minetest/src/script/lua_api/l_mapgen.h
kwolekr 479f38973e Schematics: Refactor NodeResolver and add NodeResolveMethod
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.
2015-04-16 16:27:05 -04:00

97 lines
3.0 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.
*/
#ifndef L_MAPGEN_H_
#define L_MAPGEN_H_
#include "lua_api/l_base.h"
class ModApiMapgen : public ModApiBase {
private:
// get_mapgen_object(objectname)
// returns the requested object used during map generation
static int l_get_mapgen_object(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);
// set_noiseparam_defaults(name, noiseparams, set_default)
static int l_set_noiseparams(lua_State *L);
// set_gen_notify(flagstring)
static int l_set_gen_notify(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, replacement)
static int l_place_schematic(lua_State *L);
// serialize_schematic(schematic, format, options={...})
static int l_serialize_schematic(lua_State *L);
public:
static void Initialize(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[];
};
#endif /* L_MAPGEN_H_ */