write something there

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Minetest Game mod: fire
=======================
See license.txt for license information.
Authors of source code
----------------------
Originally by Perttu Ahola (celeron55) <celeron55@gmail.com> (LGPLv2.1+)
Various Minetest Game developers and contributors (LGPLv2.1+)
Authors of media (textures and sounds)
--------------------------------------
Everything not listed in here:
Copyright (C) 2012 Perttu Ahola (celeron55) <celeron55@gmail.com> (CC BY-SA 3.0)
Muadtralk (CC BY-SA 3.0)
fire_basic_flame_animated.png
Gambit (CC BY-SA 3.0)
fire_flint_steel.png
dobroide (CC BY 3.0)
http://www.freesound.org/people/dobroide/sounds/4211/
fire_small.ogg
Dynamicell (CC BY 3.0)
http://www.freesound.org/people/Dynamicell/sounds/17548/
fire_large.ogg
fire_fire.*.ogg
fire_small.ogg and fire_large.ogg are unused but kept temporarily to not break
other mods that may use them.
Benboncan (CC BY 3.0)
https://www.freesound.org/people/Benboncan/sounds/66457/
fire_flint_and_steel.ogg

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-- fire/init.lua
-- Global namespace for functions
fire = {}
-- Load support for MT game translation.
local S = minetest.get_translator("fire")
-- 'Enable fire' setting
local fire_enabled = minetest.settings:get_bool("enable_fire")
if fire_enabled == nil then
-- enable_fire setting not specified, check for disable_fire
local fire_disabled = minetest.settings:get_bool("disable_fire")
if fire_disabled == nil then
-- Neither setting specified, check whether singleplayer
fire_enabled = minetest.is_singleplayer()
else
fire_enabled = not fire_disabled
end
end
--
-- Items
--
-- Flood flame function
local function flood_flame(pos, _, newnode)
-- Play flame extinguish sound if liquid is not an 'igniter'
if minetest.get_item_group(newnode.name, "igniter") == 0 then
minetest.sound_play("fire_extinguish_flame",
{pos = pos, max_hear_distance = 16, gain = 0.15}, true)
end
-- Remove the flame
return false
end
-- Flame nodes
local fire_node = {
drawtype = "firelike",
tiles = {{
name = "fire_basic_flame_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1
}}
},
inventory_image = "fire_basic_flame.png",
paramtype = "light",
light_source = 13,
walkable = false,
buildable_to = true,
sunlight_propagates = true,
floodable = true,
damage_per_second = 4,
groups = {igniter = 2, dig_immediate = 3, fire = 1},
drop = "",
on_flood = flood_flame
}
-- Basic flame node
local flame_fire_node = table.copy(fire_node)
flame_fire_node.description = S("Fire")
flame_fire_node.groups.not_in_creative_inventory = 1
flame_fire_node.on_timer = function(pos)
if not minetest.find_node_near(pos, 1, {"group:flammable"}) then
minetest.remove_node(pos)
return
end
-- Restart timer
return true
end
flame_fire_node.on_construct = function(pos)
minetest.get_node_timer(pos):start(math.random(30, 60))
end
minetest.register_node("fire:basic_flame", flame_fire_node)
-- Permanent flame node
local permanent_fire_node = table.copy(fire_node)
permanent_fire_node.description = S("Permanent Fire")
minetest.register_node("fire:permanent_flame", permanent_fire_node)
-- Flint and Steel
minetest.register_tool("fire:flint_and_steel", {
description = S("Flint and Steel"),
inventory_image = "fire_flint_steel.png",
sound = {breaks = "default_tool_breaks"},
on_use = function(itemstack, user, pointed_thing)
local sound_pos = pointed_thing.above or user:get_pos()
minetest.sound_play("fire_flint_and_steel",
{pos = sound_pos, gain = 0.2, max_hear_distance = 8}, true)
local player_name = user:get_player_name()
if pointed_thing.type == "node" then
local node_under = minetest.get_node(pointed_thing.under).name
local nodedef = minetest.registered_nodes[node_under]
if not nodedef then
return
end
if minetest.is_protected(pointed_thing.under, player_name) then
minetest.record_protection_violation(pointed_thing.under, player_name)
return
end
if nodedef.on_ignite then
nodedef.on_ignite(pointed_thing.under, user)
elseif minetest.get_item_group(node_under, "flammable") >= 1
and minetest.get_node(pointed_thing.above).name == "air" then
if minetest.is_protected(pointed_thing.above, player_name) then
minetest.record_protection_violation(pointed_thing.above, player_name)
return
end
minetest.set_node(pointed_thing.above, {name = "fire:basic_flame"})
end
end
if not minetest.is_creative_enabled(player_name) then
-- Wear tool
local wdef = itemstack:get_definition()
itemstack:add_wear_by_uses(66)
-- Tool break sound
if itemstack:get_count() == 0 and wdef.sound and wdef.sound.breaks then
minetest.sound_play(wdef.sound.breaks,
{pos = sound_pos, gain = 0.5}, true)
end
return itemstack
end
end
})
minetest.register_craft({
output = "fire:flint_and_steel",
recipe = {
{"default:flint", "default:steel_ingot"}
}
})
-- Override coalblock to enable permanent flame above
-- Coalblock is non-flammable to avoid unwanted basic_flame nodes
minetest.override_item("default:coalblock", {
after_destruct = function(pos)
pos.y = pos.y + 1
if minetest.get_node(pos).name == "fire:permanent_flame" then
minetest.remove_node(pos)
end
end,
on_ignite = function(pos)
local flame_pos = {x = pos.x, y = pos.y + 1, z = pos.z}
if minetest.get_node(flame_pos).name == "air" then
minetest.set_node(flame_pos, {name = "fire:permanent_flame"})
end
end
})
--
-- Sound
--
-- Enable if no setting present
local flame_sound = minetest.settings:get_bool("flame_sound", true)
if flame_sound then
local handles = {}
local timer = 0
-- Parameters
local radius = 8 -- Flame node search radius around player
local cycle = 3 -- Cycle time for sound updates
-- Update sound for player
function fire.update_player_sound(player)
local player_name = player:get_player_name()
-- Search for flame nodes in radius around player
local ppos = player:get_pos()
local areamin = vector.subtract(ppos, radius)
local areamax = vector.add(ppos, radius)
local fpos, num = minetest.find_nodes_in_area(
areamin,
areamax,
{"fire:basic_flame", "fire:permanent_flame"}
)
-- Total number of flames in radius
local flames = (num["fire:basic_flame"] or 0) +
(num["fire:permanent_flame"] or 0)
-- Stop previous sound
if handles[player_name] then
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
-- If flames
if flames > 0 then
-- Find centre of flame positions
local fposmid = fpos[1]
-- If more than 1 flame
if #fpos > 1 then
local fposmin = areamax
local fposmax = areamin
for i = 1, #fpos do
local fposi = fpos[i]
if fposi.x > fposmax.x then
fposmax.x = fposi.x
end
if fposi.y > fposmax.y then
fposmax.y = fposi.y
end
if fposi.z > fposmax.z then
fposmax.z = fposi.z
end
if fposi.x < fposmin.x then
fposmin.x = fposi.x
end
if fposi.y < fposmin.y then
fposmin.y = fposi.y
end
if fposi.z < fposmin.z then
fposmin.z = fposi.z
end
end
fposmid = vector.divide(vector.add(fposmin, fposmax), 2)
end
-- Play sound
local handle = minetest.sound_play("fire_fire", {
pos = fposmid,
to_player = player_name,
gain = math.min(0.06 * (1 + flames * 0.125), 0.18),
max_hear_distance = 32,
loop = true -- In case of lag
})
-- Store sound handle for this player
if handle then
handles[player_name] = handle
end
end
end
-- Cycle for updating players sounds
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < cycle then
return
end
timer = 0
local players = minetest.get_connected_players()
for n = 1, #players do
fire.update_player_sound(players[n])
end
end)
-- Stop sound and clear handle on player leave
minetest.register_on_leaveplayer(function(player)
local player_name = player:get_player_name()
if handles[player_name] then
minetest.sound_stop(handles[player_name])
handles[player_name] = nil
end
end)
end
-- Deprecated function kept temporarily to avoid crashes if mod fire nodes call it
function fire.update_sounds_around() end
--
-- ABMs
--
if fire_enabled then
-- Ignite neighboring nodes, add basic flames
minetest.register_abm({
label = "Ignite flame",
nodenames = {"group:flammable"},
neighbors = {"group:igniter"},
interval = 7,
chance = 12,
catch_up = false,
action = function(pos)
local p = minetest.find_node_near(pos, 1, {"air"})
if p then
minetest.set_node(p, {name = "fire:basic_flame"})
end
end
})
-- Remove flammable nodes around basic flame
minetest.register_abm({
label = "Remove flammable nodes",
nodenames = {"fire:basic_flame"},
neighbors = "group:flammable",
interval = 5,
chance = 18,
catch_up = false,
action = function(pos)
local p = minetest.find_node_near(pos, 1, {"group:flammable"})
if not p then
return
end
local flammable_node = minetest.get_node(p)
local def = minetest.registered_nodes[flammable_node.name]
if def.on_burn then
def.on_burn(p)
else
minetest.remove_node(p)
minetest.check_for_falling(p)
end
end
})
end

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License of source code
----------------------
GNU Lesser General Public License, version 2.1
Copyright (C) 2012-2016 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2012-2016 Various Minetest Game developers and contributors
This program is free software; you can redistribute it and/or modify it under the terms
of the GNU Lesser General Public License as published by the Free Software Foundation;
either version 2.1 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details:
https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html
Licenses of media (textures and sounds)
---------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2012-2016 Perttu Ahola (celeron55) <celeron55@gmail.com>
Copyright (C) 2012-2016 Muadtralk
Copyright (C) 2013-2016 Gambit
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/
-----------------------
Attribution 3.0 Unported (CC BY 3.0)
Copyright (C) 2005 dobroide
Copyright (C) 2006 Dynamicell
Copyright (C) 2009 Benboncan
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by/3.0/

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# textdomain: fire
Fire=Feuer
Permanent Fire=Permanentes Feuer
Flint and Steel=Feuerstein und Stahl

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# textdomain: fire
Fire=Fajro
Permanent Fire=Ĉiama fajro
Flint and Steel=Siliko kaj ŝtalo

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# textdomain: fire
Fire=Fuego
Permanent Fire=Fuego permanente
Flint and Steel=Yesca y pedernal

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# textdomain: fire
Fire=Feu
Permanent Fire=Feu qui brûle en permanence
Flint and Steel=Briquet à silex en acier
##### not used anymore #####
Permanent Flame=Flamme permanente

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# textdomain: fire
Fire=Api
Permanent Fire=Api Abadi
Flint and Steel=Pemantik Api

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# textdomain: fire
Fire=
Permanent Fire=
Flint and Steel=Acciarino
##### not used anymore #####
Permanent Flame=Fiamma permanente

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# textdomain: fire
Fire=炎
Permanent Fire=燃え続ける炎
Flint and Steel=火打ち石と打ち金

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# textdomain: fire
Fire=lo fagri
Permanent Fire=lo vitno fagri
Flint and Steel=lo fakro'i jo'u gasta

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# textdomain: fire
Fire=Uguns
Permanent Fire=Mūžīgā uguns
Flint and Steel=Krams un zāģītis

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# textdomain: fire
Fire=Api
Permanent Fire=Api Abadi
Flint and Steel=Pemetik Api
##### not used anymore #####
Permanent Flame=Api Abadi

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# textdomain: fire
Fire=Ogień
Permanent Fire=Stały ogień
Flint and Steel=Zapalniczka

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# textdomain: fire
Fire=Fogo
Permanent Fire=Fogo Permanente
Flint and Steel=Pederneira Primitiva

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# textdomain: fire
Fire=Fogo
Permanent Fire=Fogo Permanente
Flint and Steel=Pederneira Primitiva

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# textdomain: fire
Fire=Огонь
Permanent Fire=Вечный огонь
Flint and Steel=Огниво

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# textdomain: fire
Fire=Oheň
Permanent Fire=Stály oheň
Flint and Steel=Pazúrik a ocieľka

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# textdomain: fire
Fire=Eld
Permanent Fire=Permanent eld
Flint and Steel=Flinta och stål

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# textdomain: fire
Fire=Вогонь
Permanent Fire=Вічний вогонь
Flint and Steel=Кресало

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# textdomain: fire
Fire=火焰
Permanent Fire=永久火焰
Flint and Steel=火石和划片

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# textdomain: fire
Fire=火焰
Permanent Fire=永久火焰
Flint and Steel=火石和鋼

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# textdomain: fire
Fire=
Permanent Fire=
Flint and Steel=

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name = fire
description = Minetest Game mod: fire
depends = default

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