minetest/src/biome.cpp

258 lines
7.1 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 "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 <<std::endl;
delete b;
return;
}
size_t nbiomes = biomes.size();
if (nbiomes >= 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;
}