///////////////////////////////////////////////////////////////////////////////
-BiomeManager::BiomeManager(IGameDef *gamedef)
+BiomeManager::BiomeManager(IGameDef *gamedef) :
+ GenElementManager(gamedef)
{
- m_resolver = gamedef->getNodeDefManager()->getResolver();
-
// Create default biome to be used in case none exist
Biome *b = new Biome;
b->heat_point = 0.0;
b->humidity_point = 0.0;
- m_resolver->addNode("air", "", CONTENT_AIR, &b->c_top);
- m_resolver->addNode("air", "", CONTENT_AIR, &b->c_filler);
- m_resolver->addNode("mapgen_stone", "", CONTENT_AIR, &b->c_stone);
- m_resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_water);
- m_resolver->addNode("air", "", CONTENT_AIR, &b->c_dust);
- m_resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_dust_water);
+ NodeResolveInfo *nri = new NodeResolveInfo(b);
+ nri->nodenames.push_back("air");
+ nri->nodenames.push_back("air");
+ nri->nodenames.push_back("mapgen_stone");
+ nri->nodenames.push_back("mapgen_water_source");
+ nri->nodenames.push_back("air");
+ nri->nodenames.push_back("mapgen_water_source");
+ m_ndef->pendNodeResolve(nri);
add(b);
}
void BiomeManager::calcBiomes(s16 sx, s16 sy, float *heat_map,
float *humidity_map, s16 *height_map, u8 *biomeid_map)
{
- int i = 0;
- for (int y = 0; y != sy; y++) {
- for (int x = 0; x != sx; x++, i++) {
- float heat = (heat_map[i] + 1) * 50;
- float humidity = (humidity_map[i] + 1) * 50;
- biomeid_map[i] = getBiome(heat, humidity, height_map[i])->id;
- }
- }
+ for (s32 i = 0; i != sx * sy; i++)
+ biomeid_map[i] = getBiome(heat_map[i], humidity_map[i], height_map[i])->id;
}
void BiomeManager::clear()
{
+
for (size_t i = 1; i < m_elements.size(); i++) {
Biome *b = (Biome *)m_elements[i];
- if (!b)
- continue;
-
- m_resolver->cancelNode(&b->c_top);
- m_resolver->cancelNode(&b->c_filler);
- m_resolver->cancelNode(&b->c_stone);
- m_resolver->cancelNode(&b->c_water);
- m_resolver->cancelNode(&b->c_dust);
- m_resolver->cancelNode(&b->c_dust_water);
+ delete b;
}
+
m_elements.resize(1);
}
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+void Biome::resolveNodeNames(NodeResolveInfo *nri)
+{
+ m_ndef->getIdFromResolveInfo(nri, "mapgen_dirt_with_grass", CONTENT_AIR, c_top);
+ m_ndef->getIdFromResolveInfo(nri, "mapgen_dirt", CONTENT_AIR, c_filler);
+ m_ndef->getIdFromResolveInfo(nri, "mapgen_stone", CONTENT_AIR, c_stone);
+ m_ndef->getIdFromResolveInfo(nri, "mapgen_water_source", CONTENT_AIR, c_water);
+ m_ndef->getIdFromResolveInfo(nri, "air", CONTENT_IGNORE, c_dust);
+ m_ndef->getIdFromResolveInfo(nri, "mapgen_water_source", CONTENT_IGNORE, c_dust_water);
+}
+