#include "log.h"
#include "util/numeric.h"
-const char *DecorationManager::ELEMENT_TITLE = "decoration";
-
FlagDesc flagdesc_deco[] = {
{"place_center_x", DECO_PLACE_CENTER_X},
{"place_center_y", DECO_PLACE_CENTER_Y},
{"place_center_z", DECO_PLACE_CENTER_Z},
+ {"force_placement", DECO_FORCE_PLACEMENT},
{NULL, 0}
};
DecorationManager::DecorationManager(IGameDef *gamedef) :
- GenElementManager(gamedef)
+ ObjDefManager(gamedef, OBJDEF_DECORATION)
{
}
{
size_t nplaced = 0;
- for (size_t i = 0; i != m_elements.size(); i++) {
- Decoration *deco = (Decoration *)m_elements[i];
+ for (size_t i = 0; i != m_objects.size(); i++) {
+ Decoration *deco = (Decoration *)m_objects[i];
if (!deco)
continue;
}
-void DecorationManager::clear()
-{
- for (size_t i = 0; i < m_elements.size(); i++) {
- Decoration *deco = (Decoration *)m_elements[i];
- delete deco;
- }
- m_elements.clear();
-}
-
-
///////////////////////////////////////////////////////////////////////////////
}
-void Decoration::resolveNodeNames(NodeResolveInfo *nri)
+void Decoration::resolveNodeNames()
{
- m_ndef->getIdsFromResolveInfo(nri, c_place_on);
+ getIdsFromNrBacklog(&c_place_on);
}
int carea_size = nmax.X - nmin.X + 1;
// Divide area into parts
- if (carea_size % sidelen) {
- errorstream << "Decoration::placeDeco: chunk size is not divisible by "
- "sidelen; setting sidelen to " << carea_size << std::endl;
+ // If chunksize is changed it may no longer be divisable by sidelen
+ if (carea_size % sidelen)
sidelen = carea_size;
- }
s16 divlen = carea_size / sidelen;
int area = sidelen * sidelen;
y < y_min || y > y_max)
continue;
- int height = getHeight();
- int max_y = nmax.Y;// + MAP_BLOCKSIZE - 1;
- if (y + 1 + height > max_y) {
+ if (y + getHeight() >= mg->vm->m_area.MaxEdge.Y) {
continue;
#if 0
printf("Decoration at (%d %d %d) cut off\n", x, y, z);
//add to queue
- JMutexAutoLock cutofflock(cutoff_mutex);
+ MutexAutoLock cutofflock(cutoff_mutex);
cutoffs.push_back(CutoffData(x, y, z, height));
#endif
}
}
v3s16 pos(x, y, z);
- if (generate(mg->vm, &ps, max_y, pos))
- mg->gennotify.addEvent(GENNOTIFY_DECORATION, pos, id);
+ if (generate(mg->vm, &ps, pos))
+ mg->gennotify.addEvent(GENNOTIFY_DECORATION, pos, index);
}
}
// Copy over the cutoffs we're interested in so we don't needlessly hold a lock
{
- JMutexAutoLock cutofflock(cutoff_mutex);
+ MutexAutoLock cutofflock(cutoff_mutex);
for (std::list<CutoffData>::iterator i = cutoffs.begin();
i != cutoffs.end(); ++i) {
CutoffData cutoff = *i;
// Remove cutoffs that were handled from the cutoff list
{
- JMutexAutoLock cutofflock(cutoff_mutex);
+ MutexAutoLock cutofflock(cutoff_mutex);
for (std::list<CutoffData>::iterator i = cutoffs.begin();
i != cutoffs.end(); ++i) {
///////////////////////////////////////////////////////////////////////////////
-void DecoSimple::resolveNodeNames(NodeResolveInfo *nri)
+void DecoSimple::resolveNodeNames()
{
- Decoration::resolveNodeNames(nri);
- m_ndef->getIdsFromResolveInfo(nri, c_decos);
- m_ndef->getIdsFromResolveInfo(nri, c_spawnby);
+ Decoration::resolveNodeNames();
+ getIdsFromNrBacklog(&c_decos);
+ getIdsFromNrBacklog(&c_spawnby);
}
-bool DecoSimple::canPlaceDecoration(ManualMapVoxelManipulator *vm, v3s16 p)
+bool DecoSimple::canPlaceDecoration(MMVManip *vm, v3s16 p)
{
// Don't bother if there aren't any decorations to place
if (c_decos.size() == 0)
return true;
int nneighs = 0;
- v3s16 dirs[8] = {
+ v3s16 dirs[16] = {
v3s16( 0, 0, 1),
v3s16( 0, 0, -1),
v3s16( 1, 0, 0),
v3s16( 1, 0, 1),
v3s16(-1, 0, 1),
v3s16(-1, 0, -1),
- v3s16( 1, 0, -1)
+ v3s16( 1, 0, -1),
+
+ v3s16( 0, 1, 1),
+ v3s16( 0, 1, -1),
+ v3s16( 1, 1, 0),
+ v3s16(-1, 1, 0),
+ v3s16( 1, 1, 1),
+ v3s16(-1, 1, 1),
+ v3s16(-1, 1, -1),
+ v3s16( 1, 1, -1)
};
// Check a Moore neighborhood if there are enough spawnby nodes
}
-size_t DecoSimple::generate(ManualMapVoxelManipulator *vm, PseudoRandom *pr,
- s16 max_y, v3s16 p)
+size_t DecoSimple::generate(MMVManip *vm, PseudoRandom *pr, v3s16 p)
{
if (!canPlaceDecoration(vm, p))
return 0;
s16 height = (deco_height_max > 0) ?
pr->range(deco_height, deco_height_max) : deco_height;
- height = MYMIN(height, max_y - p.Y);
-
v3s16 em = vm->m_area.getExtent();
u32 vi = vm->m_area.index(p);
for (int i = 0; i < height; i++) {
///////////////////////////////////////////////////////////////////////////////
-size_t DecoSchematic::generate(ManualMapVoxelManipulator *vm, PseudoRandom *pr,
- s16 max_y, v3s16 p)
+DecoSchematic::DecoSchematic()
{
- if (flags & DECO_PLACE_CENTER_X)
- p.X -= (schematic->size.X + 1) / 2;
- if (flags & DECO_PLACE_CENTER_Y)
- p.Y -= (schematic->size.Y + 1) / 2;
- if (flags & DECO_PLACE_CENTER_Z)
- p.Z -= (schematic->size.Z + 1) / 2;
+ schematic = NULL;
+}
+
- if (!vm->m_area.contains(p))
+size_t DecoSchematic::generate(MMVManip *vm, PseudoRandom *pr, v3s16 p)
+{
+ // Schematic could have been unloaded but not the decoration
+ // In this case generate() does nothing (but doesn't *fail*)
+ if (schematic == NULL)
return 0;
u32 vi = vm->m_area.index(p);
if (!CONTAINS(c_place_on, c))
return 0;
+ if (flags & DECO_PLACE_CENTER_X)
+ p.X -= (schematic->size.X - 1) / 2;
+ if (flags & DECO_PLACE_CENTER_Y)
+ p.Y -= (schematic->size.Y - 1) / 2;
+ if (flags & DECO_PLACE_CENTER_Z)
+ p.Z -= (schematic->size.Z - 1) / 2;
+
Rotation rot = (rotation == ROTATE_RAND) ?
(Rotation)pr->range(ROTATE_0, ROTATE_270) : rotation;
- schematic->blitToVManip(p, vm, rot, false, m_ndef);
+ bool force_placement = (flags & DECO_FORCE_PLACEMENT);
+
+ schematic->blitToVManip(p, vm, rot, force_placement);
return 1;
}