479f38973e
NodeResolver name lists now belong to the NodeResolver object instead of the associated NodeDefManager. In addition to minimizing unnecessary abstraction and overhead, this move permits NodeResolvers to look up nodes that they had previously set pending for resolution. So far, this functionality has been used in the case of schematics for serialization/deserialization.
129 lines
3.5 KiB
C++
129 lines
3.5 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "mg_biome.h"
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#include "gamedef.h"
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#include "nodedef.h"
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#include "map.h" //for MMVManip
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#include "log.h"
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#include "util/numeric.h"
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#include "util/mathconstants.h"
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#include "porting.h"
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///////////////////////////////////////////////////////////////////////////////
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BiomeManager::BiomeManager(IGameDef *gamedef) :
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ObjDefManager(gamedef, OBJDEF_BIOME)
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{
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// Create default biome to be used in case none exist
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Biome *b = new Biome;
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b->name = "Default";
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b->flags = 0;
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b->depth_top = 0;
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b->depth_filler = 0;
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b->depth_water_top = 0;
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b->y_min = -MAP_GENERATION_LIMIT;
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b->y_max = MAP_GENERATION_LIMIT;
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b->heat_point = 0.0;
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b->humidity_point = 0.0;
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b->m_nodenames.push_back("air");
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b->m_nodenames.push_back("air");
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b->m_nodenames.push_back("mapgen_stone");
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b->m_nodenames.push_back("mapgen_water_source");
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b->m_nodenames.push_back("mapgen_water_source");
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b->m_nodenames.push_back("air");
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m_ndef->pendNodeResolve(b, NODE_RESOLVE_DEFERRED);
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add(b);
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}
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BiomeManager::~BiomeManager()
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{
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//if (biomecache)
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// delete[] biomecache;
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}
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// just a PoC, obviously needs optimization later on (precalculate this)
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void BiomeManager::calcBiomes(s16 sx, s16 sy, float *heat_map,
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float *humidity_map, s16 *height_map, u8 *biomeid_map)
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{
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for (s32 i = 0; i != sx * sy; i++) {
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Biome *biome = getBiome(heat_map[i], humidity_map[i], height_map[i]);
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biomeid_map[i] = biome->index;
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}
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}
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Biome *BiomeManager::getBiome(float heat, float humidity, s16 y)
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{
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Biome *b, *biome_closest = NULL;
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float dist_min = FLT_MAX;
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for (size_t i = 1; i < m_objects.size(); i++) {
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b = (Biome *)m_objects[i];
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if (!b || y > b->y_max || y < b->y_min)
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continue;
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float d_heat = heat - b->heat_point;
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float d_humidity = humidity - b->humidity_point;
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float dist = (d_heat * d_heat) +
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(d_humidity * d_humidity);
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if (dist < dist_min) {
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dist_min = dist;
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biome_closest = b;
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}
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}
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return biome_closest ? biome_closest : (Biome *)m_objects[0];
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}
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void BiomeManager::clear()
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{
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for (size_t i = 1; i < m_objects.size(); i++) {
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Biome *b = (Biome *)m_objects[i];
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delete b;
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}
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m_objects.resize(1);
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}
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///////////////////////////////////////////////////////////////////////////////
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void Biome::resolveNodeNames()
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{
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getIdFromNrBacklog(&c_top, "mapgen_dirt_with_grass", CONTENT_AIR);
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getIdFromNrBacklog(&c_filler, "mapgen_dirt", CONTENT_AIR);
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getIdFromNrBacklog(&c_stone, "mapgen_stone", CONTENT_AIR);
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getIdFromNrBacklog(&c_water_top, "mapgen_water_source", CONTENT_AIR);
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getIdFromNrBacklog(&c_water, "mapgen_water_source", CONTENT_AIR);
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getIdFromNrBacklog(&c_dust, "air", CONTENT_IGNORE);
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}
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