/* 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 "mg_biome.h" #include "mg_decoration.h" #include "emerge.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) { m_gamedef = gamedef; // 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 = -MAX_MAP_GENERATION_LIMIT; b->depth_water_top = 0; b->y_min = -MAX_MAP_GENERATION_LIMIT; b->y_max = MAX_MAP_GENERATION_LIMIT; b->heat_point = 0.0; b->humidity_point = 0.0; b->m_nodenames.push_back("mapgen_stone"); b->m_nodenames.push_back("mapgen_stone"); 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("mapgen_river_water_source"); b->m_nodenames.push_back("air"); m_ndef->pendNodeResolve(b); 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() { EmergeManager *emerge = m_gamedef->getEmergeManager(); // Remove all dangling references in Decorations DecorationManager *decomgr = emerge->decomgr; for (size_t i = 0; i != decomgr->getNumObjects(); i++) { Decoration *deco = (Decoration *)decomgr->getRaw(i); deco->biomes.clear(); } // Don't delete the first biome 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_stone", CONTENT_AIR); getIdFromNrBacklog(&c_filler, "mapgen_stone", 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_river_water, "mapgen_river_water_source", CONTENT_AIR); getIdFromNrBacklog(&c_dust, "air", CONTENT_IGNORE); }