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authororwell96 <mono96.mml@gmail.com>2017-01-03 18:48:00 +0100
committerorwell96 <mono96.mml@gmail.com>2017-01-03 18:48:00 +0100
commita9d43ce2ca3bfd703428d248c0839e53ffd76f27 (patch)
tree761a6ef8f693c01702e3be024fdf3e38624adcc2 /advtrains
parentcc6cf09ac83efa0bfaaecddb2a8fe49d136cca57 (diff)
add API documentation
Diffstat (limited to 'advtrains')
-rw-r--r--advtrains/api_doc.txt114
-rw-r--r--advtrains/wagons.lua6
2 files changed, 117 insertions, 3 deletions
diff --git a/advtrains/api_doc.txt b/advtrains/api_doc.txt
new file mode 100644
index 0000000..22132c3
--- /dev/null
+++ b/advtrains/api_doc.txt
@@ -0,0 +1,114 @@
+Advanced Trains [advtrains] API documentation
+--------
+To use the API, mods must depend on 'advtrains'.
+All boolean values in definition tables default to 'false' and can be omitted.
+### Wagons
+Wagons are registered using the function
+
+advtrains.register_wagon(name, prototype, description, inventory_image)
+- 'name' is the internal name of the wagon. It is registered inside the 'advtrains:' namespace.
+ Example: A wagon with name="engine_tgv" will be registered as "advtrains:engine_tgv".
+- 'prototype' is the lua entity prototype. The regular definition keys for luaentites apply. Additional required and optional properties see below. DO NOT define 'on_step', 'on_activate', 'on_punch', 'on_rightclick' and 'get_staticdata' since these will be overridden. Use 'custom_*' instead.
+- 'description' is the description of the inventory item that is used to place the wagon.
+- 'inventory_image' is the inventory image of said item.
+
+# Wagon prototype properties
+{
+ ... all regular luaentity properties (mesh, textures, collisionbox a.s.o)...
+ drives_on = {default=true},
+ ^- used to define the tracktypes (see below) that wagon can drive on. The tracktype identifiers are given as keys, similar to privileges)
+ max_speed = 10,
+ ^- optional, default 10: defines the maximum speed this wagon can drive. The maximum speed of a train is determined by the wagon with the lowest max_speed value.
+ seats = {
+ {
+ name="Left front window",
+ ^- display name of this seat
+ attach_offset={x=0, y=10, z=0},
+ ^- this value is passed to 'set_attach'
+ view_offset={x=0, y=6, z=0},
+ ^- player:set_eye_offset is called with this parameter.
+ driving_ctrl_access=false,
+ ^- If the seat is a driver stand, and players sitting here should get access to the train's driving control.
+
+ },
+ },
+ ^- contains zero or more seat definitions. A seat is a place where a player can be attached when getting on a wagon.
+ wagon_span=2,
+ ^- How far this wagon extends from its base position. Is the half of the wagon length.
+ ^- Used to determine in which distance the other wagons have to be positioned. Will require tweaking.
+ drops = {"default:steelblock 3"}
+ ^- List of itemstrings what to drop when the wagon is destroyed
+
+ has_inventory = false
+ ^- If this wagon has an inventory. The inventory is saved with the wagon.
+ ^- the following settings are ignored if not.
+ inventory_list_sizes = {
+ box=8*6,
+ },
+ ^- List of assignments of type list_name=size.
+ ^- For every entry, an inventory list is created with the specified size.
+ get_inventory_formspec = function(self, player_name)
+ return "<a formspec>"
+ end,
+ ^- Function that should return the formspec to be displayed when <player> requests to open the wagon's inventory
+ ^- Use "list[detached:advtrains_wgn_"..self.unique_id..";<list_name>;<X>,<Y>;<W>,<H>;<Start>]" to display a wagon's inventory list.
+
+ custom_on_step = function(self, dtime) end
+ ^- optional: Execute custom code on every step
+ custom_on_activate = function(self, dtime_s) end
+ ^- optional: Execute custom code on activate. Staticdata does not need to be saved and restored since all properties written in 'self' are preserved over unloads.
+ update_animation = function(self, velocity) end
+ ^- optional: Function that is called whenever the train's velocity changes or every 2 seconds. Used to call 'self.object:update_animation()' if needed.
+
+}
+
+# Notes on wagons
+
+- Every wagon has the field 'unique_id' which assigns each wagon a random id.
+- All properties written in the lua entity (self) are saved and restored automatically. Minetest's internal staticdata is only used to save the unique_id of the wagon, which serves as a key in an externally saved table.
+- Assuming Z Axis as the axis parallel to the tracks and Y Axis as the one pointing into the sky, wagon models should be dimensioned in a way that:
+ - their origin is centered in X and Z direction
+ - their origin lies 0.5 units above the bottom of the model
+ - the overall extent in X and Y direction is <=3 units
+- wagon_span is then the distance between the model origin and the Z axis extent.
+
+### Tracks
+Most modders will be satisfied with the built-in tracks. If cog railways, maglev trains and mine trains are added, it is necessary to understand the definition of tracks. Although the tracks API is there, explaining it would require more effort than me creating the wanted definitions myself. Contact me if you need to register your own rails using my registration functions.
+
+However, it is still possible to register single rails by understanding the node properties of rails.
+minetest.register_node(nodename, {
+ ... usual node definition ...
+ groups = {
+ advtrains_track_<tracktype>=1
+ ^- this group tells that the node is a track
+ not_blocking_trains=1,
+ ^- this group tells that the node should not block trains although it's walkable.
+ },
+ connect1 = 0,
+ connect2 = 8,
+ ^- These values tell the direction (horizontal) the rail ends are pointing to. 0 means +Z, then rotation values increase clockwise. For a translation of directions to positions see helpers.lua.
+ rely1=0,
+ rely2=0,
+ ^- the Y height of the rail end 1/2. A value of >=1 means that the rail end points to the next y layer at rely-1
+ railheight=0,
+ ^- the height value of this rail that is saved in the path. usually the median of rely1 and rely2.
+
+ can_dig=function(pos)
+ return not advtrains.is_train_at_pos(pos)
+ end,
+ after_dig_node=function(pos)
+ advtrains.invalidate_all_paths()
+ advtrains.reset_trackdb_position(pos)
+ end,
+ after_place_node=function(pos)
+ advtrains.reset_trackdb_position(pos)
+ end,
+ ^- the code in these 3 functions is required for advtrains to work.
+
+ advtrains = {
+ on_train_enter=function(pos, train_id) end
+ ^- called when a train enters the rail
+ on_train_leave=function(pos, train_id) end
+ ^- called when a train leaves the rail
+ }
+}) \ No newline at end of file
diff --git a/advtrains/wagons.lua b/advtrains/wagons.lua
index fdd2b2e..495f914 100644
--- a/advtrains/wagons.lua
+++ b/advtrains/wagons.lua
@@ -73,7 +73,7 @@ function wagon:on_activate(sd_uid, dtime_s)
end
if self.custom_on_activate then
- self:custom_on_activate(staticdata_table, dtime_s)
+ self:custom_on_activate(dtime_s)
end
end
@@ -460,7 +460,7 @@ function wagon:show_get_on_form(pname)
if not self.initialized then return end
if #self.seats==0 then
if self.has_inventory and self.get_inventory_formspec then
- minetest.show_formspec(pname, "advtrains_inv_"..self.unique_id, self:get_inventory_formspec())
+ minetest.show_formspec(pname, "advtrains_inv_"..self.unique_id, self:get_inventory_formspec(pname))
end
return
end
@@ -487,7 +487,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
if wagon.is_wagon and wagon.initialized and wagon.unique_id==uid then
if fields.inv then
if wagon.has_inventory and wagon.get_inventory_formspec then
- minetest.show_formspec(player:get_player_name(), "advtrains_inv_"..uid, wagon:get_inventory_formspec())
+ minetest.show_formspec(player:get_player_name(), "advtrains_inv_"..uid, wagon:get_inventory_formspec(player:get_player_name()))
end
elseif fields.seat then
local val=minetest.explode_textlist_event(fields.seat)
f='#n467'>467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519
Minetest
========

An InfiniMiner/Minecraft inspired game.

Copyright (c) 2010-2013 Perttu Ahola <celeron55@gmail.com>
and contributors (see source file comments and the version control log)

In case you downloaded the source code:
---------------------------------------
If you downloaded the Minetest Engine source code in which this file is
contained, you probably want to download the minetest_game project too:
  https://github.com/minetest/minetest_game/
See the README.txt in it.

Further documentation
----------------------
- Website: http://minetest.net/
- Wiki: http://wiki.minetest.net/
- Developer wiki: http://dev.minetest.net/
- Forum: http://forum.minetest.net/
- Github: https://github.com/minetest/minetest/
- doc/ directory of source distribution

This game is not finished
--------------------------
- Don't expect it to work as well as a finished game will.
- Please report any bugs. When doing that, debug.txt is useful.

Default Controls
-----------------
- WASD: move
- Space: jump/climb
- Shift: sneak/go down
- Q: drop itemstack (+ SHIFT for single item)
- I: inventory
- Mouse: turn/look
- Mouse left: dig/punch
- Mouse right: place/use
- Mouse wheel: select item
- T: chat
- 1-8: select item

- Esc: pause menu (pauses only singleplayer game)
- R: Enable/Disable full range view
- +: Increase view range
- -: Decrease view range
- K: Enable/Disable fly (needs fly privilege)
- J: Enable/Disable fast (needs fast privilege)
- H: Enable/Disable noclip (needs noclip privilege)

- F1:  Hide/Show HUD
- F2:  Hide/Show Chat
- F3:  Disable/Enable Fog
- F4:  Disable/Enable Camera update (Mapblocks are not updated anymore when disabled)
- F5:  Toogle through debug info screens
- F6:  Toogle through output data
- F7:  Toggle through camera modes
- F10: Show/Hide console
- F12: Take screenshot

- Settable in the configuration file, see the section below.

Paths
------
$bin   - Compiled binaries
$share - Distributed read-only data
$user  - User-created modifiable data

Windows .zip / RUN_IN_PLACE source:
$bin   = bin
$share = .
$user  = .

Linux installed:
$bin   = /usr/bin
$share = /usr/share/minetest
$user  = ~/.minetest

OS X:
$bin   = Contents/MacOS
$share = Contents/Resources
$user  = Contents/User OR ~/Library/Application Support/minetest

World directory
----------------
- Worlds can be found as separate folders in:
    $user/worlds/

Configuration file:
-------------------
- Default location:
    $user/minetest.conf
- It is created by Minetest when it is ran the first time.
- A specific file can be specified on the command line:
	--config <path-to-file>

Command-line options:
---------------------
- Use --help

Compiling on GNU/Linux:
-----------------------

Install dependencies. Here's an example for Debian/Ubuntu:
$ sudo apt-get install build-essential libirrlicht-dev cmake libbz2-dev libpng12-dev libjpeg8-dev libxxf86vm-dev libgl1-mesa-dev libsqlite3-dev libogg-dev libvorbis-dev libopenal-dev libcurl4-gnutls-dev libfreetype6-dev zlib1g-dev libjsoncpp-dev

You can install git for easily keeping your copy up to date.
If you dont want git, read below on how to get the source without git.
This is an example for installing git on Debian/Ubuntu:
$ sudo apt-get install git-core

Download source (this is the URL to the latest of source repository, which might not work at all times) using git:
$ git clone --depth 1 https://github.com/minetest/minetest.git
$ cd minetest

Download minetest_game (otherwise only the "Minimal development test" game is available) using git:
$ git clone --depth 1 https://github.com/minetest/minetest_game.git games/minetest_game

Download source, without using git:
$ wget https://github.com/minetest/minetest/archive/master.tar.gz
$ tar xf master.tar.gz
$ cd minetest-master

Download minetest_game, without using git:
$ cd games/
$ wget https://github.com/minetest/minetest_game/archive/master.tar.gz
$ tar xf master.tar.gz
$ mv minetest_game-master minetest_game
$ cd ..

Build a version that runs directly from the source directory:
$ cmake . -DRUN_IN_PLACE=TRUE
$ make -j <number of processors>

Run it:
$ ./bin/minetest

- Use cmake . -LH to see all CMake options and their current state
- If you want to install it system-wide (or are making a distribution package),
  you will want to use -DRUN_IN_PLACE=FALSE
- You can build a bare server by specifying -DBUILD_SERVER=TRUE
- You can disable the client build by specifying -DBUILD_CLIENT=FALSE
- You can select between Release and Debug build by -DCMAKE_BUILD_TYPE=<Debug or Release>
  - Debug build is slower, but gives much more useful output in a debugger
- If you build a bare server, you don't need to have Irrlicht installed.
  In that case use -DIRRLICHT_SOURCE_DIR=/the/irrlicht/source

CMake options
-------------
General options:

BUILD_CLIENT        - Build Minetest client
BUILD_SERVER        - Build Minetest server
CMAKE_BUILD_TYPE    - Type of build (Release vs. Debug)
    Release         - Release build
    Debug           - Debug build
    SemiDebug       - Partially optimized debug build
    RelWithDebInfo  - Release build with Debug information
    MinSizeRel      - Release build with -Os passed to compiler to make executable as small as possible
ENABLE_CURL         - Build with cURL; Enables use of online mod repo, public serverlist and remote media fetching via http
ENABLE_FREETYPE     - Build with FreeType2; Allows using TTF fonts
ENABLE_GETTEXT      - Build with Gettext; Allows using translations
ENABLE_GLES         - Search for Open GLES headers & libraries and use them
ENABLE_LEVELDB      - Build with LevelDB; Enables use of LevelDB map backend (faster than SQLite3)
ENABLE_REDIS        - Build with libhiredis; Enables use of Redis map backend
ENABLE_SOUND        - Build with OpenAL, libogg & libvorbis; in-game Sounds
ENABLE_LUAJIT       - Build with LuaJIT (much faster than non-JIT Lua)
RUN_IN_PLACE        - Create a portable install (worlds, settings etc. in current directory)
USE_GPROF           - Enable profiling using GProf
VERSION_EXTRA       - Text to append to version (e.g. VERSION_EXTRA=foobar -> Minetest 0.4.9-foobar)

Library specific options:

BZIP2_INCLUDE_DIR               - Linux only; directory where bzlib.h is located
BZIP2_LIBRARY                   - Linux only; path to libbz2.a/libbz2.so
CURL_DLL                        - Only if building with cURL on Windows; path to libcurl.dll
CURL_INCLUDE_DIR                - Only if building with cURL; directory where curl.h is located
CURL_LIBRARY                    - Only if building with cURL; path to libcurl.a/libcurl.so/libcurl.lib
EGL_INCLUDE_DIR                 - Only if building with GLES; directory that contains egl.h
EGL_LIBRARY                     - Only if building with GLES; path to libEGL.a/libEGL.so
FREETYPE_INCLUDE_DIR_freetype2  - Only if building with Freetype2; directory that contains an freetype directory with files such as ftimage.h in it
FREETYPE_INCLUDE_DIR_ft2build   - Only if building with Freetype2; directory that contains ft2build.h
FREETYPE_LIBRARY                - Only if building with Freetype2; path to libfreetype.a/libfreetype.so/freetype.lib
FREETYPE_DLL                    - Only if building with Freetype2 on Windows; path to libfreetype.dll
GETTEXT_DLL                     - Only when building with Gettext on Windows; path to libintl3.dll
GETTEXT_ICONV_DLL               - Only when building with Gettext on Windows; path to libiconv2.dll
GETTEXT_INCLUDE_DIR             - Only when building with Gettext; directory that contains iconv.h
GETTEXT_LIBRARY                 - Only when building with Gettext on Windows; path to libintl.dll.a
GETTEXT_MSGFMT                  - Only when building with Gettext; path to msgfmt/msgfmt.exe
IRRLICHT_DLL                    - path to Irrlicht.dll
IRRLICHT_INCLUDE_DIR            - directory that contains IrrCompileConfig.h
IRRLICHT_LIBRARY                - path to libIrrlicht.a/libIrrlicht.so/libIrrlicht.dll.a
LEVELDB_INCLUDE_DIR             - Only when building with LevelDB; directory that contains db.h
LEVELDB_LIBRARY                 - Only when building with LevelDB; path to libleveldb.a/libleveldb.so/libleveldb.dll.a
LEVELDB_DLL                     - Only when building with LevelDB on Windows; path to libleveldb.dll
REDIS_INCLUDE_DIR               - Only when building with Redis support; directory that contains hiredis.h
REDIS_LIBRARY                   - Only when building with Redis support; path to libhiredis.a/libhiredis.so
LUA_INCLUDE_DIR                 - Only if you want to use LuaJIT; directory where luajit.h is located
LUA_LIBRARY                     - Only if you want to use LuaJIT; path to libluajit.a/libluajit.so
MINGWM10_DLL                    - Only if compiling with MinGW; path to mingwm10.dll
OGG_DLL                         - Only if building with sound on Windows; path to libogg.dll
OGG_INCLUDE_DIR                 - Only if building with sound; directory that contains an ogg directory which contains ogg.h
OGG_LIBRARY                     - Only if building with sound; path to libogg.a/libogg.so/libogg.dll.a
OPENAL_DLL                      - Only if building with sound on Windows; path to OpenAL32.dll
OPENAL_INCLUDE_DIR              - Only if building with sound; directory where al.h is located
OPENAL_LIBRARY                  - Only if building with sound; path to libopenal.a/libopenal.so/OpenAL32.lib
OPENGLES2_INCLUDE_DIR           - Only if building with GLES; directory that contains gl2.h
OPENGLES2_LIBRARY               - Only if building with GLES; path to libGLESv2.a/libGLESv2.so
SQLITE3_INCLUDE_DIR             - Only if you want to use SQLite from your OS; directory that contains sqlite3.h
SQLITE3_LIBRARY                 - Only if you want to use the SQLite from your OS; path to libsqlite3.a/libsqlite3.so
VORBISFILE_DLL                  - Only if building with sound on Windows; path to libvorbisfile-3.dll
VORBISFILE_LIBRARY              - Only if building with sound; path to libvorbisfile.a/libvorbisfile.so/libvorbisfile.dll.a
VORBIS_DLL                      - Only if building with sound on Windows; path to libvorbis-0.dll
VORBIS_INCLUDE_DIR              - Only if building with sound; directory that contains a directory vorbis with vorbisenc.h inside
VORBIS_LIBRARY                  - Only if building with sound; path to libvorbis.a/libvorbis.so/libvorbis.dll.a
XXF86VM_LIBRARY                 - Only on Linux; path to libXXf86vm.a/libXXf86vm.so
ZLIB_DLL                        - Only on Windows; path to zlib1.dll
ZLIBWAPI_DLL                    - Only on Windows; path to zlibwapi.dll
ZLIB_INCLUDE_DIR                - directory where zlib.h is located
ZLIB_LIBRARY                    - path to libz.a/libz.so/zlibwapi.lib

Compiling on Windows:
---------------------
- This section is outdated. In addition to what is described here:
  - In addition to minetest, you need to download minetest_game.
  - If you wish to have sound support, you need libogg, libvorbis and libopenal

- You need:
	* CMake:
		http://www.cmake.org/cmake/resources/software.html
	* MinGW or Visual Studio
		http://www.mingw.org/
		http://msdn.microsoft.com/en-us/vstudio/default
	* Irrlicht SDK 1.7:
		http://irrlicht.sourceforge.net/downloads.html
	* Zlib headers (zlib125.zip)
		http://www.winimage.com/zLibDll/index.html
	* Zlib library (zlibwapi.lib and zlibwapi.dll from zlib125dll.zip):
		http://www.winimage.com/zLibDll/index.html
	* Optional: gettext library and tools:
		http://gnuwin32.sourceforge.net/downlinks/gettext.php
		- This is used for other UI languages. Feel free to leave it out.
	* And, of course, Minetest:
		http://minetest.net/download
- Steps:
	- Select a directory called DIR hereafter in which you will operate.
	- Make sure you have CMake and a compiler installed.
	- Download all the other stuff to DIR and extract them into there.
	  ("extract here", not "extract to packagename/")
	  NOTE: zlib125dll.zip needs to be extracted into zlib125dll
	- All those packages contain a nice base directory in them, which
	  should end up being the direct subdirectories of DIR.
	- You will end up with a directory structure like this (+=dir, -=file):
	-----------------
	+ DIR
		- zlib-1.2.5.tar.gz
		- zlib125dll.zip
		- irrlicht-1.7.1.zip
		- 110214175330.zip (or whatever, this is the minetest source)
		+ zlib-1.2.5
			- zlib.h
			+ win32
			...
		+ zlib125dll
			- readme.txt
			+ dll32
			...
		+ irrlicht-1.7.1
			+ lib
			+ include
			...
		+ gettext (optional)
			+bin
			+include
			+lib
		+ minetest
			+ src
			+ doc
			- CMakeLists.txt
			...
	-----------------
	- Start up the CMake GUI
	- Select "Browse Source..." and select DIR/minetest
	- Now, if using MSVC:
		- Select "Browse Build..." and select DIR/minetest-build
	- Else if using MinGW:
		- Select "Browse Build..." and select DIR/minetest
	- Select "Configure"
	- Select your compiler
	- It will warn about missing stuff, ignore that at this point. (later don't)
	- Make sure the configuration is as follows
	  (note that the versions may differ for you):
	-----------------
	BUILD_CLIENT             [X]
	BUILD_SERVER             [ ]
	CMAKE_BUILD_TYPE         Release
	CMAKE_INSTALL_PREFIX     DIR/minetest-install
	IRRLICHT_SOURCE_DIR      DIR/irrlicht-1.7.1
	RUN_IN_PLACE             [X]
	WARN_ALL                 [ ]
	ZLIB_DLL                 DIR/zlib125dll/dll32/zlibwapi.dll
	ZLIB_INCLUDE_DIR         DIR/zlib-1.2.5
	ZLIB_LIBRARIES           DIR/zlib125dll/dll32/zlibwapi.lib
	GETTEXT_BIN_DIR          DIR/gettext/bin
	GETTEXT_INCLUDE_DIR      DIR/gettext/include
	GETTEXT_LIBRARIES        DIR/gettext/lib/intl.lib
	GETTEXT_MSGFMT           DIR/gettext/bin/msgfmt
	-----------------
	- Hit "Configure"
	- Hit "Configure" once again 8)
	- If something is still coloured red, you have a problem.
	- Hit "Generate"
	If using MSVC:
		- Open the generated minetest.sln
		- The project defaults to the "Debug" configuration. Make very sure to
		  select "Release", unless you want to debug some stuff (it's slower
		  and might not even work at all)
		- Build the ALL_BUILD project
		- Build the INSTALL project
		- You should now have a working game with the executable in
			DIR/minetest-install/bin/minetest.exe
		- Additionally you may create a zip package by building the PACKAGE
		  project.
	If using MinGW:
		- Using the command line, browse to the build directory and run 'make'
		  (or mingw32-make or whatever it happens to be)
		- You may need to copy some of the downloaded DLLs into bin/, see what
		  running the produced executable tells you it doesn't have.
		- You should now have a working game with the executable in
			DIR/minetest/bin/minetest.exe

Windows releases of minetest are built using a bat script like this:
--------------------------------------------------------------------

set sourcedir=%CD%
set installpath="C:\tmp\minetest_install"
set irrlichtpath="C:\tmp\irrlicht-1.7.2"

set builddir=%sourcedir%\bvc10
mkdir %builddir%
pushd %builddir%
cmake %sourcedir% -G "Visual Studio 10" -DIRRLICHT_SOURCE_DIR=%irrlichtpath% -DRUN_IN_PLACE=TRUE -DCMAKE_INSTALL_PREFIX=%installpath%
if %errorlevel% neq 0 goto fail
"C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe" ALL_BUILD.vcxproj /p:Configuration=Release
if %errorlevel% neq 0 goto fail
"C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe" INSTALL.vcxproj /p:Configuration=Release
if %errorlevel% neq 0 goto fail
"C:\WINDOWS\Microsoft.NET\Framework\v4.0.30319\MSBuild.exe" PACKAGE.vcxproj /p:Configuration=Release
if %errorlevel% neq 0 goto fail
popd
echo Finished.
exit /b 0

:fail
popd
echo Failed.
exit /b 1

License of Minetest textures and sounds
---------------------------------------

This applies to textures and sounds contained in the main Minetest
distribution.

Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/