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Commit message (Expand)AuthorAge
* Initial Gamepad supportest312016-06-03
* Input related generalisationsest312016-06-03
* Tell irrlicht if we handle a key or not.est312016-05-26
* Optional reconnect functionalityest312015-07-23
* Change error_message from wstring to stringShadowNinja2015-03-27
* Implement proper font handlingsapier2014-11-30
* Refactor the_game() to make it more understandable and maintainable.Craig Robbins2014-11-02
* Add player:set_eye_offset() by @MirceaKitsune and clean upBlockMen2014-04-12
* Add third person viewBlockMen2014-04-12
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Optimize headersPerttu Ahola2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Add "simple singleplayer mode"; Fix a number of GUI thingsPerttu Ahola2012-03-15
* command-line/world game selectionPerttu Ahola2012-03-11
* Chat console, including a number of rebases and modifications.Kahrl2012-03-10
* Overhaul the input systemGiuseppe Bilotta2011-08-22
* Server configuration is now written when "/#setting whatever = whatever" is i...Perttu Ahola2011-07-30
* Passwords - password entry at main menu, stored and checked by serverCiaran Gultnieks2011-05-20
* Code refactoring; split half of main.cpp to game.cpp.Perttu Ahola2011-04-23
lass="hl pps">"util/string.h" class Map; class ServerMap; class Mapgen; class MMVManip; class PseudoRandom; class NodeResolver; class Server; /* 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 4 #define MTSCHEM_FILE_VER_HIGHEST_WRITE 4 #define MTSCHEM_PROB_MASK 0x7F #define MTSCHEM_PROB_NEVER 0x00 #define MTSCHEM_PROB_ALWAYS 0x7F #define MTSCHEM_PROB_ALWAYS_OLD 0xFF #define MTSCHEM_FORCE_PLACE 0x80 enum SchematicType { SCHEMATIC_NORMAL, }; enum SchematicFormatType { SCHEM_FMT_HANDLE, SCHEM_FMT_MTS, SCHEM_FMT_LUA, }; class Schematic : public ObjDef, public NodeResolver { public: Schematic(); virtual ~Schematic(); virtual void resolveNodeNames(); bool loadSchematicFromFile(const std::string &filename, const NodeDefManager *ndef, StringMap *replace_names = NULL); bool saveSchematicToFile(const std::string &filename, const NodeDefManager *ndef); bool getSchematicFromMap(Map *map, v3s16 p1, v3s16 p2); 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(MMVManip *vm, v3s16 p, Rotation rot, bool force_place); bool placeOnVManip(MMVManip *vm, v3s16 p, u32 flags, Rotation rot, bool force_place); void placeOnMap(ServerMap *map, v3s16 p, u32 flags, Rotation rot, bool force_place); 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 = 0; v3s16 size; MapNode *schemdata = nullptr; u8 *slice_probs = nullptr; }; class SchematicManager : public ObjDefManager { public: SchematicManager(Server *server); virtual ~SchematicManager() = default; virtual void clear(); const char *getObjectTitle() const { return "schematic"; } static Schematic *create(SchematicType type) { return new Schematic; } private: Server *m_server; }; void generate_nodelist_and_update_ids(MapNode *nodes, size_t nodecount, std::vector<std::string> *usednodes, const NodeDefManager *ndef);