479f38973e
NodeResolver name lists now belong to the NodeResolver object instead of the associated NodeDefManager. In addition to minimizing unnecessary abstraction and overhead, this move permits NodeResolvers to look up nodes that they had previously set pending for resolution. So far, this functionality has been used in the case of schematics for serialization/deserialization.
154 lines
3.2 KiB
C++
154 lines
3.2 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_DECORATION_HEADER
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#define MG_DECORATION_HEADER
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#include <set>
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#include "mapgen.h"
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struct NoiseParams;
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class Mapgen;
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class MMVManip;
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class PseudoRandom;
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class Schematic;
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enum DecorationType {
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DECO_SIMPLE,
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DECO_SCHEMATIC,
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DECO_LSYSTEM
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};
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#define DECO_PLACE_CENTER_X 0x01
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#define DECO_PLACE_CENTER_Y 0x02
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#define DECO_PLACE_CENTER_Z 0x04
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#define DECO_USE_NOISE 0x08
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#define DECO_FORCE_PLACEMENT 0x10
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extern FlagDesc flagdesc_deco[];
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#if 0
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struct CutoffData {
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VoxelArea a;
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Decoration *deco;
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//v3s16 p;
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//v3s16 size;
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//s16 height;
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CutoffData(s16 x, s16 y, s16 z, s16 h) {
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p = v3s16(x, y, z);
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height = h;
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}
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};
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#endif
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class Decoration : public ObjDef, public NodeResolver {
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public:
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INodeDefManager *ndef;
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u32 flags;
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int mapseed;
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std::vector<content_t> c_place_on;
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s16 sidelen;
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s16 y_min;
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s16 y_max;
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float fill_ratio;
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NoiseParams np;
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std::set<u8> biomes;
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//std::list<CutoffData> cutoffs;
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//JMutex cutoff_mutex;
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Decoration();
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virtual ~Decoration();
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virtual void resolveNodeNames();
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size_t placeDeco(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
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//size_t placeCutoffs(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
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virtual size_t generate(MMVManip *vm, PseudoRandom *pr, v3s16 p) = 0;
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virtual int getHeight() = 0;
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};
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class DecoSimple : public Decoration {
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public:
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std::vector<content_t> c_decos;
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std::vector<content_t> c_spawnby;
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s16 deco_height;
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s16 deco_height_max;
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s16 nspawnby;
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virtual void resolveNodeNames();
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bool canPlaceDecoration(MMVManip *vm, v3s16 p);
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virtual size_t generate(MMVManip *vm, PseudoRandom *pr, v3s16 p);
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virtual int getHeight();
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};
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class DecoSchematic : public Decoration {
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public:
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Rotation rotation;
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Schematic *schematic;
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std::string filename;
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virtual size_t generate(MMVManip *vm, PseudoRandom *pr, v3s16 p);
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virtual int getHeight();
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};
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/*
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class DecoLSystem : public Decoration {
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public:
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virtual void generate(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
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};
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*/
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class DecorationManager : public ObjDefManager {
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public:
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DecorationManager(IGameDef *gamedef);
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~DecorationManager() {}
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const char *getObjectTitle() const
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{
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return "decoration";
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}
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static Decoration *create(DecorationType type)
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{
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switch (type) {
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case DECO_SIMPLE:
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return new DecoSimple;
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case DECO_SCHEMATIC:
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return new DecoSchematic;
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//case DECO_LSYSTEM:
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// return new DecoLSystem;
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default:
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return NULL;
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}
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}
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void clear();
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size_t placeAllDecos(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
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};
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#endif
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