mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
GenElementManager: Pass opaque handles to Lua and rename to ObjDefManager
Add core.clear_registered_schematics() and refactor schematics somewhat
This commit is contained in:
parent
6a48844eba
commit
ed10005d38
16 changed files with 363 additions and 203 deletions
|
@ -27,18 +27,16 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#include "util/mathconstants.h"
|
||||
#include "porting.h"
|
||||
|
||||
const char *BiomeManager::ELEMENT_TITLE = "biome";
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
BiomeManager::BiomeManager(IGameDef *gamedef) :
|
||||
GenElementManager(gamedef)
|
||||
ObjDefManager(gamedef, OBJDEF_BIOME)
|
||||
{
|
||||
// Create default biome to be used in case none exist
|
||||
Biome *b = new Biome;
|
||||
|
||||
b->id = 0;
|
||||
b->name = "Default";
|
||||
b->flags = 0;
|
||||
b->depth_top = 0;
|
||||
|
@ -75,8 +73,10 @@ BiomeManager::~BiomeManager()
|
|||
void BiomeManager::calcBiomes(s16 sx, s16 sy, float *heat_map,
|
||||
float *humidity_map, s16 *height_map, u8 *biomeid_map)
|
||||
{
|
||||
for (s32 i = 0; i != sx * sy; i++)
|
||||
biomeid_map[i] = getBiome(heat_map[i], humidity_map[i], height_map[i])->id;
|
||||
for (s32 i = 0; i != sx * sy; i++) {
|
||||
Biome *biome = getBiome(heat_map[i], humidity_map[i], height_map[i]);
|
||||
biomeid_map[i] = biome->index;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -85,8 +85,8 @@ Biome *BiomeManager::getBiome(float heat, float humidity, s16 y)
|
|||
Biome *b, *biome_closest = NULL;
|
||||
float dist_min = FLT_MAX;
|
||||
|
||||
for (size_t i = 1; i < m_elements.size(); i++) {
|
||||
b = (Biome *)m_elements[i];
|
||||
for (size_t i = 1; i < m_objects.size(); i++) {
|
||||
b = (Biome *)m_objects[i];
|
||||
if (!b || y > b->y_max || y < b->y_min)
|
||||
continue;
|
||||
|
||||
|
@ -100,18 +100,18 @@ Biome *BiomeManager::getBiome(float heat, float humidity, s16 y)
|
|||
}
|
||||
}
|
||||
|
||||
return biome_closest ? biome_closest : (Biome *)m_elements[0];
|
||||
return biome_closest ? biome_closest : (Biome *)m_objects[0];
|
||||
}
|
||||
|
||||
void BiomeManager::clear()
|
||||
{
|
||||
|
||||
for (size_t i = 1; i < m_elements.size(); i++) {
|
||||
Biome *b = (Biome *)m_elements[i];
|
||||
for (size_t i = 1; i < m_objects.size(); i++) {
|
||||
Biome *b = (Biome *)m_objects[i];
|
||||
delete b;
|
||||
}
|
||||
|
||||
m_elements.resize(1);
|
||||
m_objects.resize(1);
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue