#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
+#include "gamedef.h"
#include "mg_biome.h"
#include "mapblock.h"
#include "mapnode.h"
///////////////////////////////////////////////////////////////////////////////
+GenElementManager::GenElementManager(IGameDef *gamedef)
+{
+ m_resolver = gamedef->getNodeDefManager()->getResolver();
+}
+
+
GenElementManager::~GenElementManager()
{
for (size_t i = 0; i != m_elements.size(); i++)
static const char *ELEMENT_TITLE;
static const size_t ELEMENT_LIMIT = -1;
- GenElementManager() {}
+ GenElementManager(IGameDef *gamedef);
virtual ~GenElementManager();
virtual GenElement *create(int type) = 0;
virtual GenElement *getByName(const std::string &name);
protected:
+ NodeResolver *m_resolver;
std::vector<GenElement *> m_elements;
};
///////////////////////////////////////////////////////////////////////////////
-BiomeManager::BiomeManager(IGameDef *gamedef)
+BiomeManager::BiomeManager(IGameDef *gamedef) :
+ GenElementManager(gamedef)
{
- m_resolver = gamedef->getNodeDefManager()->getResolver();
-
// Create default biome to be used in case none exist
Biome *b = new Biome;
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);
-
-private:
- NodeResolver *m_resolver;
};
#endif
///////////////////////////////////////////////////////////////////////////////
+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];
+ if (!deco)
+ continue;
+
+ deco->dropResolverEntries(m_resolver);
+ }
+ m_elements.clear();
+}
+
+
///////////////////////////////////////////////////////////////////////////////
}
+void DecoSimple::dropResolverEntries(NodeResolver *resolver)
+{
+ resolver->cancelNodeList(&c_decos);
+ resolver->cancelNodeList(&c_spawnby);
+}
+
+
///////////////////////////////////////////////////////////////////////////////
virtual size_t generate(Mapgen *mg, PseudoRandom *pr, s16 max_y, v3s16 p) = 0;
virtual int getHeight() = 0;
+ virtual void dropResolverEntries(NodeResolver *resolver) {}
};
class DecoSimple : public Decoration {
bool canPlaceDecoration(ManualMapVoxelManipulator *vm, v3s16 p);
virtual size_t generate(Mapgen *mg, PseudoRandom *pr, s16 max_y, v3s16 p);
virtual int getHeight();
+ virtual void dropResolverEntries(NodeResolver *resolver);
};
class DecoSchematic : public Decoration {
static const char *ELEMENT_TITLE;
static const size_t ELEMENT_LIMIT = 0x10000;
- DecorationManager(IGameDef *gamedef) {}
+ DecorationManager(IGameDef *gamedef);
~DecorationManager() {}
Decoration *create(int type)
}
}
+ void clear();
+
size_t placeAllDecos(Mapgen *mg, u32 seed, v3s16 nmin, v3s16 nmax);
};
///////////////////////////////////////////////////////////////////////////////
+OreManager::OreManager(IGameDef *gamedef) :
+ GenElementManager(gamedef)
+{
+}
+
+
size_t OreManager::placeAllOres(Mapgen *mg, u32 seed, v3s16 nmin, v3s16 nmax)
{
size_t nplaced = 0;
}
+void OreManager::clear()
+{
+ for (size_t i = 0; i < m_elements.size(); i++) {
+ Ore *ore = (Ore *)m_elements[i];
+ if (!ore)
+ continue;
+
+ m_resolver->cancelNodeList(&ore->c_wherein);
+ m_resolver->cancelNode(&ore->c_ore);
+ }
+ m_elements.clear();
+}
+
+
///////////////////////////////////////////////////////////////////////////////
}
}
}
-
static const char *ELEMENT_TITLE;
static const size_t ELEMENT_LIMIT = 0x10000;
- OreManager(IGameDef *gamedef) {}
+ OreManager(IGameDef *gamedef);
~OreManager() {}
Ore *create(int type)
}
}
+ void clear();
+
size_t placeAllOres(Mapgen *mg, u32 seed, v3s16 nmin, v3s16 nmax);
};
const char *SchematicManager::ELEMENT_TITLE = "schematic";
+///////////////////////////////////////////////////////////////////////////////
+
+
+SchematicManager::SchematicManager(IGameDef *gamedef) :
+ GenElementManager(gamedef)
+{
+}
+
///////////////////////////////////////////////////////////////////////////////
static const char *ELEMENT_TITLE;
static const size_t ELEMENT_LIMIT = 0x10000;
- SchematicManager(IGameDef *gamedef) {}
+ SchematicManager(IGameDef *gamedef);
~SchematicManager() {}
Schematic *create(int type)
return 0;
}
+int ModApiMapgen::l_clear_registered_decorations(lua_State *L)
+{
+ DecorationManager *dmgr = getServer(L)->getEmergeManager()->decomgr;
+ dmgr->clear();
+ return 0;
+}
+
+int ModApiMapgen::l_clear_registered_ores(lua_State *L)
+{
+ OreManager *omgr = getServer(L)->getEmergeManager()->oremgr;
+ omgr->clear();
+ return 0;
+}
+
// register_decoration({lots of stuff})
int ModApiMapgen::l_register_decoration(lua_State *L)
{
API_FCT(register_biome);
API_FCT(register_decoration);
API_FCT(register_ore);
+
API_FCT(clear_registered_biomes);
+ API_FCT(clear_registered_decorations);
+ API_FCT(clear_registered_ores);
API_FCT(create_schematic);
API_FCT(place_schematic);
// clear_registered_biomes()
static int l_clear_registered_biomes(lua_State *L);
+ // clear_registered_decorations()
+ static int l_clear_registered_decorations(lua_State *L);
+
+ // clear_registered_ores
+ static int l_clear_registered_ores(lua_State *L);
+
// create_schematic(p1, p2, probability_list, filename)
static int l_create_schematic(lua_State *L);