*/
#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";
-
///////////////////////////////////////////////////////////////////////////////
+
BiomeManager::BiomeManager(IGameDef *gamedef) :
- GenElementManager(gamedef)
+ ObjDefManager(gamedef, OBJDEF_BIOME)
{
+ 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 = 0;
+ b->depth_water_top = 0;
+ b->y_min = -MAP_GENERATION_LIMIT;
+ b->y_max = MAP_GENERATION_LIMIT;
+ b->heat_point = 0.0;
+ b->humidity_point = 0.0;
+
+ b->m_nodenames.push_back("air");
+ b->m_nodenames.push_back("air");
+ 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);
}
void BiomeManager::calcBiomes(s16 sx, s16 sy, float *heat_map,
float *humidity_map, s16 *height_map, u8 *biomeid_map)
{
- for (size_t i = 0; i != sx * sy; i++)
- biomeid_map[i] = getBiome(heat_map[i], humidity_map[i], 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;
+ }
}
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;
}
}
- 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_dirt_with_grass", CONTENT_AIR);
+ getIdFromNrBacklog(&c_filler, "mapgen_dirt", 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);
}