#include "log.h"
#include "util/numeric.h"
-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},
+ {"force_placement", DECO_FORCE_PLACEMENT},
{NULL, 0}
};
///////////////////////////////////////////////////////////////////////////////
-size_t DecorationManager::placeAllDecos(Mapgen *mg, u32 seed, v3s16 nmin, v3s16 nmax)
+DecorationManager::DecorationManager(IGameDef *gamedef) :
+ ObjDefManager(gamedef, OBJDEF_DECORATION)
+{
+}
+
+
+size_t DecorationManager::placeAllDecos(Mapgen *mg, u32 blockseed,
+ v3s16 nmin, v3s16 nmax)
{
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;
- nplaced += deco->placeDeco(mg, seed, nmin, nmax);
- seed++;
+ nplaced += deco->placeDeco(mg, blockseed, nmin, nmax);
+ blockseed++;
}
return nplaced;
Decoration::Decoration()
{
mapseed = 0;
- np = NULL;
fill_ratio = 0;
sidelen = 1;
+ flags = 0;
}
Decoration::~Decoration()
{
- delete np;
+}
+
+
+void Decoration::resolveNodeNames()
+{
+ getIdsFromNrBacklog(&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);
s16 y = mg->heightmap ?
mg->heightmap[mapindex] :
mg->findGroundLevel(v2s16(x, z), nmin.Y, nmax.Y);
+ y = MYMAX(y, mg->water_level);
- if (y < nmin.Y || y > nmax.Y)
+ if (y < nmin.Y || y > nmax.Y ||
+ 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);
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))
- mg->gennotify.addEvent(GENNOTIFY_DECORATION, pos, id);
+ if (generate(mg->vm, &ps, pos))
+ mg->gennotify.addEvent(GENNOTIFY_DECORATION, pos, index);
}
}
///////////////////////////////////////////////////////////////////////////////
-bool DecoSimple::canPlaceDecoration(ManualMapVoxelManipulator *vm, v3s16 p)
+void DecoSimple::resolveNodeNames()
+{
+ Decoration::resolveNodeNames();
+ getIdsFromNrBacklog(&c_decos);
+ getIdsFromNrBacklog(&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, v3s16 p)
{
- ManualMapVoxelManipulator *vm = mg->vm;
-
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(Mapgen *mg, PseudoRandom *pr, s16 max_y, v3s16 p)
+DecoSchematic::DecoSchematic() :
+ Decoration::Decoration()
{
- ManualMapVoxelManipulator *vm = mg->vm;
+ schematic = NULL;
+}
+
+
+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;
if (flags & DECO_PLACE_CENTER_X)
p.X -= (schematic->size.X + 1) / 2;
if (flags & DECO_PLACE_CENTER_Z)
p.Z -= (schematic->size.Z + 1) / 2;
+ bool force_placement = (flags & DECO_FORCE_PLACEMENT);
+
+ 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, force_placement, m_ndef);
return 1;
}