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/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>

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 <map>
#include "mg_decoration.h"
#include "util/string.h"

class Map;
class Mapgen;
class ManualMapVoxelManipulator;
class PseudoRandom;
class NodeResolver;

/////////////////// 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


class Schematic : public GenElement {
public:
	std::vector<content_t> c_nodes;

	u32 flags;
	v3s16 size;
	MapNode *schemdata;
	u8 *slice_probs;

	Schematic();
	~Schematic();

	void updateContentIds();

	void blitToVManip(v3s16 p, ManualMapVoxelManipulator *vm,
		Rotation rot, bool force_placement, INodeDefManager *ndef);

	bool loadSchematicFromFile(const char *filename, NodeResolver *resolver,
		std::map<std::string, std::string> &replace_names);
	void saveSchematicToFile(const char *filename, INodeDefManager *ndef);
	bool getSchematicFromMap(Map *map, v3s16 p1, v3s16 p2);

	void placeStructure(Map *map, v3s16 p, u32 flags,
		Rotation rot, bool force_placement, INodeDefManager *nef);
	void applyProbabilities(v3s16 p0,
		std::vector<std::pair<v3s16, u8> > *plist,
		std::vector<std::pair<s16, u8> > *splist);
};

class SchematicManager : public GenElementManager {
public:
	static const char *ELEMENT_TITLE;
	static const size_t ELEMENT_LIMIT = 0x10000;

	SchematicManager(IGameDef *gamedef) {}
	~SchematicManager() {}

	Schematic *create(int type)
	{
		return new Schematic;
	}
};

void build_nnlist_and_update_ids(MapNode *nodes, u32 nodecount,
					std::vector<content_t> *usednodes);


#endif
class="hl num">1 * 9) + (1 * 3);
	m_lookup[block_idx] = block;
	m_lookup_state_bitset = 1 << block_idx;

	// Scan the columns in the block
	for (s16 z = 0; z < MAP_BLOCKSIZE; z++)
	for (s16 x = 0; x < MAP_BLOCKSIZE; x++) {
		scanColumn(x, z);
	}

	// Scan neighbouring columns from the nearby blocks as they might contain
	// liquid nodes that weren't allowed to flow to prevent gaps.
	for (s16 i = 0; i < MAP_BLOCKSIZE; i++) {
		scanColumn(i, -1);
		scanColumn(i, MAP_BLOCKSIZE);
		scanColumn(-1, i);
		scanColumn(MAP_BLOCKSIZE, i);
	}
}

inline MapBlock *ReflowScan::lookupBlock(int x, int y, int z)
{
	// Gets the block that contains (x,y,z) relativ to the scanned block.
	// This uses a lookup as there might be many lookups into the same
	// neighbouring block which makes fetches from Map costly.
	int bx = (MAP_BLOCKSIZE + x) / MAP_BLOCKSIZE;
	int by = (MAP_BLOCKSIZE + y) / MAP_BLOCKSIZE;
	int bz = (MAP_BLOCKSIZE + z) / MAP_BLOCKSIZE;
	int idx = (bx + (by * 9) + (bz * 3));
	MapBlock *result = m_lookup[idx];
	if (!result && (m_lookup_state_bitset & (1 << idx)) == 0) {
		// The block wasn't requested yet so fetch it from Map and store it
		// in the lookup
		v3s16 pos = m_block_pos + v3s16(bx - 1, by - 1, bz - 1);
		m_lookup[idx] = result = m_map->getBlockNoCreateNoEx(pos);
		m_lookup_state_bitset |= (1 << idx);
	}
	return result;
}

inline bool ReflowScan::isLiquidFlowableTo(int x, int y, int z)
{
	// Tests whether (x,y,z) is a node to which liquid might flow.
	bool valid_position;
	MapBlock *block = lookupBlock(x, y, z);
	if (block) {
		int dx = (MAP_BLOCKSIZE + x) % MAP_BLOCKSIZE;
		int dy = (MAP_BLOCKSIZE + y) % MAP_BLOCKSIZE;
		int dz = (MAP_BLOCKSIZE + z) % MAP_BLOCKSIZE;
		MapNode node = block->getNodeNoCheck(dx, dy, dz, &valid_position);
		if (node.getContent() != CONTENT_IGNORE) {
			const ContentFeatures &f = m_ndef->get(node);
			// NOTE: No need to check for flowing nodes with lower liquid level
			// as they should only occur on top of other columns where they
			// will be added to the queue themselves.
			return f.floodable;
		}
	}
	return false;
}

inline bool ReflowScan::isLiquidHorizontallyFlowable(int x, int y, int z)
{
	// Check if the (x,y,z) might spread to one of the horizontally
	// neighbouring nodes
	return isLiquidFlowableTo(x - 1, y, z) ||
		isLiquidFlowableTo(x + 1, y, z) ||
		isLiquidFlowableTo(x, y, z - 1) ||
		isLiquidFlowableTo(x, y, z + 1);
}

void ReflowScan::scanColumn(int x, int z)
{
	bool valid_position;

	// Is the column inside a loaded block?
	MapBlock *block = lookupBlock(x, 0, z);
	if (!block)
		return;

	MapBlock *above = lookupBlock(x, MAP_BLOCKSIZE, z);
	int dx = (MAP_BLOCKSIZE + x) % MAP_BLOCKSIZE;
	int dz = (MAP_BLOCKSIZE + z) % MAP_BLOCKSIZE;

	// Get the state from the node above the scanned block
	bool was_ignore, was_liquid;
	if (above) {
		MapNode node = above->getNodeNoCheck(dx, 0, dz, &valid_position);
		was_ignore = node.getContent() == CONTENT_IGNORE;
		was_liquid = m_ndef->get(node).isLiquid();
	} else {
		was_ignore = true;
		was_liquid = false;
	}
	bool was_checked = false;
	bool was_pushed = false;

	// Scan through the whole block
	for (s16 y = MAP_BLOCKSIZE - 1; y >= 0; y--) {
		MapNode node = block->getNodeNoCheck(dx, y, dz, &valid_position);
		const ContentFeatures &f = m_ndef->get(node);
		bool is_ignore = node.getContent() == CONTENT_IGNORE;
		bool is_liquid = f.isLiquid();

		if (is_ignore || was_ignore || is_liquid == was_liquid) {
			// Neither topmost node of liquid column nor topmost node below column
			was_checked = false;
			was_pushed = false;
		} else if (is_liquid) {
			// This is the topmost node in the column
			bool is_pushed = false;
			if (f.liquid_type == LIQUID_FLOWING ||
					isLiquidHorizontallyFlowable(x, y, z)) {
				m_liquid_queue->push_back(m_rel_block_pos + v3s16(x, y, z));
				is_pushed = true;
			}
			// Remember waschecked and waspushed to avoid repeated
			// checks/pushes in case the column consists of only this node
			was_checked = true;
			was_pushed = is_pushed;
		} else {
			// This is the topmost node below a liquid column
			if (!was_pushed && (f.floodable ||
					(!was_checked && isLiquidHorizontallyFlowable(x, y + 1, z)))) {
				// Activate the lowest node in the column which is one
				// node above this one
				m_liquid_queue->push_back(m_rel_block_pos + v3s16(x, y + 1, z));
			}
		}

		was_liquid = is_liquid;
		was_ignore = is_ignore;
	}

	// Check the node below the current block
	MapBlock *below = lookupBlock(x, -1, z);
	if (below) {
		MapNode node = below->getNodeNoCheck(dx, MAP_BLOCKSIZE - 1, dz, &valid_position);
		const ContentFeatures &f = m_ndef->get(node);
		bool is_ignore = node.getContent() == CONTENT_IGNORE;
		bool is_liquid = f.isLiquid();

		if (is_ignore || was_ignore || is_liquid == was_liquid) {
			// Neither topmost node of liquid column nor topmost node below column
		} else if (is_liquid) {
			// This is the topmost node in the column and might want to flow away
			if (f.liquid_type == LIQUID_FLOWING ||
					isLiquidHorizontallyFlowable(x, -1, z)) {
				m_liquid_queue->push_back(m_rel_block_pos + v3s16(x, -1, z));
			}
		} else {
			// This is the topmost node below a liquid column
			if (!was_pushed && (f.floodable ||
					(!was_checked && isLiquidHorizontallyFlowable(x, 0, z)))) {
				// Activate the lowest node in the column which is one
				// node above this one
				m_liquid_queue->push_back(m_rel_block_pos + v3s16(x, 0, z));
			}
		}
	}
}