class Map;
class Mapgen;
-class ManualMapVoxelManipulator;
+class MMVManip;
class PseudoRandom;
class NodeResolver;
+class IGameDef;
-/////////////////// Decoration flags
-#define DECO_PLACE_CENTER_X 1
-#define DECO_PLACE_CENTER_Y 2
-#define DECO_PLACE_CENTER_Z 4
-#define DECO_SCHEM_CIDS_UPDATED 8
-
+/*
+ Minetest Schematic File Format
+
+ All values are stored in big-endian byte order.
+ [u32] signature: 'MTSM'
+ [u16] version: 4
+ [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] param1
+ bit 0-6: probability
+ bit 7: specific node force placement
+ 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
+ 4 - Compressed range of node occurence prob., added per-node force placement bit
+*/
+//// 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_NEVER 0x00
-#define MTSCHEM_PROB_ALWAYS 0xFF
+#define MTSCHEM_PROB_MASK 0x7F
-extern FlagDesc flagdesc_deco_schematic[];
+#define MTSCHEM_PROB_NEVER 0x00
+#define MTSCHEM_PROB_ALWAYS 0x7F
+#define MTSCHEM_PROB_ALWAYS_OLD 0xFF
-class DecoSchematic : public Decoration {
-public:
- std::string filename;
+#define MTSCHEM_FORCE_PLACE 0x80
- std::vector<content_t> c_nodes;
+enum SchematicType
+{
+ SCHEMATIC_NORMAL,
+};
- u32 flags;
- Rotation rotation;
- v3s16 size;
- MapNode *schematic;
- u8 *slice_probs;
+enum SchematicFormatType {
+ SCHEM_FMT_HANDLE,
+ SCHEM_FMT_MTS,
+ SCHEM_FMT_LUA,
+};
- DecoSchematic();
- ~DecoSchematic();
+class Schematic : public ObjDef, public NodeResolver {
+public:
+ Schematic();
+ virtual ~Schematic();
- void updateContentIds();
- virtual void generate(Mapgen *mg, PseudoRandom *pr, s16 max_y, v3s16 p);
- virtual int getHeight();
- virtual std::string getName();
+ virtual void resolveNodeNames();
- void blitToVManip(v3s16 p, ManualMapVoxelManipulator *vm,
- Rotation rot, bool force_placement);
+ bool loadSchematicFromFile(const std::string &filename, INodeDefManager *ndef,
+ StringMap *replace_names=NULL);
+ bool saveSchematicToFile(const std::string &filename, INodeDefManager *ndef);
+ bool getSchematicFromMap(Map *map, v3s16 p1, v3s16 p2);
- bool loadSchematicFile(NodeResolver *resolver,
- std::map<std::string, std::string> &replace_names);
- void saveSchematicFile(INodeDefManager *ndef);
+ bool deserializeFromMts(std::istream *is, std::vector<std::string> *names);
+ bool serializeToMts(std::ostream *os, const std::vector<std::string> &names);
+ bool serializeToLua(std::ostream *os, const std::vector<std::string> &names,
+ bool use_comments, u32 indent_spaces);
+
+ void blitToVManip(v3s16 p, MMVManip *vm, Rotation rot, bool force_place);
+ void placeStructure(Map *map, v3s16 p, u32 flags, Rotation rot, bool force_place);
- bool getSchematicFromMap(Map *map, v3s16 p1, v3s16 p2);
- void placeStructure(Map *map, v3s16 p, bool force_placement);
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;
};
-void build_nnlist_and_update_ids(MapNode *nodes, u32 nodecount,
- std::vector<content_t> *usednodes);
+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 generate_nodelist_and_update_ids(MapNode *nodes, size_t nodecount,
+ std::vector<std::string> *usednodes, INodeDefManager *ndef);
#endif