*/
#include "mg_biome.h"
+#include "gamedef.h"
#include "nodedef.h"
#include "map.h" //for ManualMapVoxelManipulator
#include "log.h"
#include "util/mathconstants.h"
#include "porting.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);
+const char *BiomeManager::ELEMENT_TITLE = "biome";
-BiomeDefManager::BiomeDefManager(NodeResolver *resolver)
+///////////////////////////////////////////////////////////////////////////////
+
+BiomeManager::BiomeManager(IGameDef *gamedef)
{
- biome_registration_finished = false;
- np_heat = &nparams_biome_def_heat;
- np_humidity = &nparams_biome_def_humidity;
+ m_resolver = gamedef->getNodeDefManager()->getResolver();
// Create default biome to be used in case none exist
Biome *b = new Biome;
-
+
b->id = 0;
b->name = "Default";
b->flags = 0;
b->heat_point = 0.0;
b->humidity_point = 0.0;
- resolver->addNode("air", "", CONTENT_AIR, &b->c_top);
- resolver->addNode("air", "", CONTENT_AIR, &b->c_filler);
- resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_water);
- resolver->addNode("air", "", CONTENT_AIR, &b->c_dust);
- resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_dust_water);
+ m_resolver->addNode("air", "", CONTENT_AIR, &b->c_top);
+ m_resolver->addNode("air", "", CONTENT_AIR, &b->c_filler);
+ m_resolver->addNode("mapgen_stone", "", CONTENT_AIR, &b->c_stone);
+ m_resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_water);
+ m_resolver->addNode("air", "", CONTENT_AIR, &b->c_dust);
+ m_resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_dust_water);
- biomes.push_back(b);
+ add(b);
}
-BiomeDefManager::~BiomeDefManager()
+
+BiomeManager::~BiomeManager()
{
//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)
+void BiomeManager::calcBiomes(s16 sx, s16 sy, float *heat_map,
+ float *humidity_map, s16 *height_map, 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;
+ for (int y = 0; y != sy; y++) {
+ for (int x = 0; x != sx; x++, i++) {
+ float heat = (heat_map[i] + 1) * 50;
+ float humidity = (humidity_map[i] + 1) * 50;
+ biomeid_map[i] = getBiome(heat, humidity, height_map[i])->id;
}
}
}
-bool BiomeDefManager::addBiome(Biome *b)
-{
- if (biome_registration_finished) {
- errorstream << "BiomeDefManager: biome registration already "
- "finished, dropping " << b->name << std::endl;
- return false;
- }
-
- size_t nbiomes = biomes.size();
- if (nbiomes >= 0xFF) {
- errorstream << "BiomeDefManager: too many biomes, dropping "
- << b->name << std::endl;
- return false;
- }
-
- b->id = (u8)nbiomes;
- biomes.push_back(b);
- verbosestream << "BiomeDefManager: added biome " << b->name << std::endl;
-
- return true;
-}
-
-
-Biome *BiomeDefManager::getBiome(float heat, float humidity, s16 y)
+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 < biomes.size(); i++) {
- b = biomes[i];
- if (y > b->height_max || y < b->height_min)
+ for (size_t i = 1; i < m_elements.size(); i++) {
+ b = (Biome *)m_elements[i];
+ if (!b || y > b->height_max || y < b->height_min)
continue;
float d_heat = heat - b->heat_point;
biome_closest = b;
}
}
-
- return biome_closest ? biome_closest : biomes[0];
-}
+ return biome_closest ? biome_closest : (Biome *)m_elements[0];
+}
-u8 BiomeDefManager::getBiomeIdByName(const char *name)
+void BiomeManager::clear()
{
- for (size_t i = 0; i != biomes.size(); i++) {
- if (!strcasecmp(name, biomes[i]->name.c_str()))
- return i;
+ for (size_t i = 1; i < m_elements.size(); i++) {
+ Biome *b = (Biome *)m_elements[i];
+ if (!b)
+ continue;
+
+ m_resolver->cancelNode(&b->c_top);
+ m_resolver->cancelNode(&b->c_filler);
+ m_resolver->cancelNode(&b->c_stone);
+ m_resolver->cancelNode(&b->c_water);
+ m_resolver->cancelNode(&b->c_dust);
+ m_resolver->cancelNode(&b->c_dust_water);
}
-
- return 0;
+ m_elements.resize(1);
}
+