minetest/src/script/lua_api/l_mapgen.h

191 lines
5.8 KiB
C++

/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#pragma once
#include "lua_api/l_base.h"
#include "irr_v3d.h"
typedef u16 biome_t; // copy from mg_biome.h to avoid an unnecessary include
class MMVManip;
class BiomeManager;
class BiomeGen;
class Mapgen;
class ModApiMapgen : public ModApiBase
{
friend class LuaVoxelManip;
private:
// get_biome_id(biomename)
// returns the biome id as used in biomemap and returned by 'get_biome_data()'
static int l_get_biome_id(lua_State *L);
// get_biome_name(biome_id)
// returns the biome name string
static int l_get_biome_name(lua_State *L);
// get_heat(pos)
// returns the heat at the position
static int l_get_heat(lua_State *L);
// get_humidity(pos)
// returns the humidity at the position
static int l_get_humidity(lua_State *L);
// get_biome_data(pos)
// returns a table containing the biome id, heat and humidity at the position
static int l_get_biome_data(lua_State *L);
// get_mapgen_object(objectname)
// returns the requested object used during map generation
static int l_get_mapgen_object(lua_State *L);
// get_spawn_level(x = num, z = num)
static int l_get_spawn_level(lua_State *L);
// get_mapgen_params()
// returns the currently active map generation parameter set
static int l_get_mapgen_params(lua_State *L);
// set_mapgen_params(params)
// set mapgen parameters
static int l_set_mapgen_params(lua_State *L);
// get_mapgen_edges([mapgen_limit[, chunksize]])
static int l_get_mapgen_edges(lua_State *L);
// get_seed([add])
static int l_get_seed(lua_State *L);
// get_mapgen_setting(name)
static int l_get_mapgen_setting(lua_State *L);
// set_mapgen_setting(name, value, override_meta)
static int l_set_mapgen_setting(lua_State *L);
// get_mapgen_setting_noiseparams(name)
static int l_get_mapgen_setting_noiseparams(lua_State *L);
// set_mapgen_setting_noiseparams(name, value, override_meta)
static int l_set_mapgen_setting_noiseparams(lua_State *L);
// set_noiseparam_defaults(name, noiseparams, set_default)
static int l_set_noiseparams(lua_State *L);
// get_noiseparam_defaults(name)
static int l_get_noiseparams(lua_State *L);
// set_gen_notify(flags, {deco_ids}, {ud_ids})
static int l_set_gen_notify(lua_State *L);
// get_gen_notify()
static int l_get_gen_notify(lua_State *L);
// save_gen_notify(ud_id, data)
static int l_save_gen_notify(lua_State *L);
// get_decoration_id(decoration_name)
// returns the decoration ID as used in gennotify
static int l_get_decoration_id(lua_State *L);
// register_biome({lots of stuff})
static int l_register_biome(lua_State *L);
// register_decoration({lots of stuff})
static int l_register_decoration(lua_State *L);
// register_ore({lots of stuff})
static int l_register_ore(lua_State *L);
// register_schematic({schematic}, replacements={})
static int l_register_schematic(lua_State *L);
// clear_registered_biomes()
static int l_clear_registered_biomes(lua_State *L);
// clear_registered_decorations()
static int l_clear_registered_decorations(lua_State *L);
// clear_registered_schematics()
static int l_clear_registered_schematics(lua_State *L);
// generate_ores(vm, p1, p2)
static int l_generate_ores(lua_State *L);
// generate_decorations(vm, p1, p2)
static int l_generate_decorations(lua_State *L);
// clear_registered_ores
static int l_clear_registered_ores(lua_State *L);
// create_schematic(p1, p2, probability_list, filename)
static int l_create_schematic(lua_State *L);
// place_schematic(p, schematic, rotation,
// replacements, force_placement, flagstring)
static int l_place_schematic(lua_State *L);
// place_schematic_on_vmanip(vm, p, schematic, rotation,
// replacements, force_placement, flagstring)
static int l_place_schematic_on_vmanip(lua_State *L);
// serialize_schematic(schematic, format, options={...})
static int l_serialize_schematic(lua_State *L);
// read_schematic(schematic, options={...})
static int l_read_schematic(lua_State *L);
// Foreign implementations
/*
* In this case the API functions belong to LuaVoxelManip (so l_vmanip.cpp),
* but the implementations are so deeply connected to mapgen-related code
* that they are better off being here.
*/
static int update_liquids(lua_State *L, MMVManip *vm);
static int calc_lighting(lua_State *L, MMVManip *vm,
v3s16 pmin, v3s16 pmax, bool propagate_shadow);
static int set_lighting(lua_State *L, MMVManip *vm,
v3s16 pmin, v3s16 pmax, u8 light);
// Helpers
// get a read-only(!) EmergeManager
static const EmergeManager *getEmergeManager(lua_State *L);
// get the thread-local or global BiomeGen (still read-only)
static const BiomeGen *getBiomeGen(lua_State *L);
// get the thread-local mapgen
static Mapgen *getMapgen(lua_State *L);
public:
static void Initialize(lua_State *L, int top);
static void InitializeEmerge(lua_State *L, int top);
static struct EnumString es_BiomeTerrainType[];
static struct EnumString es_DecorationType[];
static struct EnumString es_MapgenObject[];
static struct EnumString es_OreType[];
static struct EnumString es_Rotation[];
static struct EnumString es_SchematicFormatType[];
static struct EnumString es_NodeResolveMethod[];
};