Biomes: Remove referenced biomes from Decorations on clear
[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 "mg_decoration.h"
22 #include "emerge.h"
23 #include "gamedef.h"
24 #include "nodedef.h"
25 #include "map.h" //for MMVManip
26 #include "log.h"
27 #include "util/numeric.h"
28 #include "util/mathconstants.h"
29 #include "porting.h"
30
31
32 ///////////////////////////////////////////////////////////////////////////////
33
34
35 BiomeManager::BiomeManager(IGameDef *gamedef) :
36         ObjDefManager(gamedef, OBJDEF_BIOME)
37 {
38         m_gamedef = gamedef;
39
40         // Create default biome to be used in case none exist
41         Biome *b = new Biome;
42
43         b->name            = "Default";
44         b->flags           = 0;
45         b->depth_top       = 0;
46         b->depth_filler    = 0;
47         b->depth_water_top = 0;
48         b->y_min           = -MAP_GENERATION_LIMIT;
49         b->y_max           = MAP_GENERATION_LIMIT;
50         b->heat_point      = 0.0;
51         b->humidity_point  = 0.0;
52
53         b->m_nodenames.push_back("air");
54         b->m_nodenames.push_back("air");
55         b->m_nodenames.push_back("mapgen_stone");
56         b->m_nodenames.push_back("mapgen_water_source");
57         b->m_nodenames.push_back("mapgen_water_source");
58         b->m_nodenames.push_back("air");
59         m_ndef->pendNodeResolve(b, NODE_RESOLVE_DEFERRED);
60
61         add(b);
62 }
63
64
65
66 BiomeManager::~BiomeManager()
67 {
68         //if (biomecache)
69         //      delete[] biomecache;
70 }
71
72
73
74 // just a PoC, obviously needs optimization later on (precalculate this)
75 void BiomeManager::calcBiomes(s16 sx, s16 sy, float *heat_map,
76         float *humidity_map, s16 *height_map, u8 *biomeid_map)
77 {
78         for (s32 i = 0; i != sx * sy; i++) {
79                 Biome *biome = getBiome(heat_map[i], humidity_map[i], height_map[i]);
80                 biomeid_map[i] = biome->index;
81         }
82 }
83
84
85 Biome *BiomeManager::getBiome(float heat, float humidity, s16 y)
86 {
87         Biome *b, *biome_closest = NULL;
88         float dist_min = FLT_MAX;
89
90         for (size_t i = 1; i < m_objects.size(); i++) {
91                 b = (Biome *)m_objects[i];
92                 if (!b || y > b->y_max || y < b->y_min)
93                         continue;
94
95                 float d_heat     = heat     - b->heat_point;
96                 float d_humidity = humidity - b->humidity_point;
97                 float dist = (d_heat * d_heat) +
98                                          (d_humidity * d_humidity);
99                 if (dist < dist_min) {
100                         dist_min = dist;
101                         biome_closest = b;
102                 }
103         }
104
105         return biome_closest ? biome_closest : (Biome *)m_objects[0];
106 }
107
108 void BiomeManager::clear()
109 {
110         EmergeManager *emerge = m_gamedef->getEmergeManager();
111
112         // Remove all dangling references in Decorations
113         DecorationManager *decomgr = emerge->decomgr;
114         for (size_t i = 0; i != decomgr->getNumObjects(); i++) {
115                 Decoration *deco = (Decoration *)decomgr->getRaw(i);
116                 deco->biomes.clear();
117         }
118
119         // Don't delete the first biome
120         for (size_t i = 1; i < m_objects.size(); i++) {
121                 Biome *b = (Biome *)m_objects[i];
122                 delete b;
123         }
124
125         m_objects.resize(1);
126 }
127
128
129 ///////////////////////////////////////////////////////////////////////////////
130
131
132 void Biome::resolveNodeNames()
133 {
134         getIdFromNrBacklog(&c_top,       "mapgen_dirt_with_grass", CONTENT_AIR);
135         getIdFromNrBacklog(&c_filler,    "mapgen_dirt",            CONTENT_AIR);
136         getIdFromNrBacklog(&c_stone,     "mapgen_stone",           CONTENT_AIR);
137         getIdFromNrBacklog(&c_water_top, "mapgen_water_source",    CONTENT_AIR);
138         getIdFromNrBacklog(&c_water,     "mapgen_water_source",    CONTENT_AIR);
139         getIdFromNrBacklog(&c_dust,      "air",                    CONTENT_IGNORE);
140 }
141