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Add Mapgen V7, reorganize biomes
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16 changed files with 871 additions and 384 deletions
77
src/biome.h
77
src/biome.h
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@ -1,6 +1,6 @@
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/*
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Minetest
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Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr2@cs.scranton.edu>
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Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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@ -27,7 +27,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "noise.h"
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#include "mapgen.h"
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enum BiomeTerrainType
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{
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BIOME_TERRAIN_NORMAL,
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@ -37,62 +36,54 @@ enum BiomeTerrainType
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BIOME_TERRAIN_FLAT
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};
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extern NoiseParams nparams_biome_def_heat;
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extern NoiseParams nparams_biome_def_humidity;
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class Biome {
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public:
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MapNode n_top;
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MapNode n_filler;
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s16 ntopnodes;
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s8 groupid;
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s8 flags;
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u8 id;
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std::string name;
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u32 flags;
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std::string top_nodename;
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std::string filler_nodename;
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content_t c_top;
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s16 top_depth;
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content_t c_filler;
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s16 filler_height;
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s16 height_min;
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s16 height_max;
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float heat_min;
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float heat_max;
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float humidity_min;
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float humidity_max;
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std::string name;
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NoiseParams *np;
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virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
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virtual int getSurfaceHeight(float noise_terrain);
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float heat_point;
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float humidity_point;
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};
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class BiomeLiquid : public Biome {
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virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
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};
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class BiomeHell : public Biome {
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virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
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virtual int getSurfaceHeight(float noise_terrain);
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};
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class BiomeAether : public Biome {
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virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
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virtual int getSurfaceHeight(float noise_terrain);
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};
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class BiomeSuperflat : public Biome {
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virtual void genColumn(Mapgen *mg, int x, int z, int y1, int y2);
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virtual int getSurfaceHeight(float noise_terrain);
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struct BiomeNoiseInput {
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v2s16 mapsize;
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float *heat_map;
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float *humidity_map;
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s16 *height_map;
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};
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class BiomeDefManager {
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public:
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std::vector<float> bgroup_freqs;
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std::vector<std::vector<Biome *> *> bgroups;
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Biome *biome_default;
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IGameDef *m_gamedef;
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INodeDefManager *ndef;
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std::vector<Biome *> biomes;
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BiomeDefManager(IGameDef *gamedef);
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bool biome_registration_finished;
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NoiseParams *np_heat;
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NoiseParams *np_humidity;
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BiomeDefManager();
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~BiomeDefManager();
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Biome *createBiome(BiomeTerrainType btt);
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Biome *getBiome(float bgfreq, float heat, float humidity);
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void calcBiomes(BiomeNoiseInput *input, u8 *biomeid_map);
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Biome *getBiome(float heat, float humidity, s16 y);
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void addBiomeGroup(float freq);
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void addBiome(Biome *b);
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void addDefaultBiomes();
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void resolveNodeNames(INodeDefManager *ndef);
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};
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#endif
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