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/*
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 "biome.h"
#include "nodedef.h"
#include "map.h" //for ManualMapVoxelManipulator
#include "log.h"
#include "main.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() {
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->c_top = CONTENT_AIR;
b->top_depth = 0;
b->c_filler = b/*
Mi
b->filler_height = MAP_GENERATION_LIMIT;
b->height_min = -MAP_GENERATION_LIMIT;
b->height_max = MAP_GENERATION_LIMIT;
b->heat_point = 0.0;
b->humidity_point = 0.0;
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;
}
}
}
void BiomeDefManager::resolveNodeNames(INodeDefManager *ndef) {
Biome *b;
biome_registration_finished = true;
for (size_t i = 0; i != biomes.size(); i++) {
b = biomes[i];
if (b->c_top == CONTENT_IGNORE) {
b->c_top = ndef->getId(b->top_nodename);
dstream<<DTIME<<"INFO: event_handler(): "
<<"Ctrl+C, Close Event, Logoff Event or Shutdown Event, shutting down."<<std::endl;
// Comment out for less clutter when testing scripts
/*dstream<<DTIME<<"INFO: event_handler(): "
<<"Printing debug stacks"<<std::endl;
debug_stacks_print();*/
g_killed = true;
}
else
{
(void)signal(SIGINT, SIG_DFL);
}
break;
case CTRL_BREAK_EVENT:
break;
}
return TRUE;
}
void signal_handler_init(void)
{
SetConsoleCtrlHandler( (PHANDLER_ROUTINE)event_handler,TRUE);
}
#endif
/*
Path mangler
*/
// Default to RUN_IN_PLACE style relative paths
std::string path_share = "..";
std::string path_user = "..";
std::string getDataPath(const char *subpath)
{
return path_share + DIR_DELIM + subpath;
}
void pathRemoveFile(char *path, char delim)
{
// Remove filename and path delimiter
int i;
for(i = strlen
errorstream << "BiomeDefManager: too many biomes, dropping " << b->name << std::endl;
delete b;
return;
}
b->id = (u8)nbiomes;
biomes.push_back(b);
verbosestream << "BiomeDefManager: added biome " << b->name << std::endl;
}
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];
}
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