diff --git a/fake_fire/LICENSE.txt b/fake_fire/LICENSE.txt new file mode 100644 index 0000000..7015bc8 --- /dev/null +++ b/fake_fire/LICENSE.txt @@ -0,0 +1,694 @@ +JP's Fork of LazyJ's Minetest Mod, "Fake Fire" +by : JP. + +Replaced LazyJ's smoke nodes pictures by smoke particles. Lighter, prettier, configurable smoke. + +====================================================================== + + +LazyJ's Fork of Semmett9's Minetest Mod, "Fake Fire" +by: +LazyJ + +This is my fork of Semmett9's "Fake Fire" mod. Some code clean-up, a +bunch of changes and a few new things have been added. + + + +====================================================================== + + + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. By contrast, +the GNU General Public License is intended to guarantee your freedom to +share and change all versions of a program--to make sure it remains free +software for all its users. We, the Free Software Foundation, use the +GNU General Public License for most of our software; it applies also to +any other work released this way by its authors. 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If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. \ No newline at end of file diff --git a/fake_fire/README.txt b/fake_fire/README.txt new file mode 100644 index 0000000..01fd377 --- /dev/null +++ b/fake_fire/README.txt @@ -0,0 +1,62 @@ +##### JP's Fork of LazyJ's Minetest Mod, "Fake Fire" + +Replaced LazyJ's smoke nodes pictures by smoke particles. Lighter, prettier, configurable smoke. + + + +##### LazyJ's Fork of Semmett9's "Fake Fire" Mod + +This fork of 'Fake Fire' is based off of Semmett9's 2014_03_14 release of the +mod. + +At LinuxGaming.us, we have a creative-leaning Minetest server. Destruction by +arson is not something we like. When the Fake Fire mod was installed we finally +could make warm hearths and campfires without fear of burning down our builds. +We could also use Fake Fire to simulate things burning without worrying our +neighbors about the fires spreading and destroying their stuff. + +As a creative bunch of Minetesters, we often come up with new ideas for things. +This fork of "Fake Fire" incorporates some of those ideas. + + +Semmett9's original version of this mod can be found here: + +* Minetest.net +http://forum.minetest.net/viewtopic.php?id=6145 + +* Ad.Fly +http://adf.ly/RbzwV + +Yes, it has advertisements. That's what helps to pay for hosting Semmett9's +website and server costs. Everything has a cost. Someone pays. Even when it +comes to so-called free, open-source software. Someone pays. Everything has a +cost. Try running your own business and you will understand. There are no +free lunches in life. + +Ok, done ranting. ;)- + + +~ LazyJ, 2014_06_19 + + + +Minetest version: 0.4.9 +Depends: default +Recommended Additional Mods: none +License: GPL v2 +Source Code: http://github.com/LazyJ/fake_fire +Download (.zip): http://github.com/LazyJ/fake_fire/archive/master.zip + +Install: + * After downloading, unzip the file. + * Rename the directory "fake_fire_fork-master" to "fake_fire" + * Copy the "fake_fire" directory into either + ../minetest/worlds/yourworld'sname/worldmods/ + or + ../minetest/mods/ + * If you put "fake_fire" in the ../minetest/mods/ directory, either + enable the mod from within Minetest's "Configure" button + (main menu, bottom right) or by adding this line to the + world's "world.mt" file: + load_mod_fake_fire = true + diff --git a/fake_fire/changelog.txt b/fake_fire/changelog.txt new file mode 100644 index 0000000..9afe9f3 --- /dev/null +++ b/fake_fire/changelog.txt @@ -0,0 +1,86 @@ +CHANGELOG +~~~~~~~~~~~~~~~~~ + +2014_07_27: + +* Replaced LazyJ's smoke nodes pictures by smoke particles. Lighter, prettier, configurable smoke. +* Code clean-up. + + +2014_06_21: + + * Added changelog.txt, 2014_06_19. Some changes are much older than this. + I've been making little tweaks to it for several months and finally decided + to give it an overhaul. + * Code clean-up. + * Split the init.lua file stuff into separate files and moved them into the + "modfiles" folder. + * I had added a lump of coal to be dropped when the flame was dug but, as + one of our moderators pointed out, once word got out, new players would + snuff-out every fake_fire they found just to get easy coal. The coal drop + was removed. + * Changed the flint crafting recipe to require 2 gravel instead of one. + This resolves a crafting conflict with another mod. The recipe is also + shapless now. + * Added crafting recipes for 1 cobble to 1 gravel, then 1 gravel to 1 sand. + For Wazuland2 these recipes are commented out because another mod takes + care of them (the reason for changing the flint recipe). + * Health-damage disabled. This fork is strictly for decoration. + * Waving added to flames and smoke. + * Rising, disappearing smoke-puffs added. Smoke columns will rise to 14 + spaces above the flame or chimney top. + * Smoke can be punched to remove. + * Never-ending flint and steel disabled. May add it as a priv later. + * Extinguishing with water and lava(??) disabled. Again, this fork is + strictly for decoration so dousing the flames with water or lava would just + make a big, needless mess. Much easier and cleaner to just punch the flame. + * Flame images are hidden from creative inventory but are still provided + for in the code and image files if you want them to be visible. Just remove + the "not_in_creative_inventory" part from the groups of the flame types and + they will be visible again. Having the images in inventory is useful when + playing in creative mode or if you want to torture griefers who put in the + time and effort to get the materials to make the fire hoping to be able to + burn things only to discover that it is *fake* and *harmless*. Bwa-hahaha! + * Added ice-fire, a blue-colored flame that only ignites on snow and ice + stuff. + * Added added ability to switch between smoking and non-smoking flames by + punching them. Default is non-smoking. + * Added stone and sandstone chimney caps that can produce smoke when punched + (smoking and non-smoking versions). Useful for small builds where a 3x3 + chimney would be too oversized in proportion to the reset of the build. + * Added animated, glowing embers. This hearth-warming block emits a + mid-level light and simulates the hot coals under a flame. Flames are not + required and the embers blocks are smokeless. + + + +2014_06_23: + + * Flames - "sunlight_propagates = true," + -- Adding sunlight_propagtes and leaving comments as a future reference. + -- If true, sunlight will go infinitely through this (no shadow is cast). + -- Because fire produces light it should be "true" so fire *doesn't* have + -- a shadow. + + * Embers - "sunlight_propagates = true," + -- Adding sunlight_propagtes and leaving comments as a future reference. + -- If true, sunlight will go infinitely through this (no shadow is cast). + -- Because embers produce some light it should be somewhat "true" but this + -- is an area where Minetest lacks in subtlety so I'm opting for 100% that + -- embers *don't* have a shadow. + + * Bug Fix - Server Crash when Flint-Steel Clicked on Nothing (sky). + -- Players can see farther than they can reach. Even though the player + -- was aiming for a node several spaces ahead of them, Minetest's targeting + -- range doesn't extend that far. The player saw the node they were aiming + -- at, Minetest's target range ended and Minetest saw "nothing" + -- (a nil value). The bug was a conflict in the code so when that + -- particular nil value popped up, Minetest was confused by the bug, threw + -- up it's hands in frustration and said "I quit!" by crashing. + + * Original init.lua Added + -- What I thought was the original init.lua file turned out to be one I had + -- tinkered with months ago. So I extracted the actual original init.lua + -- file from a zip file of the original mod. Why bother including it in my + -- fork? Because it's a reference to compare to and learn from. + \ No newline at end of file diff --git a/fake_fire/depends.txt b/fake_fire/depends.txt new file mode 100644 index 0000000..562cf63 --- /dev/null +++ b/fake_fire/depends.txt @@ -0,0 +1 @@ +default diff --git a/fake_fire/init.lua b/fake_fire/init.lua new file mode 100644 index 0000000..207e06b --- /dev/null +++ b/fake_fire/init.lua @@ -0,0 +1,37 @@ +--[[ + +The 'Fake-Fire' mod was originally created by Semmett9. + +URL to the 'Fake-Fire' thread on Minetest.net: +http://forum.minetest.net/viewtopic.php?id=6145 + +I've customized it a bit. Please see the changelog.txt file for more details. + +~ LazyJ, 2014_03_15 + +--]] + +dofile(minetest.get_modpath("fake_fire").."/modfiles/nodes.lua") +dofile(minetest.get_modpath("fake_fire").."/modfiles/crafts.lua") +dofile(minetest.get_modpath("fake_fire").."/modfiles/abms.lua") + + + +--[[ + + The lines below, at the end, are from the original author, Semmett9. + + Thanks for a nice mod, Semmett9. ;) + + ~ LazyJ, 2014_03_14 + +--]] + + + +-- Thanks- + +-- Many thanks for addi for his help in coding. -- + +-- Many thanks for the players on the King Arthur's land server for giving -- +-- me support, ideas and allowing me to add the mod to the server itself. -- diff --git a/fake_fire/modfiles/abms.lua b/fake_fire/modfiles/abms.lua new file mode 100644 index 0000000..2d179d8 --- /dev/null +++ b/fake_fire/modfiles/abms.lua @@ -0,0 +1,77 @@ +--[[ + + I commented out this part because: + 1. water and lava buckets are disabled on some servers, + 2. putting out fire with water and especially lava would only make + a big mess, and... + + As for 'realism': + * C'mon... This is *fake* fire. + * Torches have long been impervious to water. + * Minetest creates surreal worlds so it's OK if some things aren't + perfectly realistic. + + Besides, the fake-fire can be put out by punching it - simple and effective. + ~ LazyJ, 2014_03_14 + + + +-- water and lava puts out fake fire -- +minetest.register_abm({ + nodenames = {"fake_fire:fake_fire"}, + interval = 1, + chance = 1, + action = function(pos, node) + if minetest.env:find_node_near(pos, 1, {"default:water_source", + "default:water_flowing","default:lava_source", + "default:lava_flowing"}) then + minetest.sound_play("fire_extinguish", + {gain = 1.0, max_hear_distance = 20,}) + node.name = "air" + minetest.env:set_node(pos, node) + end + end +}) +--]] + + + +-- ADVISING ABOUT SMOKE PARTICLES SETTINGS + + -- For the best visual result... + -- If you increase the particles size, + -- you should decrease the particles amount and/or increase the smoke column lenght. + -- If you increase the particle time duration and/or particle course, + -- you should decrease the particles amount or increase the smoke column lenght. + -- Or conversely... + -- ~ JP + +minetest.register_abm({ + nodenames = { + "fake_fire:fake_fire", + "fake_fire:ice_fire", + "fake_fire:chimney_top_stone", + "fake_fire:chimney_top_sandstone" + }, + interval = 1, + chance = 2, + action = function(pos, node) + minetest.add_particlespawner( + 10, --particles amount + 5, --time + {x=pos.x-0.3, y=pos.y-0, z=pos.z-0.3}, --smoke column starting + {x=pos.x+0.3, y=pos.y+8, z=pos.z+0.3}, --smoke column ending + {x=-0.2, y=0.1, z=-0.2}, --min. particle course + {x=0.2, y=2, z=0.2}, --max. particle course + {x=0,y=0,z=0}, --min. particle deviation + {x=0,y=0,z=0}, --max. particle deviation + 0.5, --min. time particle expiration + 3, --max. time particle expiration + 8, --min. particle size + 10, --max. particle size + false, --collision detection + "smoke_particle.png" --textures + ) + end, +}) + diff --git a/fake_fire/modfiles/crafts.lua b/fake_fire/modfiles/crafts.lua new file mode 100644 index 0000000..9484807 --- /dev/null +++ b/fake_fire/modfiles/crafts.lua @@ -0,0 +1,169 @@ +--[[ + + NEVER-ENDING FLINT and STEEL + + Uncraftable, at the moment, and I'm not sure yet how many wanna-be-firebug + griefers are going to litter with fake-fire. Why give them this if it only + makes the mess bigger? ~ LazyJ, 2014_03_13 + + May add a priv for this later so trusted players can use it. + ~ LazyJ, 2014_06_19 + +minetest.register_craftitem("fake_fire:old_flint_and_steel", { + description = "Never ending flint and steel", + inventory_image = "flint_and_steel.png", + stack_max = 1, + liquids_pointable = false, + on_use = function(itemstack, user, pointed_thing) + n = minetest.env:get_node(pointed_thing) + if pointed_thing.type == "node" then + minetest.env:add_node(pointed_thing.above, + {name="fake_fire:fake_fire"}) + minetest.sound_play("", + {gain = 1.0, max_hear_distance = 20,}) + end + end +}) +--]] + + +-- RECIPE ITEM - FLINT +minetest.register_craftitem("fake_fire:flint", { + description = "flint", + inventory_image = "flint.png", + stack_max = 99, + liquids_pointable = false, +}) + + + +-- FLINT +minetest.register_craft({ + type = "shapeless", + output = 'fake_fire:flint', + recipe = { + "default:gravel", + "default:gravel", + } +}) + + + +-- FLINT & STEEL +minetest.register_craft({ + type = "shapeless", + output = 'fake_fire:flint_and_steel', + recipe = { + "fake_fire:flint", + "default:steel_ingot", + } +}) + + + +-- EMBERS +minetest.register_craft({ + type = "shapeless", + output = 'fake_fire:embers', + recipe = { + "default:torch", + "group:wood", + } +}) + + + +-- CHIMNEY TOPS - SMOKELESS + + -- Only the smokeless kind will be craftable and shown in the inventory. + -- The nodes are coded to switch to the smoking chimney tops when punched. + -- ~ LazyJ + +-- STONE CHIMNEY TOP +minetest.register_craft({ + type = "shapeless", + output = 'fake_fire:smokeless_chimney_top_stone', + recipe = { + "default:torch", + "stairs:slab_stone", + } +}) + + + +-- SANDSTONE CHIMNEY TOP +minetest.register_craft({ + type = "shapeless", + output = 'fake_fire:smokeless_chimney_top_sandstone', + recipe = { + "default:torch", + "stairs:slab_sandstone", + } +}) + + + +-- Crafting Chain - Cobble-to-Gravel-to-Sand and Convert Sands + +--[[ + + Craft one cobble into one gravel. + Craft one gravel into one sand. + Convert-craft sand to desert sand and vice-versa. + + This was suggested by klappspaten and it makes sense in both its natural + progression and as a practical way for players to get some of the non- + renewable resources that they need. + + Because the gravel-to-sand recipe (from one of our other custom mods) + conflicted with the Fake Fire mod's flint recipe, the Fake Fire mod's + recipe was changed to require 2 gravel. + + I've added the cobble-gravel-sand and convert sands recipes as a bonus and + to make-up for the more expensive flint recipe. You can comment-out these + recipes because they aren't *required* by this fork of Fake Fire, but they + *are* handy recipes to have. + + ~ LazyJ + + + +--]] + +-- Cobble to Gravel +minetest.register_craft({ + output = 'default:gravel', + recipe = { + {'default:cobble'}, + } +}) + + + +-- Gravel to Sand +minetest.register_craft({ + output = 'default:sand', + recipe = { + {'default:gravel'}, + } +}) + + + +-- Desert Sand to Sand +minetest.register_craft({ + output = 'default:sand', + recipe = { + {'default:desert_sand'}, + } +}) + + + +-- Sand to Desert Sand +minetest.register_craft({ + output = 'default:desert_sand', + recipe = { + {'default:sand'}, + } +}) \ No newline at end of file diff --git a/fake_fire/modfiles/nodes.lua b/fake_fire/modfiles/nodes.lua new file mode 100644 index 0000000..51cfd91 --- /dev/null +++ b/fake_fire/modfiles/nodes.lua @@ -0,0 +1,455 @@ +-- FLAME TYPES + +-- SMOKEY FIRE (TRIGGERS SMOKE ABM) +minetest.register_node("fake_fire:fake_fire", { + description = "Smokey, Fake Fire", + tiles = { + {name="fake_fire_animated.png", animation={type="vertical_frames", + aspect_w=16, aspect_h=16, length=1.5}}, + }, + is_ground_content = true, + inventory_image = 'fake_fire.png', + wield_image = { + {name="fake_fire_animated.png", animation={type="vertical_frames", + aspect_w=16, aspect_h=16, length=1.5}}, + }, + drawtype = "plantlike", + -- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13 + waving = 1, + light_source = 14, + -- Adding sunlight_propagtes and leaving comments as a future reference. + -- If true, sunlight will go infinitely through this (no shadow is cast). + -- Because fire produces light it should be "true" so fire *doesn't* have + -- a shadow. + sunlight_propagates = true, + -- damage_per_second = 2*0.5, -- It's *fake* fire. PvP on our server has + -- been disabled for a reason. I don't want griefers lighting players on + -- fire or trapping them in blazes. ~ LazyJ, 2014_0_13 + --groups = {dig_immediate=3,attached_node=1}, + groups = { + oddly_breakable_by_hand=3, dig_immediate=2, attached_node=1, + not_in_creative_inventory=1 + }, + paramtype = "light", + walkable = false, + drop = "", -- So fire won't return to the inventory. ~ LazyJ + sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}), + on_punch = function (pos,node,puncher) + -- A max_hear_distance of 20 may freak some players out by the "hiss" + -- so I reduced it to 5. + minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0, + max_hear_distance = 5,}) + -- This swaps the smoky version with the smokeless version. ~ LazyJ + minetest.set_node(pos, {name = "fake_fire:smokeless_fire"}) + end +}) + + + +-- SMOKELESS FIRE (DOES NOT TRIGGER SMOKE ABM) +minetest.register_node("fake_fire:smokeless_fire", { + description = "Smokeless, Fake Fire", + tiles = { + {name="fake_fire_animated.png", animation={type="vertical_frames", + aspect_w=16, aspect_h=16, length=1.5}}, + }, + is_ground_content = true, + inventory_image = 'fake_fire.png', + wield_image = { + {name="fake_fire_animated.png", animation={type="vertical_frames", + aspect_w=16, aspect_h=16, length=1.5}}, + }, + drawtype = "plantlike", + -- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13 + waving = 1, + light_source = 14, + -- Adding sunlight_propagtes and leaving comments as a future reference. + -- If true, sunlight will go infinitely through this (no shadow is cast). + -- Because fire produces light it should be "true" so fire *doesn't* have + -- a shadow. + sunlight_propagates = true, + -- damage_per_second = 2*0.5, -- It's *fake* fire. PvP on our server has + -- been disabled for a reason. I don't want griefers lighting players on + -- fire or trapping them in blazes. ~ LazyJ, 2014_0_13 + --groups = {dig_immediate=3,attached_node=1}, + groups = { + oddly_breakable_by_hand=3, dig_immediate=2, attached_node=1, + not_in_creative_inventory=1 + }, + paramtype = "light", + walkable = false, + drop = "", -- So fire won't return to the inventory. ~ LazyJ + sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}), + on_punch = function (pos,node,puncher) + -- A max_hear_distance of 20 may freak some players out by the "hiss" + -- so I reduced it to 5. + minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0, + max_hear_distance = 5,}) + -- This swaps the smokeless version with the smoky version. ~ LazyJ + minetest.set_node(pos, {name = "fake_fire:fake_fire"}) + end +}) + + + +-- SMOKEY ICE FIRE (TRIGGERS SMOKE ABM) +minetest.register_node("fake_fire:ice_fire", { + description = "Smoky, Fake, Ice Fire", + tiles = { + {name="ice_fire_animated.png", animation={type="vertical_frames", + aspect_w=16, aspect_h=16, length=1.5}}, + }, + is_ground_content = true, + inventory_image = 'ice_fire.png', + wield_image = { + {name="ice_fire_animated.png", animation={type="vertical_frames", + aspect_w=16, aspect_h=16, length=1.5}}, + }, + drawtype = "plantlike", + -- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13 + waving = 1, + light_source = 14, + -- Adding sunlight_propagtes and leaving comments as a future reference. + -- If true, sunlight will go infinitely through this (no shadow is cast). + -- Because fire produces light it should be "true" so fire *doesn't* have + -- a shadow. + sunlight_propagates = true, + -- damage_per_second = 2*0.5, -- It's *fake* fire. PvP on our server has + -- been disabled for a reason. I don't want griefers lighting players on + -- fire or trapping them in blazes. ~ LazyJ, 2014_0_13 + --groups = {dig_immediate=3,attached_node=1}, + groups = { + oddly_breakable_by_hand=3, dig_immediate=2, attached_node=1, + not_in_creative_inventory=1 + }, + paramtype = "light", + walkable = false, + drop = "", -- So fire won't return to the inventory. ~ LazyJ + sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}), + on_punch = function (pos,node,puncher) + -- A max_hear_distance of 20 may freak some players out by the "hiss" + -- so I reduced it to 5. + minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0, + max_hear_distance = 5,}) + -- This swaps the smoky version with the smokeless version. ~ LazyJ + minetest.set_node(pos, {name = "fake_fire:smokeless_ice_fire"}) + end +}) + + + +-- SMOKELESS ICE FIRE (DOES NOT TRIGGER SMOKE ABM) +minetest.register_node("fake_fire:smokeless_ice_fire", { + description = "Smokeless, Fake, Ice Fire", + tiles = { + {name="ice_fire_animated.png", animation={type="vertical_frames", + aspect_w=16, aspect_h=16, length=1.5}}, + }, + is_ground_content = true, + inventory_image = 'ice_fire.png', + wield_image = { + {name="ice_fire_animated.png", animation={type="vertical_frames", + aspect_w=16, aspect_h=16, length=1.5}}, + }, + drawtype = "plantlike", + -- Waving wasn't an option when this mod was written. ~ LazyJ, 2014_03_13 + waving = 1, + light_source = 14, + -- Adding sunlight_propagtes and leaving comments as a future reference. + -- If true, sunlight will go infinitely through this (no shadow is cast). + -- Because fire produces light it should be "true" so fire *doesn't* have + -- a shadow. + sunlight_propagates = true, + -- damage_per_second = 2*0.5, -- It's *fake* fire. PvP on our server has + -- been disabled for a reason. I don't want griefers lighting players on + -- fire or trapping them in blazes. ~ LazyJ, 2014_0_13 + --groups = {dig_immediate=3,attached_node=1}, + groups = { + oddly_breakable_by_hand=3, dig_immediate=2, attached_node=1, + not_in_creative_inventory=1 + }, + paramtype = "light", + walkable = false, + drop = "", -- So fire won't return to the inventory. ~ LazyJ + sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}), + on_punch = function (pos,node,puncher) + -- A max_hear_distance of 20 may freak some players out by the "hiss" + -- so I reduced it to 5. + minetest.sound_play("fire_extinguish", {pos = pos, gain = 1.0, + max_hear_distance = 5,}) + -- This swaps the smokeless version with the smoky version. ~ LazyJ + minetest.set_node(pos, {name = "fake_fire:ice_fire"}) + end +}) + + + +-- FLINT and STEEL + +minetest.register_tool("fake_fire:flint_and_steel", { + description = "Flint and steel", + inventory_image = "flint_and_steel.png", + liquids_pointable = false, + stack_max = 1, + tool_capabilities = { + full_punch_interval = 1.0, + max_drop_level=0, + groupcaps={flamable = {uses=65, maxlevel=1}, + } + }, + on_use = function(itemstack, user, pointed_thing) + -- This next section took me a lot of keyboard bashing to figure out. + -- The lua documentation and examples for Minetest are terrible. + -- ~ LazyJ, 2014_06_23 + + local snow_ice_list = {"snow", "ice",} + + for _, which_one_is_it in pairs(snow_ice_list) do + local snow_ice = which_one_is_it + + if + -- A *node*, not a player or sprite. ~ LazyJ + pointed_thing.type == "node" + + --[[ + These next two "and nots" tell Minetest not to put the + red flame on snow and ice stuff. This "string" bit was + the workable solution that took many hours, over + several days, to finally come around to. It's a search + for any node name that contains whatever is between the + double-quotes, ie. "snow" or "ice". I had been trying + to identify the nodes by their group properties and I + couldn't figure out how to do it. The clue for the + "string"came from Blockmen's "Landscape" mod. + + Another quirk is that the "string" doesn't work well + with variable lists (see "snow_ice_list") when using + "and not". Ice-fire would light on snow but when I + clicked on ice, the regular flame appeared. I couldn't + understand what was happening until I mentally changed + the wording "and not" to "is not" and spoke out-loud + each thing that line of code was to accomplish: + + "Is not snow, then make fake-fire." + "Is not ice, then make fake-fire." + + That's when I caught the problem. + + Ice *is not* snow, so Minetest was correctly following + the instruction, "Is not snow, then make fake-fire." + and that is why fake-fire appeared instead of ice-fire + when I clicked on ice. + + ~ LazyJ + --]] + + and not + string.find(minetest.get_node(pointed_thing.under).name, "snow") + and not + string.find(minetest.get_node(pointed_thing.under).name, "ice") + and + minetest.get_node(pointed_thing.above).name == "air" + then + minetest.set_node(pointed_thing.above, + {name="fake_fire:smokeless_fire"}) + + elseif + + pointed_thing.type == "node" + and + -- Split this "string" across several lines because I ran out + -- of room while trying to adhere to the 80-column wide rule + -- of coding style. + string.find( + minetest.get_node(pointed_thing.under).name, + snow_ice + ) + and + minetest.get_node(pointed_thing.above).name == "air" + then + minetest.set_node(pointed_thing.above, + {name="fake_fire:smokeless_ice_fire"}) + end -- Line 210, if + end -- Line 207, for/do + + minetest.sound_play("", + {gain = 1.0, max_hear_distance = 2,}) + itemstack:add_wear(65535/65) + return itemstack + end +}) -- Closes the flint and steel tool registration + + + +--[[ + + SOME LESSONS LEARNED (and keeping this because I'll forget) + + flint_and_steel is registered as a tool. Tools do not materialize something + like placing a block (on_construct) makes that block appear. Tools are + *used* so "on_use" works but not "on_construct". + + on_rightclick is meant for the code of the thing being clicked on, not the + code of the thing doing the clicking. + + ~ LazyJ + +--]] + + + +-- ANIMATED, RISING, DISPAPPEARING SMOKE + +--[[ + + These next two sections of code are a real bonus that I figured out how + to pull-off. ;) + + The first section creates animated smoke. Trying to figure out how to make + the animation appear to go upward was a headache. + + The second section places the animated smoke *only* above the fake-fire + *if* there is nothing but air straight above the fake-fire. I also made + the smoke skip a space so it looks more like puffs of smoke and made it + stretch high enough to be used in chimneys. For large builds, a second + fake-fire will have to be hidden close to the top of the chimney so the + smoke will be visible. The smoke also emmits a low-level light. + + Yup, I'm proud of this little addition I've made to Semmett9's mod. :D + + ~ LazyJ, 2014_03_15 + +--]] + + + +-- EMBERS + +minetest.register_node("fake_fire:embers", { + description = "Glowing Embers", + tiles = { + {name="embers_animated.png", animation={type="vertical_frames", + aspect_w=16, aspect_h=16, length=2}}, + }, + inventory_image = minetest.inventorycube('fake_fire_embers.png'), + is_ground_content = true, + light_source = 9, + -- Adding sunlight_propagtes and leaving comments as a future reference. + -- If true, sunlight will go infinitely through this (no shadow is cast). + -- Because embers produce some light it should be somewhat "true" but this + -- is an area where Minetest lacks in subtlety so I'm opting for 100% that + -- embers *don't* have a shadow. + sunlight_propagates = true, + -- It's almost soft, brittle charcoal. ~ LazyJ + groups = {choppy=3, crumbly=3, oddly_breakable_by_hand=3}, + paramtype = "light", + -- You never know when a creative builder may use the screwdriver or + -- position to create a subtle effect that makes their creation just + -- that little bit nicer looking. ~ Lazyj + paramtype2 = "facedir", + walkable = true, + sounds = minetest.sound_play("fire_small", {pos=cp, loop=true}), +}) + + + +-- CHIMNEY TOPS + + -- Stone (cool tone) to go with cool colors. + -- Sandstone (warm tone) to go with warm colors. + +-- CHIMNEY TOP - STONE +minetest.register_node("fake_fire:chimney_top_stone", { + description = "Chimney Top - Stone", + tiles = {"chimney_top_stone.png", "default_stone.png"}, + is_ground_content = true, + groups = {cracky=3, oddly_breakable_by_hand=1, not_in_creative_inventory=1}, + paramtype = "light", + sounds = default.node_sound_stone_defaults(), + drop = "fake_fire:smokeless_chimney_top_stone", + drawtype = "nodebox", + node_box = { + type = "fixed", + fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, + }, + on_punch = function (pos,node,puncher) + -- This swaps the smokeless version with the smoky version when punched. + -- ~ LazyJ + minetest.set_node(pos, {name = "fake_fire:smokeless_chimney_top_stone"}) + end +}) + + + +-- CHIMNEY TOP - SANDSTONE +minetest.register_node("fake_fire:chimney_top_sandstone", { + description = "Chimney Top - Sandstone", + tiles = {"chimney_top_sandstone.png", "default_sandstone.png"}, + is_ground_content = true, + groups = {cracky=3, oddly_breakable_by_hand=1, not_in_creative_inventory=1}, + paramtype = "light", + sounds = default.node_sound_stone_defaults(), + drop = "fake_fire:smokeless_chimney_top_sandstone", + drawtype = "nodebox", + node_box = { + type = "fixed", + fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, + }, + on_punch = function (pos,node,puncher) + -- This swaps the smokeless version with the smoky version when punched. + -- ~ LazyJ + minetest.set_node(pos, + {name = "fake_fire:smokeless_chimney_top_sandstone"}) + end +}) + + + +-- SMOKELESS CHIMNEY TOPS + + -- Some players may want a chimney top *without* smoke. This is the node + -- that will be craftable. To get the smoking variety, simply punch the + -- node. Same approach is used with the smoking and non-smoking flames. + -- ~ LazyJ + +-- SMOKELESS CHIMNEY TOP - STONE +minetest.register_node("fake_fire:smokeless_chimney_top_stone", { + description = "Chimney Top - Stone", + tiles = {"chimney_top_stone.png", "default_stone.png"}, + is_ground_content = true, + groups = {cracky=3, oddly_breakable_by_hand=1}, + paramtype = "light", + sounds = default.node_sound_stone_defaults(), + drawtype = "nodebox", + node_box = { + type = "fixed", + fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, + }, + on_punch = function (pos,node,puncher) + -- This swaps the smokeless version with the smoky version when punched. + -- ~ LazyJ + minetest.set_node(pos, {name = "fake_fire:chimney_top_stone"}) + end +}) + + + +-- SMOKELESS CHIMNEY TOP - SANDSTONE +minetest.register_node("fake_fire:smokeless_chimney_top_sandstone", { + description = "Chimney Top - Sandstone", + tiles = {"chimney_top_sandstone.png", "default_sandstone.png"}, + is_ground_content = true, + groups = {cracky=3, oddly_breakable_by_hand=1}, + paramtype = "light", + sounds = default.node_sound_stone_defaults(), + drawtype = "nodebox", + node_box = { + type = "fixed", + fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, + }, + on_punch = function (pos,node,puncher) + -- This swaps the smokeless version with the smoky version when punched. + -- ~ LazyJ + minetest.set_node(pos, {name = "fake_fire:chimney_top_sandstone"}) + end +}) diff --git a/fake_fire/sounds/fire_extinguish.ogg b/fake_fire/sounds/fire_extinguish.ogg new file mode 100644 index 0000000..38c56d6 Binary files /dev/null and b/fake_fire/sounds/fire_extinguish.ogg differ diff --git a/fake_fire/sounds/fire_ignite.ogg b/fake_fire/sounds/fire_ignite.ogg new file mode 100644 index 0000000..9063eeb Binary files /dev/null and b/fake_fire/sounds/fire_ignite.ogg differ diff --git a/fake_fire/sounds/fire_small.ogg b/fake_fire/sounds/fire_small.ogg new file mode 100644 index 0000000..5aac595 Binary files /dev/null and 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