#define MG_ORE_HEADER
#include "util/string.h"
-#include "mapnode.h"
+#include "mapgen.h"
-class NoiseParams;
+struct NoiseParams;
class Noise;
class Mapgen;
class ManualMapVoxelManipulator;
/////////////////// Ore generation flags
+
// Use absolute value of height to determine ore placement
#define OREFLAG_ABSHEIGHT 0x01
+
// Use 3d noise to get density of ore placement, instead of just the position
#define OREFLAG_DENSITY 0x02 // not yet implemented
+
// For claylike ore types, place ore if the number of surrounding
// nodes isn't the specified node
#define OREFLAG_NODEISNT 0x04 // not yet implemented
+#define OREFLAG_USE_NOISE 0x08
+
#define ORE_RANGE_ACTUAL 1
#define ORE_RANGE_MIRROR 2
-extern FlagDesc flagdesc_ore[];
enum OreType {
ORE_SCATTER,
ORE_CLAYLIKE
};
-class Ore {
+extern FlagDesc flagdesc_ore[];
+
+class Ore : public GenElement {
public:
+ static const bool NEEDS_NOISE = false;
+
content_t c_ore; // the node to place
std::vector<content_t> c_wherein; // the nodes to be placed in
u32 clust_scarcity; // ore cluster has a 1-in-clust_scarcity chance of appearing at a node
u8 ore_param2; // to set node-specific attributes
u32 flags; // attributes for this ore
float nthresh; // threshhold for noise at which an ore is placed
- NoiseParams *np; // noise for distribution of clusters (NULL for uniform scattering)
+ NoiseParams np; // noise for distribution of clusters (NULL for uniform scattering)
Noise *noise;
- Ore() {
- c_ore = CONTENT_IGNORE;
- np = NULL;
- noise = NULL;
- }
-
- virtual ~Ore();
-
- void placeOre(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
+ size_t placeOre(Mapgen *mg, u32 blockseed, v3s16 nmin, v3s16 nmax);
virtual void generate(ManualMapVoxelManipulator *vm, int seed,
u32 blockseed, v3s16 nmin, v3s16 nmax) = 0;
};
class OreScatter : public Ore {
- ~OreScatter() {}
+public:
+ static const bool NEEDS_NOISE = false;
+
virtual void generate(ManualMapVoxelManipulator *vm, int seed,
u32 blockseed, v3s16 nmin, v3s16 nmax);
};
class OreSheet : public Ore {
- ~OreSheet() {}
+public:
+ static const bool NEEDS_NOISE = true;
+
virtual void generate(ManualMapVoxelManipulator *vm, int seed,
u32 blockseed, v3s16 nmin, v3s16 nmax);
};
-Ore *createOre(OreType type);
+class OreManager : public GenElementManager {
+public:
+ static const char *ELEMENT_TITLE;
+ static const size_t ELEMENT_LIMIT = 0x10000;
+
+ OreManager(IGameDef *gamedef) {}
+ ~OreManager() {}
+
+ Ore *create(int type)
+ {
+ switch (type) {
+ case ORE_SCATTER:
+ return new OreScatter;
+ case ORE_SHEET:
+ return new OreSheet;
+ //case ORE_CLAYLIKE: //TODO: implement this!
+ // return new OreClaylike;
+ default:
+ return NULL;
+ }
+ }
+ size_t placeAllOres(Mapgen *mg, u32 seed, v3s16 nmin, v3s16 nmax);
+};
#endif