#ifndef MG_BIOME_HEADER
#define MG_BIOME_HEADER
-#include <string>
-#include "nodedef.h"
-#include "gamedef.h"
-#include "mapnode.h"
-#include "noise.h"
#include "mapgen.h"
-enum BiomeTerrainType
+struct NoiseParams;
+
+enum BiomeType
{
- BIOME_TERRAIN_NORMAL,
- BIOME_TERRAIN_LIQUID,
- BIOME_TERRAIN_NETHER,
- BIOME_TERRAIN_AETHER,
- BIOME_TERRAIN_FLAT
+ BIOME_TYPE_NORMAL,
+ BIOME_TYPE_LIQUID,
+ BIOME_TYPE_NETHER,
+ BIOME_TYPE_AETHER,
+ BIOME_TYPE_FLAT
};
-extern NoiseParams nparams_biome_def_heat;
-extern NoiseParams nparams_biome_def_humidity;
-
-class Biome {
+class Biome : public GenElement, public NodeResolver {
public:
- u8 id;
- std::string name;
u32 flags;
content_t c_top;
content_t c_filler;
+ content_t c_stone;
content_t c_water;
content_t c_dust;
content_t c_dust_water;
s16 height_max;
float heat_point;
float humidity_point;
-};
-struct BiomeNoiseInput {
- v2s16 mapsize;
- float *heat_map;
- float *humidity_map;
- s16 *height_map;
+ virtual void resolveNodeNames(NodeResolveInfo *nri);
};
-class BiomeDefManager {
+class BiomeManager : public GenElementManager {
public:
- std::vector<Biome *> biomes;
+ static const char *ELEMENT_TITLE;
+ static const size_t ELEMENT_LIMIT = 0x100;
- bool biome_registration_finished;
- NoiseParams *np_heat;
- NoiseParams *np_humidity;
+ BiomeManager(IGameDef *gamedef);
+ ~BiomeManager();
- BiomeDefManager(NodeResolver *resolver);
- ~BiomeDefManager();
+ Biome *create(int btt)
+ {
+ return new Biome;
+ }
- Biome *createBiome(BiomeTerrainType btt);
- void calcBiomes(BiomeNoiseInput *input, u8 *biomeid_map);
- Biome *getBiome(float heat, float humidity, s16 y);
+ void clear();
- bool addBiome(Biome *b);
- u8 getBiomeIdByName(const char *name);
-
- s16 calcBlockHeat(v3s16 p, u64 seed, float timeofday, float totaltime);
- s16 calcBlockHumidity(v3s16 p, u64 seed, float timeofday, float totaltime);
+ void calcBiomes(s16 sx, s16 sy, float *heat_map, float *humidity_map,
+ s16 *height_map, u8 *biomeid_map);
+ Biome *getBiome(float heat, float humidity, s16 y);
};
#endif
+