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/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>

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 NOISE_HEADER
#define NOISE_HEADER

#include "debug.h"

class PseudoRandom
{
public:
	PseudoRandom(): m_next(0)
	{
	}
	PseudoRandom(int seed): m_next(seed)
	{
	}
	void seed(int seed)
	{
		m_next = seed;
	}
	// Returns 0...32767
	int next()
	{
		m_next = m_next * 1103515245 + 12345;
		return((unsigned)(m_next/65536) % 32768);
	}
	int range(int min, int max)
	{
		if(max-min > 32768/10)
		{
			//dstream<<"WARNING: PseudoRandom::range: max > 32767"<<std::endl;
			assert(0);
		}
		if(min > max)
		{
			assert(0);
			return max;
		}
		return (next()%(max-min+1))+min;
	}
private:
	int m_next;
};

double easeCurve(double t);
 
// Return value: -1 ... 1
double noise2d(int x, int y, int seed);
double noise3d(int x, int y, int z, int seed);

double noise2d_gradient(double x, double y, int seed);
double noise3d_gradient(double x, double y, double z, int seed);

double noise2d_perlin(double x, double y, int seed,
		int octaves, double persistence);

double noise2d_perlin_abs(double x, double y, int seed,
		int octaves, double persistence);

double noise3d_perlin(double x, double y, double z, int seed,
		int octaves, double persistence);

double noise3d_perlin_abs(double x, double y, double z, int seed,
		int octaves, double persistence);

enum NoiseType
{
	NOISE_CONSTANT_ONE,
	NOISE_PERLIN,
	NOISE_PERLIN_ABS,
	NOISE_PERLIN_CONTOUR,
	NOISE_PERLIN_CONTOUR_FLIP_YZ,
};

struct NoiseParams
{
	NoiseType type;
	int seed;
	int octaves;
	double persistence;
	double pos_scale;
	double noise_scale; // Useful for contour noises
	
	NoiseParams(NoiseType type_=NOISE_PERLIN, int seed_=0,
			int octaves_=3, double persistence_=0.5,
			double pos_scale_=100.0, double noise_scale_=1.0):
		type(type_),
		seed(seed_),
		octaves(octaves_),
		persistence(persistence_),
		pos_scale(pos_scale_),
		noise_scale(noise_scale_)
	{
	}
};

double noise3d_param(const NoiseParams &param, double x, double y, double z);

class NoiseBuffer
{
public:
	NoiseBuffer();
	~NoiseBuffer();
	
	void clear();
	void create(const NoiseParams &param,
			double first_x, double first_y, double first_z,
			double last_x, double last_y, double last_z,
			double samplelength_x, double samplelength_y, double samplelength_z);
	void multiply(const NoiseParams &param);
	// Deprecated
	void create(int seed, int octaves, double persistence,
			bool abs,
			double first_x, double first_y, double first_z,
			double last_x, double last_y, double last_z,
			double samplelength_x, double samplelength_y, double samplelength_z);

	void intSet(int x, int y, int z, double d);
	void intMultiply(int x, int y, int z, double d);
	double intGet(int x, int y, int z);
	double get(double x, double y, double z);
	//bool contains(double x, double y, double z);

private:
	double *m_data;
	double m_start_x, m_start_y, m_start_z;
	double m_samplelength_x, m_samplelength_y, m_samplelength_z;
	int m_size_x, m_size_y, m_size_z;
};

#endif

s="hl opt">; class IGameDef; class Map; class ServerMap; class ClientMap; class GameScripting; class Player; class Environment { public: // Environment will delete the map passed to the constructor Environment(); virtual ~Environment(); /* Step everything in environment. - Move players - Step mobs - Run timers of map */ virtual void step(f32 dtime) = 0; virtual Map & getMap() = 0; virtual void addPlayer(Player *player); void removePlayer(u16 peer_id); void removePlayer(const char *name); Player * getPlayer(u16 peer_id); Player * getPlayer(const char *name); Player * getRandomConnectedPlayer(); Player * getNearestConnectedPlayer(v3f pos); std::vector<Player*> getPlayers(); std::vector<Player*> getPlayers(bool ignore_disconnected); u32 getDayNightRatio(); // 0-23999 virtual void setTimeOfDay(u32 time); u32 getTimeOfDay(); float getTimeOfDayF(); void stepTimeOfDay(float dtime); void setTimeOfDaySpeed(float speed); float getTimeOfDaySpeed(); void setDayNightRatioOverride(bool enable, u32 value) { m_enable_day_night_ratio_override = enable; m_day_night_ratio_override = value; } // counter used internally when triggering ABMs u32 m_added_objects; protected: // peer_ids in here should be unique, except that there may be many 0s std::vector<Player*> m_players; // Time of day in milli-hours (0-23999); determines day and night u32 m_time_of_day; // Time of day in 0...1 float m_time_of_day_f; float m_time_of_day_speed; // Used to buffer dtime for adding to m_time_of_day float m_time_counter; // Overriding the day-night ratio is useful for custom sky visuals bool m_enable_day_night_ratio_override; u32 m_day_night_ratio_override; /* TODO: Add a callback function so these can be updated when a setting * changes. At this point in time it doesn't matter (e.g. /set * is documented to change server settings only) * * TODO: Local caching of settings is not optimal and should at some stage * be updated to use a global settings object for getting thse values * (as opposed to the this local caching). This can be addressed in * a later release. */ bool m_cache_enable_shaders; private: JMutex m_timeofday_lock; JMutex m_time_lock; }; /* Active block modifier interface. These are fed into ServerEnvironment at initialization time; ServerEnvironment handles deleting them. */ class ActiveBlockModifier { public: ActiveBlockModifier(){}; virtual ~ActiveBlockModifier(){}; // Set of contents to trigger on virtual std::set<std::string> getTriggerContents()=0; // Set of required neighbors (trigger doesn't happen if none are found) // Empty = do not check neighbors virtual std::set<std::string> getRequiredNeighbors() { return std::set<std::string>(); } // Trigger interval in seconds virtual float getTriggerInterval() = 0; // Random chance of (1 / return value), 0 is disallowed virtual u32 getTriggerChance() = 0; // This is called usually at interval for 1/chance of the nodes virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n){}; virtual void trigger(ServerEnvironment *env, v3s16 p, MapNode n, u32 active_object_count, u32 active_object_count_wider){}; }; struct ABMWithState { ActiveBlockModifier *abm; float timer; ABMWithState(ActiveBlockModifier *abm_); }; /* List of active blocks, used by ServerEnvironment */ class ActiveBlockList { public: void update(std::vector<v3s16> &active_positions, s16 radius, std::set<v3s16> &blocks_removed, std::set<v3s16> &blocks_added); bool contains(v3s16 p){ return (m_list.find(p) != m_list.end()); } void clear(){ m_list.clear(); } std::set<v3s16> m_list; std::set<v3s16> m_forceloaded_list; private: }; /* The server-side environment. This is not thread-safe. Server uses an environment mutex. */ class ServerEnvironment : public Environment { public: ServerEnvironment(ServerMap *map, GameScripting *scriptIface, IGameDef *gamedef, const std::string &path_world); ~ServerEnvironment(); Map & getMap(); ServerMap & getServerMap(); //TODO find way to remove this fct! GameScripting* getScriptIface() { return m_script; } IGameDef *getGameDef() { return m_gamedef; } float getSendRecommendedInterval() { return m_recommended_send_interval; } // Save players void saveLoadedPlayers(); void savePlayer(const std::string &playername); Player *loadPlayer(const std::string &playername); /* Save and load time of day and game timer */ void saveMeta(); void loadMeta(); /* External ActiveObject interface ------------------------------------------- */ ServerActiveObject* getActiveObject(u16 id); /* Add an active object to the environment. Environment handles deletion of object. Object may be deleted by environment immediately. If id of object is 0, assigns a free id to it. Returns the id of the object. Returns 0 if not added and thus deleted. */ u16 addActiveObject(ServerActiveObject *object); /* Add an active object as a static object to the corresponding MapBlock. Caller allocates memory, ServerEnvironment frees memory. Return value: true if succeeded, false if failed. (note: not used, pending removal from engine) */ //bool addActiveObjectAsStatic(ServerActiveObject *object); /* Find out what new objects have been added to inside a radius around a position */ void getAddedActiveObjects(v3s16 pos, s16 radius, s16 player_radius, std::set<u16> &current_objects, std::set<u16> &added_objects); /* Find out what new objects have been removed from inside a radius around a position */ void getRemovedActiveObjects(v3s16 pos, s16 radius, s16 player_radius, std::set<u16> &current_objects, std::set<u16> &removed_objects); /* Get the next message emitted by some active object. Returns a message with id=0 if no messages are available. */ ActiveObjectMessage getActiveObjectMessage(); /* Activate objects and dynamically modify for the dtime determined from timestamp and additional_dtime */ void activateBlock(MapBlock *block, u32 additional_dtime=0); /* ActiveBlockModifiers ------------------------------------------- */ void addActiveBlockModifier(ActiveBlockModifier *abm); /* Other stuff ------------------------------------------- */ // Script-aware node setters bool setNode(v3s16 p, const MapNode &n); bool removeNode(v3s16 p); bool swapNode(v3s16 p, const MapNode &n); // Find all active objects inside a radius around a point std::set<u16> getObjectsInsideRadius(v3f pos, float radius); // Clear all objects, loading and going through every MapBlock void clearAllObjects(); // This makes stuff happen void step(f32 dtime); //check if there's a line of sight between two positions bool line_of_sight(v3f pos1, v3f pos2, float stepsize=1.0, v3s16 *p=NULL); u32 getGameTime() { return m_game_time; } void reportMaxLagEstimate(float f) { m_max_lag_estimate = f; } float getMaxLagEstimate() { return m_max_lag_estimate; } std::set<v3s16>* getForceloadedBlocks() { return &m_active_blocks.m_forceloaded_list; }; private: /* Internal ActiveObject interface ------------------------------------------- */ /* Add an active object to the environment. Called by addActiveObject. Object may be deleted by environment immediately. If id of object is 0, assigns a free id to it. Returns the id of the object. Returns 0 if not added and thus deleted. */ u16 addActiveObjectRaw(ServerActiveObject *object, bool set_changed, u32 dtime_s); /* Remove all objects that satisfy (m_removed && m_known_by_count==0) */ void removeRemovedObjects(); /* Convert stored objects from block to active */ void activateObjects(MapBlock *block, u32 dtime_s); /* Convert objects that are not in active blocks to static. If m_known_by_count != 0, active object is not deleted, but static data is still updated. If force_delete is set, active object is deleted nevertheless. It shall only be set so in the destructor of the environment. */ void deactivateFarObjects(bool force_delete); /* Member variables */ // The map ServerMap *m_map; // Lua state GameScripting* m_script; // Game definition IGameDef *m_gamedef; // World path const std::string m_path_world; // Active object list std::map<u16, ServerActiveObject*> m_active_objects; // Outgoing network message buffer for active objects std::list<ActiveObjectMessage> m_active_object_messages; // Some timers float m_send_recommended_timer; IntervalLimiter m_object_management_interval; // List of active blocks ActiveBlockList m_active_blocks; IntervalLimiter m_active_blocks_management_interval; IntervalLimiter m_active_block_modifier_interval; IntervalLimiter m_active_blocks_nodemetadata_interval; int m_active_block_interval_overload_skip; // Time from the beginning of the game in seconds. // Incremented in step(). u32 m_game_time; // A helper variable for incrementing the latter float m_game_time_fraction_counter; std::vector<ABMWithState> m_abms; // An interval for generally sending object positions and stuff float m_recommended_send_interval; // Estimate for general maximum lag as determined by server. // Can raise to high values like 15s with eg. map generation mods. float m_max_lag_estimate; }; #ifndef SERVER #include "clientobject.h" class ClientSimpleObject; /* The client-side environment. This is not thread-safe. Must be called from main (irrlicht) thread (uses the SceneManager) Client uses an environment mutex. */ enum ClientEnvEventType { CEE_NONE, CEE_PLAYER_DAMAGE, CEE_PLAYER_BREATH }; struct ClientEnvEvent { ClientEnvEventType type; union { //struct{ //} none; struct{ u8 amount; bool send_to_server; } player_damage; struct{ u16 amount; } player_breath; }; }; class ClientEnvironment : public Environment { public: ClientEnvironment(ClientMap *map, scene::ISceneManager *smgr, ITextureSource *texturesource, IGameDef *gamedef, IrrlichtDevice *device); ~ClientEnvironment(); Map & getMap(); ClientMap & getClientMap(); IGameDef *getGameDef() { return m_gamedef; } void step(f32 dtime); virtual void addPlayer(Player *player); LocalPlayer * getLocalPlayer(); /* ClientSimpleObjects */ void addSimpleObject(ClientSimpleObject *simple); /* ActiveObjects */ ClientActiveObject* getActiveObject(u16 id); /* Adds an active object to the environment. Environment handles deletion of object. Object may be deleted by environment immediately. If id of object is 0, assigns a free id to it. Returns the id of the object. Returns 0 if not added and thus deleted. */ u16 addActiveObject(ClientActiveObject *object); void addActiveObject(u16 id, u8 type, const std::string &init_data); void removeActiveObject(u16 id); void processActiveObjectMessage(u16 id, const std::string &data); /* Callbacks for activeobjects */ void damageLocalPlayer(u8 damage, bool handle_hp=true); void updateLocalPlayerBreath(u16 breath); /* Client likes to call these */ // Get all nearby objects void getActiveObjects(v3f origin, f32 max_d, std::vector<DistanceSortedActiveObject> &dest); // Get event from queue. CEE_NONE is returned if queue is empty. ClientEnvEvent getClientEvent(); u16 m_attachements[USHRT_MAX]; std::list<std::string> getPlayerNames() { return m_player_names; } void addPlayerName(std::string name) { m_player_names.push_back(name); } void removePlayerName(std::string name) { m_player_names.remove(name); } void updateCameraOffset(v3s16 camera_offset) { m_camera_offset = camera_offset; } v3s16 getCameraOffset() { return m_camera_offset; } private: ClientMap *m_map; scene::ISceneManager *m_smgr; ITextureSource *m_texturesource; IGameDef *m_gamedef; IrrlichtDevice *m_irr; std::map<u16, ClientActiveObject*> m_active_objects; std::vector<ClientSimpleObject*> m_simple_objects; std::list<ClientEnvEvent> m_client_event_queue;