Add definable node_stone to biome API, mgv5, mgv7. Reduce and correct depth of mgv7...
[oweals/minetest.git] / src / mg_biome.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "mg_biome.h"
21 #include "gamedef.h"
22 #include "nodedef.h"
23 #include "map.h" //for ManualMapVoxelManipulator
24 #include "log.h"
25 #include "util/numeric.h"
26 #include "main.h"
27 #include "util/mathconstants.h"
28 #include "porting.h"
29
30 const char *BiomeManager::ELEMENT_TITLE = "biome";
31
32 NoiseParams nparams_biome_def_heat(50, 50, v3f(500.0, 500.0, 500.0), 5349, 3, 0.70);
33 NoiseParams nparams_biome_def_humidity(50, 50, v3f(500.0, 500.0, 500.0), 842, 3, 0.55);
34
35
36 ///////////////////////////////////////////////////////////////////////////////
37
38
39 BiomeManager::BiomeManager(IGameDef *gamedef)
40 {
41         NodeResolver *resolver = gamedef->getNodeDefManager()->getResolver();
42
43         np_heat     = &nparams_biome_def_heat;
44         np_humidity = &nparams_biome_def_humidity;
45
46         // Create default biome to be used in case none exist
47         Biome *b = new Biome;
48
49         b->id             = 0;
50         b->name           = "Default";
51         b->flags          = 0;
52         b->depth_top      = 0;
53         b->depth_filler   = 0;
54         b->height_min     = -MAP_GENERATION_LIMIT;
55         b->height_max     = MAP_GENERATION_LIMIT;
56         b->heat_point     = 0.0;
57         b->humidity_point = 0.0;
58
59         resolver->addNode("air",                 "", CONTENT_AIR, &b->c_top);
60         resolver->addNode("air",                 "", CONTENT_AIR, &b->c_filler);
61         resolver->addNode("mapgen_stone",        "", CONTENT_AIR, &b->c_stone);
62         resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_water);
63         resolver->addNode("air",                 "", CONTENT_AIR, &b->c_dust);
64         resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_dust_water);
65
66         add(b);
67 }
68
69
70
71 BiomeManager::~BiomeManager()
72 {
73         //if (biomecache)
74         //      delete[] biomecache;
75 }
76
77
78
79 // just a PoC, obviously needs optimization later on (precalculate this)
80 void BiomeManager::calcBiomes(s16 sx, s16 sy, float *heat_map,
81         float *humidity_map, s16 *height_map, u8 *biomeid_map)
82 {
83         int i = 0;
84         for (int y = 0; y != sy; y++) {
85                 for (int x = 0; x != sx; x++, i++) {
86                         float heat     = (heat_map[i] + 1) * 50;
87                         float humidity = (humidity_map[i] + 1) * 50;
88                         biomeid_map[i] = getBiome(heat, humidity, height_map[i])->id;
89                 }
90         }
91 }
92
93
94 Biome *BiomeManager::getBiome(float heat, float humidity, s16 y)
95 {
96         Biome *b, *biome_closest = NULL;
97         float dist_min = FLT_MAX;
98
99         for (size_t i = 1; i < m_elements.size(); i++) {
100                 b = (Biome *)m_elements[i];
101                 if (!b || y > b->height_max || y < b->height_min)
102                         continue;
103
104                 float d_heat     = heat     - b->heat_point;
105                 float d_humidity = humidity - b->humidity_point;
106                 float dist = (d_heat * d_heat) +
107                                          (d_humidity * d_humidity);
108                 if (dist < dist_min) {
109                         dist_min = dist;
110                         biome_closest = b;
111                 }
112         }
113         
114         return biome_closest ? biome_closest : (Biome *)m_elements[0];
115 }
116