#include "mg_biome.h"
#include "mg_decoration.h"
#include "emerge.h"
-#include "gamedef.h"
+#include "server.h"
#include "nodedef.h"
#include "map.h" //for MMVManip
-#include "log.h"
#include "util/numeric.h"
-#include "util/mathconstants.h"
#include "porting.h"
#include "settings.h"
///////////////////////////////////////////////////////////////////////////////
-BiomeManager::BiomeManager(IGameDef *gamedef) :
- ObjDefManager(gamedef, OBJDEF_BIOME)
+BiomeManager::BiomeManager(Server *server) :
+ ObjDefManager(server, OBJDEF_BIOME)
{
- m_gamedef = gamedef;
+ m_server = server;
// Create default biome to be used in case none exist
Biome *b = new Biome;
b->depth_top = 0;
b->depth_filler = -MAX_MAP_GENERATION_LIMIT;
b->depth_water_top = 0;
+ b->depth_riverbed = 0;
b->y_min = -MAX_MAP_GENERATION_LIMIT;
b->y_max = MAX_MAP_GENERATION_LIMIT;
b->heat_point = 0.0;
b->m_nodenames.push_back("mapgen_water_source");
b->m_nodenames.push_back("mapgen_water_source");
b->m_nodenames.push_back("mapgen_river_water_source");
+ b->m_nodenames.push_back("mapgen_stone");
b->m_nodenames.push_back("ignore");
m_ndef->pendNodeResolve(b);
void BiomeManager::clear()
{
- EmergeManager *emerge = m_gamedef->getEmergeManager();
+ EmergeManager *emerge = m_server->getEmergeManager();
// Remove all dangling references in Decorations
DecorationManager *decomgr = emerge->decomgr;
getIdFromNrBacklog(&c_water_top, "mapgen_water_source", CONTENT_AIR);
getIdFromNrBacklog(&c_water, "mapgen_water_source", CONTENT_AIR);
getIdFromNrBacklog(&c_river_water, "mapgen_river_water_source", CONTENT_AIR);
+ getIdFromNrBacklog(&c_riverbed, "mapgen_stone", CONTENT_AIR);
getIdFromNrBacklog(&c_dust, "ignore", CONTENT_IGNORE);
}