]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/mg_biome.cpp
Fix OSX building issue caused by ad884f2
[dragonfireclient.git] / src / mg_biome.cpp
index dff73e34ff8d4ab6cf8ef4d795b0f49fb0013386..055ce01982c35e36af1ba2d7895bf2b2e0e8be6c 100644 (file)
@@ -18,48 +18,46 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 
 #include "mg_biome.h"
+#include "mg_decoration.h"
+#include "emerge.h"
 #include "gamedef.h"
 #include "nodedef.h"
-#include "map.h" //for ManualMapVoxelManipulator
+#include "map.h" //for MMVManip
 #include "log.h"
 #include "util/numeric.h"
-#include "main.h"
 #include "util/mathconstants.h"
 #include "porting.h"
 
-const char *BiomeManager::ELEMENT_TITLE = "biome";
-
-NoiseParams nparams_biome_def_heat(50, 50, v3f(500.0, 500.0, 500.0), 5349, 3, 0.70, 2.0);
-NoiseParams nparams_biome_def_humidity(50, 50, v3f(500.0, 500.0, 500.0), 842, 3, 0.55, 2.0);
-
 
 ///////////////////////////////////////////////////////////////////////////////
 
-BiomeManager::BiomeManager(IGameDef *gamedef)
+
+BiomeManager::BiomeManager(IGameDef *gamedef) :
+       ObjDefManager(gamedef, OBJDEF_BIOME)
 {
-       m_resolver  = gamedef->getNodeDefManager()->getResolver();
-       np_heat     = &nparams_biome_def_heat;
-       np_humidity = &nparams_biome_def_humidity;
+       m_gamedef = gamedef;
 
        // 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;
-
-       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);
+       b->name            = "Default";
+       b->flags           = 0;
+       b->depth_top       = 0;
+       b->depth_filler    = -MAX_MAP_GENERATION_LIMIT;
+       b->depth_water_top = 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("air");
+       m_ndef->pendNodeResolve(b);
 
        add(b);
 }
@@ -78,13 +76,9 @@ BiomeManager::~BiomeManager()
 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 != 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;
-               }
+       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;
        }
 }
 
@@ -94,9 +88,9 @@ 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 < m_elements.size(); i++) {
-               b = (Biome *)m_elements[i];
-               if (!b || y > b->height_max || y < b->height_min)
+       for (size_t i = 1; i < m_objects.size(); i++) {
+               b = (Biome *)m_objects[i];
+               if (!b || y > b->y_max || y < b->y_min)
                        continue;
 
                float d_heat     = heat     - b->heat_point;
@@ -109,23 +103,40 @@ Biome *BiomeManager::getBiome(float heat, float humidity, s16 y)
                }
        }
 
-       return biome_closest ? biome_closest : (Biome *)m_elements[0];
+       return biome_closest ? biome_closest : (Biome *)m_objects[0];
 }
 
 void BiomeManager::clear()
 {
-       for (size_t i = 1; i < m_elements.size(); i++) {
-               Biome *b = (Biome *)m_elements[i];
-               if (!b)
-                       continue;
+       EmergeManager *emerge = m_gamedef->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();
+       }
 
-               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);
+       // Don't delete the first biome
+       for (size_t i = 1; i < m_objects.size(); i++) {
+               Biome *b = (Biome *)m_objects[i];
+               delete b;
        }
-       m_elements.resize(1);
+
+       m_objects.resize(1);
 }
 
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+void Biome::resolveNodeNames()
+{
+       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_dust,        "air",                       CONTENT_IGNORE);
+}