aboutsummaryrefslogtreecommitdiff
path: root/builtin/game/item_entity.lua
diff options
context:
space:
mode:
Diffstat (limited to 'builtin/game/item_entity.lua')
0 files changed, 0 insertions, 0 deletions
n65' href='#n65'>65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160
/*
Minetest
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>

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
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "mg_biome.h"
#include "nodedef.h"
#include "map.h" //for ManualMapVoxelManipulator
#include "log.h"
#include "util/numeric.h"
#include "main.h"
#include "util/mathconstants.h"
#include "porting.h"

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);


BiomeDefManager::BiomeDefManager(NodeResolver *resolver)
{
	biome_registration_finished = false;
	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_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);

	biomes.push_back(b);
}


BiomeDefManager::~BiomeDefManager()
{
	//if (biomecache)
	//	delete[] biomecache;
	
	for (size_t i = 0; i != biomes.size(); i++)
		delete biomes[i];
}


Biome *BiomeDefManager::createBiome(BiomeTerrainType btt)
{
	/*switch (btt) {
		case BIOME_TERRAIN_NORMAL:
			return new Biome;
		case BIOME_TERRAIN_LIQUID:
			return new BiomeLiquid;
		case BIOME_TERRAIN_NETHER:
			return new BiomeHell;
		case BIOME_TERRAIN_AETHER:
			return new BiomeSky;
		case BIOME_TERRAIN_FLAT:
			return new BiomeSuperflat;
	}
	return NULL;*/
	return new Biome;
}


// just a PoC, obviously needs optimization later on (precalculate this)
void BiomeDefManager::calcBiomes(BiomeNoiseInput *input, u8 *biomeid_map)
{
	int i = 0;
	for (int y = 0; y != input->mapsize.Y; y++) {
		for (int x = 0; x != input->mapsize.X; x++, i++) {
			float heat     = (input->heat_map[i] + 1) * 50;
			float humidity = (input->humidity_map[i] + 1) * 50;
			biomeid_map[i] = getBiome(heat, humidity, input->height_map[i])->id;
		}
	}
}


bool BiomeDefManager::addBiome(Biome *b)
{
	if (biome_registration_finished) {
		errorstream << "BiomeDefManager: biome registration already "
			"finished, dropping " << b->name << std::endl;
		return false;
	}
	
	size_t nbiomes = biomes.size();
	if (nbiomes >= 0xFF) {
		errorstream << "BiomeDefManager: too many biomes, dropping "
			<< b->name << std::endl;
		return false;
	}

	b->id = (u8)nbiomes;
	biomes.push_back(b);
	verbosestream << "BiomeDefManager: added biome " << b->name << std::endl;

	return true;
}


Biome *BiomeDefManager::getBiome(float heat, float humidity, s16 y)
{
	Biome *b, *biome_closest = NULL;
	float dist_min = FLT_MAX;

	for (size_t i = 1; i < biomes.size(); i++) {
		b = biomes[i];
		if (y > b->height_max || y < b->height_min)
			continue;

		float d_heat     = heat     - b->heat_point;
		float d_humidity = humidity - b->humidity_point;
		float dist = (d_heat * d_heat) +
					 (d_humidity * d_humidity);
		if (dist < dist_min) {
			dist_min = dist;
			biome_closest = b;
		}
	}
	
	return biome_closest ? biome_closest : biomes[0];
}


u8 BiomeDefManager::getBiomeIdByName(const char *name)
{
	for (size_t i = 0; i != biomes.size(); i++) {
		if (!strcasecmp(name, biomes[i]->name.c_str()))
			return i;
	}
	
	return 0;
}