aboutsummaryrefslogtreecommitdiff
path: root/src/threading/semaphore.cpp
blob: 77ceff509cb9c3172c8acab6c23891b0bf676798 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
/*
Minetest
Copyright (C) 2013 sapier <sapier AT gmx DOT net>

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.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "threading/semaphore.h"

#include <iostream>
#include <cstdlib>
#include <cassert>

#define UNUSED(expr) do { (void)(expr); } while (0)

#ifdef _WIN32
	#include <climits>
	#define MAX_SEMAPHORE_COUNT LONG_MAX - 1
#else
	#include <cerrno>
	#include <sys/time.h>
	#include <pthread.h>
	#if defined(__MACH__) && defined(__APPLE__)
		#include <mach/mach.h>
		#include <mach/task.h>
		#include <mach/semaphore.h>
		#include <sys/semaphore.h>
		#include <unistd.h>

		#undef sem_t
		#undef sem_init
		#undef sem_wait
		#undef sem_post
		#undef sem_destroy
		#define sem_t             semaphore_t
		#define sem_init(s, p, c) semaphore_create(mach_task_self(), (s), 0, (c))
		#define sem_wait(s)       semaphore_wait(*(s))
		#define sem_post(s)       semaphore_signal(*(s))
		#define sem_destroy(s)    semaphore_destroy(mach_task_self(), *(s))
	#endif
#endif


Semaphore::Semaphore(int val)
{
#ifdef _WIN32
	semaphore = CreateSemaphore(NULL, val, MAX_SEMAPHORE_COUNT, NULL);
#else
	int ret = sem_init(&semaphore, 0, val);
	assert(!ret);
	UNUSED(ret);
#endif
}


Semaphore::~Semaphore()
{
#ifdef _WIN32
	CloseHandle(semaphore);
#else
	int ret = sem_destroy(&semaphore);
#ifdef __ANDROID__
	// Workaround for broken bionic semaphore implementation!
	assert(!ret || errno == EBUSY);
#else
	assert(!ret);
#endif
	UNUSED(ret);
#endif
}


void Semaphore::post(unsigned int num)
{
	assert(num > 0);
#ifdef _WIN32
	ReleaseSemaphore(semaphore, num, NULL);
#else
	for (unsigned i = 0; i < num; i++) {
		int ret = sem_post(&semaphore);
		assert(!ret);
		UNUSED(ret);
	}
#endif
}


void Semaphore::wait()
{
#ifdef _WIN32
	WaitForSingleObject(semaphore, INFINITE);
#else
	int ret = sem_wait(&semaphore);
	assert(!ret);
	UNUSED(ret);
#endif
}


bool Semaphore::wait(unsigned int time_ms)
{
#ifdef _WIN32
	unsigned int ret = WaitForSingleObject(semaphore, time_ms);

	if (ret == WAIT_OBJECT_0) {
		return true;
	} else {
		assert(ret == WAIT_TIMEOUT);
		return false;
	}
#else
# if defined(__MACH__) && defined(__APPLE__)
	mach_timespec_t wait_time;
	wait_time.tv_sec = time_ms / 1000;
	wait_time.tv_nsec = 1000000 * (time_ms % 1000);

	errno = 0;
	int ret = semaphore_timedwait(semaphore, wait_time);
	switch (ret) {
	case KERN_OPERATION_TIMED_OUT:
		errno = ETIMEDOUT;
		break;
	case KERN_ABORTED:
		errno = EINTR;
		break;
	default:
		if (ret)
			errno = EINVAL;
	}
# else
	struct timespec wait_time;
	struct timeval now;

	if (gettimeofday(&now, NULL) == -1) {
		std::cerr << "Semaphore::wait(ms): Unable to get time with gettimeofday!" << std::endl;
		abort();
	}

	wait_time.tv_nsec = ((time_ms % 1000) * 1000 * 1000) + (now.tv_usec * 1000);
	wait_time.tv_sec  = (time_ms / 1000) + (wait_time.tv_nsec / (1000 * 1000 * 1000)) + now.tv_sec;
	wait_time.tv_nsec %= 1000 * 1000 * 1000;

	int ret = sem_timedwait(&semaphore, &wait_time);
# endif

	assert(!ret || (errno == ETIMEDOUT || errno == EINTR));
	return !ret;
#endif
}

d='n569' href='#n569'>569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025 2026 2027 2028 2029 2030 2031 2032 2033 2034 2035 2036 2037 2038 2039 2040 2041 2042 2043 2044 2045 2046 2047 2048 2049 2050 2051 2052 2053 2054 2055 2056 2057 2058 2059 2060 2061 2062 2063 2064 2065 2066 2067 2068 2069 2070 2071 2072 2073 2074 2075 2076 2077 2078 2079 2080 2081 2082 2083 2084 2085 2086 2087 2088 2089 2090 2091 2092 2093 2094 2095 2096 2097 2098 2099 2100 2101 2102 2103 2104 2105 2106 2107 2108 2109 2110 2111 2112 2113 2114 2115 2116 2117 2118 2119 2120 2121 2122 2123 2124 2125 2126 2127 2128 2129 2130 2131 2132 2133 2134 2135 2136 2137 2138 2139 2140 2141 2142 2143 2144 2145 2146 2147 2148 2149 2150 2151 2152 2153 2154 2155 2156 2157 2158 2159 2160 2161 2162 2163 2164 2165 2166 2167 2168 2169 2170 2171 2172 2173 2174 2175 2176 2177 2178 2179 2180 2181 2182 2183 2184 2185 2186 2187 2188 2189 2190 2191 2192 2193 2194 2195 2196 2197 2198 2199 2200 2201 2202 2203 2204 2205 2206 2207 2208 2209 2210 2211 2212 2213 2214 2215 2216 2217 2218 2219 2220 2221 2222 2223 2224 2225 2226 2227 2228 2229 2230 2231 2232 2233 2234 2235 2236 2237 2238 2239 2240 2241 2242 2243 2244 2245 2246 2247 2248 2249 2250 2251 2252 2253 2254 2255 2256 2257 2258 2259 2260 2261 2262 2263 2264 2265 2266 2267 2268 2269 2270 2271 2272 2273 2274 2275 2276 2277 2278 2279 2280 2281 2282 2283 2284 2285 2286 2287 2288 2289 2290 2291 2292 2293 2294 2295 2296 2297 2298 2299 2300 2301 2302 2303 2304 2305 2306 2307 2308 2309 2310 2311 2312 2313 2314 2315 2316 2317 2318 2319 2320 2321 2322 2323 2324 2325 2326 2327 2328 2329 2330 2331 2332 2333 2334 2335 2336 2337 2338 2339 2340 2341 2342 2343 2344 2345 2346 2347 2348 2349 2350 2351 2352 2353 2354 2355 2356 2357 2358 2359 2360 2361 2362 2363 2364 2365 2366 2367 2368 2369 2370 2371 2372 2373 2374 2375 2376 2377 2378 2379 2380 2381 2382 2383 2384 2385 2386 2387 2388 2389 2390 2391 2392 2393 2394 2395 2396 2397
Minetest Lua Modding API Reference 0.4.7
========================================
More information at http://www.minetest.net/
Developer Wiki: http://dev.minetest.net/

Introduction
-------------
Content and functionality can be added to Minetest 0.4 by using Lua
scripting in run-time loaded mods.

A mod is a self-contained bunch of scripts, textures and other related
things that is loaded by and interfaces with Minetest.

Mods are contained and ran solely on the server side. Definitions and media
files are automatically transferred to the client.

If you see a deficiency in the API, feel free to attempt to add the
functionality in the engine and API. You can send such improvements as
source code patches to <celeron55@gmail.com>.

Programming in Lua
-------------------
If you have any difficulty in understanding this, please read:
  http://www.lua.org/pil/

Startup
--------
Mods are loaded during server startup from the mod load paths by running
the init.lua scripts in a shared environment.

Paths
-----
RUN_IN_PLACE=1: (Windows release, local build)
 $path_user:  Linux:    <build directory>
              Windows:  <build directory>
 $path_share: Linux:    <build directory>
              Windows:  <build directory>

RUN_IN_PLACE=0: (Linux release)
 $path_share: Linux:    /usr/share/minetest
              Windows:  <install directory>/minetest-0.4.x
 $path_user:  Linux:    ~/.minetest
              Windows:  C:/users/<user>/AppData/minetest (maybe)

Games
-----
Games are looked up from:
  $path_share/games/gameid/
  $path_user/games/gameid/
where gameid is unique to each game.

The game directory contains the file game.conf, which contains these fields:
  name = <Human-readable full name of the game>
eg.
  name = Minetest

The game directory can contain the file minetest.conf, which will be used
to set default settings when running the particular game.

Mod load path
-------------
Generic:
  $path_share/games/gameid/mods/
  $path_share/mods/
  $path_user/games/gameid/mods/
  $path_user/mods/ <-- User-installed mods
  $worldpath/worldmods/

In a run-in-place version (eg. the distributed windows version):
  minetest-0.4.x/games/gameid/mods/
  minetest-0.4.x/mods/gameid/ <-- User-installed mods
  minetest-0.4.x/worlds/worldname/worldmods/

On an installed version on linux:
  /usr/share/minetest/games/gameid/mods/
  ~/.minetest/mods/gameid/ <-- User-installed mods
  ~/.minetest/worlds/worldname/worldmods

Mod load path for world-specific games
--------------------------------------
It is possible to include a game in a world; in this case, no mods or
games are loaded or checked from anywhere else.

This is useful for eg. adventure worlds.

This happens if the following directory exists:
  $world/game/

Mods should be then be placed in:
  $world/game/mods/

Modpack support
----------------
Mods can be put in a subdirectory, if the parent directory, which otherwise
should be a mod, contains a file named modpack.txt. This file shall be
empty, except for lines starting with #, which are comments.

Mod directory structure
------------------------
mods
|-- modname
|   |-- depends.txt
|   |-- screenshot.png
|   |-- description.txt
|   |-- init.lua
|   |-- textures
|   |   |-- modname_stuff.png
|   |   `-- modname_something_else.png
|   |-- sounds
|   |-- media
|   `-- <custom data>
`-- another

modname:
  The location of this directory can be fetched by using
  minetest.get_modpath(modname)

depends.txt:
  List of mods that have to be loaded before loading this mod.
  A single line contains a single modname.

  Optional dependencies can be defined by appending a question mark
  to a single modname. Their meaning is that if the specified mod
  is missing, that does not prevent this mod from being loaded.

screenshot.png:
  A screenshot shown in modmanager within mainmenu.

description.txt:
  File containing desctiption to be shown within mainmenu.

optdepends.txt:
  An alternative way of specifying optional dependencies.
  Like depends.txt, a single line contains a single modname.

  NOTE: This file exists for compatibility purposes only and
  support for it will be removed from the engine by the end of 2013.

init.lua:
  The main Lua script. Running this script should register everything it
  wants to register. Subsequent execution depends on minetest calling the
  registered callbacks.

  minetest.setting_get(name) and minetest.setting_getbool(name) can be used
  to read custom or existing settings at load time, if necessary.

textures, sounds, media:
  Media files (textures, sounds, whatever) that will be transferred to the
  client and will be available for use by the mod.

Naming convention for registered textual names
----------------------------------------------
Registered names should generally be in this format:
  "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)

This is to prevent conflicting names from corrupting maps and is
enforced by the mod loader.

Example: mod "experimental", ideal item/node/entity name "tnt":
         -> the name should be "experimental:tnt".

Enforcement can be overridden by prefixing the name with ":". This can
be used for overriding the registrations of some other mod.

Example: Any mod can redefine experimental:tnt by using the name
         ":experimental:tnt" when registering it.
(also that mod is required to have "experimental" as a dependency)

The ":" prefix can also be used for maintaining backwards compatibility.

Aliases
-------
Aliases can be added by using minetest.register_alias(name, convert_to)

This will make Minetest to convert things called name to things called
convert_to.

This can be used for maintaining backwards compatibility.

This can be also used for setting quick access names for things, eg. if
you have an item called epiclylongmodname:stuff, you could do
  minetest.register_alias("stuff", "epiclylongmodname:stuff")
and be able to use "/giveme stuff".

Textures
--------
Mods should generally prefix their textures with modname_, eg. given
the mod name "foomod", a texture could be called
  "foomod_foothing.png"

Textures are referred to by their complete name, or alternatively by
stripping out the file extension:
  eg. foomod_foothing.png
  eg. foomod_foothing

Sounds
-------
Only OGG files are supported.

For positional playing of sounds, only single-channel (mono) files are
supported. Otherwise OpenAL will play them non-positionally.

Mods should generally prefix their sounds with modname_, eg. given
the mod name "foomod", a sound could be called
  "foomod_foosound.ogg"

Sounds are referred to by their name with a dot, a single digit and the
file extension stripped out.  When a sound is played, the actual sound file
is chosen randomly from the matching sounds.

When playing the sound "foomod_foosound", the sound is chosen randomly
from the available ones of the following files:
  foomod_foosound.ogg
  foomod_foosound.0.ogg
  foomod_foosound.1.ogg
  ...
  foomod_foosound.9.ogg

Examples of sound parameter tables:
-- Play locationless on all clients
{
    gain = 1.0, -- default
}
-- Play locationless to a player
{
    to_player = name,
    gain = 1.0, -- default
}
-- Play in a location
{
    pos = {x=1,y=2,z=3},
    gain = 1.0, -- default
    max_hear_distance = 32, -- default
}
-- Play connected to an object, looped
{
    object = <an ObjectRef>,
    gain = 1.0, -- default
    max_hear_distance = 32, -- default
    loop = true, -- only sounds connected to objects can be looped
}

SimpleSoundSpec:
eg. ""
eg. "default_place_node"
eg. {}
eg. {name="default_place_node"}
eg. {name="default_place_node", gain=1.0}

Registered definitions of stuff
--------------------------------
Anything added using certain minetest.register_* functions get added to
the global minetest.registered_* tables.

minetest.register_entity(name, prototype table)
 -> minetest.registered_entities[name]

minetest.register_node(name, node definition)
 -> minetest.registered_items[name]
 -> minetest.registered_nodes[name]

minetest.register_tool(name, item definition)
 -> minetest.registered_items[name]

minetest.register_craftitem(name, item definition)
 -> minetest.registered_items[name]

Note that in some cases you will stumble upon things that are not contained
in these tables (eg. when a mod has been removed). Always check for
existence before trying to access the fields.

Example: If you want to check the drawtype of a node, you could do:

local function get_nodedef_field(nodename, fieldname)
    if not minetest.registered_nodes[nodename] then
        return nil
    end
    return minetest.registered_nodes[nodename][fieldname]
end
local drawtype = get_nodedef_field(nodename, "drawtype")

Example: minetest.get_item_group(name, group) has been implemented as:

function minetest.get_item_group(name, group)
    if not minetest.registered_items[name] or not
            minetest.registered_items[name].groups[group] then
        return 0
    end
    return minetest.registered_items[name].groups[group]
end

Nodes
------
Nodes are the bulk data of the world: cubes and other things that take the
space of a cube. Huge amounts of them are handled efficiently, but they
are quite static.

The definition of a node is stored and can be accessed by name in
  minetest.registered_nodes[node.name]
See "Registered definitions of stuff".

Nodes are passed by value between Lua and the engine.
They are represented by a table:
  {name="name", param1=num, param2=num}

param1 and param2 are 8 bit integers. The engine uses them for certain
automated functions. If you don't use these functions, you can use them to
store arbitrary values.

The functions of param1 and param2 are determined by certain fields in the
node definition:
param1 is reserved for the engine when paramtype != "none":
  paramtype = "light"
  ^ The value stores light with and without sun in it's
    upper and lower 4 bits.
param2 is reserved for the engine when any of these are used:
  liquidtype == "flowing"
  ^ The level and some flags of the liquid is stored in param2
  drawtype == "flowingliquid"
  ^ The drawn liquid level is read from param2
  drawtype == "torchlike"
  drawtype == "signlike"
  paramtype2 == "wallmounted"
  ^ The rotation of the node is stored in param2. You can make this value
    by using minetest.dir_to_wallmounted().
  paramtype2 == "facedir"
  ^ The rotation of the node is stored in param2. Furnaces and chests are
    rotated this way. Can be made by using minetest.dir_to_facedir().
    Values range 0 - 23
    facedir modulo 4 = axisdir
    0 = y+    1 = z+    2 = z-    3 = x+    4 = x-    5 = y-
    facedir's two less significant bits are rotation around the axis
  paramtype2 == "leveled"
  ^ The drawn node level is read from param2, like flowingliquid

Nodes can also contain extra data. See "Node Metadata".

Node drawtypes
---------------
There are a bunch of different looking node types. These are mostly just
copied from Minetest 0.3; more may be made in the future.

Look for examples in games/minimal or games/minetest_game.

- normal
- airlike
- liquid
- flowingliquid
- glasslike
- glasslike_framed
- allfaces
- allfaces_optional
- torchlike
- signlike
- plantlike
- fencelike
- raillike
- nodebox -- See below. EXPERIMENTAL

Node boxes
-----------
Node selection boxes are defined using "node boxes"

The "nodebox" node drawtype allows defining visual of nodes consisting of
arbitrary number of boxes. It allows defining stuff like stairs. Only the
"fixed" and "leveled" box type is supported for these.
^ Please note that this is still experimental, and may be incompatibly
  changed in the future.

A nodebox is defined as any of:
{
    -- A normal cube; the default in most things
    type = "regular"
}
{
    -- A fixed box (facedir param2 is used, if applicable)
    type = "fixed",
    fixed = box OR {box1, box2, ...}
}
{
    -- A box like the selection box for torches
    -- (wallmounted param2 is used, if applicable)
    type = "wallmounted",
    wall_top = box,
    wall_bottom = box,
    wall_side = box
}

A box is defined as:
  {x1, y1, z1, x2, y2, z2}
A box of a regular node would look like:
  {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},

type = "leveled" is same as "fixed", but y2 will be automaticaly setted to level from param2

Ore types
---------------
These tell in what manner the ore is generated.
All default ores are of the uniformly-distributed scatter type.

- scatter
    Randomly chooses a location and generates a cluster of ore.
    If noise_params is specified, the ore will be placed if the 3d perlin noise at 
    that point is greater than the noise_threshhold, giving the ability to create a non-equal
    distribution of ore.
- sheet
    Creates a sheet of ore in a blob shape according to the 2d perlin noise described by noise_params.
    The relative height of the sheet can be controlled by the same perlin noise as well, by specifying
    a non-zero 'scale' parameter in noise_params.  IMPORTANT: The noise is not transformed by offset or
    scale when comparing against the noise threshhold, but scale is used to determine relative height.
    The height of the blob is randomly scattered, with a maximum height of clust_size.
    clust_scarcity and clust_num_ores are ignored.
    This is essentially an improved version of the so-called "stratus" ore seen in some unofficial mods.
- claylike - NOT YET IMPLEMENTED
    Places ore if there are no more than clust_scarcity number of specified nodes within a Von Neumann
    neighborhood of clust_size radius.

Ore attributes
-------------------
Currently supported flags:  absheight
 - absheight
    Also produce this same ore between the height range of -height_max and -height_min.
    Useful for having ore in sky realms without having to duplicate ore entries.

Decoration types
-------------------
The varying types of decorations that can be placed.
The default value is simple, and is currently the only type supported.

- simple
    Creates a 1xHx1 column of a specified node (or a random node from a list, if a decoration
    list is specified).  Can specify a certain node it must spawn next to, such as water or lava,
    for example.  Can also generate a decoration of random height between a specified lower and
    upper bound.  This type of decoration is intended for placement of grass, flowers, cacti,
    papyrus, and so on.
- schematic
    Copies a box of MapNodes from a specified schematic file (or raw description).  Can specify a
    probability of a node randomly appearing when placed.  This decoration type is intended to be used
    for multi-node sized discrete structures, such as trees, cave spikes, rocks, and so on.

Schematic specifier
--------------------
    A schematic specifier identifies a schematic by either a filename to a Minetest Schematic file (.mts)
or through raw data supplied through Lua, in the form of a table.  This table must specify two fields:
 - The 'size' field is a 3d vector containing the dimensions of the provided schematic.
 - The 'data' field is a flat table of MapNodes making up the schematic, in the order of [z [y [x]]].
Important:  The default value for param1 in MapNodes here is 255, which represents "always place".

In the bulk MapNode data, param1, instead of the typical light values, instead represents the 
probability of that node appearing in the structure.
When passed to minetest.create_schematic, probability is an integer value ranging from 0 to 255:
 - A probability value of 0 means that node will never appear (0% chance).
 - A probability value of 255 means the node will always appear (100% chance).
 - If the probability value p is greater than 0, then there is a (p / 256 * 100)% chance that node
   will appear when the schematic is placed on the map.

Important note: Node aliases cannot be used for a raw schematic provided when registering as a decoration.

Schematic attributes
---------------------
Currently supported flags:  place_center_x, place_center_y, place_center_z
 - place_center_x
    Placement of this decoration is centered along the X axis.
 - place_center_y
    Placement of this decoration is centered along the Y axis.
 - place_center_z
    Placement of this decoration is centered along the Z axis.

HUD element types
-------------------
The position field is used for all element types.
To account for differing resolutions, the position coordinates are the percentage of the screen,
ranging in value from 0 to 1.
The name field is not yet used, but should contain a description of what the HUD element represents.
The direction field is the direction in which something is drawn.
0 draws from left to right, 1 draws from right to left, 2 draws from top to bottom, and 3 draws from bottom to top.
The alignment field specifies how the item will be aligned. It ranges from -1 to 1,
with 0 being the center, -1 is moved to the left/up, and 1 is to the right/down. Fractional
values can be used.
The offset field specifies a pixel offset from the position. Contrary to position,
the offset is not scaled to screen size. This allows for some precisely-positioned
items in the HUD.
Below are the specific uses for fields in each type; fields not listed for that type are ignored.

Note: Future revisions to the HUD API may be incompatible; the HUD API is still in the experimental stages.

- image
    Displays an image on the HUD.
    - scale: The scale of the image, with 1 being the original texture size.
             Only the X coordinate scale is used (positive values)
             Negative values represent that percentage of the screen it
             should take; e.g. x=-100 means 100% (width)
    - text: The name of the texture that is displayed.
    - alignment: The alignment of the image.
    - offset: offset in pixels from position.
- text
    Displays text on the HUD.
    - scale: Defines the bounding rectangle of the text.
             A value such as {x=100, y=100} should work.
    - text: The text to be displayed in the HUD element.
    - number: An integer containing the RGB value of the color used to draw the text.
              Specify 0xFFFFFF for white text, 0xFF0000 for red, and so on.
    - alignment: The alignment of the text.
    - offset: offset in pixels from position.
- statbar
    Displays a horizontal bar made up of half-images.
    - text: The name of the texture that is used.
    - number: The number of half-textures that are displayed.
              If odd, will end with a vertically center-split texture.
    - direction
    - offset: offset in pixels from position.
- inventory
    - text: The name of the inventory list to be displayed.
    - number: Number of items in the inventory to be displayed.
    - item: Position of item that is selected.
    - direction

Representations of simple things
--------------------------------
Position/vector:
  {x=num, y=num, z=num}
For helper functions see "Vector helpers".

pointed_thing:
  {type="nothing"}
  {type="node", under=pos, above=pos}
  {type="object", ref=ObjectRef}

Items
------
Node (register_node):
  A node from the world
Tool (register_tool):
  A tool/weapon that can dig and damage things according to tool_capabilities
Craftitem (register_craftitem):
  A miscellaneous item

Items and item stacks can exist in three formats:

Serialized; This is called stackstring or itemstring:
eg. 'default:dirt 5'
eg. 'default:pick_wood 21323'
eg. 'default:apple'

Table format:
eg. {name="default:dirt", count=5, wear=0, metadata=""} 
    ^ 5 dirt nodes
eg. {name="default:pick_wood", count=1, wear=21323, metadata=""}
    ^ a wooden pick about 1/3 weared out
eg. {name="default:apple", count=1, wear=0, metadata=""}
    ^ an apple.

ItemStack:
C++ native format with many helper methods. Useful for converting between
formats. See the Class reference section for details.

When an item must be passed to a function, it can usually be in any of
these formats.

Groups
-------
In a number of places, there is a group table. Groups define the
properties of a thing (item, node, armor of entity, capabilities of
tool) in such a way that the engine and other mods can can interact with
the thing without actually knowing what the thing is.

Usage:
- Groups are stored in a table, having the group names with keys and the
  group ratings as values. For example:
    groups = {crumbly=3, soil=1}
    ^ Default dirt
    groups = {crumbly=2, soil=1, level=2, outerspace=1}
    ^ A more special dirt-kind of thing
- Groups always have a rating associated with them. If there is no
  useful meaning for a rating for an enabled group, it shall be 1.
- When not defined, the rating of a group defaults to 0. Thus when you
  read groups, you must interpret nil and 0 as the same value, 0.

You can read the rating of a group for an item or a node by using
  minetest.get_item_group(itemname, groupname)

Groups of items
----------------
Groups of items can define what kind of an item it is (eg. wool).

Groups of nodes
----------------
In addition to the general item things, groups are used to define whether
a node is destroyable and how long it takes to destroy by a tool.

Groups of entities
-------------------
For entities, groups are, as of now, used only for calculating damage.
The rating is the percentage of damage caused by tools with this damage group.
See "Entity damage mechanism".

object.get_armor_groups() -> a group-rating table (eg. {fleshy=100})
object.set_armor_groups({fleshy=30, cracky=80})

Groups of tools
----------------
Groups in tools define which groups of nodes and entities they are
effective towards.

Groups in crafting recipes
---------------------------
An example: Make meat soup from any meat, any water and any bowl
{
    output = 'food:meat_soup_raw',
    recipe = {
        {'group:meat'},
        {'group:water'},
        {'group:bowl'},
    },
    -- preserve = {'group:bowl'}, -- Not implemented yet (TODO)
}
An another example: Make red wool from white wool and red dye
{
    type = 'shapeless',
    output = 'wool:red',
    recipe = {'wool:white', 'group:dye,basecolor_red'},
}

Special groups
---------------
- immortal: Disables the group damage system for an entity
- level: Can be used to give an additional sense of progression in the game.
  - A larger level will cause eg. a weapon of a lower level make much less
    damage, and get weared out much faster, or not be able to get drops
    from destroyed nodes.
  - 0 is something that is directly accessible at the start of gameplay
  - There is no upper limit
- dig_immediate: (player can always pick up node without tool wear)
  - 2: node is removed without tool wear after 0.5 seconds or so
       (rail, sign)
  - 3: node is removed without tool wear immediately (torch)
- disable_jump: Player (and possibly other things) cannot jump from node
- fall_damage_add_percent: damage speed = speed * (1 + value/100)
- bouncy: value is bounce speed in percent
- falling_node: if there is no walkable block under the node it will fall
- attached_node: if the node under it is not a walkable block the node will be
                  dropped as an item. If the node is wallmounted the
                  wallmounted direction is checked.
- soil: saplings will grow on nodes in this group
- connect_to_raillike: makes nodes of raillike drawtype connect to
                       other group members with same drawtype

Known damage and digging time defining groups
----------------------------------------------
- crumbly: dirt, sand
- cracky: tough but crackable stuff like stone.
- snappy: something that can be cut using fine tools; eg. leaves, small
          plants, wire, sheets of metal
- choppy: something that can be cut using force; eg. trees, wooden planks
- fleshy: Living things like animals and the player. This could imply
          some blood effects when hitting.
- explody: Especially prone to explosions
- oddly_breakable_by_hand:
   Can be added to nodes that shouldn't logically be breakable by the
   hand but are. Somewhat similar to dig_immediate, but times are more
   like {[1]=3.50,[2]=2.00,[3]=0.70} and this does not override the
   speed of a tool if the tool can dig at a faster speed than this
   suggests for the hand.

Examples of custom groups
--------------------------
Item groups are often used for defining, well, //groups of items//.
- meat: any meat-kind of a thing (rating might define the size or healing
  ability or be irrelevant - it is not defined as of yet)
- eatable: anything that can be eaten. Rating might define HP gain in half
  hearts.
- flammable: can be set on fire. Rating might define the intensity of the
  fire, affecting eg. the speed of the spreading of an open fire.
- wool: any wool (any origin, any color)
- metal: any metal
- weapon: any weapon
- heavy: anything considerably heavy

Digging time calculation specifics
-----------------------------------
Groups such as **crumbly**, **cracky** and **snappy** are used for this
purpose. Rating is 1, 2 or 3. A higher rating for such a group implies
faster digging time.

The **level** group is used to limit the toughness of nodes a tool can dig
and to scale the digging times / damage to a greater extent.

^ PLEASE DO UNDERSTAND THIS, otherwise you cannot use the system to it's
  full potential.

Tools define their properties by a list of parameters for groups. They
cannot dig other groups; thus it is important to use a standard bunch of
groups to enable interaction with tools.

**Tools define:**
  * Full punch interval
  * Maximum drop level
  * For an arbitrary list of groups:
    * Uses (until the tool breaks)
    * Maximum level (usually 0, 1, 2 or 3)
    * Digging times
    * Damage groups

**Full punch interval**:
When used as a weapon, the tool will do full damage if this time is spent
between punches. If eg. half the time is spent, the tool will do half
damage.

**Maximum drop level**
Suggests the maximum level of node, when dug with the tool, that will drop
it's useful item. (eg. iron ore to drop a lump of iron).
- This is not automated; it is the responsibility of the node definition
  to implement this

**Uses**
Determines how many uses the tool has when it is used for digging a node,
of this group, of the maximum level. For lower leveled nodes, the use count
is multiplied by 3^leveldiff.
- uses=10, leveldiff=0 -> actual uses: 10
- uses=10, leveldiff=1 -> actual uses: 30
- uses=10, leveldiff=2 -> actual uses: 90

**Maximum level**
Tells what is the maximum level of a node of this group that the tool will
be able to dig.

**Digging times**
List of digging times for different ratings of the group, for nodes of the
maximum level.
  * For example, as a lua table, ''times={2=2.00, 3=0.70}''. This would
    result in the tool to be able to dig nodes that have a rating of 2 or 3
    for this group, and unable to dig the rating 1, which is the toughest.
    Unless there is a matching group that enables digging otherwise.

**Damage groups**
List of damage for groups of entities. See "Entity damage mechanism".

Example definition of the capabilities of a tool
-------------------------------------------------
tool_capabilities = {
    full_punch_interval=1.5,
    max_drop_level=1,
    groupcaps={
        crumbly={maxlevel=2, uses=20, times={[1]=1.60, [2]=1.20, [3]=0.80}}
    }
    damage_groups = {fleshy=2},
}

This makes the tool be able to dig nodes that fullfill both of these:
- Have the **crumbly** group
- Have a **level** group less or equal to 2

Table of resulting digging times:
crumbly        0     1     2     3     4  <- level
     ->  0     -     -     -     -     -
         1  0.80  1.60  1.60     -     -
         2  0.60  1.20  1.20     -     -
         3  0.40  0.80  0.80     -     -

level diff:    2     1     0    -1    -2

Table of resulting tool uses:
     ->  0     -     -     -     -     -
         1   180    60    20     -     -
         2   180    60    20     -     -
         3   180    60    20     -     -

Notes:
- At crumbly=0, the node is not diggable.
- At crumbly=3, the level difference digging time divider kicks in and makes
  easy nodes to be quickly breakable.
- At level > 2, the node is not diggable, because it's level > maxlevel

Entity damage mechanism
------------------------
Damage calculation:
damage = 0
foreach group in cap.damage_groups:
    damage += cap.damage_groups[group] * limit(actual_interval / cap.full_punch_interval, 0.0, 1.0)
        * (object.armor_groups[group] / 100.0)
        -- Where object.armor_groups[group] is 0 for inexisting values
return damage

Client predicts damage based on damage groups. Because of this, it is able to
give an immediate response when an entity is damaged or dies; the response is
pre-defined somehow (eg. by defining a sprite animation) (not implemented;
TODO).
- Currently a smoke puff will appear when an entity dies.

The group **immortal** completely disables normal damage.

Entities can define a special armor group, which is **punch_operable**. This
group disables the regular damage mechanism for players punching it by hand or
a non-tool item, so that it can do something else than take damage.

On the Lua side, every punch calls ''entity:on_punch(puncher,
time_from_last_punch, tool_capabilities, direction)''. This should never be
called directly, because damage is usually not handled by the entity itself.
  * ''puncher'' is the object performing the punch. Can be nil. Should never be
    accessed unless absolutely required, to encourage interoperability.
  * ''time_from_last_punch'' is time from last punch (by puncher) or nil.
  * ''tool_capabilities'' can be nil.
  * ''direction'' is a unit vector, pointing from the source of the punch to
    the punched object.

To punch an entity/object in Lua, call ''object:punch(puncher,
time_from_last_punch, tool_capabilities, direction)''.
  * Return value is tool wear.
  * Parameters are equal to the above callback.
  * If ''direction'' is nil and ''puncher'' is not nil, ''direction'' will be
    automatically filled in based on the location of ''puncher''.

Node Metadata
-------------
The instance of a node in the world normally only contains the three values
mentioned in "Nodes". However, it is possible to insert extra data into a
node. It is called "node metadata"; See "NodeMetaRef".

Metadata contains two things:
- A key-value store
- An inventory

Some of the values in the key-value store are handled specially:
- formspec: Defines a right-click inventory menu. See "Formspec".
- infotext: Text shown on the screen when the node is pointed at

Example stuff:

local meta = minetest.get_meta(pos)
meta:set_string("formspec",
        "invsize[8,9;]"..
        "list[context;main;0,0;8,4;]"..
        "list[current_player;main;0,5;8,4;]")
meta:set_string("infotext", "Chest");
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
print(dump(meta:to_table()))
meta:from_table({
    inventory = {
        main = {[1] = "default:dirt", [2] = "", [3] = "", [4] = "", [5] = "", [6] = "", [7] = "", [8] = "", [9] = "", [10] = "", [11] = "", [12] = "", [13] = "", [14] = "default:cobble", [15] = "", [16] = "", [17] = "", [18] = "", [19] = "", [20] = "default:cobble", [21] = "", [22] = "", [23] = "", [24] = "", [25] = "", [26] = "", [27] = "", [28] = "", [29] = "", [30] = "", [31] = "", [32] = ""}
    },
    fields = {
        formspec = "invsize[8,9;]list[context;main;0,0;8,4;]list[current_player;main;0,5;8,4;]",
        infotext = "Chest"
    }
})

Formspec
--------
Formspec defines a menu. Currently not much else than inventories are
supported. It is a string, with a somewhat strange format.

Spaces and newlines can be inserted between the blocks, as is used in the
examples.

Examples:
- Chest:
    invsize[8,9;]
    list[context;main;0,0;8,4;]
    list[current_player;main;0,5;8,4;]
- Furnace:
    invsize[8,9;]
    list[context;fuel;2,3;1,1;]
    list[context;src;2,1;1,1;]
    list[context;dst;5,1;2,2;]
    list[current_player;main;0,5;8,4;]
- Minecraft-like player inventory
    invsize[8,7.5;]
    image[1,0.6;1,2;player.png]
    list[current_player;main;0,3.5;8,4;]
    list[current_player;craft;3,0;3,3;]
    list[current_player;craftpreview;7,1;1,1;]

Elements:

size[<W>,<H>]
^ Define the size of the menu in inventory slots
^ deprecated: invsize[<W>,<H>;]

list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]
list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]
^ Show an inventory list

listcolors[<slot_bg_normal>;<slot_bg_hover>]
^ Sets background color of slots in HEX-Color format
^ Sets background color of slots on mouse hovering

listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]
^ Sets background color of slots in HEX-Color format
^ Sets background color of slots on mouse hovering
^ Sets color of slots border

listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]
^ Sets background color of slots in HEX-Color format
^ Sets background color of slots on mouse hovering
^ Sets color of slots border
^ Sets background color of tooltips
^ Sets font color of tooltips

image[<X>,<Y>;<W>,<H>;<texture name>]
^ Show an image
^ Position and size units are inventory slots

item_image[<X>,<Y>;<W>,<H>;<item name>]
^ Show an inventory image of registered item/node
^ Position and size units are inventory slots

bgcolor[<color>;<fullscreen>]
^ Sets background color of formspec in HEX-Color format
^ If true the background color is drawn fullscreen (does not effect the size of the formspec)

background[<X>,<Y>;<W>,<H>;<texture name>]
^ Use a background. Inventory rectangles are not drawn then.
^ Position and size units are inventory slots
^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px

background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]
^ Use a background. Inventory rectangles are not drawn then.
^ Position and size units are inventory slots
^ Example for formspec 8x4 in 16x resolution: image shall be sized 8*16px x 4*16px
^ If true the background is clipped to formspec size (x and y are used as offset values, w and h are ignored)

pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]
^ Textual password style field; will be sent to server when a button is clicked
^ x and y position the field relative to the top left of the menu
^ w and h are the size of the field
^ fields are a set height, but will be vertically centred on h
^ Position and size units are inventory slots
^ name is the name of the field as returned in fields to on_receive_fields
^ label, if not blank, will be text printed on the top left above the field

field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
^ Textual field; will be sent to server when a button is clicked
^ x and y position the field relative to the top left of the menu
^ w and h are the size of the field
^ fields are a set height, but will be vertically centred on h
^ Position and size units are inventory slots
^ name is the name of the field as returned in fields to on_receive_fields
^ label, if not blank, will be text printed on the top left above the field
^ default is the default value of the field
  ^ default may contain variable references such as '${text}' which
    will fill the value from the metadata value 'text'
    ^ Note: no extra text or more than a single variable is supported ATM.

field[<name>;<label>;<default>]
^ as above but without position/size units
^ special field for creating simple forms, such as sign text input
^ must be used without a size[] element
^ a 'Proceed' button will be added automatically

textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]
^ same as fields above, but with multi-line input

label[<X>,<Y>;<label>]
^ x and y work as per field
^ label is the text on the label
^ Position and size units are inventory slots

vertlabel[<X>,<Y>;<label>]
^ Textual label drawn verticaly
^ x and y work as per field
^ label is the text on the label
^ Position and size units are inventory slots

button[<X>,<Y>;<W>,<H>;<name>;<label>]
^ Clickable button. When clicked, fields will be sent.
^ x, y and name work as per field
^ w and h are the size of the button
^ label is the text on the button
^ Position and size units are inventory slots

image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
^ x, y, w, h, and name work as per button
^ texture name is the filename of an image
^ Position and size units are inventory slots

image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>]
^ x, y, w, h, and name work as per button
^ texture name is the filename of an image
^ Position and size units are inventory slots
^ noclip true meand imagebutton doesn't need to be within specified formsize
^ drawborder draw button bodrer or not

image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]
^ x, y, w, h, and name work as per button
^ texture name is the filename of an image
^ Position and size units are inventory slots
^ noclip true meand imagebutton doesn't need to be within specified formsize
^ drawborder draw button bodrer or not
^ pressed texture name is the filename of an image on pressed state

item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]
^ x, y, w, h, name and label work as per button
^ item name is the registered name of an item/node,
  tooltip will be made out of its descritption
^ Position and size units are inventory slots

button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]
^ When clicked, fields will be sent and the form will quit.

image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]
^ When clicked, fields will be sent and the form will quit.

textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]
^Scrollabel itemlist showing arbitrary text elements
^ x and y position the itemlist relative to the top left of the menu
^ w and h are the size of the itemlist
^ name fieldname sent to server on doubleclick value is current selected element
^ listelements can be prepended by #color in hexadecimal format RRGGBB (only),
^    if you want a listelement to start with # write ##

textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]
^Scrollabel itemlist showing arbitrary text elements
^ x and y position the itemlist relative to the top left of the menu
^ w and h are the size of the itemlist
^ name fieldname sent to server on doubleclick value is current selected element
^ listelements can be prepended by #RRGGBB (only) in hexadecimal format
^    if you want a listelement to start with # write ##
^ index to be selected within textlist
^ true/false draw transparent background

tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]
^ show a tabHEADER at specific position (ignores formsize)
^ x and y position the itemlist relative to the top left of the menu
^ name fieldname data is transfered to lua
^ caption 1... name shown on top of tab
^ current_tab index of selected tab 1...
^ transparent (optional) show transparent
^ draw_border (optional) draw border

box[<X>,<Y>;<W>,<H>;<color>]
^ simple colored semitransparent box
^ x and y position the box relative to the top left of the menu
^ w and h are the size of box
^ color in HEX-Color format

dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]
^ show a dropdown field
^ x and y position of dropdown
^ width of dropdown
^ fieldname data is transfered to lua
^ items to be shown in dropdown
^ index of currently selected dropdown item
^ color in hexadecimal format RRGGBB (only)

checkbox[<X>,<Y>;<name>;<label>;<selected>]
^ show a checkbox
^ x and y position of checkbox
^ name fieldname data is transfered to lua
^ label to be shown left of checkbox
^ selected (optional) true/false

Note: do NOT use a element name starting with "key_" those names are reserved to
pass key press events to formspec! 

Inventory location:

- "context": Selected node metadata (deprecated: "current_name")
- "current_player": Player to whom the menu is shown
- "player:<name>": Any player
- "nodemeta:<X>,<Y>,<Z>": Any node metadata
- "detached:<name>": A detached inventory

HEX-Color
---------
#RGB
^ defines a color in hexadecimal format
#RGBA
^ defines a color in hexadecimal format and alpha channel
#RRGGBB
^ defines a color in hexadecimal format
#RRGGBBAA
^ defines a color in hexadecimal format and alpha channel

Vector helpers
---------------
vector.new([x[, y, z]]) -> vector
 ^ x is a table or the x position.
vector.direction(p1, p2) -> vector
vector.distance(p1, p2) -> number
vector.length(v) -> number
vector.normalize(v) -> vector
vector.round(v) -> vector
vector.equals(v1, v2) -> bool
For the folowing x can be either a vector or a number.
vector.add(v, x) -> vector
vector.subtract(v, x) -> vector
vector.multiply(v, x) -> vector
vector.divide(v, x) -> vector

Helper functions
-----------------
dump2(obj, name="_", dumped={})
^ Return object serialized as a string, handles reference loops
dump(obj, dumped={})
^ Return object serialized as a string
math.hypot(x, y)
^ Get the hypotenuse of a triangle with legs x and y.
  Usefull for distance calculation.
string:split(separator)
^ eg. string:split("a,b", ",") == {"a","b"}
string:trim()
^ eg. string.trim("\n \t\tfoo bar\t ") == "foo bar"
minetest.pos_to_string({x=X,y=Y,z=Z}) -> "(X,Y,Z)"
^ Convert position to a printable string
minetest.string_to_pos(string) -> position
^ Same but in reverse
^ escapes characters [ ] \ , ;  that can not be used in formspecs
minetest.is_yes(arg)
^ returns whether arg can be interpreted as yes

minetest namespace reference
-----------------------------
Utilities:
minetest.get_current_modname() -> string
minetest.get_modpath(modname) -> eg. "/home/user/.minetest/usermods/modname"
^ Useful for loading additional .lua modules or static data from mod
minetest.get_modnames() -> list of installed mods
^ Return a list of installed mods, sorted alphabetically
minetest.get_worldpath() -> eg. "/home/user/.minetest/world"
^ Useful for storing custom data
minetest.is_singleplayer()
minetest.features
^ table containing API feature flags: {foo=true, bar=true}
minetest.has_feature(arg) -> bool, missing_features
^ arg: string or table in format {foo=true, bar=true}
^ missing_features: {foo=true, bar=true}

Logging:
minetest.debug(line)
^ Always printed to stderr and logfile (print() is redirected here)
minetest.log(line)
minetest.log(loglevel, line)
^ loglevel one of "error", "action", "info", "verbose"

Registration functions: (Call these only at load time)
minetest.register_entity(name, prototype table)
minetest.register_abm(abm definition)
minetest.register_node(name, node definition)
minetest.register_tool(name, item definition)
minetest.register_craftitem(name, item definition)
minetest.register_alias(name, convert_to)
minetest.register_craft(recipe)
minetest.register_ore(ore definition)
minetest.register_decoration(decoration definition)

Global callback registration functions: (Call these only at load time)
minetest.register_globalstep(func(dtime))
^ Called every server step, usually interval of 0.1s
minetest.register_on_shutdown(func())
^ Called before server shutdown
^ WARNING: If the server terminates abnormally (i.e. crashes), the registered
           callbacks WILL LIKELY NOT BE RUN.  Data should be saved at
           semi-frequent intervals as well as on server shutdown.
minetest.register_on_placenode(func(pos, newnode, placer, oldnode, itemstack))
^ Called when a node has been placed
^ If return true no item is taken from itemstack
^ Not recommended; use on_construct or after_place_node in node definition
^                  whenever possible
minetest.register_on_dignode(func(pos, oldnode, digger))
^ Called when a node has been dug.
^ Not recommended: Use on_destruct or after_dig_node in node definition
^                  whenever possible
minetest.register_on_punchnode(func(pos, node, puncher))
^ Called when a node is punched
minetest.register_on_generated(func(minp, maxp, blockseed))
^ Called after generating a piece of world. Modifying nodes inside the area
  is a bit faster than usually.
minetest.register_on_newplayer(func(ObjectRef))
^ Called after a new player has been created
minetest.register_on_dieplayer(func(ObjectRef))
^ Called when a player dies
minetest.register_on_respawnplayer(func(ObjectRef))
^ Called when player is to be respawned
^ Called _before_ repositioning of player occurs
^ return true in func to disable regular player placement
minetest.register_on_joinplayer(func(ObjectRef))
^ Called when a player joins the game
minetest.register_on_leaveplayer(func(ObjectRef))
^ Called when a player leaves the game
minetest.register_on_cheat(func(ObjectRef, cheat))
^ Called when a player cheats
^ cheat: {type="moved_too_fast"/"interacted_too_far"/"finished_unknown_dig"/"dug_unbreakable"/"dug_too_fast"}
minetest.register_on_chat_message(func(name, message))
^ Called always when a player says something
minetest.register_on_player_receive_fields(func(player, formname, fields))
^ Called when a button is pressed in player's inventory form
^ Newest functions are called first
^ If function returns true, remaining functions are not called
minetest.register_on_mapgen_init(func(MapgenParams))
^ Called just before the map generator is initialized but before the environment is initialized
^ MapgenParams consists of a table with the fields mgname, seed, water_level, and flags
minetest.register_on_craft(func(itemstack, player, old_craft_grid, craft_inv))
^ Called when player crafts something
^ itemstack is the output
^ old_craft_grid contains the recipe (Note: the one in the inventory is cleared)
^ craft_inv is the inventory with the crafting grid
^ Return either an ItemStack, to replace the output, or nil, to not modify it
minetest.register_craft_predict(func(itemstack, player, old_craft_grid, craft_inv))
^ The same as before, except that it is called before the player crafts, to make
^ craft prediction, and it should not change anything.
minetest.register_on_protection_violation(func(pos, name))
^ Called by builtin and mods when a player violates protection at a position
  (eg, digs a node or punches a protected entity).
^ The registered functions can be called using minetest.record_protection_violation
^ The provided function should check that the position is protected by the mod
  calling this function before it prints a message, if it does, to allow for
  multiple protection mods.

Other registration functions:
minetest.register_chatcommand(cmd, chatcommand definition)
minetest.register_privilege(name, definition)
^ definition: "description text"
^ definition: {
      description = "description text",
      give_to_singleplayer = boolean, -- default: true
  }
minetest.register_authentication_handler(handler)
^ See minetest.builtin_auth_handler in builtin.lua for reference

Setting-related:
minetest.setting_set(name, value)
minetest.setting_get(name) -> string or nil
minetest.setting_setbool(name, value)
minetest.setting_getbool(name) -> boolean value or nil
minetest.setting_get_pos(name) -> position or nil
minetest.setting_save() -> nil, save all settings to config file

Authentication:
minetest.notify_authentication_modified(name)
^ Should be called by the authentication handler if privileges change.
^ To report everybody, set name=nil.
minetest.get_password_hash(name, raw_password)
^ Convert a name-password pair to a password hash that minetest can use
minetest.string_to_privs(str) -> {priv1=true,...}
minetest.privs_to_string(privs) -> "priv1,priv2,..."
^ Convert between two privilege representations
minetest.set_player_password(name, password_hash)
minetest.set_player_privs(name, {priv1=true,...})
minetest.get_player_privs(name) -> {priv1=true,...}
minetest.auth_reload()
^ These call the authentication handler
minetest.check_player_privs(name, {priv1=true,...}) -> bool, missing_privs
^ A quickhand for checking privileges
minetest.get_player_ip(name) -> IP address string

Chat:
minetest.chat_send_all(text)
minetest.chat_send_player(name, text, prepend)
^ prepend: optional, if it is set to false "Server -!- " will not be prepended to the message

Environment access:

minetest.set_node(pos, node)
minetest.add_node(pos, node): alias set_node(pos, node)
^ Set node at position (node = {name="foo", param1=0, param2=0})
minetest.remove_node(pos)
^ Equivalent to set_node(pos, "air")
minetest.get_node(pos)
^ Returns {name="ignore", ...} for unloaded area
minetest.get_node_or_nil(pos)
^ Returns nil for unloaded area
minetest.get_node_light(pos, timeofday) -> 0...15 or nil
^ timeofday: nil = current time, 0 = night, 0.5 = day

minetest.place_node(pos, node)
^ Place node with the same effects that a player would cause
minetest.dig_node(pos)
^ Dig node with the same effects that a player would cause
minetest.punch_node(pos)
^ Punch node with the same effects that a player would cause
  
minetest.get_meta(pos) -- Get a NodeMetaRef at that position
minetest.get_node_timer(pos) -- Get NodeTimerRef

minetest.add_entity(pos, name): Spawn Lua-defined entity at position
^ Returns ObjectRef, or nil if failed
minetest.add_item(pos, item): Spawn item
^ Returns ObjectRef, or nil if failed
minetest.get_player_by_name(name) -- Get an ObjectRef to a player
minetest.get_objects_inside_radius(pos, radius)
minetest.set_timeofday(val): val: 0...1; 0 = midnight, 0.5 = midday
minetest.get_timeofday()
minetest.get_gametime(): returns the time, in seconds, since the world was created
minetest.find_node_near(pos, radius, nodenames) -> pos or nil
^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
minetest.find_nodes_in_area(minp, maxp, nodenames) -> list of positions
^ nodenames: eg. {"ignore", "group:tree"} or "default:dirt"
minetest.get_perlin(seeddiff, octaves, persistence, scale)
^ Return world-specific perlin noise (int(worldseed)+seeddiff)
minetest.get_voxel_manip()
^ Return voxel manipulator object
minetest.get_mapgen_object(objectname)
^ Return requested mapgen object if available (see Mapgen objects)
minetest.set_mapgen_params(MapgenParams)
^ Set map generation parameters
^ Function cannot be called after the registration period; only initialization and on_mapgen_init
^ Takes a table as an argument with the fields mgname, seed, water_level, flags, and flagmask.
^ Leave field unset to leave that parameter unchanged
^ flagmask field must be set to all mapgen flags that are being modified
^ flags contains only the flags that are being set
^ flags and flagmask are in the same format and have the same options as 'mgflags' in minetest.conf
minetest.clear_objects()
^ clear all objects in the environments
minetest.line_of_sight(pos1,pos2,stepsize) ->true/false
^ checkif there is a direct line of sight between pos1 and pos2
^ pos1 First position
^ pos2 Second position
^ stepsize smaller gives more accurate results but requires more computing
             time. Default is 1.
minetest.find_path(pos1,pos2,searchdistance,max_jump,max_drop,algorithm)
^ -> table containing path
^ returns a table of 3d points representing a path from pos1 to pos2 or nil
^ pos1: start position
^ pos2: end position
^ searchdistance: number of blocks to search in each direction
^ max_jump: maximum height difference to consider walkable
^ max_drop: maximum height difference to consider droppable
^ algorithm: A*_noprefetch(default), A*, Dijkstra
minetest.spawn_tree (pos, {treedef})
^ spawns L-System tree at given pos with definition in treedef table
minetest.transforming_liquid_add(pos)
^ add node to liquid update queue
minetest.get_node_max_level(pos)
^ get max available level for leveled node
minetest.get_node_level(pos)
^ get level of leveled node (water, snow)
minetest.set_node_level(pos, level)
^ set level of leveled node, default level = 1, if totallevel > maxlevel returns rest (total-max).
minetest.add_node_level(pos, level)
^ increase level of leveled node by level, default level = 1, if totallevel > maxlevel returns rest (total-max). can be negative for decreasing
minetest.get_heat(pos)
^ heat at pos
minetest.get_humidity(pos)
^ humidity at pos

Inventory:
minetest.get_inventory(location) -> InvRef
^ location = eg. {type="player", name="celeron55"}
                 {type="node", pos={x=, y=, z=}}
                 {type="detached", name="creative"}
minetest.create_detached_inventory(name, callbacks) -> InvRef
^ callbacks: See "Detached inventory callbacks"
^ Creates a detached inventory. If it already exists, it is cleared.
minetest.show_formspec(playername, formname, formspec)
^ playername: name of player to show formspec
^ formname: name passed to on_player_receive_fields callbacks
^           should follow "modname:<whatever>" naming convention
^ formspec: formspec to display

Item handling:
minetest.inventorycube(img1, img2, img3)
^ Returns a string for making an image of a cube (useful as an item image)
minetest.get_pointed_thing_position(pointed_thing, above)
^ Get position of a pointed_thing (that you can get from somewhere)
minetest.dir_to_facedir(dir, is6d)
^ Convert a vector to a facedir value, used in param2 for paramtype2="facedir"; passing something non-nil/false for the optional second parameter causes it to take the y component into account
minetest.facedir_to_dir(facedir)
^ Convert a facedir back into a vector aimed directly out the "back" of a node
minetest.dir_to_wallmounted(dir)
^ Convert a vector to a wallmounted value, used for paramtype2="wallmounted"
minetest.get_node_drops(nodename, toolname)
^ Returns list of item names.
^ Note: This will be removed or modified in a future version.
minetest.get_craft_result(input) -> output, decremented_input
^ input.method = 'normal' or 'cooking' or 'fuel'
^ input.width = for example 3
^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
                              stack 5, stack 6, stack 7, stack 8, stack 9 }
^ output.item = ItemStack, if unsuccessful: empty ItemStack
^ output.time = number, if unsuccessful: 0
^ decremented_input = like input
minetest.get_craft_recipe(output) -> input
^ returns last registered recipe for output item (node)
^ output is a node or item type such as 'default:torch'
^ input.method = 'normal' or 'cooking' or 'fuel'
^ input.width = for example 3
^ input.items = for example { stack 1, stack 2, stack 3, stack 4,
                              stack 5, stack 6, stack 7, stack 8, stack 9 }
^ input.items = nil if no recipe found
minetest.get_all_craft_recipes(query item) -> table or nil
^ returns indexed table with all registered recipes for query item (node)
  or nil if no recipe was found
  recipe entry table:
  { 
   method = 'normal' or 'cooking' or 'fuel'
   width = 0-3, 0 means shapeless recipe
   items = indexed [1-9] table with recipe items
   output = string with item name and quantity
  }
  Example query for default:gold_ingot will return table:
  {
   1={type = "cooking", width = 3, output = "default:gold_ingot",
    items = {1 = "default:gold_lump"}},
   2={type = "normal", width = 1, output = "default:gold_ingot 9",
    items = {1 = "default:goldblock"}}
  }
minetest.handle_node_drops(pos, drops, digger)
^ drops: list of itemstrings
^ Handles drops from nodes after digging: Default action is to put them into
  digger's inventory
^ Can be overridden to get different functionality (eg. dropping items on
  ground)

Rollbacks:
minetest.rollback_get_last_node_actor(p, range, seconds) -> actor, p, seconds
^ Find who has done something to a node, or near a node
^ actor: "player:<name>", also "liquid".
minetest.rollback_revert_actions_by(actor, seconds) -> bool, log messages
^ Revert latest actions of someone
^ actor: "player:<name>", also "liquid".

Defaults for the on_* item definition functions:
(These return the leftover itemstack)
minetest.item_place_node(itemstack, placer, pointed_thing, param2)
^ Place item as a node
^ param2 overrides facedir and wallmounted param2
^ returns itemstack, success
minetest.item_place_object(itemstack, placer, pointed_thing)
^ Place item as-is
minetest.item_place(itemstack, placer, pointed_thing, param2)
^ Use one of the above based on what the item is.
^ Calls on_rightclick of pointed_thing.under if defined instead
^ Note: is not called when wielded item overrides on_place
^ param2 overrides facedir and wallmounted param2
^ returns itemstack, success
minetest.item_drop(itemstack, dropper, pos)
^ Drop the item
minetest.item_eat(hp_change, replace_with_item)
^ Eat the item. replace_with_item can be nil.

Defaults for the on_punch and on_dig node definition callbacks:
minetest.node_punch(pos, node, puncher)
^ Calls functions registered by minetest.register_on_punchnode()
minetest.node_dig(pos, node, digger)
^ Checks if node can be dug, puts item into inventory, removes node
^ Calls functions registered by minetest.registered_on_dignodes()

Sounds:
minetest.sound_play(spec, parameters) -> handle
^ spec = SimpleSoundSpec
^ parameters = sound parameter table
minetest.sound_stop(handle)

Timing:
minetest.after(time, func, ...)
^ Call function after time seconds
^ Optional: Variable number of arguments that are passed to func

Server:
minetest.request_shutdown() -> request for server shutdown
minetest.get_server_status() -> server status string

Bans:
minetest.get_ban_list() -> ban list (same as minetest.get_ban_description(""))
minetest.get_ban_description(ip_or_name) -> ban description (string)
minetest.ban_player(name) -> ban a player
minetest.unban_player_or_ip(name) -> unban player or IP address

Particles:
minetest.add_particle(pos, velocity, acceleration, expirationtime,
    size, collisiondetection, texture, playername)
^ Spawn particle at pos with velocity and acceleration
^ Disappears after expirationtime seconds
^ collisiondetection: if true collides with physical objects
^ Uses texture (string)
^ Playername is optional, if specified spawns particle only on the player's client

minetest.add_particlespawner(amount, time,
    minpos, maxpos,
    minvel, maxvel,
    minacc, maxacc,
    minexptime, maxexptime,
    minsize, maxsize,
    collisiondetection, texture, playername)
^ Add a particlespawner, an object that spawns an amount of particles over time seconds
^ The particle's properties are random values in between the boundings:
^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
^ minsize/maxsize, minexptime/maxexptime (expirationtime)
^ collisiondetection: if true uses collisiondetection
^ Uses texture (string)
^ Playername is optional, if specified spawns particle only on the player's client
^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
^ Returns and id

minetest.delete_particlespawner(id, player)
^ Delete ParticleSpawner with id (return value from add_particlespawner)
^ If playername is specified, only deletes on the player's client,
^ otherwise on all clients

Schematics:
minetest.create_schematic(p1, p2, probability_list, filename)
^ Create a schematic from the volume of map specified by the box formed by p1 and p2.
^ Apply the specified probability values to the specified nodes in probability_list.
   ^ probability_list is an array of tables containing two fields, pos and prob.
   ^ pos is the 3d vector specifying the absolute coordinates of the node being modified,
   ^ and prob is the integer value from 0 to 255 of the probability (see: Schematic specifier).
   ^ If there are two or more entries with the same pos value, the last occuring in the array is used.
   ^ If pos is not inside the box formed by p1 and p2, it is ignored.
   ^ If probability_list is nil, no probabilities are applied.
^ Saves schematic in the Minetest Schematic format to filename.

minetest.place_schematic(pos, schematic, rotation, replacements)
^ Place the schematic specified by schematic (see: Schematic specifier) at pos.
^ Rotation can be "0", "90", "180", "270", or "random".
^ If the rotation parameter is omitted, the schematic is not rotated.
^ replacements = {{"oldname", "convert_to"}, ...}

Random:
minetest.get_connected_players() -> list of ObjectRefs
minetest.hash_node_position({x=,y=,z=}) -> 48-bit integer
^ Gives a unique hash number for a node position (16+16+16=48bit)
minetest.get_item_group(name, group) -> rating
^ Get rating of a group of an item. (0 = not in group)
minetest.get_node_group(name, group) -> rating
^ Deprecated: An alias for the former.
minetest.get_content_id(name) -> integer
^ Gets the internal content ID of name
minetest.get_name_from_content_id(content_id) -> string
^ Gets the name of the content with that content ID
minetest.parse_json(string[, nullvalue]) -> something
^ Convert a string containing JSON data into the Lua equivalent
^ nullvalue: returned in place of the JSON null; defaults to nil
^ On success returns a table, a string, a number, a boolean or nullvalue
^ On failure outputs an error message and returns nil
^ Example: parse_json("[10, {\"a\":false}]") -> {[1] = 10, [2] = {a = false}}
minetest.serialize(table) -> string
^ Convert a table containing tables, strings, numbers, booleans and nils
  into string form readable by minetest.deserialize
^ Example: serialize({foo='bar'}) -> 'return { ["foo"] = "bar" }'
minetest.deserialize(string) -> table
^ Convert a string returned by minetest.deserialize into a table
^ String is loaded in an empty sandbox environment.
^ Will load functions, but they cannot access the global environment.
^ Example: deserialize('return { ["foo"] = "bar" }') -> {foo='bar'}
^ Example: deserialize('print("foo")') -> nil (function call fails)
  ^ error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)
minetest.is_protected(pos, name) -> bool
^ This function should be overriden by protection mods and should be used to
  check if a player can interact at a position.
^ This function should call the old version of itself if the position is not
  protected by the mod.
^ Example:
	local old_is_protected = minetest.is_protected
	function minetest.is_protected(pos, name)
		if mymod:position_protected_from(pos, name) then
			return true
		end
		return old_is_protected(pos, name)
	end
minetest.record_protection_violation(pos, name)
^ This function calls functions registered with
  minetest.register_on_protection_violation.
minetest.rotate_and_place(itemstack, placer, pointed_thing, infinitestacks, orient_flags)
^ Attempt to predict the desired orientation of the facedir-capable node
  defined by itemstack, and place it accordingly (on-wall, on the floor, or
  hanging from the ceiling). Stacks are handled normally if the infinitestacks
  field is false or omitted (else, the itemstack is not changed). orient_flags
  is an optional table containing extra tweaks to the placement code:
  invert_wall:		if true, place wall-orientation on the ground and ground-
					orientation on the wall.
  force_wall:		if true, always place the node in wall orientation.
  force_ceiling:	if true, always place on the ceiling.
  force_floor:		if true, always place the node on the floor.

  The above four options are mutually-exclusive; the last in the list takes
  precedence over the first.

  force_facedir:	if true, forcably reset the facedir to north when placing on
					the floor or ceiling

minetest.rotate_node(itemstack, placer, pointed_thing)
^ calls rotate_and_place() with infinitestacks set according to the state of
  the creative mode setting, and checks for "sneak" to set the invert_wall
  parameter.

Global objects:
minetest.env - EnvRef of the server environment and world.
^ Any function in the minetest namespace can be called using the syntax
    minetest.env:somefunction(somearguments)
  instead of
    minetest.somefunction(somearguments)
^ Deprecated, but support is not to be dropped soon

Global tables:
minetest.registered_items
^ List of registered items, indexed by name
minetest.registered_nodes
^ List of registered node definitions, indexed by name
minetest.registered_craftitems
^ List of registered craft item definitions, indexed by name
minetest.registered_tools
^ List of registered tool definitions, indexed by name
minetest.registered_entities
^ List of registered entity prototypes, indexed by name
minetest.object_refs
^ List of object references, indexed by active object id
minetest.luaentities
^ List of lua entities, indexed by active object id

Class reference
----------------
NodeMetaRef: Node metadata - reference extra data and functionality stored
             in a node
- Can be gotten via minetest.get_nodemeta(pos)
methods:
- set_string(name, value)
- get_string(name)
- set_int(name, value)
- get_int(name)
- set_float(name, value)
- get_float(name)
- get_inventory() -> InvRef
- to_table() -> nil or {fields = {...}, inventory = {list1 = {}, ...}}
- from_table(nil or {})
  ^ See "Node Metadata"
  
NodeTimerRef: Node Timers - a high resolution persistent per-node timer
- Can be gotten via minetest.get_node_timer(pos)
methods:
- set(timeout,elapsed)
  ^ set a timer's state
  ^ timeout is in seconds, and supports fractional values (0.1 etc)
  ^ elapsed is in seconds, and supports fractional values (0.1 etc)
  ^ will trigger the node's on_timer function after timeout-elapsed seconds
- start(timeout)
  ^ start a timer
  ^ equivelent to set(timeout,0)
- stop()
  ^ stops the timer
- get_timeout() -> current timeout in seconds
  ^ if timeout is 0, timer is inactive
- get_elapsed() -> current elapsed time in seconds
  ^ the node's on_timer function will be called after timeout-elapsed seconds
- is_started() -> boolean state of timer
  ^ returns true if timer is started, otherwise false

ObjectRef: Moving things in the game are generally these
(basically reference to a C++ ServerActiveObject)
methods:
- remove(): remove object (after returning from Lua)
- getpos() -> {x=num, y=num, z=num}
- setpos(pos); pos={x=num, y=num, z=num}
- moveto(pos, continuous=false): interpolated move
- punch(puncher, time_from_last_punch, tool_capabilities, direction)
  ^ puncher = an another ObjectRef,
  ^ time_from_last_punch = time since last punch action of the puncher
  ^ direction: can be nil
- right_click(clicker); clicker = an another ObjectRef
- get_hp(): returns number of hitpoints (2 * number of hearts)
- set_hp(hp): set number of hitpoints (2 * number of hearts)
- get_inventory() -> InvRef
- get_wield_list(): returns the name of the inventory list the wielded item is in
- get_wield_index(): returns the index of the wielded item
- get_wielded_item() -> ItemStack
- set_wielded_item(item): replaces the wielded item, returns true if successful
- set_armor_groups({group1=rating, group2=rating, ...})
- set_animation({x=1,y=1}, frame_speed=15, frame_blend=0)
- set_attach(parent, bone, position, rotation)
  ^ bone = string
  ^ position = {x=num, y=num, z=num} (relative)
  ^ rotation = {x=num, y=num, z=num}
- set_detach()
- set_bone_position(bone, position, rotation)
  ^ bone = string
  ^ position = {x=num, y=num, z=num} (relative)
  ^ rotation = {x=num, y=num, z=num}
- set_properties(object property table)
LuaEntitySAO-only: (no-op for other objects)
- setvelocity({x=num, y=num, z=num})
- getvelocity() -> {x=num, y=num, z=num}
- setacceleration({x=num, y=num, z=num})
- getacceleration() -> {x=num, y=num, z=num}
- setyaw(radians)
- getyaw() -> radians
- settexturemod(mod)
- setsprite(p={x=0,y=0}, num_frames=1, framelength=0.2,
-           select_horiz_by_yawpitch=false)
  ^ Select sprite from spritesheet with optional animation and DM-style
    texture selection based on yaw relative to camera
- get_entity_name() (DEPRECATED: Will be removed in a future version)
- get_luaentity()
Player-only: (no-op for other objects)
- is_player(): true for players, false for others
- get_player_name(): returns "" if is not a player
- get_look_dir(): get camera direction as a unit vector
- get_look_pitch(): pitch in radians
- get_look_yaw(): yaw in radians (wraps around pretty randomly as of now)
- set_look_pitch(radians): sets look pitch
- set_look_yaw(radians): sets look yaw
- get_breath() : returns players breath
- set_breath(value) : sets players breath
    values: 0    player is drowning,
            1-10 number of bubbles remain,
            11   bubbles bar is not shown
- set_inventory_formspec(formspec)
  ^ Redefine player's inventory form
  ^ Should usually be called in on_joinplayer
- get_inventory_formspec() -> formspec string
- get_player_control(): returns table with player pressed keys
    {jump=bool,right=bool,left=bool,LMB=bool,RMB=bool,sneak=bool,aux1=bool,down=bool,up=bool}
- get_player_control_bits(): returns integer with bit packed player pressed keys
    bit nr/meaning: 0/up ,1/down ,2/left ,3/right ,4/jump ,5/aux1 ,6/sneak ,7/LMB ,8/RMB
- set_physics_override(speed, jump, gravity)
    modifies per-player walking speed, jump height, and gravity.
    Values default to 1 and act as offsets to the physics settings 
    in minetest.conf. nil will keep the current setting.
- hud_add(hud definition): add a HUD element described by HUD def, returns ID number on success
- hud_remove(id): remove the HUD element of the specified id
- hud_change(id, stat, value): change a value of a previously added HUD element
  ^ element stat values: position, name, scale, text, number, item, dir
- hud_get(id): gets the HUD element definition structure of the specified ID
- hud_set_flags(flags): sets specified HUD flags to true/false
  ^ flags: (is visible) hotbar, healthbar, crosshair, wielditem
  ^ pass a table containing a true/false value of each flag to be set or unset
  ^ if a flag is nil, the flag is not modified
- hud_set_hotbar_itemcount(count): sets number of items in builtin hotbar
  ^ count: number of items, must be between 1 and 23
- hud_set_hotbar_image(texturename)
  ^ sets background image for hotbar
- hud_set_hotbar_selected_image(texturename)
  ^ sets image for selected item of hotbar

InvRef: Reference to an inventory
methods:
- is_empty(listname): return true if list is empty
- get_size(listname): get size of a list
- set_size(listname, size): set size of a list
  ^ returns false on error (e.g. invalid listname or listsize)
- get_width(listname): get width of a list
- set_width(listname, width): set width of list; currently used for crafting
- get_stack(listname, i): get a copy of stack index i in list
- set_stack(listname, i, stack): copy stack to index i in list
- get_list(listname): return full list
- set_list(listname, list): set full list (size will not change)
- add_item(listname, stack): add item somewhere in list, returns leftover ItemStack
- room_for_item(listname, stack): returns true if the stack of items
    can be fully added to the list
- contains_item(listname, stack): returns true if the stack of items
    can be fully taken from the list
  remove_item(listname, stack): take as many items as specified from the list,
    returns the items that were actually removed (as an ItemStack)
- get_location() -> location compatible to minetest.get_inventory(location)
                 -> {type="undefined"} in case location is not known

ItemStack: A stack of items.
- Can be created via ItemStack(itemstack or itemstring or table or nil)
methods:
- is_empty(): return true if stack is empty
- get_name(): returns item name (e.g. "default:stone")
- set_name(itemname)
- get_count(): returns number of items on the stack
- set_count(count)
- get_wear(): returns tool wear (0-65535), 0 for non-tools
- set_wear(wear)
- get_metadata(): returns metadata (a string attached to an item stack)
- set_metadata(metadata)
- clear(): removes all items from the stack, making it empty
- replace(item): replace the contents of this stack (item can also
    be an itemstring or table)
- to_string(): returns the stack in itemstring form
- to_table(): returns the stack in Lua table form
- get_stack_max(): returns the maximum size of the stack (depends on the item)
- get_free_space(): returns get_stack_max() - get_count()
- is_known(): returns true if the item name refers to a defined item type
- get_definition(): returns the item definition table
- get_tool_capabilities(): returns the digging properties of the item,
  ^ or those of the hand if none are defined for this item type
- add_wear(amount): increases wear by amount if the item is a tool
- add_item(item): put some item or stack onto this stack,
  ^ returns leftover ItemStack
- item_fits(item): returns true if item or stack can be fully added to this one
- take_item(n): take (and remove) up to n items from this stack
  ^ returns taken ItemStack
  ^ if n is omitted, n=1 is used
- peek_item(n): copy (don't remove) up to n items from this stack
  ^ returns copied ItemStack
  ^ if n is omitted, n=1 is used

PseudoRandom: A pseudorandom number generator
- Can be created via PseudoRandom(seed)
methods:
- next(): return next integer random number [0...32767]
- next(min, max): return next integer random number [min...max]
                  (max - min) must be 32767 or <= 6553 due to the simple
                  implementation making bad distribution otherwise.

PerlinNoise: A perlin noise generator
- Can be created via PerlinNoise(seed, octaves, persistence, scale)
- Also minetest.get_perlin(seeddiff, octaves, persistence, scale)
methods:
- get2d(pos) -> 2d noise value at pos={x=,y=}
- get3d(pos) -> 3d noise value at pos={x=,y=,z=}

PerlinNoiseMap: A fast, bulk perlin noise generator
- Can be created via PerlinNoiseMap(noiseparams, size)
- Also minetest.get_perlin_map(noiseparams, size)
methods:
- get2dMap(pos) -> <size.x>X<size.y> 2d array of 2d noise values starting at pos={x=,y=}
- get3dMap(pos) -> <size.x>X<size.y>X<size.z> 3d array of 3d noise values starting at pos={x=,y=,z=}
- get2dMap_flat(pos) -> Flat <size.x * size.y> element array of 2d noise values starting at pos={x=,y=}
- get3dMap_flat(pos) -> Same as get2dMap_flat, but 3d noise

VoxelManip: An interface to the MapVoxelManipulator for Lua
- Can be created via VoxelManip()
- Also minetest.get_voxel_manip()
methods:
- read_from_map(p1, p2):  Reads a chunk of map from the map containing the region formed by p1 and p2.
  ^ returns actual emerged pmin, actual emerged pmax
- write_to_map():  Writes the data loaded from the VoxelManip back to the map.
  ^ important: data must be set using VoxelManip:set_data before calling this
- get_data():  Gets the data read into the VoxelManip object
  ^ returns raw node data is in the form of an array of node content ids
- set_data(data):  Sets the data contents of the VoxelManip object
- update_map():  Update map after writing chunk back to map.
  ^ To be used only by VoxelManip objects created by the mod itself; not a VoxelManip that was 
  ^ retrieved from minetest.get_mapgen_object
- set_lighting(light):  Set the lighting within the VoxelManip
  ^ light is a table, {day=<0...15>, night=<0...15>}
  ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
- calc_lighting():  Calculate lighting within the VoxelManip
  ^ To be used only by a VoxelManip object from minetest.get_mapgen_object
- update_liquids():  Update liquid flow

VoxelArea: A helper class for voxel areas
- Can be created via VoxelArea:new{MinEdge=pmin, MaxEdge=pmax}
- Coordinates are *inclusive*, like most other things in Minetest
methods:
- getExtent():  returns a 3d vector containing the size of the area formed by MinEdge and MaxEdge
- getVolume():  returns the volume of the area formed by MinEdge and MaxEdge
- index(x, y, z):  returns the index of an absolute position in a flat array starting at 1
  ^ useful for things like VoxelManip, raw Schematic specifiers, PerlinNoiseMap:get2d/3dMap, and so on
- indexp(p):  same as above, except takes a vector
- position(i):  returns the absolute position vector corresponding to index i
- contains(x, y, z):  check if (x,y,z) is inside area formed by MinEdge and MaxEdge
- containsp(p):  same as above, except takes a vector
- containsi(i):  same as above, except takes an index
- iter(minx, miny, minz, maxx, maxy, maxz):  returns an iterator that returns indices
  ^ from (minx,miny,minz) to (maxx,maxy,maxz) in the order of [z [y [x]]]
- iterp(minp, maxp):  same as above, except takes a vector

Settings: An interface to read config files in the format of minetest.conf
- Can be created via Settings(filename)
methods:
- get(key) -> value
- get_bool(key) -> boolean
- set(key, value)
- remove(key) -> success
- get_names() -> {key1,...}
- write() -> success
  ^ write changes to file
- to_table() -> {[key1]=value1,...}

Mapgen objects
---------------
A mapgen object is a construct used in map generation.  Mapgen objects can be used by an on_generate 
callback to speed up operations by avoiding unnecessary recalculations; these can be retrieved using the 
minetest.get_mapgen_object() function.  If the requested Mapgen object is unavailable, or 
get_mapgen_object() was called outside of an on_generate() callback, nil is returned.

The following Mapgen objects are currently available:

- voxelmanip
    This returns three values; the VoxelManip object to be used, minimum and maximum emerged position, in that 
order.  All mapgens support this object.

- heightmap
    Returns an array containing the y coordinates of the ground levels of nodes in the most recently 
generated chunk by the current mapgen.

- biomemap
    Returns an array containing the biome IDs of nodes in the most recently generated chunk by the 
current mapgen.

- heatmap
    Returns an array containing the temperature values of nodes in the most recently generated chunk by 
the current mapgen.

- humiditymap
    Returns an array containing the humidity values of nodes in the most recently generated chunk by the 
current mapgen.

Registered entities
--------------------
- Functions receive a "luaentity" as self:
  - It has the member .name, which is the registered name ("mod:thing")
  - It has the member .object, which is an ObjectRef pointing to the object
  - The original prototype stuff is visible directly via a metatable
- Callbacks:
  - on_activate(self, staticdata)
    ^ Called when the object is instantiated.
  - on_step(self, dtime)
    ^ Called on every server tick (dtime is usually 0.1 seconds)
  - on_punch(self, puncher, time_from_last_punch, tool_capabilities, dir)
    ^ Called when somebody punches the object.
    ^ Note that you probably want to handle most punches using the
      automatic armor group system.
    ^ puncher: ObjectRef (can be nil)
    ^ time_from_last_punch: Meant for disallowing spamming of clicks (can be nil)
    ^ tool_capabilities: capability table of used tool (can be nil)
    ^ dir: unit vector of direction of punch. Always defined. Points from
           the puncher to the punched.
  - on_rightclick(self, clicker)
  - get_staticdata(self)
    ^ Should return a string that will be passed to on_activate when
      the object is instantiated the next time.

L-system trees
---------------
treedef={
  axiom,         - string  initial tree axiom
  rules_a,       - string  rules set A
  rules_b,       - string  rules set B
  rules_c,       - string  rules set C
  rules_d,       - string  rules set D
  trunk,         - string  trunk node name
  leaves,        - string  leaves node name
  leaves2,       - string  secondary leaves node name
  leaves2_chance,- num     chance (0-100) to replace leaves with leaves2
  angle,         - num     angle in deg
  iterations,    - num     max # of iterations, usually 2 -5
  random_level,  - num     factor to lower nr of iterations, usually 0 - 3
  trunk_type,    - string  single/double/crossed) type of trunk: 1 node, 2x2 nodes or 3x3 in cross shape
  thin_branches, - boolean true -> use thin (1 node) branches
  fruit,         - string  fruit node name
  fruit_chance,  - num     chance (0-100) to replace leaves with fruit node
  seed,          - num     random seed
  }

Key for Special L-System Symbols used in Axioms
  G  - move forward one unit with the pen up
  F  - move forward one unit with the pen down drawing trunks and branches
  f  - move forward one unit with the pen down drawing leaves (100% chance)
  T  - move forward one unit with the pen down drawing trunks only
  R  - move forward one unit with the pen down placing fruit
  A  - replace with rules set A
  B  - replace with rules set B
  C  - replace with rules set C
  D  - replace with rules set D
  a  - replace with rules set A, chance 90%
  b  - replace with rules set B, chance 80%
  c  - replace with rules set C, chance 70%
  d  - replace with rules set D, chance 60%
  +  - yaw the turtle right by angle parameter
  -  - yaw the turtle left by angle parameter
  &  - pitch the turtle down by angle parameter
  ^  - pitch the turtle up by angle parameter
  /  - roll the turtle to the right by angle parameter
  *  - roll the turtle to the left by angle parameter
  [  - save in stack current state info
  ]  - recover from stack state info

Example usage: spawn small apple tree
apple_tree={
  axiom="FFFFFAFFBF",
  rules_a="[&&&FFFFF&&FFFF][&&&++++FFFFF&&FFFF][&&&----FFFFF&&FFFF]",
  rules_b="[&&&++FFFFF&&FFFF][&&&--FFFFF&&FFFF][&&&------FFFFF&&FFFF]",
  trunk="default:tree",
  leaves="default:leaves",
  angle=30,
  iterations=2,
  random_level=0,
  trunk_type="single",
  thin_branches=true,
  fruit_chance=10,
  fruit="default:apple"
  }
minetest.spawn_tree(pos,apple_tree)

Definition tables
------------------

Object Properties
{
    hp_max = 1,
    physical = true,
    collide_with_objects = true, -- collide with other objects if physical=true
    weight = 5,
    collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5},
    visual = "cube"/"sprite"/"upright_sprite"/"mesh",
    visual_size = {x=1, y=1},
    mesh = "model",
    textures = {}, -- number of required textures depends on visual
    colors = {}, -- number of required colors depends on visual
    spritediv = {x=1, y=1},
    initial_sprite_basepos = {x=0, y=0},
    is_visible = true,
    makes_footstep_sound = false,
    automatic_rotate = false,
    stepheight = 0,
    automatic_face_movement_dir = 0.0,
    ^ automatically set yaw to movement direction; offset in degrees; false to disable
}

Entity definition (register_entity)
{
    (Deprecated: Everything in object properties is read directly from here)
    
    initial_properties = <initial object properties>,

    on_activate = function(self, staticdata, dtime_s),
    on_step = function(self, dtime),
    on_punch = function(self, hitter),
    on_rightclick = function(self, clicker),
    get_staticdata = function(self),
    ^ Called sometimes; the string returned is passed to on_activate when
      the entity is re-activated from static state
    
    # Also you can define arbitrary member variables here
    myvariable = whatever,
}

ABM (ActiveBlockModifier) definition (register_abm)
{
    -- In the following two fields, also group:groupname will work.
    nodenames = {"default:lava_source"},
    neighbors = {"default:water_source", "default:water_flowing"}, -- (any of these)
     ^ If left out or empty, any neighbor will do
    interval = 1.0, -- (operation interval)
    chance = 1, -- (chance of trigger is 1.0/this)
    action = func(pos, node, active_object_count, active_object_count_wider),
}

Item definition (register_node, register_craftitem, register_tool)
{
    description = "Steel Axe",
    groups = {}, -- key=name, value=rating; rating=1..3.
                    if rating not applicable, use 1.
                    eg. {wool=1, fluffy=3}
                        {soil=2, outerspace=1, crumbly=1}
                        {bendy=2, snappy=1},
                        {hard=1, metal=1, spikes=1}
    inventory_image = "default_tool_steelaxe.png",
    wield_image = "",
    wield_scale = {x=1,y=1,z=1},
    stack_max = 99,
    range = 4.0,
    liquids_pointable = false,
    tool_capabilities = {
        full_punch_interval = 1.0,
        max_drop_level=0,
        groupcaps={
            -- For example:
            snappy={times={[2]=0.80, [3]=0.40}, maxwear=0.05, maxlevel=1},
            choppy={times={[3]=0.90}, maxwear=0.05, maxlevel=0}
        },
        damage_groups = {groupname=damage},
    }
    node_placement_prediction = nil,
    ^ If nil and item is node, prediction is made automatically
    ^ If nil and item is not a node, no prediction is made
    ^ If "" and item is anything, no prediction is made
    ^ Otherwise should be name of node which the client immediately places
      on ground when the player places the item. Server will always update
      actual result to client in a short moment.
    sound = {
        place = <SimpleSoundSpec>,
    }

    on_place = func(itemstack, placer, pointed_thing),
    ^ Shall place item and return the leftover itemstack
    ^ default: minetest.item_place
    on_drop = func(itemstack, dropper, pos),
    ^ Shall drop item and return the leftover itemstack
    ^ default: minetest.item_drop
    on_use = func(itemstack, user, pointed_thing),
    ^  default: nil
    ^ Function must return either nil if no item shall be removed from
      inventory, or an itemstack to replace the original itemstack.
        eg. itemstack:take_item(); return itemstack
    ^ Otherwise, the function is free to do what it wants.
    ^ The default functions handle regular use cases.
    after_use = func(itemstack, user, node, digparams),
    ^  default: nil
    ^ If defined, should return an itemstack and will be called instead of
      wearing out the tool. If returns nil, does nothing.
      If after_use doesn't exist, it is the same as:
        function(itemstack, user, node, digparams)
          itemstack:add_wear(digparams.wear)
          return itemstack
        end
}

Tile definition:
- "image.png"
- {name="image.png", animation={Tile Animation definition}}
- {name="image.png", backface_culling=bool}
  ^ backface culling only supported in special tiles
- deprecated still supported field names:
  - image -> name

Tile animation definition:
- {type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}

Node definition (register_node)
{
    <all fields allowed in item definitions>,

    drawtype = "normal", -- See "Node drawtypes"
    visual_scale = 1.0,
    ^ Supported for drawtypes "plantlike", "signlike", "torchlike".
    ^ For plantlike, the image will start at the bottom of the node; for the
    ^ other drawtypes, the image will be centered on the node.
    ^ Note that positioning for "torchlike" may still change.
    tiles = {tile definition 1, def2, def3, def4, def5, def6},
    ^ Textures of node; +Y, -Y, +X, -X, +Z, -Z (old field name: tile_images)
    ^ List can be shortened to needed length
    special_tiles = {tile definition 1, Tile definition 2},
    ^ Special textures of node; used rarely (old field name: special_materials)
    ^ List can be shortened to needed length
    alpha = 255,
    use_texture_alpha = false, -- Use texture's alpha channel
    post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node
    paramtype = "none", -- See "Nodes"
    paramtype2 = "none", -- See "Nodes"
    is_ground_content = false, -- Currently not used for anything
    sunlight_propagates = false, -- If true, sunlight will go infinitely through this
    walkable = true, -- If true, objects collide with node
    pointable = true, -- If true, can be pointed at
    diggable = true, -- If false, can never be dug
    climbable = false, -- If true, can be climbed on (ladder)
    buildable_to = false, -- If true, placed nodes can replace this node
    drop = "", -- alternatively drop = { max_items = ..., items = { ... } }
    liquidtype = "none", -- "none"/"source"/"flowing"
    liquid_alternative_flowing = "", -- Flowing version of source liquid
    liquid_alternative_source = "", -- Source version of flowing liquid
    liquid_viscosity = 0, -- Higher viscosity = slower flow (max. 7)
    liquid_renewable = true, -- Can new liquid source be created by placing two or more sources nearby?
    freezemelt = "", -- water for snow/ice, ice/snow for water
    leveled = 0, -- Block contain level in param2. value - default level, used for snow. Dont forget use "leveled" type nodebox
    liquid_range = 8, -- number of flowing nodes arround source (max. 8)
    drowning = 0, -- Player will take this amount of damage if no bubbles are left
    light_source = 0, -- Amount of light emitted by node
    damage_per_second = 0, -- If player is inside node, this damage is caused
    node_box = {type="regular"}, -- See "Node boxes"
    selection_box = {type="regular"}, -- See "Node boxes"
    ^ If drawtype "nodebox" is used and selection_box is nil, then node_box is used
    legacy_facedir_simple = false, -- Support maps made in and before January 2012
    legacy_wallmounted = false, -- Support maps made in and before January 2012
    sounds = {
        footstep = <SimpleSoundSpec>,
        dig = <SimpleSoundSpec>, -- "__group" = group-based sound (default)
        dug = <SimpleSoundSpec>,
        place = <SimpleSoundSpec>,
    },

    on_construct = func(pos),
    ^ Node constructor; always called after adding node
    ^ Can set up metadata and stuff like that
    ^ default: nil
    on_destruct = func(pos),
    ^ Node destructor; always called before removing node
    ^ default: nil
    after_destruct = func(pos, oldnode),
    ^ Node destructor; always called after removing node
    ^ default: nil

    after_place_node = func(pos, placer, itemstack),
    ^ Called after constructing node when node was placed using
      minetest.item_place_node / minetest.place_node
    ^ If return true no item is taken from itemstack
    ^ default: nil
    after_dig_node = func(pos, oldnode, oldmetadata, digger),
    ^ oldmetadata is in table format
    ^ Called after destructing node when node was dug using
      minetest.node_dig / minetest.dig_node
    ^ default: nil
    can_dig = function(pos,player)
    ^ returns true if node can be dug, or false if not
    ^ default: nil
    
    on_punch = func(pos, node, puncher),
    ^ default: minetest.node_punch
    ^ By default: does nothing
    on_rightclick = func(pos, node, clicker, itemstack),
    ^ default: nil
    ^ if defined, itemstack will hold clicker's wielded item
      Shall return the leftover itemstack
    on_dig = func(pos, node, digger),
    ^ default: minetest.node_dig
    ^ By default: checks privileges, wears out tool and removes node
    
    on_timer = function(pos,elapsed),
    ^ default: nil
    ^ called by NodeTimers, see minetest.get_node_timer and NodeTimerRef
    ^ elapsed is the total time passed since the timer was started
    ^ return true to run the timer for another cycle with the same timeout value

    on_receive_fields = func(pos, formname, fields, sender),
    ^ fields = {name1 = value1, name2 = value2, ...}
    ^ Called when an UI form (eg. sign text input) returns data
    ^ default: nil

    allow_metadata_inventory_move = func(pos, from_list, from_index,
            to_list, to_index, count, player),
    ^ Called when a player wants to move items inside the inventory
    ^ Return value: number of items allowed to move
    
    allow_metadata_inventory_put = func(pos, listname, index, stack, player),
    ^ Called when a player wants to put something into the inventory
    ^ Return value: number of items allowed to put
    ^ Return value: -1: Allow and don't modify item count in inventory
  
    allow_metadata_inventory_take = func(pos, listname, index, stack, player),
    ^ Called when a player wants to take something out of the inventory
    ^ Return value: number of items allowed to take
    ^ Return value: -1: Allow and don't modify item count in inventory

    on_metadata_inventory_move = func(pos, from_list, from_index,
            to_list, to_index, count, player),
    on_metadata_inventory_put = func(pos, listname, index, stack, player),
    on_metadata_inventory_take = func(pos, listname, index, stack, player),
    ^ Called after the actual action has happened, according to what was allowed.
    ^ No return value
    
    on_blast = func(pos, intensity),
    ^ intensity: 1.0 = mid range of regular TNT
    ^ If defined, called when an explosion touches the node, instead of
      removing the node
}

Recipe for register_craft: (shaped)
{
    output = 'default:pick_stone',
    recipe = {
        {'default:cobble', 'default:cobble', 'default:cobble'},
        {'', 'default:stick', ''},
        {'', 'default:stick', ''}, -- Also groups; eg. 'group:crumbly'
    },
    replacements = <optional list of item pairs,
                    replace one input item with another item on crafting>
}

Recipe for register_craft (shapeless)
{
    type = "shapeless",
    output = 'mushrooms:mushroom_stew',
    recipe = {
        "mushrooms:bowl",
        "mushrooms:mushroom_brown",
        "mushrooms:mushroom_red",
    },
    replacements = <optional list of item pairs,
                    replace one input item with another item on crafting>
}

Recipe for register_craft (tool repair)
{
    type = "toolrepair",
    additional_wear = -0.02,
}

Recipe for register_craft (cooking)
{
    type = "cooking",
    output = "default:glass",
    recipe = "default:sand",
    cooktime = 3,
}

Recipe for register_craft (furnace fuel)
{
    type = "fuel",
    recipe = "default:leaves",
    burntime = 1,
}

Ore definition (register_ore)
{
    ore_type = "scatter", -- See "Ore types"
    ore = "default:stone_with_coal",
    wherein = "default:stone",
    ^ a list of nodenames is supported too
    clust_scarcity = 8*8*8,
    ^ Ore has a 1 out of clust_scarcity chance of spawning in a node
    ^ This value should be *MUCH* higher than your intuition might tell you!
    clust_num_ores = 8,
    ^ Number of ores in a cluster
    clust_size = 3,
    ^ Size of the bounding box of the cluster
    ^ In this example, there is a 3x3x3 cluster where 8 out of the 27 nodes are coal ore
    height_min = -31000,
    height_max = 64,
    flags = "",
    ^ Attributes for this ore generation
    noise_threshhold = 0.5,
    ^ If noise is above this threshhold, ore is placed.  Not needed for a uniform distribution
    noise_params = {offset=0, scale=1, spread={x=100, y=100, z=100}, seed=23, octaves=3, persist=0.70}
    ^ NoiseParams structure describing the perlin noise used for ore distribution.
    ^ Needed for sheet ore_type.  Omit from scatter ore_type for a uniform ore distribution
}

Decoration definition (register_decoration)
{
    deco_type = "simple", -- See "Decoration types"
    place_on = "default:dirt_with_grass",
    ^ Node that decoration can be placed on
    sidelen = 8,
    ^ Size of divisions made in the chunk being generated.
    ^ If the chunk size is not evenly divisible by sidelen, sidelen is made equal to the chunk size.
    fill_ratio = 0.02,
    ^ Ratio of the area to be uniformly filled by the decoration.
    ^ Used only if noise_params is not specified.
    noise_params = {offset=0, scale=.45, spread={x=100, y=100, z=100}, seed=354, octaves=3, persist=0.7},
    ^ NoiseParams structure describing the perlin noise used for decoration distribution.
    ^ The result of this is multiplied by the 2d area of the division being decorated.
    biomes = {"Oceanside", "Hills", "Plains"},
    ^ List of biomes in which this decoration occurs.  Occurs in all biomes if this is omitted,
    ^ and ignored if the Mapgen being used does not support biomes.

    ----- Simple-type parameters
    decoration = "default:grass",
    ^ The node name used as the decoration.
    ^ If instead a list of strings, a randomly selected node from the list is placed as the decoration.
    height = 1,
    ^ Number of nodes high the decoration is made.
    ^ If height_max is not 0, this is the lower bound of the randomly selected height.
    height_max = 0,
    ^ Number of nodes the decoration can be at maximum.
    ^ If absent, the parameter 'height' is used as a constant.
    spawn_by = "default:water",
    ^ Node that the decoration only spawns next to, in a 1-node square radius.
    num_spawn_by = 1,
    ^ Number of spawn_by nodes that must be surrounding the decoration position to occur.
    ^ If absent or -1, decorations occur next to any nodes.

    ----- Schematic-type parameters
    schematic = "foobar.mts",
    ^ If schematic is a string, it is the filepath relative to the current working directory of the
    ^ specified Minetest schematic file.
    ^  - OR -, could instead be a table containing two fields, size and data:
    schematic = {
        size = {x=4, y=6, z=4},
        data = {
            {name="cobble", param1=255, param2=0},
            {name="dirt_with_grass", param1=255, param2=0},
             ...
        }
    },
    ^ See 'Schematic specifier' for details.
    replacements = {{"oldname", "convert_to"}, ...},
    flags = "place_center_x, place_center_z",
    ^ Flags for schematic decorations.  See 'Schematic attributes'.
    rotation = "90" --rotate schematic 90 degrees on placement
    ^ Rotation can be "0", "90", "180", "270", or "random".
}

Chatcommand definition (register_chatcommand)
{
    params = "<name> <privilege>", -- short parameter description
    description = "Remove privilege from player", -- full description
    privs = {privs=true}, -- require the "privs" privilege to run
    func = function(name, param), -- called when command is run
}

Detached inventory callbacks
{
    allow_move = func(inv, from_list, from_index, to_list, to_index, count, player),
    ^ Called when a player wants to move items inside the inventory
    ^ Return value: number of items allowed to move
    
    allow_put = func(inv, listname, index, stack, player),
    ^ Called when a player wants to put something into the inventory
    ^ Return value: number of items allowed to put
    ^ Return value: -1: Allow and don't modify item count in inventory
   
    allow_take = func(inv, listname, index, stack, player),
    ^ Called when a player wants to take something out of the inventory
    ^ Return value: number of items allowed to take
    ^ Return value: -1: Allow and don't modify item count in inventory
    
    on_move = func(inv, from_list, from_index, to_list, to_index, count, player),
    on_put = func(inv, listname, index, stack, player),
    on_take = func(inv, listname, index, stack, player),
    ^ Called after the actual action has happened, according to what was allowed.
    ^ No return value
}

HUD Definition (hud_add, hud_get)
{
    hud_elem_type = "image", -- see HUD element types
    ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
    position = {x=0.5, y=0.5},
    ^ Left corner position of element
    name = "<name>",
    scale = {x=2, y=2},
    text = "<text>",
    number = 2,
    item = 3,
    ^ Selected item in inventory.  0 for no item selected.
    direction = 0,
    ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
    alignment = {x=0, y=0},
    ^ See "HUD Element Types"
    offset = {x=0, y=0},
    ^ See "HUD Element Types"
}