#include "dungeongen.h"
#include "cavegen.h"
#include "treegen.h"
+#include "mg_ore.h"
+#include "mg_decoration.h"
#include "mapgen_v6.h"
FlagDesc flagdesc_mapgen_v6[] = {
}
-BiomeType MapgenV6::getBiome(v2s16 p) {
+BiomeV6Type MapgenV6::getBiome(v2s16 p) {
int index = (p.Y - node_min.Z) * ystride + (p.X - node_min.X);
return getBiome(index, p);
}
}
-BiomeType MapgenV6::getBiome(int index, v2s16 p)
+BiomeV6Type MapgenV6::getBiome(int index, v2s16 p)
{
// Just do something very simple as for now
/*double d = noise2d_perlin(
placeTreesAndJungleGrass();
// Generate the registered decorations
- for (unsigned int i = 0; i != emerge->decorations.size(); i++) {
- Decoration *deco = emerge->decorations[i];
- deco->placeDeco(this, blockseed + i, node_min, node_max);
- }
+ emerge->decomgr->placeAllDecos(this, blockseed, node_min, node_max);
// Generate the registered ores
- for (unsigned int i = 0; i != emerge->ores.size(); i++) {
- Ore *ore = emerge->ores[i];
- ore->placeOre(this, blockseed + i, node_min, node_max);
- }
+ emerge->oremgr->placeAllOres(this, blockseed, node_min, node_max);
// Calculate lighting
if (flags & MG_LIGHT)
if (surface_y > stone_surface_max_y)
stone_surface_max_y = surface_y;
- BiomeType bt = getBiome(index, v2s16(x, z));
+ BiomeV6Type bt = getBiome(index, v2s16(x, z));
// Fill ground with stone
v3s16 em = vm->m_area.getExtent();
if (surface_y == vm->m_area.MinEdge.Y - 1)
continue;
- BiomeType bt = getBiome(index, v2s16(x, z));
+ BiomeV6Type bt = getBiome(index, v2s16(x, z));
addnode = (bt == BT_DESERT) ? n_desert_sand : n_dirt;
if (bt == BT_DESERT && surface_y + mud_add_amount <= water_level + 1) {