*/
#include "mg_biome.h"
-#include "gamedef.h"
+#include "mg_decoration.h"
+#include "emerge.h"
+#include "server.h"
#include "nodedef.h"
#include "map.h" //for MMVManip
-#include "log.h"
#include "util/numeric.h"
-#include "main.h"
-#include "util/mathconstants.h"
#include "porting.h"
+#include "settings.h"
///////////////////////////////////////////////////////////////////////////////
-BiomeManager::BiomeManager(IGameDef *gamedef) :
- ObjDefManager(gamedef, OBJDEF_BIOME)
+BiomeManager::BiomeManager(Server *server) :
+ ObjDefManager(server, OBJDEF_BIOME)
{
+ m_server = server;
+
// 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 = 0;
+ b->depth_filler = -MAX_MAP_GENERATION_LIMIT;
b->depth_water_top = 0;
- b->y_min = -MAP_GENERATION_LIMIT;
- b->y_max = MAP_GENERATION_LIMIT;
+ b->depth_riverbed = 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;
- NodeResolveInfo *nri = new NodeResolveInfo(b);
- nri->nodenames.push_back("air");
- nri->nodenames.push_back("air");
- nri->nodenames.push_back("mapgen_stone");
- nri->nodenames.push_back("mapgen_water_source");
- nri->nodenames.push_back("mapgen_water_source");
- nri->nodenames.push_back("air");
- m_ndef->pendNodeResolve(nri);
+ 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("mapgen_stone");
+ b->m_nodenames.push_back("ignore");
+ m_ndef->pendNodeResolve(b);
add(b);
}
-
BiomeManager::~BiomeManager()
{
- //if (biomecache)
- // delete[] biomecache;
}
+void BiomeManager::clear()
+{
+ EmergeManager *emerge = m_server->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++)
+ delete (Biome *)m_objects[i];
+
+ m_objects.resize(1);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+
+
+void BiomeParamsOriginal::readParams(const Settings *settings)
+{
+ settings->getNoiseParams("mg_biome_np_heat", np_heat);
+ settings->getNoiseParams("mg_biome_np_heat_blend", np_heat_blend);
+ settings->getNoiseParams("mg_biome_np_humidity", np_humidity);
+ settings->getNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend);
+}
+
-// 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)
+void BiomeParamsOriginal::writeParams(Settings *settings) const
{
- 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;
+ settings->setNoiseParams("mg_biome_np_heat", np_heat);
+ settings->setNoiseParams("mg_biome_np_heat_blend", np_heat_blend);
+ settings->setNoiseParams("mg_biome_np_humidity", np_humidity);
+ settings->setNoiseParams("mg_biome_np_humidity_blend", np_humidity_blend);
+}
+
+
+////////////////////////////////////////////////////////////////////////////////
+
+BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr,
+ BiomeParamsOriginal *params, v3s16 chunksize)
+{
+ m_bmgr = biomemgr;
+ m_params = params;
+ m_csize = chunksize;
+
+ noise_heat = new Noise(¶ms->np_heat,
+ params->seed, m_csize.X, m_csize.Z);
+ noise_humidity = new Noise(¶ms->np_humidity,
+ params->seed, m_csize.X, m_csize.Z);
+ noise_heat_blend = new Noise(¶ms->np_heat_blend,
+ params->seed, m_csize.X, m_csize.Z);
+ noise_humidity_blend = new Noise(¶ms->np_humidity_blend,
+ params->seed, m_csize.X, m_csize.Z);
+
+ heatmap = noise_heat->result;
+ humidmap = noise_humidity->result;
+ biomemap = new biome_t[m_csize.X * m_csize.Z];
+}
+
+BiomeGenOriginal::~BiomeGenOriginal()
+{
+ delete []biomemap;
+
+ delete noise_heat;
+ delete noise_humidity;
+ delete noise_heat_blend;
+ delete noise_humidity_blend;
+}
+
+
+Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const
+{
+ float heat =
+ NoisePerlin2D(&m_params->np_heat, pos.X, pos.Z, m_params->seed) +
+ NoisePerlin2D(&m_params->np_heat_blend, pos.X, pos.Z, m_params->seed);
+ float humidity =
+ NoisePerlin2D(&m_params->np_humidity, pos.X, pos.Z, m_params->seed) +
+ NoisePerlin2D(&m_params->np_humidity_blend, pos.X, pos.Z, m_params->seed);
+
+ return calcBiomeFromNoise(heat, humidity, pos.Y);
+}
+
+
+void BiomeGenOriginal::calcBiomeNoise(v3s16 pmin)
+{
+ m_pmin = pmin;
+
+ noise_heat->perlinMap2D(pmin.X, pmin.Z);
+ noise_humidity->perlinMap2D(pmin.X, pmin.Z);
+ noise_heat_blend->perlinMap2D(pmin.X, pmin.Z);
+ noise_humidity_blend->perlinMap2D(pmin.X, pmin.Z);
+
+ for (s32 i = 0; i < m_csize.X * m_csize.Z; i++) {
+ noise_heat->result[i] += noise_heat_blend->result[i];
+ noise_humidity->result[i] += noise_humidity_blend->result[i];
}
}
-Biome *BiomeManager::getBiome(float heat, float humidity, s16 y)
+biome_t *BiomeGenOriginal::getBiomes(s16 *heightmap)
+{
+ for (s32 i = 0; i != m_csize.X * m_csize.Z; i++) {
+ Biome *biome = calcBiomeFromNoise(
+ noise_heat->result[i],
+ noise_humidity->result[i],
+ heightmap[i]);
+
+ biomemap[i] = biome->index;
+ }
+
+ return biomemap;
+}
+
+
+Biome *BiomeGenOriginal::getBiomeAtPoint(v3s16 pos) const
+{
+ return getBiomeAtIndex(
+ (pos.Z - m_pmin.Z) * m_csize.X + (pos.X - m_pmin.X),
+ pos.Y);
+}
+
+
+Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, s16 y) const
+{
+ return calcBiomeFromNoise(
+ noise_heat->result[index],
+ noise_humidity->result[index],
+ y);
+}
+
+
+Biome *BiomeGenOriginal::calcBiomeFromNoise(float heat, float humidity, s16 y) const
{
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];
+ for (size_t i = 1; i < m_bmgr->getNumObjects(); i++) {
+ b = (Biome *)m_bmgr->getRaw(i);
if (!b || y > b->y_max || y < b->y_min)
continue;
}
}
- return biome_closest ? biome_closest : (Biome *)m_objects[0];
+ return biome_closest ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE);
}
-void BiomeManager::clear()
-{
- 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(NodeResolveInfo *nri)
+void Biome::resolveNodeNames()
{
- m_ndef->getIdFromResolveInfo(nri, "mapgen_dirt_with_grass", CONTENT_AIR, c_top);
- m_ndef->getIdFromResolveInfo(nri, "mapgen_dirt", CONTENT_AIR, c_filler);
- m_ndef->getIdFromResolveInfo(nri, "mapgen_stone", CONTENT_AIR, c_stone);
- m_ndef->getIdFromResolveInfo(nri, "mapgen_water_source", CONTENT_AIR, c_water_top);
- m_ndef->getIdFromResolveInfo(nri, "mapgen_water_source", CONTENT_AIR, c_water);
- m_ndef->getIdFromResolveInfo(nri, "air", CONTENT_IGNORE, c_dust);
+ 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_riverbed, "mapgen_stone", CONTENT_AIR);
+ getIdFromNrBacklog(&c_dust, "ignore", CONTENT_IGNORE);
}
-