heatmap = noise_heat->result;
humidmap = noise_humidity->result;
- biomemap = new u8[m_csize.X * m_csize.Z];
+ biomemap = new biome_t[m_csize.X * m_csize.Z];
}
BiomeGenOriginal::~BiomeGenOriginal()
}
-u8 *BiomeGenOriginal::getBiomes(s16 *heightmap)
+biome_t *BiomeGenOriginal::getBiomes(s16 *heightmap)
{
for (s32 i = 0; i != m_csize.X * m_csize.Z; i++) {
Biome *biome = calcBiomeFromNoise(
//// Biome
////
-#define BIOME_NONE ((u8)0)
+typedef u8 biome_t;
+
+#define BIOME_NONE ((biome_t)0)
// TODO(hmmmm): Decide whether this is obsolete or will be used in the future
enum BiomeType {
// Gets all biomes in current chunk using each corresponding element of
// heightmap as the y position, then stores the results by biome index in
// biomemap (also returned)
- virtual u8 *getBiomes(s16 *heightmap) = 0;
+ virtual biome_t *getBiomes(s16 *heightmap) = 0;
// Gets a single biome at the specified position, which must be contained
// in the region formed by m_pmin and (m_pmin + m_csize - 1).
virtual Biome *getBiomeAtIndex(size_t index, s16 y) const = 0;
// Result of calcBiomes bulk computation.
- u8 *biomemap;
+ biome_t *biomemap;
protected:
BiomeManager *m_bmgr;
Biome *calcBiomeAtPoint(v3s16 pos) const;
void calcBiomeNoise(v3s16 pmin);
- u8 *getBiomes(s16 *heightmap);
+ biome_t *getBiomes(s16 *heightmap);
Biome *getBiomeAtPoint(v3s16 pos) const;
Biome *getBiomeAtIndex(size_t index, s16 y) const;
virtual void clear();
- // Looks for pos in the biome cache, and if non-existent, looks up by noise
- u8 getBiomeAtPoint(v3s16 pos);
-
private:
IGameDef *m_gamedef;