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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.
*/

#ifndef BIOME_HEADER
#define BIOME_HEADER

#include <string>
#include "nodedef.h"
#include "gamedef.h"
#include "mapnode.h"
#include "noise.h"
#include "mapgen.h"

enum BiomeTerrainType
{
	BIOME_TERRAIN_NORMAL,
	BIOME_TERRAIN_LIQUID,
	BIOME_TERRAIN_NETHER,
	BIOME_TERRAIN_AETHER,
	BIOME_TERRAIN_FLAT
};

extern NoiseParams nparams_biome_def_heat;
extern NoiseParams nparams_biome_def_humidity;

class Biome {
public:
	u8 id;
	std::string name;
	u32 flags;
	
	std::string nname_top;
	std::string nname_filler;
	std::string nname_water;
	std::string nname_dust;
	std::string nname_dust_water;

	content_t c_top;
	content_t c_filler;
	content_t c_water;
	content_t c_dust;
	content_t c_dust_water;
	
	s16 depth_top;
	s16 depth_filler;
	
	s16 height_min;
	s16 height_max;
	float heat_point;
	float humidity_point;
};

struct BiomeNoiseInput {
	v2s16 mapsize;
	float *heat_map;
	float *humidity_map;
	s16 *height_map;
};

class BiomeDefManager {
public:
	std::vector<Biome *> biomes;

	bool biome_registration_finished;
	NoiseParams *np_heat;
	NoiseParams *np_humidity;

	BiomeDefManager();
	~BiomeDefManager();
	
	Biome *createBiome(BiomeTerrainType btt);
	void  calcBiomes(BiomeNoiseInput *input, u8 *biomeid_map);
	Biome *getBiome(float heat, float humidity, s16 y);

	void addBiome(Biome *b);
	void resolveNodeNames(INodeDefManager *ndef);
	u8 getBiomeIdByName(const char *name);
	
	s16 calcBlockHeat(v3s16 p, u64 seed, float timeofday, float totaltime);
	s16 calcBlockHumidity(v3s16 p, u64 seed, float timeofday, float totaltime);
};

#endif
lass="hl opt">; struct InventoryLocation { enum Type{ UNDEFINED, CURRENT_PLAYER, PLAYER, NODEMETA, DETACHED, } type; std::string name; // PLAYER, DETACHED v3s16 p; // NODEMETA InventoryLocation() { setUndefined(); } void setUndefined() { type = UNDEFINED; } void setCurrentPlayer() { type = CURRENT_PLAYER; } void setPlayer(const std::string &name_) { type = PLAYER; name = name_; } void setNodeMeta(v3s16 p_) { type = NODEMETA; p = p_; } void setDetached(const std::string &name_) { type = DETACHED; name = name_; } bool operator==(const InventoryLocation &other) const { if(type != other.type) return false; switch(type){ case UNDEFINED: return false; case CURRENT_PLAYER: return true; case PLAYER: return (name == other.name); case NODEMETA: return (p == other.p); case DETACHED: return (name == other.name); } return false; } bool operator!=(const InventoryLocation &other) const { return !(*this == other); } void applyCurrentPlayer(const std::string &name_) { if(type == CURRENT_PLAYER) setPlayer(name_); } std::string dump() const; void serialize(std::ostream &os) const; void deSerialize(std::istream &is); void deSerialize(std::string s); }; struct InventoryAction; class InventoryManager { public: InventoryManager(){} virtual ~InventoryManager(){} // Get an inventory (server and client) virtual Inventory* getInventory(const InventoryLocation &loc){return NULL;} // Set modified (will be saved and sent over network; only on server) virtual void setInventoryModified(const InventoryLocation &loc, bool playerSend = true){} // Send inventory action to server (only on client) virtual void inventoryAction(InventoryAction *a){} }; #define IACTION_MOVE 0 #define IACTION_DROP 1 #define IACTION_CRAFT 2 struct InventoryAction { static InventoryAction * deSerialize(std::istream &is); virtual u16 getType() const = 0; virtual void serialize(std::ostream &os) const = 0; virtual void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef) = 0; virtual void clientApply(InventoryManager *mgr, IGameDef *gamedef) = 0; virtual ~InventoryAction() {}; }; struct IMoveAction : public InventoryAction { // count=0 means "everything" u16 count; InventoryLocation from_inv; std::string from_list; s16 from_i; InventoryLocation to_inv; std::string to_list; s16 to_i; bool move_somewhere; // treat these as private // related to movement to somewhere bool caused_by_move_somewhere; u32 move_count; IMoveAction() { count = 0; from_i = -1; to_i = -1; move_somewhere = false; caused_by_move_somewhere = false; move_count = 0; } IMoveAction(std::istream &is, bool somewhere); u16 getType() const { return IACTION_MOVE; } void serialize(std::ostream &os) const { if (!move_somewhere) os << "Move "; else os << "MoveSomewhere "; os << count << " "; os << from_inv.dump() << " "; os << from_list << " "; os << from_i << " "; os << to_inv.dump() << " "; os << to_list; if (!move_somewhere) os << " " << to_i; } void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef); void clientApply(InventoryManager *mgr, IGameDef *gamedef); }; struct IDropAction : public InventoryAction { // count=0 means "everything" u16 count; InventoryLocation from_inv; std::string from_list; s16 from_i; IDropAction() { count = 0; from_i = -1; } IDropAction(std::istream &is); u16 getType() const { return IACTION_DROP; } void serialize(std::ostream &os) const { os<<"Drop "; os<<count<<" "; os<<from_inv.dump()<<" "; os<<from_list<<" "; os<<from_i; } void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef); void clientApply(InventoryManager *mgr, IGameDef *gamedef); }; struct ICraftAction : public InventoryAction { // count=0 means "everything" u16 count; InventoryLocation craft_inv; ICraftAction() { count = 0; } ICraftAction(std::istream &is); u16 getType() const { return IACTION_CRAFT; } void serialize(std::ostream &os) const { os<<"Craft "; os<<count<<" "; os<<craft_inv.dump()<<" "; } void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef); void clientApply(InventoryManager *mgr, IGameDef *gamedef); }; // Crafting helper bool getCraftingResult(Inventory *inv, ItemStack& result, std::vector<ItemStack> &output_replacements, bool decrementInput, IGameDef *gamedef); #endif