const char *DecorationManager::ELEMENT_TITLE = "decoration";
-FlagDesc flagdesc_deco_schematic[] = {
+FlagDesc flagdesc_deco[] = {
{"place_center_x", DECO_PLACE_CENTER_X},
{"place_center_y", DECO_PLACE_CENTER_Y},
{"place_center_z", DECO_PLACE_CENTER_Z},
///////////////////////////////////////////////////////////////////////////////
-size_t DecorationManager::placeAllDecos(Mapgen *mg, u32 seed, v3s16 nmin, v3s16 nmax)
+DecorationManager::DecorationManager(IGameDef *gamedef) :
+ GenElementManager(gamedef)
+{
+}
+
+
+size_t DecorationManager::placeAllDecos(Mapgen *mg, u32 blockseed,
+ v3s16 nmin, v3s16 nmax)
{
size_t nplaced = 0;
if (!deco)
continue;
- nplaced += deco->placeDeco(mg, seed, nmin, nmax);
- seed++;
+ nplaced += deco->placeDeco(mg, blockseed, nmin, nmax);
+ blockseed++;
}
return nplaced;
}
+void DecorationManager::clear()
+{
+ for (size_t i = 0; i < m_elements.size(); i++) {
+ Decoration *deco = (Decoration *)m_elements[i];
+ delete deco;
+ }
+ m_elements.clear();
+}
+
+
///////////////////////////////////////////////////////////////////////////////
Decoration::Decoration()
{
mapseed = 0;
- np = NULL;
fill_ratio = 0;
sidelen = 1;
+ flags = 0;
}
Decoration::~Decoration()
{
- delete np;
+}
+
+
+void Decoration::resolveNodeNames(NodeResolveInfo *nri)
+{
+ m_ndef->getIdsFromResolveInfo(nri, c_place_on);
}
);
// Amount of decorations
- float nval = np ?
- NoisePerlin2D(np, p2d_center.X, p2d_center.Y, mapseed) :
+ float nval = (flags & DECO_USE_NOISE) ?
+ NoisePerlin2D(&np, p2d_center.X, p2d_center.Y, mapseed) :
fill_ratio;
u32 deco_count = area * MYMAX(nval, 0.f);
mg->heightmap[mapindex] :
mg->findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);
- if (y < nmin.Y || y > nmax.Y)
+ if (y < nmin.Y || y > nmax.Y ||
+ y < y_min || y > y_max)
continue;
int height = getHeight();
if (mg->biomemap) {
std::set<u8>::iterator iter;
- if (biomes.size()) {
+ if (!biomes.empty()) {
iter = biomes.find(mg->biomemap[mapindex]);
if (iter == biomes.end())
continue;
}
v3s16 pos(x, y, z);
- if (generate(mg, &ps, max_y, pos))
+ if (generate(mg->vm, &ps, max_y, pos))
mg->gennotify.addEvent(GENNOTIFY_DECORATION, pos, id);
}
}
///////////////////////////////////////////////////////////////////////////////
-bool DecoSimple::canPlaceDecoration(ManualMapVoxelManipulator *vm, v3s16 p)
+void DecoSimple::resolveNodeNames(NodeResolveInfo *nri)
+{
+ Decoration::resolveNodeNames(nri);
+ m_ndef->getIdsFromResolveInfo(nri, c_decos);
+ m_ndef->getIdsFromResolveInfo(nri, c_spawnby);
+}
+
+
+bool DecoSimple::canPlaceDecoration(MMVManip *vm, v3s16 p)
{
// Don't bother if there aren't any decorations to place
if (c_decos.size() == 0)
}
-size_t DecoSimple::generate(Mapgen *mg, PseudoRandom *pr, s16 max_y, v3s16 p)
+size_t DecoSimple::generate(MMVManip *vm, PseudoRandom *pr, s16 max_y, v3s16 p)
{
- ManualMapVoxelManipulator *vm = mg->vm;
-
if (!canPlaceDecoration(vm, p))
return 0;
///////////////////////////////////////////////////////////////////////////////
-size_t DecoSchematic::generate(Mapgen *mg, PseudoRandom *pr, s16 max_y, v3s16 p)
+size_t DecoSchematic::generate(MMVManip *vm, PseudoRandom *pr, s16 max_y, v3s16 p)
{
- ManualMapVoxelManipulator *vm = mg->vm;
-
if (flags & DECO_PLACE_CENTER_X)
p.X -= (schematic->size.X + 1) / 2;
if (flags & DECO_PLACE_CENTER_Y)
if (flags & DECO_PLACE_CENTER_Z)
p.Z -= (schematic->size.Z + 1) / 2;
+ if (!vm->m_area.contains(p))
+ return 0;
+
u32 vi = vm->m_area.index(p);
content_t c = vm->m_data[vi].getContent();
if (!CONTAINS(c_place_on, c))
Rotation rot = (rotation == ROTATE_RAND) ?
(Rotation)pr->range(ROTATE_0, ROTATE_270) : rotation;
- schematic->blitToVManip(p, vm, rot, false, mg->ndef);
+ schematic->blitToVManip(p, vm, rot, false, m_ndef);
return 1;
}