/*
Minetest
-Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2014-2016 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
+Copyright (C) 2015-2017 paramat
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
#include "util/string.h"
class Map;
+class ServerMap;
class Mapgen;
class MMVManip;
class PseudoRandom;
class NodeResolver;
-class IGameDef;
+class Server;
/*
Minetest Schematic File Format
All values are stored in big-endian byte order.
[u32] signature: 'MTSM'
- [u16] version: 3
+ [u16] version: 4
[u16] size X
[u16] size Y
[u16] size Z
For each node in schematic: (for z, y, x)
[u16] content
For each node in schematic:
- [u8] probability of occurance (param1)
+ [u8] param1
+ bit 0-6: probability
+ bit 7: specific node force placement
For each node in schematic:
[u8] param2
}
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
+ 4 - Compressed range of node occurence prob., added per-node force placement bit
*/
-/////////////////// Schematic flags
-#define SCHEM_CIDS_UPDATED 0x08
-
+//// Schematic constants
#define MTSCHEM_FILE_SIGNATURE 0x4d54534d // 'MTSM'
-#define MTSCHEM_FILE_VER_HIGHEST_READ 3
-#define MTSCHEM_FILE_VER_HIGHEST_WRITE 3
+#define MTSCHEM_FILE_VER_HIGHEST_READ 4
+#define MTSCHEM_FILE_VER_HIGHEST_WRITE 4
+
+#define MTSCHEM_PROB_MASK 0x7F
+
+#define MTSCHEM_PROB_NEVER 0x00
+#define MTSCHEM_PROB_ALWAYS 0x7F
+#define MTSCHEM_PROB_ALWAYS_OLD 0xFF
-#define MTSCHEM_PROB_NEVER 0x00
-#define MTSCHEM_PROB_ALWAYS 0xFF
+#define MTSCHEM_FORCE_PLACE 0x80
enum SchematicType
{
class Schematic : public ObjDef, public NodeResolver {
public:
- std::vector<content_t> c_nodes;
-
- u32 flags;
- v3s16 size;
- MapNode *schemdata;
- u8 *slice_probs;
-
Schematic();
virtual ~Schematic();
virtual void resolveNodeNames();
- void updateContentIds();
-
- void blitToVManip(v3s16 p, MMVManip *vm,
- Rotation rot, bool force_placement);
-
bool loadSchematicFromFile(const std::string &filename, INodeDefManager *ndef,
- StringMap *replace_names);
- bool saveSchematicToFile(const std::string &filename);
+ StringMap *replace_names=NULL);
+ bool saveSchematicToFile(const std::string &filename, INodeDefManager *ndef);
bool getSchematicFromMap(Map *map, v3s16 p1, v3s16 p2);
bool deserializeFromMts(std::istream *is, std::vector<std::string> *names);
bool serializeToLua(std::ostream *os, const std::vector<std::string> &names,
bool use_comments, u32 indent_spaces);
- void placeStructure(Map *map, v3s16 p, u32 flags,
- Rotation rot, bool force_placement);
+ void blitToVManip(MMVManip *vm, v3s16 p, Rotation rot, bool force_place);
+ bool placeOnVManip(MMVManip *vm, v3s16 p, u32 flags, Rotation rot, bool force_place);
+ void placeOnMap(ServerMap *map, v3s16 p, u32 flags, Rotation rot, bool force_place);
+
void applyProbabilities(v3s16 p0,
std::vector<std::pair<v3s16, u8> > *plist,
std::vector<std::pair<s16, u8> > *splist);
+
+ std::vector<content_t> c_nodes;
+ u32 flags;
+ v3s16 size;
+ MapNode *schemdata;
+ u8 *slice_probs;
};
class SchematicManager : public ObjDefManager {
public:
- SchematicManager(IGameDef *gamedef);
+ SchematicManager(Server *server);
virtual ~SchematicManager() {}
virtual void clear();
}
private:
- IGameDef *m_gamedef;
+ Server *m_server;
};
void generate_nodelist_and_update_ids(MapNode *nodes, size_t nodecount,