*/
#include "mg_biome.h"
+#include "mg_decoration.h"
+#include "emerge.h"
+#include "server.h"
#include "nodedef.h"
-#include "map.h" //for ManualMapVoxelManipulator
-#include "log.h"
+#include "map.h" //for MMVManip
#include "util/numeric.h"
-#include "main.h"
-#include "util/mathconstants.h"
#include "porting.h"
+#include "settings.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(NodeResolver *resolver)
+
+BiomeManager::BiomeManager(Server *server) :
+ ObjDefManager(server, OBJDEF_BIOME)
{
- biome_registration_finished = false;
- np_heat = &nparams_biome_def_heat;
- np_humidity = &nparams_biome_def_humidity;
+ m_server = server;
// 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->height_min = -MAP_GENERATION_LIMIT;
- b->height_max = MAP_GENERATION_LIMIT;
- 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);
-
- biomes.push_back(b);
+
+ b->name = "Default";
+ b->flags = 0;
+ b->depth_top = 0;
+ b->depth_filler = -MAX_MAP_GENERATION_LIMIT;
+ b->depth_water_top = 0;
+ 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;
+
+ 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);
}
-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)
+void BiomeManager::clear()
{
- /*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;
+ 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();
}
- return NULL;*/
- return new Biome;
+
+ // 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);
}
+////////////////////////////////////////////////////////////////////////////////
+
-// just a PoC, obviously needs optimization later on (precalculate this)
-void BiomeDefManager::calcBiomes(BiomeNoiseInput *input, u8 *biomeid_map)
+void BiomeParamsOriginal::readParams(const Settings *settings)
{
- 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;
- }
- }
+ 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);
+}
+
+
+void BiomeParamsOriginal::writeParams(Settings *settings) const
+{
+ 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;
}
-bool BiomeDefManager::addBiome(Biome *b)
+Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const
{
- if (biome_registration_finished) {
- errorstream << "BiomeDefManager: biome registration already "
- "finished, dropping " << b->name << std::endl;
- return false;
+ 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];
}
-
- size_t nbiomes = biomes.size();
- if (nbiomes >= 0xFF) {
- errorstream << "BiomeDefManager: too many biomes, dropping "
- << b->name << std::endl;
- return false;
+}
+
+
+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;
}
- b->id = (u8)nbiomes;
- biomes.push_back(b);
- verbosestream << "BiomeDefManager: added biome " << b->name << std::endl;
+ 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);
+}
- return true;
+
+Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, s16 y) const
+{
+ return calcBiomeFromNoise(
+ noise_heat->result[index],
+ noise_humidity->result[index],
+ y);
}
-Biome *BiomeDefManager::getBiome(float heat, float humidity, s16 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 < biomes.size(); i++) {
- b = biomes[i];
- if (y > b->height_max || y < b->height_min)
+ 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;
float d_heat = heat - b->heat_point;
biome_closest = b;
}
}
-
- return biome_closest ? biome_closest : biomes[0];
+
+ return biome_closest ? biome_closest : (Biome *)m_bmgr->getRaw(BIOME_NONE);
}
-u8 BiomeDefManager::getBiomeIdByName(const char *name)
+////////////////////////////////////////////////////////////////////////////////
+
+void Biome::resolveNodeNames()
{
- for (size_t i = 0; i != biomes.size(); i++) {
- if (!strcasecmp(name, biomes[i]->name.c_str()))
- return i;
- }
-
- return 0;
+ 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);
}