mirror of
https://github.com/moparisthebest/minetest
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148 lines
3.5 KiB
C++
148 lines
3.5 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef MG_SCHEMATIC_HEADER
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#define MG_SCHEMATIC_HEADER
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#include <map>
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#include "mg_decoration.h"
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#include "util/string.h"
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class Map;
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class Mapgen;
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class MMVManip;
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class PseudoRandom;
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class NodeResolver;
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class IGameDef;
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/*
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Minetest Schematic File Format
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All values are stored in big-endian byte order.
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[u32] signature: 'MTSM'
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[u16] version: 3
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[u16] size X
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[u16] size Y
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[u16] size Z
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For each Y:
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[u8] slice probability value
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[Name-ID table] Name ID Mapping Table
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[u16] name-id count
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For each name-id mapping:
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[u16] name length
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[u8[]] name
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ZLib deflated {
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For each node in schematic: (for z, y, x)
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[u16] content
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For each node in schematic:
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[u8] probability of occurance (param1)
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For each node in schematic:
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[u8] param2
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}
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Version changes:
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1 - Initial version
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2 - Fixed messy never/always place; 0 probability is now never, 0xFF is always
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3 - Added y-slice probabilities; this allows for variable height structures
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*/
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/////////////////// Schematic flags
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#define SCHEM_CIDS_UPDATED 0x08
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#define MTSCHEM_FILE_SIGNATURE 0x4d54534d // 'MTSM'
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#define MTSCHEM_FILE_VER_HIGHEST_READ 3
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#define MTSCHEM_FILE_VER_HIGHEST_WRITE 3
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#define MTSCHEM_PROB_NEVER 0x00
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#define MTSCHEM_PROB_ALWAYS 0xFF
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enum SchematicType
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{
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SCHEMATIC_NORMAL,
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};
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enum SchematicFormatType {
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SCHEM_FMT_HANDLE,
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SCHEM_FMT_MTS,
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SCHEM_FMT_LUA,
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};
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class Schematic : public ObjDef, public NodeResolver {
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public:
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std::vector<content_t> c_nodes;
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u32 flags;
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v3s16 size;
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MapNode *schemdata;
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u8 *slice_probs;
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Schematic();
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virtual ~Schematic();
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virtual void resolveNodeNames();
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void updateContentIds();
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void blitToVManip(v3s16 p, MMVManip *vm,
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Rotation rot, bool force_placement, INodeDefManager *ndef);
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bool loadSchematicFromFile(const std::string &filename, INodeDefManager *ndef,
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StringMap *replace_names, NodeResolveMethod resolve_method);
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bool saveSchematicToFile(const std::string &filename);
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bool getSchematicFromMap(Map *map, v3s16 p1, v3s16 p2);
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bool deserializeFromMts(std::istream *is, std::vector<std::string> *names_out);
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bool serializeToMts(std::ostream *os);
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bool serializeToLua(std::ostream *os, bool use_comments);
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void placeStructure(Map *map, v3s16 p, u32 flags,
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Rotation rot, bool force_placement, INodeDefManager *nef);
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void applyProbabilities(v3s16 p0,
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std::vector<std::pair<v3s16, u8> > *plist,
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std::vector<std::pair<s16, u8> > *splist);
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};
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class SchematicManager : public ObjDefManager {
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public:
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SchematicManager(IGameDef *gamedef);
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virtual ~SchematicManager() {}
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virtual void clear();
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const char *getObjectTitle() const
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{
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return "schematic";
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}
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static Schematic *create(SchematicType type)
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{
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return new Schematic;
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}
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private:
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IGameDef *m_gamedef;
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};
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void build_nnlist_and_update_ids(MapNode *nodes, u32 nodecount,
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std::vector<content_t> *usednodes);
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#endif
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