.=Используйте светящийся чернильный мешок и обычную рамку для крафта светящейся рамки.
Glow Item Frame=Светящаяся рамка
Can hold an item and glows=Светится и может хранить предмет
Glow Item frames are decorative blocks in which items can be placed.=Светящаяся рамка это декоративный блок в который можно положить предметы.
Just place any item on the item frame. Use the item frame again to retrieve the item.=Просто используйте любой предмет на рамке. Используйте рамку снова, чтобы забрать предмет.

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@ -3,3 +3,9 @@ Item Frame=
Item frames are decorative blocks in which items can be placed.= Item frames are decorative blocks in which items can be placed.=
Just place any item on the item frame. Use the item frame again to retrieve the item.= Just place any item on the item frame. Use the item frame again to retrieve the item.=
Can hold an item= Can hold an item=
Use it to craft the Glow Item Frame.=
Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame.=
Glow Item Frame=
Can hold an item and glows=
Glow Item frames are decorative blocks in which items can be placed.=
Just place any item on the item frame. Use the item frame again to retrieve the item.=

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@ -1,3 +1,3 @@
name = mcl_itemframes name = mcl_itemframes
depends = mcl_core, mcl_sounds, mcl_compass, mcl_maps depends = mcl_core, mcl_sounds, mcl_compass, mcl_maps, extra_mobs
optional_depends = screwdriver optional_depends = screwdriver

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@ -8,6 +8,8 @@ local map_textures_path = worldpath .. "/mcl_maps/"
local math_min = math.min local math_min = math.min
local math_max = math.max local math_max = math.max
local dynamic_add_media = minetest.dynamic_add_media
minetest.mkdir(map_textures_path) minetest.mkdir(map_textures_path)
local function load_json_file(name) local function load_json_file(name)
@ -55,7 +57,8 @@ function mcl_maps.create_map(pos)
local map_y_start = 64 * dx local map_y_start = 64 * dx
local map_y_limit = 127 * dx local map_y_limit = 127 * dx
local pixels = "" --local pixels = ""
local pixels = {}
local last_heightmap local last_heightmap
for x = 1, 128 do for x = 1, 128 do
local map_x = x + offset local map_x = x + offset
@ -125,42 +128,59 @@ function mcl_maps.create_map(pos)
height = map_y - map_z height = map_y - map_z
heightmap[z] = height or minp.y heightmap[z] = height or minp.y
pixels[z] = pixels[z] or {}
if not color then color = {0, 0, 0} end pixels[z][x] = color or {0, 0, 0}
pixels = pixels .. minetest.colorspec_to_bytes({r = color[1], g = color[2], b = color[3]}) --if not color then color = {0, 0, 0} end
--pixels = pixels .. minetest.colorspec_to_bytes({r = color[1], g = color[2], b = color[3]})
end end
last_heightmap = heightmap last_heightmap = heightmap
end end
local png = minetest.encode_png(128, 128, pixels) --local png = minetest.encode_png(128, 128, pixels)
local f = io.open(map_textures_path .. "mcl_maps_map_texture_" .. id .. ".png", "wb") --local f = io.open(map_textures_path .. "mcl_maps_map_texture_" .. id .. ".png", "wb")
if not f then return end --if not f then return end
f:write(png) --f:write(png)
f:close() --f:close()
tga_encoder.image(pixels):save(map_textures_path .. "mcl_maps_map_texture_" .. id .. ".tga")
creating_maps[id] = nil creating_maps[id] = nil
end) end)
return itemstack return itemstack
end end
local loading_maps = {} --local loading_maps = {}
function mcl_maps.load_map(id) function mcl_maps.load_map(id, callback)
if id == "" or creating_maps[id] or loading_maps[id] then if id == "" or creating_maps[id] then--or loading_maps[id] then
return return
end end
local texture = "mcl_maps_map_texture_" .. id .. ".png" --local texture = "mcl_maps_map_texture_" .. id .. ".png"
local texture = "mcl_maps_map_texture_" .. id .. ".tga"
if not loaded_maps[id] then if not loaded_maps[id] then
loading_maps[id] = true --loading_maps[id] = true
minetest.dynamic_add_media({filepath = map_textures_path .. texture, ephemeral = true}, function(player_name) if not minetest.features.dynamic_add_media_table then
-- minetest.dynamic_add_media() blocks in
-- Minetest 5.3 and 5.4 until media loads
dynamic_add_media(map_textures_path .. texture, function(player_name) end)
loaded_maps[id] = true loaded_maps[id] = true
loading_maps[id] = nil if callback then callback(texture) end
--loading_maps[id] = nil
else
-- minetest.dynamic_add_media() never blocks
-- in Minetest 5.5, callback runs after load
dynamic_add_media(map_textures_path .. texture, function(player_name)
loaded_maps[id] = true
if callback then callback(texture) end
--loading_maps[id] = nil
end) end)
return end
end end
if loaded_maps[id] then
if callback then callback(texture) end
return texture return texture
end
end end
function mcl_maps.load_map_item(itemstack) function mcl_maps.load_map_item(itemstack)

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@ -1,2 +1,2 @@
name = mcl_maps name = mcl_maps
depends = mcl_core, mcl_flowers, tt, mcl_colors, mcl_skins, mcl_util, mcl_time depends = mcl_core, mcl_flowers, tt, mcl_colors, mcl_skins, mcl_util, mcl_time, tga_encoder