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Commit message (Collapse)AuthorAge
* Handle particle spawners in env and delete expired idsobneq2016-04-28
| | | | Rebased by Zeno (2016-04-2016)
* Allow NodeTimer, ABM and block mgmt interval changes.Auke Kok2016-03-19
| | | | | | | | | | | | | | | | | | | | | | ABM's are hardcoded to run every 1.0s, NodeTimers are hard coded to run at every 1.0s. Block mgmt is running every 2.0sec. However, these timers can be better tuned for both higher and lower values by server owners. Some server owners want to, and have the resources to send more packets per second to clients, and so they may wish to send smaller updates sooner. Right now all ABM's are coalesced into 1.0 second intervals, resulting in large send queues to all clients. By reducing the amount of possible timers, one can get a far better response rate and lower the perception of lag. On the other side of the camp, some servers may want to increase these values, which again isn't easily doable. The global settings abm_interval and nodetimer_interval are set to current values by default. I've tested with 0.2/0.5 type values and noticed a greatly improved response and better scattering of nodetimers, as well as enjoying not faceplanting into doors with pressure plates anymore.
* Add consistent monotonic day counter - get_day_count()Auke Kok2016-03-09
| | | | | | | | | | | | | | | | | | | | | | | | I've written several experimental bits of code that revolve around the need for a consistent calendar, but implementing one is extremely hard in mods due to time changes and mods overriding core.get_timeofday(), which will conflict. The second part of the problem is that doing this from a mod requires constant maintenance of a settings file. An implementation in core is trivial, however, and solves all of these problems at virtually no cost: No extra branches in server steps, and a single branch when minetest.set_time_of_day(), which is entirely reasonable. We store the day_count value in env_meta.txt. The use case is obvious: This change allows mods to create an actual virtual calendar, or properly account for seasonal changes, etc.. We add a "/days" chatcommand that displays the current day count. No permissions are needed. It can only retrieve the day count, not modify it.
* Add minetest.register_lbm() to run code on block load onlyest312016-03-07
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* Add '/clearobjects quick'Kahrl2016-02-11
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* Time: use locks againest312015-11-04
| | | | | | | | | | | | | | | The Atomic implementation was only partially correct, and was very complex. Use locks for sake of simplicity, following KISS principle. Only remaining atomic operation use is time of day speed, because that really is only read + written. Also fixes a bug with m_time_conversion_skew only being decremented, never incremented (Regresion from previous commit). atomic.h changes: * Add GenericAtomic<T> class for non-integral types like floats. * Remove some last remainders from atomic.h of the volatile use.
* Time: Remove serverside getter, and use atomic operationsest312015-11-03
| | | | | | | | It isn't possible to use atomic operations for floats, so don't use them there. Having a lock is good out of other reasons too, because this way the float time and the integer time both match, and can't get different values in a race, e.g. when two setTimeofDay() get executed simultaneously.
* Add DISABLE_CLASS_COPY macro (and use it)kwolekr2015-10-27
| | | | | | | | | Use this macro to disallow copying of an object using the assignment operator or copy constructor. This catches otherwise silent-but-deadly mistakes such as "ServerMap map = env->getMap();" at compile time. If so desired, it is still possible to copy a class, but it now requires an explicit call to memcpy or std::copy.
* Environment: Time of day fixes and add serverside getterest312015-10-27
| | | | | | | | -> Put access to time variables under the time lock. -> Merge both time locks, there is no point to have two locks. -> Fix the lock being released too early in Environment::setTimeOfDay -> Add serverside getter so that you don't have to get the environment if you only have the server
* ABMs: Make catch-up behaviour optionalparamat2015-10-18
| | | | | Default is true for backwards compatibility Update lua_api.txt
* Save and remove player by pointerLoic Blot2015-09-23
| | | | | | Why doing things simple ? Use pointer instead of strings to save players and remove them. Saving players by name does a lookup to find pointer we already have ! Idem with removePlayer Also remove unused removePlayer(peer_id), it's never called
* Little optimization on getAdded/Removed activeobjects per player loop.Loic Blot2015-09-19
| | | | | Use std::queue instead of std::set, we don't need such a heavy container. Don't convert position to int to convert it back to float in the next function.
* Change m_client_event_queue's type to std::queueLoic Blot2015-09-08
| | | | | As indicated in its name, m_client_event_queue should be a queue. Change std::list to std::queue to improve the queue's performance.
* Clean up threadingShadowNinja2015-08-23
| | | | | | | | | | | | | | | | | | | | * Rename everything. * Strip J prefix. * Change UpperCamelCase functions to lowerCamelCase. * Remove global (!) semaphore count mutex on OSX. * Remove semaphore count getter (unused, unsafe, depended on internal API functions on Windows, and used a hack on OSX). * Add `Atomic<type>`. * Make `Thread` handle thread names. * Add support for C++11 multi-threading. * Combine pthread and win32 sources. * Remove `ThreadStarted` (unused, unneeded). * Move some includes from the headers to the sources. * Move all of `Event` into its header (allows inlining with no new includes). * Make `Event` use `Semaphore` (except on Windows). * Move some porting functions into `Thread`. * Integrate logging with `Thread`. * Add threading test.
* SEnv: Remove static_exists from ActiveObjects in deleted blockskwolekr2015-08-16
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* Optional reconnect functionalityest312015-07-23
| | | | | | Enable the server to request the client to reconnect. This can be done with the now extended minetest.request_shutdown([reason], [reconnect]) setting.
* Kick players when shutting down server and there is a crash due to a Lua ↵nerzhul2015-07-16
| | | | stack exception
* Generic CAO cleanups and renames for clarificationest312015-06-20
| | | | | | | | * Use enum for GENERIC_CMD_* * Rename m_attachements to attachement_parent_ids (public member and clearer name) * Rename GENERIC_CMD_SET_ATTACHMENT to GENERIC_CMD_ATTACH_TO * USHRT_MAX + 1 buffer sizes to prevent overflows as @kahrl suggested * Remove unneccessary m_id from GenericCAO (shadowing protected superclass member for no reason) as @kahrl suggested
* Make attached objects visible in 3rd person viewest312015-06-20
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* Re-apply 972d17baea81ffe6d508b291ef97207a4822e1da...nerzhul2015-04-22
| | | | but not rename the container. Approved-By est31
* Revert "m_active_object_messages is used like a queue. Use std::queue ↵kwolekr2015-04-21
| | | | | | | | instead of std::list. Also rename to m_active_object_messages_queue" This reverts commit 972d17baea81ffe6d508b291ef97207a4822e1da. The commit being reverted was unauthorized. There had been no discussion, review, or sign-off prior to submittal to upstream.
* m_active_object_messages is used like a queue. Use std::queue instead of ↵Loic Blot2015-04-21
| | | | std::list. Also rename to m_active_object_messages_queue
* Use std::vector instead of std::set for Environment::getObjectsInsideRadiusLoic Blot2015-04-16
| | | | | We are only iterating sequentially, we don't need a set here Also use a vector reference instead of a copy
* Performance improvement: Use std::list instead of std::vector for ↵Loic Blot2015-03-05
| | | | | | request_media, Server::getModNames, Environment::m_simple_objects. * Also remove unused Server::m_modspaths
* ABMHandler and player_collisions use sequential read/write. Switch from ↵Loic Blot2015-03-04
| | | | | | std::list to std::vector * Also remove dead code Map::unloadUnusedData which is dead since a long time
* ASyncRunStep doesn't need to lock when do setTimeOfDaySpeed.Loic Blot2015-03-04
| | | | | * setTimeOfDaySpeed already lock a mutex when modify the value, we don't need to lock all environment. * add a fine grain lock for getTimeOfDay and setTimeOfDay to solve environment multithread modifications on this value
* Change many useless std::list into Environment class (m_players), ABMHandler ↵Loic Blot2015-02-17
| | | | | | and ActiveBlockList::update This improve looping performances.
* Fix all warnings and remove -Wno-unused-but-set cflagkwolekr2015-01-18
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* Performance of main client loop up to 2x faster In places, up to 3 times fasterCraig Robbins2014-12-07
| | | | | NOTE 1: This does not mean a 2x increase in framerate. Increase in fps may be up to 1-2fps NOTE 2: This local 'caching' of settings is not optimal and an alternative solution will be worked on after 0.4.11 is released
* Replace setting unlimited_player_transfer_distance with player_transfer_distanceSmallJoker2014-11-08
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* Only keep players loaded while they're connectedShadowNinja2014-06-23
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* Fix race condition on accessing m_time_of_day_speed causing day night race ↵sapier2014-06-23
| | | | on some architectures
* Speedup attachement handling by replacing vector search by direct array ↵sapier2014-06-23
| | | | access and secondary child lookup vector
* Remove liquid_finite and weatherproller2014-04-18
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* Fix all warnings reported by clangSfan52014-04-15
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* Update ABM object counts when triggers add objectsCiaran Gultnieks2014-03-09
| | | | | Also fixes long-standing accuracy issue due to unknown wider object count not being incremented.
* Fix rendering glitches when far from the center of the mapNovatux2014-03-04
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* ServerEnvironment: Remove direct dependency on EmergeManagerkwolekr2014-02-09
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* Add player:override_day_night_ratio() for arbitrarily controlling sunlight ↵Perttu Ahola2014-02-01
| | | | brightness
* Add forceloadingNovatux2014-01-11
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* Make line_of_sight return blocking node positionstujones112013-12-12
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* Add minetest.swap_nodeNovatux2013-11-30
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* Weather: Clean up getHeat/getHumidity somewhatkwolekr2013-09-16
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* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
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* Fix anticheatPerttu Ahola2013-08-03
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* Weather supportproller2013-07-27
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* Add set_breath and get_breath to lua API.RealBadAngel2013-07-20
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* Add drowningPilzAdam2013-06-19
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* Move scriptapi to separate folder (by sapier)sapier2013-05-25
| | | | | | | | | | | On the lua side, notably minetest.env:<function>(<args>) should now be replaced by minetest.<function>(<args>). The old way is and will stay supported for a long time. Also: Update and clean up lua_api.txt (by celeron55) Move EnvRef to lua and remove add_rat and add_firefly (by kahrl) Add separate src/util/CMakeLists.txt, other minor fixes (by kahrl)
* Add Dijkstra A* and A* without prefetching pathfind algorithmssapier2013-04-06
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Minetest Lua Client Modding API Reference 0.5.0
================================================
* More information at <http://www.minetest.net/>
* Developer Wiki: <http://dev.minetest.net/>

Introduction
------------

** WARNING: The client API is currently unstable, and may break/change without warning. **

Content and functionality can be added to Minetest 0.4.15-dev+ 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.

Transferring client-sided mods from the server to the client is planned, but not implemented yet.

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 on GitHub (https://github.com/minetest/minetest).

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

Startup
-------
Mods are loaded during client 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: `$HOME/.minetest`
        * Windows: `C:/users/<user>/AppData/minetest` (maybe)

Mod load path
-------------
Generic:

* `$path_share/clientmods/`
* `$path_user/clientmods/` (User-installed mods)

In a run-in-place version (e.g. the distributed windows version):

* `minetest-0.4.x/clientmods/` (User-installed mods)

On an installed version on Linux:

* `/usr/share/minetest/clientmods/`
* `$HOME/.minetest/clientmods/` (User-installed mods)

Modpack support
----------------
**NOTE: Not implemented yet.**

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
------------------------

    clientmods
    ├── modname
    |   ├── depends.txt
    |   ├── init.lua
    └── another

### modname
The location of this directory.

### 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.

### 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.

### `sounds`
Media files (sounds) 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
In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
So 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.

Sounds
------
**NOTE: max_hear_distance and connecting to objects is not implemented.**

Only Ogg Vorbis 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_`, e.g. 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
    {
        gain = 1.0, -- default
    }
    -- Play locationless, looped
    {
        gain = 1.0, -- default
        loop = true,
    }
    -- Play in a location
    {
        pos = {x = 1, y = 2, z = 3},
        gain = 1.0, -- default
        max_hear_distance = 32, -- default, uses an euclidean metric
    }
    -- Play connected to an object, looped
    {
        object = <an ObjectRef>,
        gain = 1.0, -- default
        max_hear_distance = 32, -- default, uses an euclidean metric
        loop = true,
    }

Looped sounds must either be connected to an object or played locationless.

### SimpleSoundSpec
* e.g. `""`
* e.g. `"default_place_node"`
* e.g. `{}`
* e.g. `{name = "default_place_node"}`
* e.g. `{name = "default_place_node", gain = 1.0}`

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", id=ObjectID}`

Flag Specifier Format
---------------------
Flags using the standardized flag specifier format can be specified in either of
two ways, by string or table.

The string format is a comma-delimited set of flag names; whitespace and
unrecognized flag fields are ignored. Specifying a flag in the string sets the
flag, and specifying a flag prefixed by the string `"no"` explicitly
clears the flag from whatever the default may be.

In addition to the standard string flag format, the schematic flags field can
also be a table of flag names to boolean values representing whether or not the
flag is set. Additionally, if a field with the flag name prefixed with `"no"`
is present, mapped to a boolean of any value, the specified flag is unset.

E.g. A flag field of value

    {place_center_x = true, place_center_y=false, place_center_z=true}

is equivalent to

    {place_center_x = true, noplace_center_y=true, place_center_z=true}

which is equivalent to

    "place_center_x, noplace_center_y, place_center_z"

or even

    "place_center_x, place_center_z"

since, by default, no schematic attributes are set.

Formspec
--------
Formspec defines a menu. 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

    size[8,9]
    list[context;main;0,0;8,4;]
    list[current_player;main;0,5;8,4;]

#### Furnace

    size[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

    size[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>,<fixed_size>]`
* Define the size of the menu in inventory slots
* `fixed_size`: `true`/`false` (optional)
* deprecated: `invsize[<W>,<H>;]`

#### `container[<X>,<Y>]`
* Start of a container block, moves all physical elements in the container by (X, Y)
* Must have matching container_end
* Containers can be nested, in which case the offsets are added
  (child containers are relative to parent containers)

#### `container_end[]`
* End of a container, following elements are no longer relative to this container

#### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
* Show an inventory list

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

#### `listring[<inventory location>;<list name>]`
* Allows to create a ring of inventory lists
* Shift-clicking on items in one element of the ring
  will send them to the next inventory list inside the ring
* The first occurrence of an element inside the ring will
  determine the inventory where items will be sent to

#### `listring[]`
* Shorthand for doing `listring[<inventory location>;<list name>]`
  for the last two inventory lists added by list[...]

#### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
* Sets background color of slots as `ColorString`
* Sets background color of slots on mouse hovering

#### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
* Sets background color of slots as `ColorString`
* 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 as `ColorString`
* Sets background color of slots on mouse hovering
* Sets color of slots border
* Sets default background color of tooltips
* Sets default font color of tooltips

#### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
* Adds tooltip for an element
* `<bgcolor>` tooltip background color as `ColorString` (optional)
* `<fontcolor>` tooltip font color as `ColorString` (optional)

#### `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 as `ColorString`
* 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 times 16px  times  4 times 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 times 16px  times  4 times 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
* When enter is pressed in field, fields.key_enter_field will be sent with the name
  of this field.
* `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
* See field_close_on_enter to stop enter closing the formspec

#### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
* Textual field; will be sent to server when a button is clicked
* When enter is pressed in field, fields.key_enter_field will be sent with the name
  of this field.
* `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.
* See field_close_on_enter to stop enter closing the formspec

#### `field[<name>;<label>;<default>]`
* As above, but without position/size units
* When enter is pressed in field, fields.key_enter_field will be sent with the name
  of this field.
* 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
* See field_close_on_enter to stop enter closing the formspec

#### `field_close_on_enter[<name>;<close_on_enter>]`
* <name> is the name of the field
* if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
* defaults to true when not specified (ie: no tag for a field)

#### `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 vertically
* `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
* Fixed button height. It will be vertically centred on `h`
* `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>;<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` means the image button doesn't need to be within specified formsize
* `drawborder`: draw button border 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 description
   to override it use tooltip element
* 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>]`
* Scrollable item list 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>]`
* Scrollable itemlist showing arbitrary text elements
* `x` and `y` position the item list relative to the top left of the menu
* `w` and `h` are the size of the item list
* `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
* See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)

#### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
* Show a tab**header** at specific position (ignores formsize)
* `x` and `y` position the itemlist relative to the top left of the menu
* `name` fieldname data is transferred 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` is color specified as a `ColorString`

#### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
* Show a dropdown field
* **Important note**: There are two different operation modes:
     1. handle directly on change (only changed dropdown is submitted)
     2. read the value on pressing a button (all dropdown values are available)
* `x` and `y` position of dropdown
* Width of dropdown
* Fieldname data is transferred to Lua
* Items to be shown in dropdown
* Index of currently selected dropdown item

#### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
* Show a checkbox
* `x` and `y`: position of checkbox
* `name` fieldname data is transferred to Lua
* `label` to be shown left of checkbox
* `selected` (optional): `true`/`false`

#### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
* Show a scrollbar
* There are two ways to use it:
     1. handle the changed event (only changed scrollbar is available)
     2. read the value on pressing a button (all scrollbars are available)
* `x` and `y`: position of trackbar
* `w` and `h`: width and height
* `orientation`:  `vertical`/`horizontal`
* Fieldname data is transferred to Lua
* Value this trackbar is set to (`0`-`1000`)
* See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)

#### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
* Show scrollable table using options defined by the previous `tableoptions[]`
* Displays cells as defined by the previous `tablecolumns[]`
* `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 row select or doubleclick
* `cell 1`...`cell n`: cell contents given in row-major order
* `selected idx`: index of row to be selected within table (first row = `1`)
* See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)

#### `tableoptions[<opt 1>;<opt 2>;...]`
* Sets options for `table[]`
* `color=#RRGGBB`
     * default text color (`ColorString`), defaults to `#FFFFFF`
* `background=#RRGGBB`
     * table background color (`ColorString`), defaults to `#000000`
* `border=<true/false>`
     * should the table be drawn with a border? (default: `true`)
* `highlight=#RRGGBB`
     * highlight background color (`ColorString`), defaults to `#466432`
* `highlight_text=#RRGGBB`
     * highlight text color (`ColorString`), defaults to `#FFFFFF`
* `opendepth=<value>`
     * all subtrees up to `depth < value` are open (default value = `0`)
     * only useful when there is a column of type "tree"

#### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
* Sets columns for `table[]`
* Types: `text`, `image`, `color`, `indent`, `tree`
    * `text`:   show cell contents as text
    * `image`:  cell contents are an image index, use column options to define images
    * `color`:   cell contents are a ColorString and define color of following cell
    * `indent`: cell contents are a number and define indentation of following cell
    * `tree`:   same as indent, but user can open and close subtrees (treeview-like)
* Column options:
    * `align=<value>`
        * for `text` and `image`: content alignment within cells.
          Available values: `left` (default), `center`, `right`, `inline`
    * `width=<value>`
        * for `text` and `image`: minimum width in em (default: `0`)
        * for `indent` and `tree`: indent width in em (default: `1.5`)
    * `padding=<value>`: padding left of the column, in em (default `0.5`).
      Exception: defaults to 0 for indent columns
    * `tooltip=<value>`: tooltip text (default: empty)
    * `image` column options:
        * `0=<value>` sets image for image index 0
        * `1=<value>` sets image for image index 1
        * `2=<value>` sets image for image index 2
        * and so on; defined indices need not be contiguous empty or
          non-numeric cells are treated as `0`.
    * `color` column options:
        * `span=<value>`: number of following columns to affect (default: infinite)

**Note**: do _not_ use a element name starting with `key_`; those names are reserved to
pass key press events to formspec!

Spatial Vectors
---------------
* `vector.new(a[, b, c])`: returns a vector:
    * A copy of `a` if `a` is a vector.
    * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
* `vector.direction(p1, p2)`: returns a vector
* `vector.distance(p1, p2)`: returns a number
* `vector.length(v)`: returns a number
* `vector.normalize(v)`: returns a vector
* `vector.floor(v)`: returns a vector, each dimension rounded down
* `vector.round(v)`: returns a vector, each dimension rounded to nearest int
* `vector.apply(v, func)`: returns a vector
* `vector.equals(v1, v2)`: returns a boolean

For the following functions `x` can be either a vector or a number:

* `vector.add(v, x)`: returns a vector
* `vector.subtract(v, x)`: returns a vector
* `vector.multiply(v, x)`: returns a scaled vector or Schur product
* `vector.divide(v, x)`: returns a scaled vector or Schur quotient

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.
      Useful for distance calculation.
* `math.sign(x, tolerance)`
    * Get the sign of a number.
      Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
* `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
    * If `max_splits` is negative, do not limit splits.
    * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
    * e.g. `string:split("a,b", ",") == {"a","b"}`
* `string:trim()`
    * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
* `minetest.wrap_text(str, limit)`: returns a string
    * Adds new lines to the string to keep it within the specified character limit
    * limit: Maximal amount of characters in one line
* `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
    * Convert position to a printable string
      Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
* `minetest.string_to_pos(string)`: returns a position
    * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
* `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
    * Converts a string representing an area box into two positions
* `minetest.is_yes(arg)`
    * returns whether `arg` can be interpreted as yes
* `table.copy(table)`: returns a table
    * returns a deep copy of `table`

Minetest namespace reference
------------------------------

### Utilities

* `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
* `minetest.get_language()`: returns the currently set gettext language.
* `minetest.get_version()`: returns a table containing components of the
   engine version.  Components:
    * `project`: Name of the project, eg, "Minetest"
    * `string`: Simple version, eg, "1.2.3-dev"
    * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
  Use this for informational purposes only. The information in the returned
  table does not represent the capabilities of the engine, nor is it
  reliable or verifiable. Compatible forks will have a different name and
  version entirely. To check for the presence of engine features, test
  whether the functions exported by the wanted features exist. For example:
  `if minetest.check_for_falling then ... end`.
* `minetest.sha1(data, [raw])`: returns the sha1 hash of data
    * `data`: string of data to hash
    * `raw`: return raw bytes instead of hex digits, default: false

### Logging
* `minetest.debug(...)`
    * Equivalent to `minetest.log(table.concat({...}, "\t"))`
* `minetest.log([level,] text)`
    * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
      `"info"`, or `"verbose"`.  Default is `"none"`.

### Global callback registration functions
Call these functions only at load time!

* `minetest.register_globalstep(func(dtime))`
    * Called every client environment step, usually interval of 0.1s
* `minetest.register_on_shutdown(func())`
    * Called before client shutdown
    * **Warning**: If the client 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_receiving_chat_message(func(message))`
    * Called always when a client receive a message
    * Return `true` to mark the message as handled, which means that it will not be shown to chat
* `minetest.register_on_sending_chat_message(func(message))`
    * Called always when a client send a message from chat
    * Return `true` to mark the message as handled, which means that it will not be sent to server
* `minetest.register_chatcommand(cmd, chatcommand definition)`
    * Adds definition to minetest.registered_chatcommands
* `minetest.unregister_chatcommand(name)`
    * Unregisters a chatcommands registered with register_chatcommand.
* `minetest.register_on_death(func())`
    * Called when the local player dies
* `minetest.register_on_hp_modification(func(hp))`
    * Called when server modified player's HP
* `minetest.register_on_damage_taken(func(hp))`
    * Called when the local player take damages
* `minetest.register_on_formspec_input(func(formname, fields))`
    * Called when a button is pressed in the local player's inventory form
    * Newest functions are called first
    * If function returns `true`, remaining functions are not called
* `minetest.register_on_dignode(func(pos, node))`
    * Called when the local player digs a node
    * Newest functions are called first
    * If any function returns true, the node isn't dug
* `minetest.register_on_punchnode(func(pos, node))`
    * Called when the local player punches a node
    * Newest functions are called first
    * If any function returns true, the punch is ignored
* `minetest.register_on_placenode(function(pointed_thing, node))`
    * Called when a node has been placed
* `minetest.register_on_item_use(func(item, pointed_thing))`
    * Called when the local player uses an item.
    * Newest functions are called first.
    * If any function returns true, the item use is not sent to server.
* `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
    * Called when an incoming mod channel message is received
    * You must have joined some channels before, and server must acknowledge the
      join request.
    * If message comes from a server mod, `sender` field is an empty string.
* `minetest.register_on_modchannel_signal(func(channel_name, signal))`
    * Called when a valid incoming mod channel signal is received
    * Signal id permit to react to server mod channel events
    * Possible values are:
      0: join_ok
      1: join_failed
      2: leave_ok
      3: leave_failed
      4: event_on_not_joined_channel
      5: state_changed
* `minetest.register_on_inventory_open(func(inventory))`
    * Called when the local player open inventory
    * Newest functions are called first
    * If any function returns true, inventory doesn't open
### Sounds
* `minetest.sound_play(spec, parameters)`: returns a handle
    * `spec` is a `SimpleSoundSpec`
    * `parameters` is a sound parameter table
* `minetest.sound_stop(handle)`

### Timing
* `minetest.after(time, func, ...)`
    * Call the function `func` after `time` seconds, may be fractional
    * Optional: Variable number of arguments that are passed to `func`
* `minetest.get_us_time()`
    * Returns time with microsecond precision. May not return wall time.
* `minetest.get_day_count()`
    * Returns number days elapsed since world was created, accounting for time changes.
* `minetest.get_timeofday()`
    * Returns the time of day: `0` for midnight, `0.5` for midday

### Map
* `minetest.get_node_or_nil(pos)`
    * Returns the node at the given position as table in the format
      `{name="node_name", param1=0, param2=0}`, returns `nil`
      for unloaded areas or flavor limited areas.
* `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
    * `radius`: using a maximum metric
    * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
    * `search_center` is an optional boolean (default: `false`)
      If true `pos` is also checked for the nodes
* `minetest.get_meta(pos)`
    * Get a `NodeMetaRef` at that position
* `minetest.get_node_level(pos)`
    * get level of leveled node (water, snow)
* `minetest.get_node_max_level(pos)`
    * get max available level for leveled node

### Player
* `minetest.get_wielded_item()`
    * Returns the itemstack the local player is holding
* `minetest.send_chat_message(message)`
    * Act as if `message` was typed by the player into the terminal.
* `minetest.run_server_chatcommand(cmd, param)`
    * Alias for `minetest.send_chat_message("/" .. cmd .. " " .. param)`
* `minetest.clear_out_chat_queue()`
    * Clears the out chat queue
* `minetest.localplayer`
    * Reference to the LocalPlayer object. See [`LocalPlayer`](#localplayer) class reference for methods.

### Privileges
* `minetest.get_privilege_list()`
    * Returns a list of privileges the current player has in the format `{priv1=true,...}`
* `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
* `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
    * Convert between two privilege representations

### Client Environment
* `minetest.get_player_names()`
    * Returns list of player names on server
* `minetest.disconnect()`
    * Disconnect from the server and exit to main menu.
    * Returns `false` if the client is already disconnecting otherwise returns `true`.
* `minetest.get_server_info()`
    * Returns [server info](#server-info).
* `minetest.send_respawn()`
    * Sends a respawn request to the server.

### Storage API
* `minetest.get_mod_storage()`:
    * returns reference to mod private `StorageRef`
    * must be called during mod load time

### Mod channels
![Mod channels communication scheme](docs/mod channels.png)

* `minetest.mod_channel_join(channel_name)`
    * Client joins channel `channel_name`, and creates it, if necessary. You
      should listen from incoming messages with `minetest.register_on_modchannel_message`
      call to receive incoming messages. Warning, this function is asynchronous.

### Particles
* `minetest.add_particle(particle definition)`

* `minetest.add_particlespawner(particlespawner definition)`
    * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
    * Returns an `id`, and -1 if adding didn't succeed

* `minetest.delete_particlespawner(id)`
    * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)

### Misc.
* `minetest.parse_json(string[, nullvalue])`: returns 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}]")`, returns `{10, {a = false}}`
* `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
    * Convert a Lua table into a JSON string
    * styled: Outputs in a human-readable format if this is set, defaults to false
    * Unserializable things like functions and userdata are saved as null.
    * **Warning**: JSON is more strict than the Lua table format.
        1. You can only use strings and positive integers of at least one as keys.
        2. You can not mix string and integer keys.
           This is due to the fact that JSON has two distinct array and object values.
    * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
* `minetest.serialize(table)`: returns a string
    * Convert a table containing tables, strings, numbers, booleans and `nil`s
      into string form readable by `minetest.deserialize`
    * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
* `minetest.deserialize(string)`: returns a 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" }')`, returns `{foo='bar'}`
    * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
        * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
* `minetest.compress(data, method, ...)`: returns `compressed_data`
    * Compress a string of data.
    * `method` is a string identifying the compression method to be used.
    * Supported compression methods:
    *     Deflate (zlib): `"deflate"`
    * `...` indicates method-specific arguments.  Currently defined arguments are:
    *     Deflate: `level` - Compression level, `0`-`9` or `nil`.
* `minetest.decompress(compressed_data, method, ...)`: returns data
    * Decompress a string of data (using ZLib).
    * See documentation on `minetest.compress()` for supported compression methods.
    * currently supported.
    * `...` indicates method-specific arguments. Currently, no methods use this.
* `minetest.rgba(red, green, blue[, alpha])`: returns a string
    * Each argument is a 8 Bit unsigned integer
    * Returns the ColorString from rgb or rgba values
    * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
* `minetest.encode_base64(string)`: returns string encoded in base64
    * Encodes a string in base64.
* `minetest.decode_base64(string)`: returns string
    * Decodes a string encoded in base64.
* `minetest.gettext(string)` : returns string
    * look up the translation of a string in the gettext message catalog
* `fgettext_ne(string, ...)`
    * call minetest.gettext(string), replace "$1"..."$9" with the given
      extra arguments and return the result
* `fgettext(string, ...)` : returns string
    * same as fgettext_ne(), but calls minetest.formspec_escape before returning result
* `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
    * returns the exact position on the surface of a pointed node
* `minetest.global_exists(name)`
    * Checks if a global variable has been set, without triggering a warning.

### UI
* `minetest.ui.minimap`
    * Reference to the minimap object. See [`Minimap`](#minimap) class reference for methods.
    * If client disabled minimap (using enable_minimap setting) this reference will be nil.
* `minetest.camera`
    * Reference to the camera object. See [`Camera`](#camera) class reference for methods.
* `minetest.show_formspec(formname, formspec)` : returns true on success
	* Shows a formspec to the player
* `minetest.display_chat_message(message)` returns true on success
	* Shows a chat message to the current player.

Class reference
---------------

### ModChannel

An interface to use mod channels on client and server

#### Methods
* `leave()`: leave the mod channel.
    * Client leaves channel `channel_name`.
    * No more incoming or outgoing messages can be sent to this channel from client mods.
    * This invalidate all future object usage
    * Ensure your set mod_channel to nil after that to free Lua resources
* `is_writeable()`: returns true if channel is writable and mod can send over it.
* `send_all(message)`: Send `message` though the mod channel.
    * If mod channel is not writable or invalid, message will be dropped.
    * Message size is limited to 65535 characters by protocol.

### Minimap
An interface to manipulate minimap on client UI

#### Methods
* `show()`: shows the minimap (if not disabled by server)
* `hide()`: hides the minimap
* `set_pos(pos)`: sets the minimap position on screen
* `get_pos()`: returns the minimap current position
* `set_angle(deg)`: sets the minimap angle in degrees
* `get_angle()`: returns the current minimap angle in degrees
* `set_mode(mode)`: sets the minimap mode (0 to 6)
* `get_mode()`: returns the current minimap mode
* `set_shape(shape)`: Sets the minimap shape. (0 = square, 1 = round)
* `get_shape()`: Gets the minimap shape. (0 = square, 1 = round)

### Camera
An interface to get or set information about the camera and camera-node.
Please do not try to access the reference until the camera is initialized, otherwise the reference will be nil.

#### Methods
* `set_camera_mode(mode)`
    * Pass `0` for first-person, `1` for third person, and `2` for third person front
* `get_camera_mode()`
    * Returns 0, 1, or 2 as described above
* `get_fov()`
    * Returns:

```lua
     {
         x = number,
         y = number,
         max = number,
         actual = number
     }
```

* `get_pos()`
    * Returns position of camera with view bobbing
* `get_offset()`
    * Returns eye offset vector
* `get_look_dir()`
    * Returns eye direction unit vector
* `get_look_vertical()`
    * Returns pitch in radians
* `get_look_horizontal()`
    * Returns yaw in radians
* `get_aspect_ratio()`
    * Returns aspect ratio of screen

### LocalPlayer
An interface to retrieve information about the player.

Methods:

* `get_pos()`
    * returns current player current position
* `get_velocity()`
    * returns player speed vector
* `get_hp()`
    * returns player HP
* `get_name()`
    * returns player name
* `is_attached()`
    * returns true if player is attached
* `is_touching_ground()`
    * returns true if player touching ground
* `is_in_liquid()`
    * returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface)
* `is_in_liquid_stable()`
    * returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player)
* `get_liquid_viscosity()`
    * returns liquid viscosity (Gets the viscosity of liquid to calculate friction)
* `is_climbing()`
    * returns true if player is climbing
* `swimming_vertical()`
    * returns true if player is swimming in vertical
* `get_physics_override()`
    * returns:

```lua
    {
        speed = float,
        jump = float,
        gravity = float,
        sneak = boolean,
        sneak_glitch = boolean
    }
```

* `get_override_pos()`
    * returns override position
* `get_last_pos()`
    * returns last player position before the current client step
* `get_last_velocity()`
    * returns last player speed
* `get_breath()`
    * returns the player's breath
* `get_movement_acceleration()`
    * returns acceleration of the player in different environments:

```lua
    {
       fast = float,
       air = float,
       default = float,
    }
```

* `get_movement_speed()`
    * returns player's speed in different environments:

```lua
    {
       walk = float,
       jump = float,
       crouch = float,
       fast = float,
       climb = float,
    }
```

* `get_movement()`
    * returns player's movement in different environments:

```lua
    {
       liquid_fluidity = float,
       liquid_sink = float,
       liquid_fluidity_smooth = float,
       gravity = float,
    }
```

* `get_last_look_horizontal()`:
    * returns last look horizontal angle
* `get_last_look_vertical()`:
    * returns last look vertical angle
* `get_key_pressed()`:
    * returns last key typed by the player
* `hud_add(definition)`
    * add a HUD element described by HUD def, returns ID number on success and `nil` on failure.
    * See [`HUD definition`](#hud-definition-hud_add-hud_get)
* `hud_get(id)`
    * returns the [`definition`](#hud-definition-hud_add-hud_get) of the HUD with that ID number or `nil`, if non-existent.
* `hud_remove(id)`
    * remove the HUD element of the specified id, returns `true` on success
* `hud_change(id, stat, value)`
    * change a value of a previously added HUD element
    * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
    * Returns `true` on success, otherwise returns `nil`

### Settings
An interface to read config files in the format of `minetest.conf`.

It can be created via `Settings(filename)`.

#### Methods
* `get(key)`: returns a value
* `get_bool(key)`: returns a boolean
* `set(key, value)`
* `remove(key)`: returns a boolean (`true` for success)
* `get_names()`: returns `{key1,...}`
* `write()`: returns a boolean (`true` for success)
    * write changes to file
* `to_table()`: returns `{[key1]=value1,...}`

### NodeMetaRef
Node metadata: reference extra data and functionality stored in a node.
Can be obtained via `minetest.get_meta(pos)`.

#### Methods
* `get_string(name)`
* `get_int(name)`
* `get_float(name)`
* `to_table()`: returns `nil` or a table with keys:
    * `fields`: key-value storage
    * `inventory`: `{list1 = {}, ...}}`

-----------------
### Definitions
* `minetest.get_node_def(nodename)`
	* Returns [node definition](#node-definition) table of `nodename`
* `minetest.get_item_def(itemstring)`
	* Returns item definition table of `itemstring`

#### Node Definition

```lua
	{
		has_on_construct = bool,        -- Whether the node has the on_construct callback defined
		has_on_destruct = bool,         -- Whether the node has the on_destruct callback defined
		has_after_destruct = bool,      -- Whether the node has the after_destruct callback defined
		name = string,                  -- The name of the node e.g. "air", "default:dirt"
		groups = table,                 -- The groups of the node
		paramtype = string,             -- Paramtype of the node
		paramtype2 = string,            -- ParamType2 of the node
		drawtype = string,              -- Drawtype of the node
		mesh = <string>,                -- Mesh name if existant
		minimap_color = <Color>,        -- Color of node on minimap *May not exist*
		visual_scale = number,          -- Visual scale of node
		alpha = number,                 -- Alpha of the node. Only used for liquids
		color = <Color>,                -- Color of node *May not exist*
		palette_name = <string>,        -- Filename of palette *May not exist*
		palette = <{                    -- List of colors
			Color,
			Color
		}>,
		waving = number,                -- 0 of not waving, 1 if waving
		connect_sides = number,         -- Used for connected nodes
		connects_to = {                 -- List of nodes to connect to
			"node1",
			"node2"
		},
		post_effect_color = Color,      -- Color overlayed on the screen when the player is in the node
		leveled = number,               -- Max level for node
		sunlight_propogates = bool,     -- Whether light passes through the block
		light_source = number,          -- Light emitted by the block
		is_ground_content = bool,       -- Whether caves should cut through the node
		walkable = bool,                -- Whether the player collides with the node
		pointable = bool,               -- Whether the player can select the node
		diggable = bool,                -- Whether the player can dig the node
		climbable = bool,               -- Whether the player can climb up the node
		buildable_to = bool,            -- Whether the player can replace the node by placing a node on it
		rightclickable = bool,          -- Whether the player can place nodes pointing at this node
		damage_per_second = number,     -- HP of damage per second when the player is in the node
		liquid_type = <string>,         -- A string containing "none", "flowing", or "source" *May not exist*
		liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
		liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
		liquid_viscosity = <number>,    -- How fast the liquid flows *May not exist*
		liquid_renewable = <boolean>,   -- Whether the liquid makes an infinite source *May not exist*
		liquid_range = <number>,        -- How far the liquid flows *May not exist*
		drowning = bool,                -- Whether the player will drown in the node
		floodable = bool,               -- Whether nodes will be replaced by liquids (flooded)
		node_box = table,               -- Nodebox to draw the node with
		collision_box = table,          -- Nodebox to set the collision area
		selection_box = table,          -- Nodebox to set the area selected by the player
		sounds = {                      -- Table of sounds that the block makes
			sound_footstep = SimpleSoundSpec,
			sound_dig = SimpleSoundSpec,
			sound_dug = SimpleSoundSpec
		},
		legacy_facedir_simple = bool,   -- Whether to use old facedir
		legacy_wallmounted = bool       -- Whether to use old wallmounted
	}
```

#### Item Definition

```lua
	{
		name = string,                  -- Name of the item e.g. "default:stone"
		description = string,           -- Description of the item e.g. "Stone"
		type = string,                  -- Item type: "none", "node", "craftitem", "tool"
		inventory_image = string,       -- Image in the inventory
		wield_image = string,           -- Image in wieldmesh
		palette_image = string,         -- Image for palette
		color = Color,                  -- Color for item
		wield_scale = Vector,           -- Wieldmesh scale
		stack_max = number,             -- Number of items stackable together
		usable = bool,                  -- Has on_use callback defined
		liquids_pointable = bool,       -- Whether you can point at liquids with the item
		tool_capabilities = <table>,    -- If the item is a tool, tool capabilities of the item
		groups = table,                 -- Groups of the item
		sound_place = SimpleSoundSpec,  -- Sound played when placed
		sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
		node_placement_prediction = string -- Node placed in client until server catches up
	}
```
-----------------

### Chat command definition (`register_chatcommand`)

    {
        params = "<name> <privilege>", -- Short parameter description
        description = "Remove privilege from player", -- Full description
        func = function(param),        -- Called when command is run.
                                       -- Returns boolean success and text output.
    }
### Server info
```lua
{
	address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
	ip = "203.0.113.156",             -- The IP address of the server.
	port = 30000,                     -- The port the client is connected to.
	protocol_version = 30             -- Will not be accurate at start up as the client might not be connected to the server yet, in that case it will be 0.
}
```

### HUD Definition (`hud_add`, `hud_get`)
```lua
    {
        hud_elem_type = "image", -- see HUD element types, default "text"
    --  ^ 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, default `{x=0,y=0}`.
        name = "<name>",    -- default ""
        scale = {x=2, y=2}, -- default {x=0,y=0}
        text = "<text>",    -- default ""
        number = 2,         -- default 0
        item = 3,           -- default 0
    --  ^ Selected item in inventory.  0 for no item selected.
        direction = 0,      -- default 0
    --  ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
        alignment = {x=0, y=0},   -- default {x=0, y=0}
    --  ^ See "HUD Element Types"
        offset = {x=0, y=0},      -- default {x=0, y=0}
    --  ^ See "HUD Element Types"
        size = { x=100, y=100 },  -- default {x=0, y=0}
    --  ^ Size of element in pixels
    }
```

Escape sequences
----------------
Most text can contain escape sequences, that can for example color the text.
There are a few exceptions: tab headers, dropdowns and vertical labels can't.
The following functions provide escape sequences:
* `minetest.get_color_escape_sequence(color)`:
    * `color` is a [ColorString](#colorstring)
    * The escape sequence sets the text color to `color`
* `minetest.colorize(color, message)`:
    * Equivalent to:
      `minetest.get_color_escape_sequence(color) ..
       message ..
       minetest.get_color_escape_sequence("#ffffff")`
* `minetest.get_background_escape_sequence(color)`
    * `color` is a [ColorString](#colorstring)
    * The escape sequence sets the background of the whole text element to
      `color`. Only defined for item descriptions and tooltips.
* `minetest.strip_foreground_colors(str)`
    * Removes foreground colors added by `get_color_escape_sequence`.
* `minetest.strip_background_colors(str)`
    * Removes background colors added by `get_background_escape_sequence`.
* `minetest.strip_colors(str)`
    * Removes all color escape sequences.

`ColorString`
-------------
`#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.

Named colors are also supported and are equivalent to
[CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
To specify the value of the alpha channel, append `#AA` to the end of the color name
(e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
value must (always) be two hexadecimal digits.

`Color`
-------------
`{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color.

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.

**Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!

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.
* `size`: If used, will force full-image size to this value (override texture pack image size)

### `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`
* `offset`: offset in pixels from position.

### `waypoint`
Displays distance to selected world position.

* `name`: The name of the waypoint.
* `text`: Distance suffix. Can be blank.
* `number:` An integer containing the RGB value of the color used to draw the text.
* `world_pos`: World position of the waypoint.

### Particle definition (`add_particle`)

    {
        pos = {x=0, y=0, z=0},
        velocity = {x=0, y=0, z=0},
        acceleration = {x=0, y=0, z=0},
    --  ^ Spawn particle at pos with velocity and acceleration
        expirationtime = 1,
    --  ^ Disappears after expirationtime seconds
        size = 1,
        collisiondetection = false,
    --  ^ collisiondetection: if true collides with physical objects
        collision_removal = false,
    --  ^ collision_removal: if true then particle is removed when it collides,
    --  ^ requires collisiondetection = true to have any effect
        vertical = false,
    --  ^ vertical: if true faces player using y axis only
        texture = "image.png",
    --  ^ Uses texture (string)
        animation = {Tile Animation definition},
    --  ^ optional, specifies how to animate the particle texture
        glow = 0
    --  ^ optional, specify particle self-luminescence in darkness
    }

### `ParticleSpawner` definition (`add_particlespawner`)

    {
        amount = 1,
        time = 1,
    --  ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
        minpos = {x=0, y=0, z=0},
        maxpos = {x=0, y=0, z=0},
        minvel = {x=0, y=0, z=0},
        maxvel = {x=0, y=0, z=0},
        minacc = {x=0, y=0, z=0},
        maxacc = {x=0, y=0, z=0},
        minexptime = 1,
        maxexptime = 1,
        minsize = 1,
        maxsize = 1,
    --  ^ The particle's properties are random values in between the bounds:
    --  ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
    --  ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
        collisiondetection = false,
    --  ^ collisiondetection: if true uses collision detection
        collision_removal = false,
    --  ^ collision_removal: if true then particle is removed when it collides,
    --  ^ requires collisiondetection = true to have any effect
        vertical = false,
    --  ^ vertical: if true faces player using y axis only
        texture = "image.png",
    --  ^ Uses texture (string)
    }