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},
///////////////////////////////////////////////////////////////////////////////
+DecorationManager::DecorationManager(IGameDef *gamedef) :
+ GenElementManager(gamedef)
+{
+}
+
+
size_t DecorationManager::placeAllDecos(Mapgen *mg, u32 seed, v3s16 nmin, v3s16 nmax)
{
size_t nplaced = 0;
}
+void DecorationManager::clear()
+{
+ for (size_t i = 0; i < m_elements.size(); i++) {
+ Decoration *deco = (Decoration *)m_elements[i];
+ delete deco;
+ }
+ m_elements.clear();
+}
+
+
///////////////////////////////////////////////////////////////////////////////
Decoration::Decoration()
{
mapseed = 0;
- np = NULL;
fill_ratio = 0;
sidelen = 1;
+ flags = 0;
}
Decoration::~Decoration()
{
- delete np;
+}
+
+
+void Decoration::resolveNodeNames(NodeResolveInfo *nri)
+{
+ m_ndef->getIdsFromResolveInfo(nri, 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);
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;
///////////////////////////////////////////////////////////////////////////////
+void DecoSimple::resolveNodeNames(NodeResolveInfo *nri)
+{
+ Decoration::resolveNodeNames(nri);
+ m_ndef->getIdsFromResolveInfo(nri, c_decos);
+ m_ndef->getIdsFromResolveInfo(nri, c_spawnby);
+}
+
+
bool DecoSimple::canPlaceDecoration(ManualMapVoxelManipulator *vm, v3s16 p)
{
// Don't bother if there aren't any decorations to place