/* Minetest Copyright (C) 2010-2013 kwolekr, Ryan Kwolek 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 "biome.h" #include "nodedef.h" #include "map.h" //for ManualMapVoxelManipulator #include "log.h" #include "util/numeric.h" #include "main.h" #include "util/mathconstants.h" NoiseParams nparams_biome_def_heat = {50, 50, v3f(500.0, 500.0, 500.0), 5349, 3, 0.70}; NoiseParams nparams_biome_def_humidity = {50, 50, v3f(500.0, 500.0, 500.0), 842, 3, 0.55}; BiomeDefManager::BiomeDefManager() { biome_registration_finished = false; np_heat = &nparams_biome_def_heat; np_humidity = &nparams_biome_def_humidity; // 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; b->depth_filler = 0; b->nname_top = "air"; b->nname_filler = "air"; b->nname_water = "mapgen_water_source"; b->nname_dust = "air"; b->nname_dust_water = "mapgen_water_source"; b->c_top = CONTENT_IGNORE; b->c_filler = CONTENT_IGNORE; b->c_water = CONTENT_IGNORE; b->c_dust = CONTENT_IGNORE; b->c_dust_water = CONTENT_IGNORE; b->height_min = -MAP_GENERATION_LIMIT; b->height_max = MAP_GENERATION_LIMIT; b->heat_point = 0.0; b->humidity_point = 0.0; biomes.push_back(b); } BiomeDefManager::~BiomeDefManager() { //if (biomecache) // delete[] biomecache; for (size_t i = 0; i != biomes.size(); i++) delete biomes[i]; } Biome *BiomeDefManager::createBiome(BiomeTerrainType btt) { /*switch (btt) { case BIOME_TERRAIN_NORMAL: return new Biome; case BIOME_TERRAIN_LIQUID: return new BiomeLiquid; case BIOME_TERRAIN_NETHER: return new BiomeHell; case BIOME_TERRAIN_AETHER: return new BiomeSky; case BIOME_TERRAIN_FLAT: return new BiomeSuperflat; } return NULL;*/ return new Biome; } // just a PoC, obviously needs optimization later on (precalculate this) void BiomeDefManager::calcBiomes(BiomeNoiseInput *input, u8 *biomeid_map) { int i = 0; for (int y = 0; y != input->mapsize.Y; y++) { for (int x = 0; x != input->mapsize.X; x++, i++) { float heat = (input->heat_map[i] + 1) * 50; float humidity = (input->humidity_map[i] + 1) * 50; biomeid_map[i] = getBiome(heat, humidity, input->height_map[i])->id; } } } void BiomeDefManager::resolveNodeNames(INodeDefManager *ndef) { Biome *b; biome_registration_finished = true; for (size_t i = 0; i < biomes.size(); i++) { b = biomes[i]; b->c_top = ndef->getId(b->nname_top); if (b->c_top == CONTENT_IGNORE) { errorstream << "BiomeDefManager::resolveNodeNames: node '" << b->nname_top << "' not defined" << std::endl; b->c_top = CONTENT_AIR; b->depth_top = 0; } b->c_filler = ndef->getId(b->nname_filler); if (b->c_filler == CONTENT_IGNORE) { errorstream << "BiomeDefManager::resolveNodeNames: node '" << b->nname_filler << "' not defined" << std::endl; b->c_filler = CONTENT_AIR; b->depth_filler = 0; } b->c_water = ndef->getId(b->nname_water); if (b->c_water == CONTENT_IGNORE) { errorstream << "BiomeDefManager::resolveNodeNames: node '" << b->nname_water << "' not defined" << std::endl; b->c_water = CONTENT_AIR; } b->c_dust = ndef->getId(b->nname_dust); if (b->c_dust == CONTENT_IGNORE) { errorstream << "BiomeDefManager::resolveNodeNames: node '" << b->nname_dust << "' not defined" << std::endl; } b->c_dust_water = ndef->getId(b->nname_dust_water); if (b->c_dust_water == CONTENT_IGNORE) { errorstream << "BiomeDefManager::resolveNodeNames: node '" << b->nname_dust_water << "' not defined" << std::endl; } } } void BiomeDefManager::addBiome(Biome *b) { if (biome_registration_finished) { errorstream << "BIomeDefManager: biome registration already finished, dropping " << b->name <= 0xFF) { errorstream << "BiomeDefManager: too many biomes, dropping " << b->name << std::endl; delete b; return; } b->id = (u8)nbiomes; biomes.push_back(b); verbosestream << "BiomeDefManager: added biome " << b->name << std::endl; } Biome *BiomeDefManager::getBiome(float heat, float humidity, s16 y) { Biome *b, *biome_closest = NULL; float dist_min = FLT_MAX; for (size_t i = 1; i < biomes.size(); i++) { b = biomes[i]; if (y > b->height_max || y < b->height_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 : biomes[0]; } u8 BiomeDefManager::getBiomeIdByName(const char *name) { for (size_t i = 0; i != biomes.size(); i++) { if (!strcasecmp(name, biomes[i]->name.c_str())) return i; } return 0; } ///////////////////////////// Weather s16 BiomeDefManager::calcBlockHeat(v3s16 p, u64 seed, float timeofday, float totaltime) { //variant 1: full random //f32 heat = NoisePerlin3D(np_heat, p.X, env->getGameTime()/100, p.Z, seed); //variant 2: season change based on default heat map const f32 offset = 20; // = np_heat->offset const f32 scale = 20; // = np_heat->scale const f32 range = 20; f32 heat = NoisePerlin2D(np_heat, p.X, p.Z, seed); // 0..50..100 heat -= np_heat->offset; // -50..0..+50 // normalizing - todo REMOVE after fixed NoiseParams nparams_biome_def_heat = {50, 50, -> 20, 50, if (np_heat->scale) heat /= np_heat->scale / scale; // -20..0..+20 f32 seasonv = totaltime; seasonv /= 86400 * g_settings->getS16("year_days"); // season change speed seasonv += (f32)p.X / 3000; // you can walk to area with other season seasonv = sin(seasonv * M_PI); heat += (range * (heat < 0 ? 2 : 0.5)) * seasonv; // -60..0..30 heat += offset; // -40..0..50 heat += p.Y / -333; // upper=colder, lower=hotter, 3c per 1000 // daily change, hotter at sun +4, colder at night -4 heat += 8 * (sin(cycle_shift(timeofday, -0.25) * M_PI) - 0.5); //-44..20..54 return heat; } s16 BiomeDefManager::calcBlockHumidity(v3s16 p, u64 seed, float timeofday, float totaltime) { f32 humidity = NoisePerlin2D(np_humidity, p.X, p.Z, seed); f32 seasonv = totaltime; seasonv /= 86400 * 2; // bad weather change speed (2 days) seasonv += (f32)p.Z / 300; humidity += 30 * sin(seasonv * M_PI); humidity += -12 * (sin(cycle_shift(timeofday, -0.1) * M_PI) - 0.5); humidity = rangelim(humidity, 0, 100); return humidity; }