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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
33 ///////////////////////////////////////////////////////////////////////////////
34
35 BiomeManager::BiomeManager(IGameDef *gamedef)
36 {
37         m_resolver  = gamedef->getNodeDefManager()->getResolver();
38
39         // Create default biome to be used in case none exist
40         Biome *b = new Biome;
41
42         b->id             = 0;
43         b->name           = "Default";
44         b->flags          = 0;
45         b->depth_top      = 0;
46         b->depth_filler   = 0;
47         b->height_min     = -MAP_GENERATION_LIMIT;
48         b->height_max     = MAP_GENERATION_LIMIT;
49         b->heat_point     = 0.0;
50         b->humidity_point = 0.0;
51
52         m_resolver->addNode("air",                 "", CONTENT_AIR, &b->c_top);
53         m_resolver->addNode("air",                 "", CONTENT_AIR, &b->c_filler);
54         m_resolver->addNode("mapgen_stone",        "", CONTENT_AIR, &b->c_stone);
55         m_resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_water);
56         m_resolver->addNode("air",                 "", CONTENT_AIR, &b->c_dust);
57         m_resolver->addNode("mapgen_water_source", "", CONTENT_AIR, &b->c_dust_water);
58
59         add(b);
60 }
61
62
63
64 BiomeManager::~BiomeManager()
65 {
66         //if (biomecache)
67         //      delete[] biomecache;
68 }
69
70
71
72 // just a PoC, obviously needs optimization later on (precalculate this)
73 void BiomeManager::calcBiomes(s16 sx, s16 sy, float *heat_map,
74         float *humidity_map, s16 *height_map, u8 *biomeid_map)
75 {
76         int i = 0;
77         for (int y = 0; y != sy; y++) {
78                 for (int x = 0; x != sx; x++, i++) {
79                         float heat     = (heat_map[i] + 1) * 50;
80                         float humidity = (humidity_map[i] + 1) * 50;
81                         biomeid_map[i] = getBiome(heat, humidity, height_map[i])->id;
82                 }
83         }
84 }
85
86
87 Biome *BiomeManager::getBiome(float heat, float humidity, s16 y)
88 {
89         Biome *b, *biome_closest = NULL;
90         float dist_min = FLT_MAX;
91
92         for (size_t i = 1; i < m_elements.size(); i++) {
93                 b = (Biome *)m_elements[i];
94                 if (!b || y > b->height_max || y < b->height_min)
95                         continue;
96
97                 float d_heat     = heat     - b->heat_point;
98                 float d_humidity = humidity - b->humidity_point;
99                 float dist = (d_heat * d_heat) +
100                                          (d_humidity * d_humidity);
101                 if (dist < dist_min) {
102                         dist_min = dist;
103                         biome_closest = b;
104                 }
105         }
106
107         return biome_closest ? biome_closest : (Biome *)m_elements[0];
108 }
109
110 void BiomeManager::clear()
111 {
112         for (size_t i = 1; i < m_elements.size(); i++) {
113                 Biome *b = (Biome *)m_elements[i];
114                 if (!b)
115                         continue;
116
117                 m_resolver->cancelNode(&b->c_top);
118                 m_resolver->cancelNode(&b->c_filler);
119                 m_resolver->cancelNode(&b->c_stone);
120                 m_resolver->cancelNode(&b->c_water);
121                 m_resolver->cancelNode(&b->c_dust);
122                 m_resolver->cancelNode(&b->c_dust_water);
123         }
124         m_elements.resize(1);
125 }
126