X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmg_biome.cpp;h=8dbb78e59e092b692a4e88be0f79641cc5479bf3;hb=1b3e4e173624bb2523d4386aeef6987709d9b022;hp=a3a6d5128ec2ee571b8eb7aba96d4999d6f3ff8c;hpb=f5211bbd59bd8f17e0a356900eb308db76368f43;p=minetest.git diff --git a/src/mg_biome.cpp b/src/mg_biome.cpp index a3a6d5128..8dbb78e59 100644 --- a/src/mg_biome.cpp +++ b/src/mg_biome.cpp @@ -1,6 +1,7 @@ /* Minetest -Copyright (C) 2010-2013 kwolekr, Ryan Kwolek +Copyright (C) 2014-2016 kwolekr, Ryan Kwolek +Copyright (C) 2014-2017 paramat This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by @@ -18,73 +19,194 @@ with this program; if not, write to the Free Software Foundation, Inc., */ #include "mg_biome.h" -#include "gamedef.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" - -const char *BiomeManager::ELEMENT_TITLE = "biome"; +#include "settings.h" /////////////////////////////////////////////////////////////////////////////// -BiomeManager::BiomeManager(IGameDef *gamedef) : - GenElementManager(gamedef) + +BiomeManager::BiomeManager(Server *server) : + ObjDefManager(server, OBJDEF_BIOME) { + 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; - - 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->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.emplace_back("mapgen_stone"); + b->m_nodenames.emplace_back("mapgen_stone"); + b->m_nodenames.emplace_back("mapgen_stone"); + b->m_nodenames.emplace_back("mapgen_water_source"); + b->m_nodenames.emplace_back("mapgen_water_source"); + b->m_nodenames.emplace_back("mapgen_river_water_source"); + b->m_nodenames.emplace_back("mapgen_stone"); + b->m_nodenames.emplace_back("ignore"); + m_ndef->pendNodeResolve(b); add(b); } +void BiomeManager::clear() +{ + 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(); + } + + // 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); +} + +//////////////////////////////////////////////////////////////////////////////// + -BiomeManager::~BiomeManager() +void BiomeParamsOriginal::readParams(const Settings *settings) { - //if (biomecache) - // delete[] biomecache; + 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); +} -// just a PoC, obviously needs optimization later on (precalculate this) -void BiomeManager::calcBiomes(s16 sx, s16 sy, float *heat_map, - float *humidity_map, s16 *height_map, u8 *biomeid_map) + +//////////////////////////////////////////////////////////////////////////////// + +BiomeGenOriginal::BiomeGenOriginal(BiomeManager *biomemgr, + BiomeParamsOriginal *params, v3s16 chunksize) { - for (s32 i = 0; i != sx * sy; i++) - biomeid_map[i] = getBiome(heat_map[i], humidity_map[i], height_map[i])->id; + 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; -Biome *BiomeManager::getBiome(float heat, float humidity, s16 y) + delete noise_heat; + delete noise_humidity; + delete noise_heat_blend; + delete noise_humidity_blend; +} + + +Biome *BiomeGenOriginal::calcBiomeAtPoint(v3s16 pos) const +{ + 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]; + } +} + + +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; + } + + 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); +} + + +Biome *BiomeGenOriginal::getBiomeAtIndex(size_t index, s16 y) const +{ + return calcBiomeFromNoise( + noise_heat->result[index], + noise_humidity->result[index], + 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 < 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_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; @@ -97,23 +219,20 @@ 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_bmgr->getRaw(BIOME_NONE); } -void BiomeManager::clear() -{ - for (size_t i = 1; i < m_elements.size(); i++) { - Biome *b = (Biome *)m_elements[i]; - if (!b) - continue; - 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); - } - m_elements.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_riverbed, "mapgen_stone", CONTENT_AIR); + getIdFromNrBacklog(&c_dust, "ignore", CONTENT_IGNORE); +}