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path: root/src/serverlist.cpp
Commit message (Expand)AuthorAge
* Correct useragent in http queriesproller2013-11-06
* Masterserver show privs and js autoloadproller2013-11-04
* Masterserver updateproller2013-10-18
* Show git hash in version string at top left corner of windowKahrl2013-09-28
* Dont write directly to files but rather write and copy a tmp filePilzAdam2013-08-13
* More info in serverlistproller2013-08-03
* Masterserver mods announse, ipv6, better curl errorsproller2013-07-13
* Replace C++ mainmenu by formspec powered onesapier2013-07-02
* Fix favorite Server List on WindowsSfan52013-05-04
* Fix serverlist on -DRUN_IN_PLACE=0 (use path_user instead of path_share)Zeg92013-04-25
* Masterserver: report gameid, uptime, cosmetic fixes on server web pageproller2013-03-30
* Add one more curl_easy_setopt(curl, CURLOPT_NOSIGNAL, 1);Ilya Zhuravlev2013-03-03
* Fix "longjmp causes uninitialized stack frame" (serverlist.cpp)Ilya Zhuravlev2013-03-01
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* new auto masterserverproller2013-02-22
* Add a list of servers to the "Multiplayer" tabJeija2013-01-21
'#n165'>165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254
/*
 * Minetest
 * Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
 * Copyright (C) 2010-2014 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without modification, are
 * permitted provided that the following conditions are met:
 *  1. Redistributions of source code must retain the above copyright notice, this list of
 *     conditions and the following disclaimer.
 *  2. Redistributions in binary form must reproduce the above copyright notice, this list
 *     of conditions and the following disclaimer in the documentation and/or other materials
 *     provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR AND CONTRIBUTORS ``AS IS'' AND ANY EXPRESS OR IMPLIED
 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
 * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
 * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

#ifndef NOISE_HEADER
#define NOISE_HEADER

#include "irr_v3d.h"
#include "exceptions.h"
#include "util/string.h"

extern FlagDesc flagdesc_noiseparams[];

// Note: this class is not polymorphic so that its high level of
// optimizability may be preserved in the common use case
class PseudoRandom {
public:
	const static u32 RANDOM_RANGE = 32767;

	inline PseudoRandom(int seed=0):
		m_next(seed)
	{
	}

	inline void seed(int seed)
	{
		m_next = seed;
	}

	inline int next()
	{
		m_next = m_next * 1103515245 + 12345;
		return (unsigned)(m_next / 65536) % (RANDOM_RANGE + 1);
	}

	inline int range(int min, int max)
	{
		if (max < min)
			throw PrngException("Invalid range (max < min)");
		/*
		Here, we ensure the range is not too large relative to RANDOM_MAX,
		as otherwise the effects of bias would become noticable.  Unlike
		PcgRandom, we cannot modify this RNG's range as it would change the
		output of this RNG for reverse compatibility.
		*/
		if ((u32)(max - min) > (RANDOM_RANGE + 1) / 10)
			throw PrngException("Range too large");

		return (next() % (max - min + 1)) + min;
	}

private:
	int m_next;
};

class PcgRandom {
public:
	const static s32 RANDOM_MIN   = -0x7fffffff - 1;
	const static s32 RANDOM_MAX   = 0x7fffffff;
	const static u32 RANDOM_RANGE = 0xffffffff;

	PcgRandom(u64 state=0x853c49e6748fea9bULL, u64 seq=0xda3e39cb94b95bdbULL);
	void seed(u64 state, u64 seq=0xda3e39cb94b95bdbULL);
	u32 next();
	u32 range(u32 bound);
	s32 range(s32 min, s32 max);
	void bytes(void *out, size_t len);
	s32 randNormalDist(s32 min, s32 max, int num_trials=6);

private:
	u64 m_state;
	u64 m_inc;
};

#define NOISE_FLAG_DEFAULTS    0x01
#define NOISE_FLAG_EASED       0x02
#define NOISE_FLAG_ABSVALUE    0x04

//// TODO(hmmmm): implement these!
#define NOISE_FLAG_POINTBUFFER 0x08
#define NOISE_FLAG_SIMPLEX     0x10

struct NoiseParams {
	float offset;
	float scale;
	v3f spread;
	s32 seed;
	u16 octaves;
	float persist;
	float lacunarity;
	u32 flags;

	NoiseParams()
	{
		offset     = 0.0f;
		scale      = 1.0f;
		spread     = v3f(250, 250, 250);
		seed       = 12345;
		octaves    = 3;
		persist    = 0.6f;
		lacunarity = 2.0f;
		flags      = NOISE_FLAG_DEFAULTS;
	}

	NoiseParams(float offset_, float scale_, v3f spread_, s32 seed_,
		u16 octaves_, float persist_, float lacunarity_,
		u32 flags_=NOISE_FLAG_DEFAULTS)
	{
		offset     = offset_;
		scale      = scale_;
		spread     = spread_;
		seed       = seed_;
		octaves    = octaves_;
		persist    = persist_;
		lacunarity = lacunarity_;
		flags      = flags_;
	}
};


// Convenience macros for getting/setting NoiseParams in Settings as a string
// WARNING:  Deprecated, use Settings::getNoiseParamsFromValue() instead
#define NOISEPARAMS_FMT_STR "f,f,v3,s32,u16,f"
//#define getNoiseParams(x, y) getStruct((x), NOISEPARAMS_FMT_STR, &(y), sizeof(y))
//#define setNoiseParams(x, y) setStruct((x), NOISEPARAMS_FMT_STR, &(y))

class Noise {
public:
	NoiseParams np;
	int seed;
	int sx;
	int sy;
	int sz;
	float *noise_buf;
	float *gradient_buf;
	float *persist_buf;
	float *result;

	Noise(NoiseParams *np, int seed, int sx, int sy, int sz=1);
	~Noise();

	void setSize(int sx, int sy, int sz=1);
	void setSpreadFactor(v3f spread);
	void setOctaves(int octaves);

	void gradientMap2D(
		float x, float y,
		float step_x, float step_y,
		int seed);
	void gradientMap3D(
		float x, float y, float z,
		float step_x, float step_y, float step_z,
		int seed);

	float *perlinMap2D(float x, float y, float *persistence_map=NULL);
	float *perlinMap3D(float x, float y, float z, float *persistence_map=NULL);

	inline float *perlinMap2D_PO(float x, float xoff, float y, float yoff,
		float *persistence_map=NULL)
	{
		return perlinMap2D(
			x + xoff * np.spread.X,
			y + yoff * np.spread.Y,
			persistence_map);
	}

	inline float *perlinMap3D_PO(float x, float xoff, float y, float yoff,
		float z, float zoff, float *persistence_map=NULL)
	{
		return perlinMap3D(
			x + xoff * np.spread.X,
			y + yoff * np.spread.Y,
			z + zoff * np.spread.Z,
			persistence_map);
	}

private:
	void allocBuffers();
	void resizeNoiseBuf(bool is3d);
	void updateResults(float g, float *gmap, float *persistence_map, size_t bufsize);

};

float NoisePerlin2D(NoiseParams *np, float x, float y, int seed);
float NoisePerlin3D(NoiseParams *np, float x, float y, float z, int seed);

inline float NoisePerlin2D_PO(NoiseParams *np, float x, float xoff,
	float y, float yoff, int seed)
{
	return NoisePerlin2D(np,
		x + xoff * np->spread.X,
		y + yoff * np->spread.Y,
		seed);
}

inline float NoisePerlin3D_PO(NoiseParams *np, float x, float xoff,
	float y, float yoff, float z, float zoff, int seed)
{
	return NoisePerlin3D(np,
		x + xoff * np->spread.X,
		y + yoff * np->spread.Y,
		z + zoff * np->spread.Z,
		seed);
}

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

float noise2d_gradient(float x, float y, int seed, bool eased=true);
float noise3d_gradient(float x, float y, float z, int seed, bool eased=false);

float noise2d_perlin(float x, float y, int seed,
		int octaves, float persistence, bool eased=true);

float noise2d_perlin_abs(float x, float y, int seed,
		int octaves, float persistence, bool eased=true);

float noise3d_perlin(float x, float y, float z, int seed,
		int octaves, float persistence, bool eased=false);

float noise3d_perlin_abs(float x, float y, float z, int seed,
		int octaves, float persistence, bool eased=false);

inline float easeCurve(float t)
{
	return t * t * t * (t * (6.f * t - 15.f) + 10.f);
}

float contour(float v);

#endif