kwolekr 479f38973e Schematics: Refactor NodeResolver and add NodeResolveMethod
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.
2015-04-16 16:27:05 -04:00

129 lines
3.5 KiB
C++

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