/* Minetest Copyright (C) 2010-2013 kwolekr, Ryan Kwolek 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 #include "mg_decoration.h" #include "util/string.h" class Map; class Mapgen; class MMVManip; class PseudoRandom; class NodeResolver; class IGameDef; /* 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 #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, }; class Schematic : public ObjDef, public NodeResolver { public: std::vector 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, INodeDefManager *ndef); bool loadSchematicFromFile(const std::string &filename, INodeDefManager *ndef, StringMap *replace_names, NodeResolveMethod resolve_method); bool saveSchematicToFile(const std::string &filename); bool getSchematicFromMap(Map *map, v3s16 p1, v3s16 p2); bool deserializeFromMts(std::istream *is, std::vector *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); void applyProbabilities(v3s16 p0, std::vector > *plist, std::vector > *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; }; void build_nnlist_and_update_ids(MapNode *nodes, u32 nodecount, std::vector *usednodes); #endif