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minetest/src/mg_schematic.h

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/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.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.
*/
#ifndef MG_SCHEMATIC_HEADER
#define MG_SCHEMATIC_HEADER
#include <map>
#include "mg_decoration.h"
#include "util/string.h"
class Map;
class Mapgen;
class MMVManip;
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class PseudoRandom;
class NodeResolver;
class IGameDef;
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/*
Minetest Schematic File Format
All values are stored in big-endian byte order.
[u32] signature: 'MTSM'
[u16] version: 3
[u16] size X
[u16] size Y
[u16] size Z
For each Y:
[u8] slice probability value
[Name-ID table] Name ID Mapping Table
[u16] name-id count
For each name-id mapping:
[u16] name length
[u8[]] name
ZLib deflated {
For each node in schematic: (for z, y, x)
[u16] content
For each node in schematic:
[u8] probability of occurance (param1)
For each node in schematic:
[u8] param2
}
Version changes:
1 - Initial version
2 - Fixed messy never/always place; 0 probability is now never, 0xFF is always
3 - Added y-slice probabilities; this allows for variable height structures
*/
/////////////////// Schematic flags
#define SCHEM_CIDS_UPDATED 0x08
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#define MTSCHEM_FILE_SIGNATURE 0x4d54534d // 'MTSM'
#define MTSCHEM_FILE_VER_HIGHEST_READ 3
#define MTSCHEM_FILE_VER_HIGHEST_WRITE 3
#define MTSCHEM_PROB_NEVER 0x00
#define MTSCHEM_PROB_ALWAYS 0xFF
enum SchematicType
{
SCHEMATIC_NORMAL,
};
enum SchematicFormatType {
SCHEM_FMT_HANDLE,
SCHEM_FMT_MTS,
SCHEM_FMT_LUA,
};
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class Schematic : public ObjDef, public NodeResolver {
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public:
std::vector<content_t> c_nodes;
u32 flags;
v3s16 size;
MapNode *schemdata;
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u8 *slice_probs;
Schematic();
virtual ~Schematic();
virtual void resolveNodeNames();
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void updateContentIds();
void blitToVManip(v3s16 p, MMVManip *vm,
Rotation rot, bool force_placement, INodeDefManager *ndef);
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bool loadSchematicFromFile(const std::string &filename, INodeDefManager *ndef,
StringMap *replace_names, NodeResolveMethod resolve_method);
bool saveSchematicToFile(const std::string &filename);
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bool getSchematicFromMap(Map *map, v3s16 p1, v3s16 p2);
bool deserializeFromMts(std::istream *is, std::vector<std::string> *names_out);
bool serializeToMts(std::ostream *os);
bool serializeToLua(std::ostream *os, bool use_comments);
void placeStructure(Map *map, v3s16 p, u32 flags,
Rotation rot, bool force_placement, INodeDefManager *nef);
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void applyProbabilities(v3s16 p0,
std::vector<std::pair<v3s16, u8> > *plist,
std::vector<std::pair<s16, u8> > *splist);
};
class SchematicManager : public ObjDefManager {
public:
SchematicManager(IGameDef *gamedef);
virtual ~SchematicManager() {}
virtual void clear();
const char *getObjectTitle() const
{
return "schematic";
}
static Schematic *create(SchematicType type)
{
return new Schematic;
}
private:
IGameDef *m_gamedef;
};
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void build_nnlist_and_update_ids(MapNode *nodes, u32 nodecount,
std::vector<content_t> *usednodes);
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#endif