float nthresh; // threshhold for noise at which an ore is placed
NoiseParams np; // noise for distribution of clusters (NULL for uniform scattering)
Noise *noise;
+ std::set<u8> biomes;
Ore();
virtual ~Ore();
- virtual void resolveNodeNames(NodeResolveInfo *nri);
+ virtual void resolveNodeNames();
size_t placeOre(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
virtual void generate(MMVManip *vm, int mapseed, u32 blockseed,
- v3s16 nmin, v3s16 nmax) = 0;
+ v3s16 nmin, v3s16 nmax, u8 *biomemap) = 0;
};
class OreScatter : public Ore {
static const bool NEEDS_NOISE = false;
virtual void generate(MMVManip *vm, int mapseed, u32 blockseed,
- v3s16 nmin, v3s16 nmax);
+ v3s16 nmin, v3s16 nmax, u8 *biomemap);
};
class OreSheet : public Ore {
static const bool NEEDS_NOISE = true;
virtual void generate(MMVManip *vm, int mapseed, u32 blockseed,
- v3s16 nmin, v3s16 nmax);
+ v3s16 nmin, v3s16 nmax, u8 *biomemap);
};
class OreBlob : public Ore {
static const bool NEEDS_NOISE = true;
virtual void generate(MMVManip *vm, int mapseed, u32 blockseed,
- v3s16 nmin, v3s16 nmax);
+ v3s16 nmin, v3s16 nmax, u8 *biomemap);
};
class OreVein : public Ore {
virtual ~OreVein();
virtual void generate(MMVManip *vm, int mapseed, u32 blockseed,
- v3s16 nmin, v3s16 nmax);
+ v3s16 nmin, v3s16 nmax, u8 *biomemap);
};
class OreManager : public ObjDefManager {
public:
OreManager(IGameDef *gamedef);
- ~OreManager() {}
+ virtual ~OreManager() {}
const char *getObjectTitle() const
{