コード例 #1
0
bool Schematic::getSchematicFromMap(Map *map, v3s16 p1, v3s16 p2)
{
	MMVManip *vm = new MMVManip(map);

	v3s16 bp1 = getNodeBlockPos(p1);
	v3s16 bp2 = getNodeBlockPos(p2);
	vm->initialEmerge(bp1, bp2);

	size = p2 - p1 + 1;

	slice_probs = new u8[size.Y];
	for (s16 y = 0; y != size.Y; y++)
		slice_probs[y] = MTSCHEM_PROB_ALWAYS;

	schemdata = new MapNode[size.X * size.Y * size.Z];

	u32 i = 0;
	for (s16 z = p1.Z; z <= p2.Z; z++)
	for (s16 y = p1.Y; y <= p2.Y; y++) {
		u32 vi = vm->m_area.index(p1.X, y, z);
		for (s16 x = p1.X; x <= p2.X; x++, i++, vi++) {
			schemdata[i] = vm->m_data[vi];
			schemdata[i].param1 = MTSCHEM_PROB_ALWAYS;
		}
	}

	delete vm;
	return true;
}
コード例 #2
0
ファイル: l_vmanip.cpp プロジェクト: AnnXGame/Minetest
int LuaVoxelManip::l_write_to_map(lua_State *L)
{
	LuaVoxelManip *o = checkobject(L, 1);
	MMVManip *vm = o->vm;

	vm->blitBackAll(&o->modified_blocks);

	return 0;
}
コード例 #3
0
ファイル: l_vmanip.cpp プロジェクト: AnnXGame/Minetest
int LuaVoxelManip::l_read_from_map(lua_State *L)
{
	LuaVoxelManip *o = checkobject(L, 1);
	MMVManip *vm = o->vm;

	v3s16 bp1 = getNodeBlockPos(read_v3s16(L, 2));
	v3s16 bp2 = getNodeBlockPos(read_v3s16(L, 3));
	sortBoxVerticies(bp1, bp2);

	vm->initialEmerge(bp1, bp2);

	push_v3s16(L, vm->m_area.MinEdge);
	push_v3s16(L, vm->m_area.MaxEdge);

	return 2;
}
コード例 #4
0
void Schematic::placeStructure(Map *map, v3s16 p, u32 flags,
	Rotation rot, bool force_place)
{
	assert(schemdata != NULL); // Pre-condition
	sanity_check(m_ndef != NULL);

	MMVManip *vm = new MMVManip(map);

	if (rot == ROTATE_RAND)
		rot = (Rotation)myrand_range(ROTATE_0, ROTATE_270);

	v3s16 s = (rot == ROTATE_90 || rot == ROTATE_270) ?
				v3s16(size.Z, size.Y, size.X) : size;

	if (flags & DECO_PLACE_CENTER_X)
		p.X -= (s.X + 1) / 2;
	if (flags & DECO_PLACE_CENTER_Y)
		p.Y -= (s.Y + 1) / 2;
	if (flags & DECO_PLACE_CENTER_Z)
		p.Z -= (s.Z + 1) / 2;

	v3s16 bp1 = getNodeBlockPos(p);
	v3s16 bp2 = getNodeBlockPos(p + s - v3s16(1,1,1));
	vm->initialEmerge(bp1, bp2);

	blitToVManip(p, vm, rot, force_place);

	std::map<v3s16, MapBlock *> lighting_modified_blocks;
	std::map<v3s16, MapBlock *> modified_blocks;
	vm->blitBackAll(&modified_blocks);

	// TODO: Optimize this by using Mapgen::calcLighting() instead
	lighting_modified_blocks.insert(modified_blocks.begin(), modified_blocks.end());
	map->updateLighting(lighting_modified_blocks, modified_blocks);

	MapEditEvent event;
	event.type = MEET_OTHER;
	for (std::map<v3s16, MapBlock *>::iterator
		it = modified_blocks.begin();
		it != modified_blocks.end(); ++it)
		event.modified_blocks.insert(it->first);

	map->dispatchEvent(&event);
}