#include "mg_biome.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);
-NoiseParams nparams_biome_def_humidity(50, 50, v3f(500.0, 500.0, 500.0), 842, 3, 0.55);
-
///////////////////////////////////////////////////////////////////////////////
-BiomeManager::BiomeManager(IGameDef *gamedef)
+BiomeManager::BiomeManager(IGameDef *gamedef) :
+ ObjDefManager(gamedef, OBJDEF_BIOME)
{
- NodeResolver *resolver = gamedef->getNodeDefManager()->getResolver();
-
- np_heat = &nparams_biome_def_heat;
- np_humidity = &nparams_biome_def_humidity;
-
// 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_stone", "", CONTENT_AIR, &b->c_stone);
- 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);
+ 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;
+
+ 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);
add(b);
}
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;
}
}
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;
biome_closest = b;
}
}
-
- 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_objects.size(); i++) {
+ Biome *b = (Biome *)m_objects[i];
+ delete b;
+ }
+
+ m_objects.resize(1);
+}
+
+
+///////////////////////////////////////////////////////////////////////////////
+
+
+void Biome::resolveNodeNames(NodeResolveInfo *nri)
+{
+ 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);
}