LCOV - code coverage report
Current view: top level - src - mg_biome.cpp (source / functions) Hit Total Coverage
Test: report Lines: 1 65 1.5 %
Date: 2015-07-11 18:23:49 Functions: 2 9 22.2 %

          Line data    Source code
       1             : /*
       2             : Minetest
       3             : Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
       4             : 
       5             : This program is free software; you can redistribute it and/or modify
       6             : it under the terms of the GNU Lesser General Public License as published by
       7             : the Free Software Foundation; either version 2.1 of the License, or
       8             : (at your option) any later version.
       9             : 
      10             : This program is distributed in the hope that it will be useful,
      11             : but WITHOUT ANY WARRANTY; without even the implied warranty of
      12             : MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      13             : GNU Lesser General Public License for more details.
      14             : 
      15             : You should have received a copy of the GNU Lesser General Public License along
      16             : with this program; if not, write to the Free Software Foundation, Inc.,
      17             : 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
      18             : */
      19             : 
      20             : #include "mg_biome.h"
      21             : #include "mg_decoration.h"
      22             : #include "emerge.h"
      23             : #include "gamedef.h"
      24             : #include "nodedef.h"
      25             : #include "map.h" //for MMVManip
      26             : #include "log.h"
      27             : #include "util/numeric.h"
      28             : #include "util/mathconstants.h"
      29             : #include "porting.h"
      30             : 
      31             : 
      32             : ///////////////////////////////////////////////////////////////////////////////
      33             : 
      34             : 
      35           0 : BiomeManager::BiomeManager(IGameDef *gamedef) :
      36           0 :         ObjDefManager(gamedef, OBJDEF_BIOME)
      37             : {
      38           0 :         m_gamedef = gamedef;
      39             : 
      40             :         // Create default biome to be used in case none exist
      41           0 :         Biome *b = new Biome;
      42             : 
      43           0 :         b->name            = "Default";
      44           0 :         b->flags           = 0;
      45           0 :         b->depth_top       = 0;
      46           0 :         b->depth_filler    = 0;
      47           0 :         b->depth_water_top = 0;
      48           0 :         b->y_min           = -MAP_GENERATION_LIMIT;
      49           0 :         b->y_max           = MAP_GENERATION_LIMIT;
      50           0 :         b->heat_point      = 0.0;
      51           0 :         b->humidity_point  = 0.0;
      52             : 
      53           0 :         b->m_nodenames.push_back("air");
      54           0 :         b->m_nodenames.push_back("air");
      55           0 :         b->m_nodenames.push_back("mapgen_stone");
      56           0 :         b->m_nodenames.push_back("mapgen_water_source");
      57           0 :         b->m_nodenames.push_back("mapgen_water_source");
      58           0 :         b->m_nodenames.push_back("mapgen_river_water_source");
      59           0 :         b->m_nodenames.push_back("air");
      60           0 :         m_ndef->pendNodeResolve(b);
      61             : 
      62           0 :         add(b);
      63           0 : }
      64             : 
      65             : 
      66             : 
      67           0 : BiomeManager::~BiomeManager()
      68             : {
      69             :         //if (biomecache)
      70             :         //      delete[] biomecache;
      71           0 : }
      72             : 
      73             : 
      74             : 
      75             : // just a PoC, obviously needs optimization later on (precalculate this)
      76           0 : void BiomeManager::calcBiomes(s16 sx, s16 sy, float *heat_map,
      77             :         float *humidity_map, s16 *height_map, u8 *biomeid_map)
      78             : {
      79           0 :         for (s32 i = 0; i != sx * sy; i++) {
      80           0 :                 Biome *biome = getBiome(heat_map[i], humidity_map[i], height_map[i]);
      81           0 :                 biomeid_map[i] = biome->index;
      82             :         }
      83           0 : }
      84             : 
      85             : 
      86           0 : Biome *BiomeManager::getBiome(float heat, float humidity, s16 y)
      87             : {
      88           0 :         Biome *b, *biome_closest = NULL;
      89           0 :         float dist_min = FLT_MAX;
      90             : 
      91           0 :         for (size_t i = 1; i < m_objects.size(); i++) {
      92           0 :                 b = (Biome *)m_objects[i];
      93           0 :                 if (!b || y > b->y_max || y < b->y_min)
      94           0 :                         continue;
      95             : 
      96           0 :                 float d_heat     = heat     - b->heat_point;
      97           0 :                 float d_humidity = humidity - b->humidity_point;
      98           0 :                 float dist = (d_heat * d_heat) +
      99           0 :                                          (d_humidity * d_humidity);
     100           0 :                 if (dist < dist_min) {
     101           0 :                         dist_min = dist;
     102           0 :                         biome_closest = b;
     103             :                 }
     104             :         }
     105             : 
     106           0 :         return biome_closest ? biome_closest : (Biome *)m_objects[0];
     107             : }
     108             : 
     109           0 : void BiomeManager::clear()
     110             : {
     111           0 :         EmergeManager *emerge = m_gamedef->getEmergeManager();
     112             : 
     113             :         // Remove all dangling references in Decorations
     114           0 :         DecorationManager *decomgr = emerge->decomgr;
     115           0 :         for (size_t i = 0; i != decomgr->getNumObjects(); i++) {
     116           0 :                 Decoration *deco = (Decoration *)decomgr->getRaw(i);
     117           0 :                 deco->biomes.clear();
     118             :         }
     119             : 
     120             :         // Don't delete the first biome
     121           0 :         for (size_t i = 1; i < m_objects.size(); i++) {
     122           0 :                 Biome *b = (Biome *)m_objects[i];
     123           0 :                 delete b;
     124             :         }
     125             : 
     126           0 :         m_objects.resize(1);
     127           0 : }
     128             : 
     129             : 
     130             : ///////////////////////////////////////////////////////////////////////////////
     131             : 
     132             : 
     133           0 : void Biome::resolveNodeNames()
     134             : {
     135           0 :         getIdFromNrBacklog(&c_top,         "mapgen_dirt_with_grass",    CONTENT_AIR);
     136           0 :         getIdFromNrBacklog(&c_filler,      "mapgen_dirt",               CONTENT_AIR);
     137           0 :         getIdFromNrBacklog(&c_stone,       "mapgen_stone",              CONTENT_AIR);
     138           0 :         getIdFromNrBacklog(&c_water_top,   "mapgen_water_source",       CONTENT_AIR);
     139           0 :         getIdFromNrBacklog(&c_water,       "mapgen_water_source",       CONTENT_AIR);
     140           0 :         getIdFromNrBacklog(&c_river_water, "mapgen_river_water_source", CONTENT_AIR);
     141           0 :         getIdFromNrBacklog(&c_dust,        "air",                       CONTENT_IGNORE);
     142           3 : }
     143             : 

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