code:
/*
 * 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.
 */

#include <math.h>
#include "noise.h"
#include <iostream>
#include <string.h> // memset
#include "debug.h"
#include "util/numeric.h"
#include "util/string.h"
#include "exceptions.h"

#define NOISE_MAGIC_X    1619
#define NOISE_MAGIC_Y    31337
#define NOISE_MAGIC_Z    52591
#define NOISE_MAGIC_SEED 1013

typedef float (*Interp2dFxn)(
		float v00, float v10, float v01, float v11,
		float x, float y);

typedef float (*Interp3dFxn)(
		float v000, float v100, float v010, float v110,
		float v001, float v101, float v011, float v111,
		float x, float y, float z);

float cos_lookup[16] = {
	1.0,  0.9238,  0.7071,  0.3826, 0, -0.3826, -0.7071, -0.9238,
	1.0, -0.9238, -0.7071, -0.3826, 0,  0.3826,  0.7071,  0.9238
};

FlagDesc flagdesc_noiseparams[] = {
	{"defaults",    NOISE_FLAG_DEFAULTS},
	{"eased",       NOISE_FLAG_EASED},
	{"absvalue",    NOISE_FLAG_ABSVALUE},
	{"pointbuffer", NOISE_FLAG_POINTBUFFER},
	{"simplex",     NOISE_FLAG_SIMPLEX},
	{NULL,          0}
};

///////////////////////////////////////////////////////////////////////////////

PcgRandom::PcgRandom(u64 state, u64 seq)
{
	seed(state, seq);
}

void PcgRandom::seed(u64 state, u64 seq)
{
	m_state = 0U;
	m_inc = (seq << 1u) | 1u;
	next();
	m_state += state;
	next();
}

u32 PcgRandom::next()
{
	u64 oldstate = m_state;
	m_state = oldstate * 6364136223846793005ULL + m_inc;

	u32 xorshifted = ((oldstate >> 18u) ^ oldstate) >> 27u;
	u32 rot = oldstate >> 59u;
	return (xorshifted >> rot) | (xorshifted << ((-rot) & 31));
}

u32 PcgRandom::range(u32 bound)
{
	// If the bound is 0, we cover the whole RNG's range
	if (bound == 0)
		return next();

	/*
		This is an optimization of the expression:
		  0x100000000ull % bound
		since 64-bit modulo operations typically much slower than 32.
	*/
	u32 threshold = -bound % bound;
	u32 r;

	/*
		If the bound is not a multiple of the RNG's range, it may cause bias,
		e.g. a RNG has a range from 0 to 3 and we take want a number 0 to 2.
		Using rand() % 3, the number 0 would be twice as likely to appear.
		With a very large RNG range, the effect becomes less prevalent but
		still present.

		This can be solved by modifying the range of the RNG to become a
		multiple of bound by dropping values above the a threshold.

		In our example, threshold == 4 % 3 == 1, so reject values < 1
		(that is, 0), thus making the range == 3 with no bias.

		This loop may look dangerous, but will always terminate due to the
		RNG's property of uniformity.
	*/
	while ((r = next()) < threshold)
		;

	return r % bound;
}

s32 PcgRandom::range(s32 min, s32 max)
{
	if (max < min)
		throw PrngException("Invalid range (max < min)");

	// We have to cast to s64 because otherwise this could overflow,
	// and signed overflow is undefined behavior.
	u32 bound = (s64)max - (s64)min + 1;
	return range(bound) + min;
}

void PcgRandom::bytes(void *out, size_t len)
{
	u8 *outb = (u8 *)out;
	int bytes_left = 0;
	u32 r;

	while (len--) {
		if (bytes_left == 0) {
			bytes_left = sizeof(u32);
			r = next();
		}

		*outb = r & 0xFF;
		outb++;
		bytes_left--;
		r >>= CHAR_BIT;
	}
}

s32 PcgRandom::randNormalDist(s32 min, s32 max, int num_trials)
{
	s32 accum = 0;
	for (int i = 0; i != num_trials; i++)
		accum += range(min, max);
	return myround((float)accum / num_trials);
}

///////////////////////////////////////////////////////////////////////////////

float noise2d(int x, int y, s32 seed)
{
	unsigned int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y
			+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
	n = (n >> 13) ^ n;
	n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
	return 1.f - (float)(int)n / 0x40000000;
}

float noise3d(int x, int y, int z, s32 seed)
{
	unsigned int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + NOISE_MAGIC_Z * z
			+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
	n = (n >> 13) ^ n;
	n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
	return 1.f - (float)(int)n / 0x40000000;
}

inline float dotProduct(float vx, float vy, float wx, float wy)
{
	return vx * wx + vy * wy;
}

inline float linearInterpolation(float v0, float v1, float t)
{
	return v0 + (v1 - v0) * t;
}

inline float biLinearInterpolation(
	float v00, float v10,
	float v01, float v11,
	float x, float y)
{
	float tx = easeCurve(x);
	float ty = easeCurve(y);
	float u = linearInterpolation(v00, v10, tx);
	float v = linearInterpolation(v01, v11, tx);
	return linearInterpolation(u, v, ty);
}

inline float biLinearInterpolationNoEase(
	float v00, float v10,
	float v01, float v11,
	float x, float y)
{
	float u = linearInterpolation(v00, v10, x);
	float v = linearInterpolation(v01, v11, x);
	return linearInterpolation(u, v, y);
}

float triLinearInterpolation(
	float v000, float v100, float v010, float v110,
	float v001, float v101, float v011, float v111,
	float x, float y, float z)
{
	float tx = easeCurve(x);
	float ty = easeCurve(y);
	float tz = easeCurve(z);
	float u = biLinearInterpolationNoEase(v000, v100, v010, v110, tx, ty);
	float v = biLinearInterpolationNoEase(v001, v101, v011, v111, tx, ty);
	return linearInterpolation(u, v, tz);
}

float triLinearInterpolationNoEase(
	float v000, float v100, float v010, float v110,
	float v001, float v101, float v011, float v111,
	float x, float y, float z)
{
	float u = biLinearInterpolationNoEase(v000, v100, v010, v110, x, y);
	float v = biLinearInterpolationNoEase(v001, v101, v011, v111, x, y);
	return linearInterpolation(u, v, z);
}

float noise2d_gradient(float x, float y, s32 seed, bool eased)
{
	// Calculate the integer coordinates
	int x0 = myfloor(x);
	int y0 = myfloor(y);
	// Calculate the remaining part of the coordinates
	float xl = x - (float)x0;
	float yl = y - (float)y0;
	// Get values for corners of square
	float v00 = noise2d(x0, y0, seed);
	float v10 = noise2d(x0+1, y0, seed);
	float v01 = noise2d(x0, y0+1, seed);
	float v11 = noise2d(x0+1, y0+1, seed);
	// Interpolate
	if (eased)
		return biLinearInterpolation(v00, v10, v01, v11, xl, yl);
	else
		return biLinearInterpolationNoEase(v00, v10, v01, v11, xl, yl);
}

float noise3d_gradient(float x, float y, float z, s32 seed, bool eased)
{
	// Calculate the integer coordinates
	int x0 = myfloor(x);
	int y0 = myfloor(y);
	int z0 = myfloor(z);
	// Calculate the remaining part of the coordinates
	float xl = x - (float)x0;
	float yl = y - (float)y0;
	float zl = z - (float)z0;
	// Get values for corners of cube
	float v000 = noise3d(x0,     y0,     z0,     seed);
	float v100 = noise3d(x0 + 1, y0,     z0,     seed);
	float v010 = noise3d(x0,     y0 + 1, z0,     seed);
	float v110 = noise3d(x0 + 1, y0 + 1, z0,     seed);
	float v001 = noise3d(x0,     y0,     z0 + 1, seed);
	float v101 = noise3d(x0 + 1, y0,     z0 + 1, seed);
	float v011 = noise3d(x0,     y0 + 1, z0 + 1, seed);
	float v111 = noise3d(x0 + 1, y0 + 1, z0 + 1, seed);
	// Interpolate
	if (eased) {
		return triLinearInterpolation(
			v000, v100, v010, v110,
			v001, v101, v011, v111,
			xl, yl, zl);
	} else {
		return triLinearInterpolationNoEase(
			v000, v100, v010, v110,
			v001, v101, v011, v111,
			xl, yl, zl);
	}
}

float noise2d_perlin(float x, float y, s32 seed,
	int octaves, float persistence, bool eased)
{
	float a = 0;
	float f = 1.0;
	float g = 1.0;
	for (int i = 0; i < octaves; i++)
	{
		a += g * noise2d_gradient(x * f, y * f, seed + i, eased);
		f *= 2.0;
		g *= persistence;
	}
	return a;
}

float noise2d_perlin_abs(float x, float y, s32 seed,
	int octaves, float persistence, bool eased)
{
	float a = 0;
	float f = 1.0;
	float g = 1.0;
	for (int i = 0; i < octaves; i++) {
		a += g * fabs(noise2d_gradient(x * f, y * f, seed + i, eased));
		f *= 2.0;
		g *= persistence;
	}
	return a;
}

float noise3d_perlin(float x, float y, float z, s32 seed,
	int octaves, float persistence, bool eased)
{
	float a = 0;
	float f = 1.0;
	float g = 1.0;
	for (int i = 0; i < octaves; i++) {
		a += g * noise3d_gradient(x * f, y * f, z * f, seed + i, eased);
		f *= 2.0;
		g *= persistence;
	}
	return a;
}

float noise3d_perlin_abs(float x, float y, float z, s32 seed,
	int octaves, float persistence, bool eased)
{
	float a = 0;
	float f = 1.0;
	float g = 1.0;
	for (int i = 0; i < octaves; i++) {
		a += g * fabs(noise3d_gradient(x * f, y * f, z * f, seed + i, eased));
		f *= 2.0;
		g *= persistence;
	}
	return a;
}

float contour(float v)
{
	v = fabs(v);
	if (v >= 1.0)
		return 0.0;
	return (1.0 - v);
}

///////////////////////// [ New noise ] ////////////////////////////

float NoisePerlin2D(NoiseParams *np, float x, float y, s32 seed)
{
	float a = 0;
	float f = 1.0;
	float g = 1.0;

	x /= np->spread.X;
	y /= np->spread.Y;
	seed += np->seed;

	for (size_t i = 0; i < np->octaves; i++) {
		float noiseval = noise2d_gradient(x * f, y * f, seed + i,
			np->flags & (NOISE_FLAG_DEFAULTS | NOISE_FLAG_EASED));

		if (np->flags & NOISE_FLAG_ABSVALUE)
			noiseval = fabs(noiseval);

		a += g * noiseval;
		f *= np->lacunarity;
		g *= np->persist;
	}

	return np->offset + a * np->scale;
}

float NoisePerlin3D(NoiseParams *np, float x, float y, float z, s32 seed)
{
	float a = 0;
	float f = 1.0;
	float g = 1.0;

	x /= np->spread.X;
	y /= np->spread.Y;
	z /= np->spread.Z;
	seed += np->seed;

	for (size_t i = 0; i < np->octaves; i++) {
		float noiseval = noise3d_gradient(x * f, y * f, z * f, seed + i,
			np->flags & NOISE_FLAG_EASED);

		if (np->flags & NOISE_FLAG_ABSVALUE)
			noiseval = fabs(noiseval);

		a += g * noiseval;
		f *= np->lacunarity;
		g *= np->persist;
	}

	return np->offset + a * np->scale;
}

Noise::Noise(NoiseParams *np_, s32 seed, u32 sx, u32 sy, u32 sz)
{
	memcpy(&np, np_, sizeof(np));
	this->seed = seed;
	this->sx   = sx;
	this->sy   = sy;
	this->sz   = sz;

	this->persist_buf  = NULL;
	this->gradient_buf = NULL;
	this->result       = NULL;

	allocBuffers();
}

Noise::~Noise()
{
	delete[] gradient_buf;
	delete[] persist_buf;
	delete[] noise_buf;
	delete[] result;
}

void Noise::allocBuffers()
{
	if (sx < 1)
		sx = 1;
	if (sy < 1)
		sy = 1;
	if (sz < 1)
		sz = 1;

	this->noise_buf = NULL;
	resizeNoiseBuf(sz > 1);

	delete[] gradient_buf;
	delete[] persist_buf;
	delete[] result;

	try {
		size_t bufsize = sx * sy * sz;
		this->persist_buf  = NULL;
		this->gradient_buf = new float[bufsize];
		this->result       = new float[bufsize];
	} catch (std::bad_alloc &e) {
		throw InvalidNoiseParamsException();
	}
}

void Noise::setSize(u32 sx, u32 sy, u32 sz)
{
	this->sx = sx;
	this->sy = sy;
	this->sz = sz;

	allocBuffers();
}

void Noise::setSpreadFactor(v3f spread)
{
	this->np.spread = spread;

	resizeNoiseBuf(sz > 1);
}

void Noise::setOctaves(int octaves)
{
	this->np.octaves = octaves;

	resizeNoiseBuf(sz > 1);
}

void Noise::resizeNoiseBuf(bool is3d)
{
	//maximum possible spread value factor
	float ofactor = (np.lacunarity > 1.0) ?
		pow(np.lacunarity, np.octaves - 1) :
		np.lacunarity;

	// noise lattice point count
	// (int)(sz * spread * ofactor) is # of lattice points crossed due to length
	float num_noise_points_x = sx * ofactor / np.spread.X;
	float num_noise_points_y = sy * ofactor / np.spread.Y;
	float num_noise_points_z = sz * ofactor / np.spread.Z;

	// protect against obviously invalid parameters
	if (num_noise_points_x > 1000000000.f ||
		num_noise_points_y > 1000000000.f ||
		num_noise_points_z > 1000000000.f)
		throw InvalidNoiseParamsException();

	// + 2 for the two initial endpoints
	// + 1 for potentially crossing a boundary due to offset
	size_t nlx = (size_t)ceil(num_noise_points_x) + 3;
	size_t nly = (size_t)ceil(num_noise_points_y) + 3;
	size_t nlz = is3d ? (size_t)ceil(num_noise_points_z) + 3 : 1;

	delete[] noise_buf;
	try {
		noise_buf = new float[nlx * nly * nlz];
	} catch (std::bad_alloc &e) {
		throw InvalidNoiseParamsException();
	}
}

/*
 * NB:  This algorithm is not optimal in terms of space complexity.  The entire
 * integer lattice of noise points could be done as 2 lines instead, and for 3D,
 * 2 lines + 2 planes.
 * However, this would require the noise calls to be interposed with the
 * interpolation loops, which may trash the icache, leading to lower overall
 * performance.
 * Another optimization that could save half as many noise calls is to carry over
 * values from the previous noise lattice as midpoints in the new lattice for the
 * next octave.
 */
#define idx(x, y) ((y) * nlx + (x))
void Noise::gradientMap2D(
		float x, float y,
		float step_x, float step_y,
		s32 seed)
{
	float v00, v01, v10, v11, u, v, orig_u;
	u32 index, i, j, noisex, noisey;
	u32 nlx, nly;
	s32 x0, y0;

	bool eased = np.flags & (NOISE_FLAG_DEFAULTS | NOISE_FLAG_EASED);
	Interp2dFxn interpolate = eased ?
		biLinearInterpolation : biLinearInterpolationNoEase;

	x0 = floor(x);
	y0 = floor(y);
	u = x - (float)x0;
	v = y - (float)y0;
	orig_u = u;

	//calculate noise point lattice
	nlx = (u32)(u + sx * step_x) + 2;
	nly = (u32)(v + sy * step_y) + 2;
	index = 0;
	for (j = 0; j != nly; j++)
		for (i = 0; i != nlx; i++)
			noise_buf[index++] = noise2d(x0 + i, y0 + j, seed);

	//calculate interpolations
	index  = 0;
	noisey = 0;
	for (j = 0; j != sy; j++) {
		v00 = noise_buf[idx(0, noisey)];
		v10 = noise_buf[idx(1, noisey)];
		v01 = noise_buf[idx(0, noisey + 1)];
		v11 = noise_buf[idx(1, noisey + 1)];

		u = orig_u;
		noisex = 0;
		for (i = 0; i != sx; i++) {
			gradient_buf[index++] = interpolate(v00, v10, v01, v11, u, v);

			u += step_x;
			if (u >= 1.0) {
				u -= 1.0;
				noisex++;
				v00 = v10;
				v01 = v11;
				v10 = noise_buf[idx(noisex + 1, noisey)];
				v11 = noise_buf[idx(noisex + 1, noisey + 1)];
			}
		}

		v += step_y;
		if (v >= 1.0) {
			v -= 1.0;
			noisey++;
		}
	}
}
#undef idx

#define idx(x, y, z) ((z) * nly * nlx + (y) * nlx + (x))
void Noise::gradientMap3D(
		float x, float y, float z,
		float step_x, float step_y, float step_z,
		s32 seed)
{
	float v000, v010, v100, v110;
	float v001, v011, v101, v111;
	float u, v, w, orig_u, orig_v;
	u32 index, i, j, k, noisex, noisey, noisez;
	u32 nlx, nly, nlz;
	s32 x0, y0, z0;

	Interp3dFxn interpolate = (np.flags & NOISE_FLAG_EASED) ?
		triLinearInterpolation : triLinearInterpolationNoEase;

	x0 = floor(x);
	y0 = floor(y);
	z0 = floor(z);
	u = x - (float)x0;
	v = y - (float)y0;
	w = z - (float)z0;
	orig_u = u;
	orig_v = v;

	//calculate noise point lattice
	nlx = (u32)(u + sx * step_x) + 2;
	nly = (u32)(v + sy * step_y) + 2;
	nlz = (u32)(w + sz * step_z) + 2;
	index = 0;
	for (k = 0; k != nlz; k++)
		for (j = 0; j != nly; j++)
			for (i = 0; i != nlx; i++)
				noise_buf[index++] = noise3d(x0 + i, y0 + j, z0 + k, seed);

	//calculate interpolations
	index  = 0;
	noisey = 0;
	noisez = 0;
	for (k = 0; k != sz; k++) {
		v = orig_v;
		noisey = 0;
		for (j = 0; j != sy; j++) {
			v000 = noise_buf[idx(0, noisey,     noisez)];
			v100 = noise_buf[idx(1, noisey,     noisez)];
			v010 = noise_buf[idx(0, noisey + 1, noisez)];
			v110 = noise_buf[idx(1, noisey + 1, noisez)];
			v001 = noise_buf[idx(0, noisey,     noisez + 1)];
			v101 = noise_buf[idx(1, noisey,     noisez + 1)];
			v011 = noise_buf[idx(0, noisey + 1, noisez + 1)];
			v111 = noise_buf[idx(1, noisey + 1, noisez + 1)];

			u = orig_u;
			noisex = 0;
			for (i = 0; i != sx; i++) {
				gradient_buf[index++] = interpolate(
					v000, v100, v010, v110,
					v001, v101, v011, v111,
					u, v, w);

				u += step_x;
				if (u >= 1.0) {
					u -= 1.0;
					noisex++;
					v000 = v100;
					v010 = v110;
					v100 = noise_buf[idx(noisex + 1, noisey,     noisez)];
					v110 = noise_buf[idx(noisex + 1, noisey + 1, noisez)];
					v001 = v101;
					v011 = v111;
					v101 = noise_buf[idx(noisex + 1, noisey,     noisez + 1)];
					v111 = noise_buf[idx(noisex + 1, noisey + 1, noisez + 1)];
				}
			}

			v += step_y;
			if (v >= 1.0) {
				v -= 1.0;
				noisey++;
			}
		}

		w += step_z;
		if (w >= 1.0) {
			w -= 1.0;
			noisez++;
		}
	}
}
#undef idx

float *Noise::perlinMap2D(float x, float y, float *persistence_map)
{
	float f = 1.0, g = 1.0;
	size_t bufsize = sx * sy;

	x /= np.spread.X;
	y /= np.spread.Y;

	memset(result, 0, sizeof(float) * bufsize);

	if (persistence_map) {
		if (!persist_buf)
			persist_buf = new float[bufsize];
		for (size_t i = 0; i != bufsize; i++)
			persist_buf[i] = 1.0;
	}

	for (size_t oct = 0; oct < np.octaves; oct++) {
		gradientMap2D(x * f, y * f,
			f / np.spread.X, f / np.spread.Y,
			seed + np.seed + oct);

		updateResults(g, persist_buf, persistence_map, bufsize);

		f *= np.lacunarity;
		g *= np.persist;
	}

	if (fabs(np.offset - 0.f) > 0.00001 || fabs(np.scale - 1.f) > 0.00001) {
		for (size_t i = 0; i != bufsize; i++)
			result[i] = result[i] * np.scale + np.offset;
	}

	return result;
}

float *Noise::perlinMap3D(float x, float y, float z, float *persistence_map)
{
	float f = 1.0, g = 1.0;
	size_t bufsize = sx * sy * sz;

	x /= np.spread.X;
	y /= np.spread.Y;
	z /= np.spread.Z;

	memset(result, 0, sizeof(float) * bufsize);

	if (persistence_map) {
		if (!persist_buf)
			persist_buf = new float[bufsize];
		for (size_t i = 0; i != bufsize; i++)
			persist_buf[i] = 1.0;
	}

	for (size_t oct = 0; oct < np.octaves; oct++) {
		gradientMap3D(x * f, y * f, z * f,
			f / np.spread.X, f / np.spread.Y, f / np.spread.Z,
			seed + np.seed + oct);

		updateResults(g, persist_buf, persistence_map, bufsize);

		f *= np.lacunarity;
		g *= np.persist;
	}

	if (fabs(np.offset - 0.f) > 0.00001 || fabs(np.scale - 1.f) > 0.00001) {
		for (size_t i = 0; i != bufsize; i++)
			result[i] = result[i] * np.scale + np.offset;
	}

	return result;
}

void Noise::updateResults(float g, float *gmap,
	float *persistence_map, size_t bufsize)
{
	// This looks very ugly, but it is 50-70% faster than having
	// conditional statements inside the loop
	if (np.flags & NOISE_FLAG_ABSVALUE) {
		if (persistence_map) {
			for (size_t i = 0; i != bufsize; i++) {
				result[i] += gmap[i] * fabs(gradient_buf[i]);
				gmap[i] *= persistence_map[i];
			}
		} else {
			for (size_t i = 0; i != bufsize; i++)
				result[i] += g * fabs(gradient_buf[i]);
		}
	} else {
		if (persistence_map) {
			for (size_t i = 0; i != bufsize; i++) {
				result[i] += gmap[i] * gradient_buf[i];
				gmap[i] *= persistence_map[i];
			}
		} else {
			for (size_t i = 0; i != bufsize; i++)
				result[i] += g * gradient_buf[i];
		}
	}
}


code:
/*
 * 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;
	s32 seed;
	u32 sx;
	u32 sy;
	u32 sz;
	float *noise_buf;
	float *gradient_buf;
	float *persist_buf;
	float *result;

	Noise(NoiseParams *np, s32 seed, u32 sx, u32 sy, u32 sz=1);
	~Noise();

	void setSize(u32 sx, u32 sy, u32 sz=1);
	void setSpreadFactor(v3f spread);
	void setOctaves(int octaves);

	void gradientMap2D(
		float x, float y,
		float step_x, float step_y,
		s32 seed);
	void gradientMap3D(
		float x, float y, float z,
		float step_x, float step_y, float step_z,
		s32 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, s32 seed);
float NoisePerlin3D(NoiseParams *np, float x, float y, float z, s32 seed);

inline float NoisePerlin2D_PO(NoiseParams *np, float x, float xoff,
	float y, float yoff, s32 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, s32 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, s32 seed);
float noise3d(int x, int y, int z, s32 seed);

float noise2d_gradient(float x, float y, s32 seed, bool eased=true);
float noise3d_gradient(float x, float y, float z, s32 seed, bool eased=false);

float noise2d_perlin(float x, float y, s32 seed,
		int octaves, float persistence, bool eased=true);

float noise2d_perlin_abs(float x, float y, s32 seed,
		int octaves, float persistence, bool eased=true);

float noise3d_perlin(float x, float y, float z, s32 seed,
		int octaves, float persistence, bool eased=false);

float noise3d_perlin_abs(float x, float y, float z, s32 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

repo_name: pgimeno/minetest

license: unknown


code:
/*
Minetest
Copyright (C) 2010-2015 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.
*/

#include "objdef.h"
#include "util/numeric.h"
#include "log.h"
#include "gamedef.h"

ObjDefManager::ObjDefManager(IGameDef *gamedef, ObjDefType type)
{
	m_objtype = type;
	m_ndef = gamedef ? gamedef->getNodeDefManager() : NULL;
}

ObjDefManager::~ObjDefManager()
{
	for (size_t i = 0; i != m_objects.size(); i++)
		delete m_objects[i];
}

ObjDefHandle ObjDefManager::add(ObjDef *obj)
{
	assert(obj);

	if (obj->name.length() && getByName(obj->name))
		return OBJDEF_INVALID_HANDLE;

	u32 index = addRaw(obj);
	if (index == OBJDEF_INVALID_INDEX)
		return OBJDEF_INVALID_HANDLE;

	obj->handle = createHandle(index, m_objtype, obj->uid);
	return obj->handle;
}

ObjDef *ObjDefManager::get(ObjDefHandle handle) const
{
	u32 index = validateHandle(handle);
	return (index != OBJDEF_INVALID_INDEX) ? getRaw(index) : NULL;
}

ObjDef *ObjDefManager::set(ObjDefHandle handle, ObjDef *obj)
{
	u32 index = validateHandle(handle);
	if (index == OBJDEF_INVALID_INDEX)
		return NULL;

	ObjDef *oldobj = setRaw(index, obj);

	obj->uid    = oldobj->uid;
	obj->index  = oldobj->index;
	obj->handle = oldobj->handle;

	return oldobj;
}

u32 ObjDefManager::addRaw(ObjDef *obj)
{
	size_t nobjects = m_objects.size();
	if (nobjects >= OBJDEF_MAX_ITEMS)
		return -1;

	obj->index = nobjects;

	// Ensure UID is nonzero so that a valid handle == OBJDEF_INVALID_HANDLE
	// is not possible.  The slight randomness bias isn't very significant.
	obj->uid = myrand() & OBJDEF_UID_MASK;
	if (obj->uid == 0)
		obj->uid = 1;

	m_objects.push_back(obj);

	infostream << "ObjDefManager: added " << getObjectTitle()
		<< ": name=\"" << obj->name
		<< "\" index=" << obj->index
		<< " uid="     << obj->uid
		<< std::endl;

	return nobjects;
}

ObjDef *ObjDefManager::getRaw(u32 index) const
{
	return m_objects[index];
}

ObjDef *ObjDefManager::setRaw(u32 index, ObjDef *obj)
{
	ObjDef *old_obj = m_objects[index];
	m_objects[index] = obj;
	return old_obj;
}

ObjDef *ObjDefManager::getByName(const std::string &name) const
{
	for (size_t i = 0; i != m_objects.size(); i++) {
		ObjDef *obj = m_objects[i];
		if (obj && !strcasecmp(name.c_str(), obj->name.c_str()))
			return obj;
	}

	return NULL;
}

void ObjDefManager::clear()
{
	for (size_t i = 0; i != m_objects.size(); i++)
		delete m_objects[i];

	m_objects.clear();
}

u32 ObjDefManager::validateHandle(ObjDefHandle handle) const
{
	ObjDefType type;
	u32 index;
	u32 uid;

	bool is_valid =
		(handle != OBJDEF_INVALID_HANDLE)         &&
		decodeHandle(handle, &index, &type, &uid) &&
		(type == m_objtype)                       &&
		(index < m_objects.size())                &&
		(m_objects[index]->uid == uid);

	return is_valid ? index : -1;
}

ObjDefHandle ObjDefManager::createHandle(u32 index, ObjDefType type, u32 uid)
{
	ObjDefHandle handle = 0;
	set_bits(&handle, 0, 18, index);
	set_bits(&handle, 18, 6, type);
	set_bits(&handle, 24, 7, uid);

	u32 parity = calc_parity(handle);
	set_bits(&handle, 31, 1, parity);

	return handle ^ OBJDEF_HANDLE_SALT;
}

bool ObjDefManager::decodeHandle(ObjDefHandle handle, u32 *index,
	ObjDefType *type, u32 *uid)
{
	handle ^= OBJDEF_HANDLE_SALT;

	u32 parity = get_bits(handle, 31, 1);
	set_bits(&handle, 31, 1, 0);
	if (parity != calc_parity(handle))
		return false;

	*index = get_bits(handle, 0, 18);
	*type  = (ObjDefType)get_bits(handle, 18, 6);
	*uid   = get_bits(handle, 24, 7);
	return true;
}


code:
/*
Minetest
Copyright (C) 2010-2015 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 OBJDEF_HEADER
#define OBJDEF_HEADER

#include "util/basic_macros.h"
#include "porting.h"

class IGameDef;
class INodeDefManager;

#define OBJDEF_INVALID_INDEX ((u32)(-1))
#define OBJDEF_INVALID_HANDLE 0
#define OBJDEF_HANDLE_SALT 0x00585e6fu
#define OBJDEF_MAX_ITEMS (1 << 18)
#define OBJDEF_UID_MASK ((1 << 7) - 1)

typedef u32 ObjDefHandle;

enum ObjDefType {
	OBJDEF_GENERIC,
	OBJDEF_BIOME,
	OBJDEF_ORE,
	OBJDEF_DECORATION,
	OBJDEF_SCHEMATIC,
};

class ObjDef {
public:
	virtual ~ObjDef() {}

	u32 index;
	u32 uid;
	ObjDefHandle handle;
	std::string name;
};

// WARNING: Ownership of ObjDefs is transferred to the ObjDefManager it is
// added/set to.  Note that ObjDefs managed by ObjDefManager are NOT refcounted,
// so the same ObjDef instance must not be referenced multiple
class ObjDefManager {
public:
	ObjDefManager(IGameDef *gamedef, ObjDefType type);
	virtual ~ObjDefManager();

	virtual const char *getObjectTitle() const { return "ObjDef"; }

	virtual void clear();
	virtual ObjDef *getByName(const std::string &name) const;

	//// Add new/get/set object definitions by handle
	virtual ObjDefHandle add(ObjDef *obj);
	virtual ObjDef *get(ObjDefHandle handle) const;
	virtual ObjDef *set(ObjDefHandle handle, ObjDef *obj);

	//// Raw variants that work on indexes
	virtual u32 addRaw(ObjDef *obj);

	// It is generally assumed that getRaw() will always return a valid object
	// This won't be true if people do odd things such as call setRaw() with NULL
	virtual ObjDef *getRaw(u32 index) const;
	virtual ObjDef *setRaw(u32 index, ObjDef *obj);

	size_t getNumObjects() const { return m_objects.size(); }
	ObjDefType getType() const { return m_objtype; }
	INodeDefManager *getNodeDef() const { return m_ndef; }

	u32 validateHandle(ObjDefHandle handle) const;
	static ObjDefHandle createHandle(u32 index, ObjDefType type, u32 uid);
	static bool decodeHandle(ObjDefHandle handle, u32 *index,
		ObjDefType *type, u32 *uid);

protected:
	INodeDefManager *m_ndef;
	std::vector<ObjDef *> m_objects;
	ObjDefType m_objtype;

private:
	DISABLE_CLASS_COPY(ObjDefManager);
};

#endif


code:
/*
Minetest
Copyright (C) 2013 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.
*/

#include "object_properties.h"
#include "irrlichttypes_bloated.h"
#include "exceptions.h"
#include "util/serialize.h"
#include "util/basic_macros.h"
#include <sstream>

ObjectProperties::ObjectProperties():
	hp_max(1),
	physical(false),
	collideWithObjects(true),
	weight(5),
	collisionbox(-0.5,-0.5,-0.5, 0.5,0.5,0.5),
	visual("sprite"),
	mesh(""),
	visual_size(1,1),
	spritediv(1,1),
	initial_sprite_basepos(0,0),
	is_visible(true),
	makes_footstep_sound(false),
	automatic_rotate(0),
	stepheight(0),
	automatic_face_movement_dir(false),
	automatic_face_movement_dir_offset(0.0),
	backface_culling(true),
	nametag(""),
	nametag_color(255, 255, 255, 255),
	automatic_face_movement_max_rotation_per_sec(-1)
{
	textures.push_back("unknown_object.png");
	colors.push_back(video::SColor(255,255,255,255));
}

std::string ObjectProperties::dump()
{
	std::ostringstream os(std::ios::binary);
	os<<"hp_max="<<hp_max;
	os<<", physical="<<physical;
	os<<", collideWithObjects="<<collideWithObjects;
	os<<", weight="<<weight;
	os<<", collisionbox="<<PP(collisionbox.MinEdge)<<","<<PP(collisionbox.MaxEdge);
	os<<", visual="<<visual;
	os<<", mesh="<<mesh;
	os<<", visual_size="<<PP2(visual_size);
	os<<", textures=[";
	for(u32 i=0; i<textures.size(); i++){
		os<<"\""<<textures[i]<<"\" ";
	}
	os<<"]";
	os<<", colors=[";
	for(u32 i=0; i<colors.size(); i++){
		os<<"\""<<colors[i].getAlpha()<<","<<colors[i].getRed()<<","<<colors[i].getGreen()<<","<<colors[i].getBlue()<<"\" ";
	}
	os<<"]";
	os<<", spritediv="<<PP2(spritediv);
	os<<", initial_sprite_basepos="<<PP2(initial_sprite_basepos);
	os<<", is_visible="<<is_visible;
	os<<", makes_footstep_sound="<<makes_footstep_sound;
	os<<", automatic_rotate="<<automatic_rotate;
	os<<", backface_culling="<<backface_culling;
	os << ", nametag=" << nametag;
	os << ", nametag_color=" << "\"" << nametag_color.getAlpha() << "," << nametag_color.getRed()
			<< "," << nametag_color.getGreen() << "," << nametag_color.getBlue() << "\" ";
	return os.str();
}

void ObjectProperties::serialize(std::ostream &os) const
{
	writeU8(os, 1); // version
	writeS16(os, hp_max);
	writeU8(os, physical);
	writeF1000(os, weight);
	writeV3F1000(os, collisionbox.MinEdge);
	writeV3F1000(os, collisionbox.MaxEdge);
	os<<serializeString(visual);
	writeV2F1000(os, visual_size);
	writeU16(os, textures.size());
	for(u32 i=0; i<textures.size(); i++){
		os<<serializeString(textures[i]);
	}
	writeV2S16(os, spritediv);
	writeV2S16(os, initial_sprite_basepos);
	writeU8(os, is_visible);
	writeU8(os, makes_footstep_sound);
	writeF1000(os, automatic_rotate);
	// Added in protocol version 14
	os<<serializeString(mesh);
	writeU16(os, colors.size());
	for(u32 i=0; i<colors.size(); i++){
		writeARGB8(os, colors[i]);
	}
	writeU8(os, collideWithObjects);
	writeF1000(os,stepheight);
	writeU8(os, automatic_face_movement_dir);
	writeF1000(os, automatic_face_movement_dir_offset);
	writeU8(os, backface_culling);
	os << serializeString(nametag);
	writeARGB8(os, nametag_color);
	writeF1000(os, automatic_face_movement_max_rotation_per_sec);
	os << serializeString(infotext);
	os << serializeString(wield_item);

	// Add stuff only at the bottom.
	// Never remove anything, because we don't want new versions of this
}

void ObjectProperties::deSerialize(std::istream &is)
{
	int version = readU8(is);
	if(version == 1)
	{
		try{
			hp_max = readS16(is);
			physical = readU8(is);
			weight = readF1000(is);
			collisionbox.MinEdge = readV3F1000(is);
			collisionbox.MaxEdge = readV3F1000(is);
			visual = deSerializeString(is);
			visual_size = readV2F1000(is);
			textures.clear();
			u32 texture_count = readU16(is);
			for(u32 i=0; i<texture_count; i++){
				textures.push_back(deSerializeString(is));
			}
			spritediv = readV2S16(is);
			initial_sprite_basepos = readV2S16(is);
			is_visible = readU8(is);
			makes_footstep_sound = readU8(is);
			automatic_rotate = readF1000(is);
			mesh = deSerializeString(is);
			u32 color_count = readU16(is);
			for(u32 i=0; i<color_count; i++){
				colors.push_back(readARGB8(is));
			}
			collideWithObjects = readU8(is);
			stepheight = readF1000(is);
			automatic_face_movement_dir = readU8(is);
			automatic_face_movement_dir_offset = readF1000(is);
			backface_culling = readU8(is);
			nametag = deSerializeString(is);
			nametag_color = readARGB8(is);
			automatic_face_movement_max_rotation_per_sec = readF1000(is);
			infotext = deSerializeString(is);
			wield_item = deSerializeString(is);
		}catch(SerializationError &e){}
	}
	else
	{
		throw SerializationError("unsupported ObjectProperties version");
	}
}


code:
/*
Minetest
Copyright (C) 2013 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 OBJECT_PROPERTIES_HEADER
#define OBJECT_PROPERTIES_HEADER

#include <string>
#include "irrlichttypes_bloated.h"
#include <iostream>
#include <map>
#include <vector>

struct ObjectProperties
{
	// Values are BS=1
	s16 hp_max;
	bool physical;
	bool collideWithObjects;
	float weight;
	aabb3f collisionbox;
	std::string visual;
	std::string mesh;
	v2f visual_size;
	std::vector<std::string> textures;
	std::vector<video::SColor> colors;
	v2s16 spritediv;
	v2s16 initial_sprite_basepos;
	bool is_visible;
	bool makes_footstep_sound;
	float automatic_rotate;
	f32 stepheight;
	bool automatic_face_movement_dir;
	f32 automatic_face_movement_dir_offset;
	bool backface_culling;
	std::string nametag;
	video::SColor nametag_color;
	f32 automatic_face_movement_max_rotation_per_sec;
	std::string infotext;
	//! For dropped items, this contains item information.
	std::string wield_item;

	ObjectProperties();
	std::string dump();
	void serialize(std::ostream &os) const;
	void deSerialize(std::istream &is);
};

#endif


code:
/*
Minetest
Copyright (C) 2013 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.
*/

#include "particles.h"
#include "client.h"
#include "collision.h"
#include <stdlib.h>
#include "util/numeric.h"
#include "light.h"
#include "environment.h"
#include "clientmap.h"
#include "mapnode.h"
#include "client.h"
#include "settings.h"

/*
	Utility
*/

v3f random_v3f(v3f min, v3f max)
{
	return v3f( rand()/(float)RAND_MAX*(max.X-min.X)+min.X,
			rand()/(float)RAND_MAX*(max.Y-min.Y)+min.Y,
			rand()/(float)RAND_MAX*(max.Z-min.Z)+min.Z);
}

Particle::Particle(
	IGameDef *gamedef,
	scene::ISceneManager* smgr,
	LocalPlayer *player,
	ClientEnvironment *env,
	v3f pos,
	v3f velocity,
	v3f acceleration,
	float expirationtime,
	float size,
	bool collisiondetection,
	bool collision_removal,
	bool vertical,
	video::ITexture *texture,
	v2f texpos,
	v2f texsize,
	const struct TileAnimationParams &anim,
	u8 glow,
	video::SColor color
):
	scene::ISceneNode(smgr->getRootSceneNode(), smgr)
{
	// Misc
	m_gamedef = gamedef;
	m_env = env;

	// Texture
	m_material.setFlag(video::EMF_LIGHTING, false);
	m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
	m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
	m_material.setFlag(video::EMF_FOG_ENABLE, true);
	m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
	m_material.setTexture(0, texture);
	m_texpos = texpos;
	m_texsize = texsize;
	m_animation = anim;
	m_animation_frame = 0;
	m_animation_time = 0.0;

	// Color
	m_base_color = color;
	m_color = color;

	// Particle related
	m_pos = pos;
	m_velocity = velocity;
	m_acceleration = acceleration;
	m_expiration = expirationtime;
	m_time = 0;
	m_player = player;
	m_size = size;
	m_collisiondetection = collisiondetection;
	m_collision_removal = collision_removal;
	m_vertical = vertical;
	m_glow = glow;

	// Irrlicht stuff
	m_collisionbox = aabb3f
			(-size/2,-size/2,-size/2,size/2,size/2,size/2);
	this->setAutomaticCulling(scene::EAC_OFF);

	// Init lighting
	updateLight();

	// Init model
	updateVertices();
}

Particle::~Particle()
{
}

void Particle::OnRegisterSceneNode()
{
	if (IsVisible)
		SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT_EFFECT);

	ISceneNode::OnRegisterSceneNode();
}

void Particle::render()
{
	video::IVideoDriver* driver = SceneManager->getVideoDriver();
	driver->setMaterial(m_material);
	driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);

	u16 indices[] = {0,1,2, 2,3,0};
	driver->drawVertexPrimitiveList(m_vertices, 4,
			indices, 2, video::EVT_STANDARD,
			scene::EPT_TRIANGLES, video::EIT_16BIT);
}

void Particle::step(float dtime)
{
	m_time += dtime;
	if (m_collisiondetection) {
		aabb3f box = m_collisionbox;
		v3f p_pos = m_pos * BS;
		v3f p_velocity = m_velocity * BS;
		collisionMoveResult r = collisionMoveSimple(m_env,
			m_gamedef, BS * 0.5, box, 0, dtime, &p_pos,
			&p_velocity, m_acceleration * BS);
		if (m_collision_removal && r.collides) {
			// force expiration of the particle
			m_expiration = -1.0;
		} else {
			m_pos = p_pos / BS;
			m_velocity = p_velocity / BS;
		}
	} else {
		m_velocity += m_acceleration * dtime;
		m_pos += m_velocity * dtime;
	}
	if (m_animation.type != TAT_NONE) {
		m_animation_time += dtime;
		int frame_length_i, frame_count;
		m_animation.determineParams(
				m_material.getTexture(0)->getSize(),
				&frame_count, &frame_length_i, NULL);
		float frame_length = frame_length_i / 1000.0;
		while (m_animation_time > frame_length) {
			m_animation_frame++;
			m_animation_time -= frame_length;
		}
	}

	// Update lighting
	updateLight();

	// Update model
	updateVertices();
}

void Particle::updateLight()
{
	u8 light = 0;
	bool pos_ok;

	v3s16 p = v3s16(
		floor(m_pos.X+0.5),
		floor(m_pos.Y+0.5),
		floor(m_pos.Z+0.5)
	);
	MapNode n = m_env->getClientMap().getNodeNoEx(p, &pos_ok);
	if (pos_ok)
		light = n.getLightBlend(m_env->getDayNightRatio(), m_gamedef->ndef());
	else
		light = blend_light(m_env->getDayNightRatio(), LIGHT_SUN, 0);

	u8 m_light = decode_light(light + m_glow);
	m_color.set(255,
		m_light * m_base_color.getRed() / 255,
		m_light * m_base_color.getGreen() / 255,
		m_light * m_base_color.getBlue() / 255);
}

void Particle::updateVertices()
{
	f32 tx0, tx1, ty0, ty1;

	if (m_animation.type != TAT_NONE) {
		const v2u32 texsize = m_material.getTexture(0)->getSize();
		v2f texcoord, framesize_f;
		v2u32 framesize;
		texcoord = m_animation.getTextureCoords(texsize, m_animation_frame);
		m_animation.determineParams(texsize, NULL, NULL, &framesize);
		framesize_f = v2f(framesize.X / (float) texsize.X, framesize.Y / (float) texsize.Y);

		tx0 = m_texpos.X + texcoord.X;
		tx1 = m_texpos.X + texcoord.X + framesize_f.X * m_texsize.X;
		ty0 = m_texpos.Y + texcoord.Y;
		ty1 = m_texpos.Y + texcoord.Y + framesize_f.Y * m_texsize.Y;
	} else {
		tx0 = m_texpos.X;
		tx1 = m_texpos.X + m_texsize.X;
		ty0 = m_texpos.Y;
		ty1 = m_texpos.Y + m_texsize.Y;
	}

	m_vertices[0] = video::S3DVertex(-m_size / 2, -m_size / 2,
		0, 0, 0, 0, m_color, tx0, ty1);
	m_vertices[1] = video::S3DVertex(m_size / 2, -m_size / 2,
		0, 0, 0, 0, m_color, tx1, ty1);
	m_vertices[2] = video::S3DVertex(m_size / 2, m_size / 2,
		0, 0, 0, 0, m_color, tx1, ty0);
	m_vertices[3] = video::S3DVertex(-m_size / 2, m_size / 2,
		0, 0, 0, 0, m_color, tx0, ty0);

	v3s16 camera_offset = m_env->getCameraOffset();
	for(u16 i=0; i<4; i++)
	{
		if (m_vertical) {
			v3f ppos = m_player->getPosition()/BS;
			m_vertices[i].Pos.rotateXZBy(atan2(ppos.Z-m_pos.Z, ppos.X-m_pos.X)/core::DEGTORAD+90);
		} else {
			m_vertices[i].Pos.rotateYZBy(m_player->getPitch());
			m_vertices[i].Pos.rotateXZBy(m_player->getYaw());
		}
		m_box.addInternalPoint(m_vertices[i].Pos);
		m_vertices[i].Pos += m_pos*BS - intToFloat(camera_offset, BS);
	}
}

/*
	ParticleSpawner
*/

ParticleSpawner::ParticleSpawner(IGameDef* gamedef, scene::ISceneManager *smgr, LocalPlayer *player,
	u16 amount, float time,
	v3f minpos, v3f maxpos, v3f minvel, v3f maxvel, v3f minacc, v3f maxacc,
	float minexptime, float maxexptime, float minsize, float maxsize,
	bool collisiondetection, bool collision_removal, u16 attached_id, bool vertical,
	video::ITexture *texture, u32 id, const struct TileAnimationParams &anim,
	u8 glow,
	ParticleManager *p_manager) :
	m_particlemanager(p_manager)
{
	m_gamedef = gamedef;
	m_smgr = smgr;
	m_player = player;
	m_amount = amount;
	m_spawntime = time;
	m_minpos = minpos;
	m_maxpos = maxpos;
	m_minvel = minvel;
	m_maxvel = maxvel;
	m_minacc = minacc;
	m_maxacc = maxacc;
	m_minexptime = minexptime;
	m_maxexptime = maxexptime;
	m_minsize = minsize;
	m_maxsize = maxsize;
	m_collisiondetection = collisiondetection;
	m_collision_removal = collision_removal;
	m_attached_id = attached_id;
	m_vertical = vertical;
	m_texture = texture;
	m_time = 0;
	m_animation = anim;
	m_glow = glow;

	for (u16 i = 0; i<=m_amount; i++)
	{
		float spawntime = (float)rand()/(float)RAND_MAX*m_spawntime;
		m_spawntimes.push_back(spawntime);
	}
}

ParticleSpawner::~ParticleSpawner() {}

void ParticleSpawner::spawnParticle(ClientEnvironment *env, float radius,
	bool is_attached, const v3f &attached_pos, float attached_yaw)
{
	v3f ppos = m_player->getPosition() / BS;
	v3f pos = random_v3f(m_minpos, m_maxpos);

	// Need to apply this first or the following check
	// will be wrong for attached spawners
	if (is_attached) {
		pos.rotateXZBy(attached_yaw);
		pos += attached_pos;
	}

	if (pos.getDistanceFrom(ppos) > radius)
		return;

	v3f vel = random_v3f(m_minvel, m_maxvel);
	v3f acc = random_v3f(m_minacc, m_maxacc);

	if (is_attached) {
		// Apply attachment yaw
		vel.rotateXZBy(attached_yaw);
		acc.rotateXZBy(attached_yaw);
	}

	float exptime = rand() / (float)RAND_MAX
			* (m_maxexptime - m_minexptime)
			+ m_minexptime;
	float size = rand() / (float)RAND_MAX
			* (m_maxsize - m_minsize)
			+ m_minsize;

	m_particlemanager->addParticle(new Particle(
		m_gamedef,
		m_smgr,
		m_player,
		env,
		pos,
		vel,
		acc,
		exptime,
		size,
		m_collisiondetection,
		m_collision_removal,
		m_vertical,
		m_texture,
		v2f(0.0, 0.0),
		v2f(1.0, 1.0),
		m_animation,
		m_glow
	));
}

void ParticleSpawner::step(float dtime, ClientEnvironment* env)
{
	m_time += dtime;

	static const float radius =
			g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE;

	bool unloaded = false;
	bool is_attached = false;
	v3f attached_pos = v3f(0,0,0);
	float attached_yaw = 0;
	if (m_attached_id != 0) {
		if (ClientActiveObject *attached = env->getActiveObject(m_attached_id)) {
			attached_pos = attached->getPosition() / BS;
			attached_yaw = attached->getYaw();
			is_attached = true;
		} else {
			unloaded = true;
		}
	}

	if (m_spawntime != 0) {
		// Spawner exists for a predefined timespan
		for (std::vector<float>::iterator i = m_spawntimes.begin();
				i != m_spawntimes.end();) {
			if ((*i) <= m_time && m_amount > 0) {
				m_amount--;

				// Pretend to, but don't actually spawn a particle if it is
				// attached to an unloaded object or distant from player.
				if (!unloaded)
					spawnParticle(env, radius, is_attached, attached_pos, attached_yaw);

				i = m_spawntimes.erase(i);
			} else {
				++i;
			}
		}
	} else {
		// Spawner exists for an infinity timespan, spawn on a per-second base

		// Skip this step if attached to an unloaded object
		if (unloaded)
			return;

		for (int i = 0; i <= m_amount; i++) {
			if (rand() / (float)RAND_MAX < dtime)
				spawnParticle(env, radius, is_attached, attached_pos, attached_yaw);
		}
	}
}

ParticleManager::ParticleManager(ClientEnvironment* env) :
	m_env(env)
{}

ParticleManager::~ParticleManager()
{
	clearAll();
}

void ParticleManager::step(float dtime)
{
	stepParticles (dtime);
	stepSpawners (dtime);
}

void ParticleManager::stepSpawners (float dtime)
{
	MutexAutoLock lock(m_spawner_list_lock);
	for (std::map<u32, ParticleSpawner*>::iterator i =
			m_particle_spawners.begin();
			i != m_particle_spawners.end();)
	{
		if (i->second->get_expired())
		{
			delete i->second;
			m_particle_spawners.erase(i++);
		}
		else
		{
			i->second->step(dtime, m_env);
			++i;
		}
	}
}

void ParticleManager::stepParticles (float dtime)
{
	MutexAutoLock lock(m_particle_list_lock);
	for(std::vector<Particle*>::iterator i = m_particles.begin();
			i != m_particles.end();)
	{
		if ((*i)->get_expired())
		{
			(*i)->remove();
			delete *i;
			i = m_particles.erase(i);
		}
		else
		{
			(*i)->step(dtime);
			++i;
		}
	}
}

void ParticleManager::clearAll ()
{
	MutexAutoLock lock(m_spawner_list_lock);
	MutexAutoLock lock2(m_particle_list_lock);
	for(std::map<u32, ParticleSpawner*>::iterator i =
			m_particle_spawners.begin();
			i != m_particle_spawners.end();)
	{
		delete i->second;
		m_particle_spawners.erase(i++);
	}

	for(std::vector<Particle*>::iterator i =
			m_particles.begin();
			i != m_particles.end();)
	{
		(*i)->remove();
		delete *i;
		i = m_particles.erase(i);
	}
}

void ParticleManager::handleParticleEvent(ClientEvent *event, Client *client,
		scene::ISceneManager* smgr, LocalPlayer *player)
{
	switch (event->type) {
		case CE_DELETE_PARTICLESPAWNER: {
			MutexAutoLock lock(m_spawner_list_lock);
			if (m_particle_spawners.find(event->delete_particlespawner.id) !=
					m_particle_spawners.end()) {
				delete m_particle_spawners.find(event->delete_particlespawner.id)->second;
				m_particle_spawners.erase(event->delete_particlespawner.id);
			}
			// no allocated memory in delete event
			break;
		}
		case CE_ADD_PARTICLESPAWNER: {
			{
				MutexAutoLock lock(m_spawner_list_lock);
				if (m_particle_spawners.find(event->add_particlespawner.id) !=
						m_particle_spawners.end()) {
					delete m_particle_spawners.find(event->add_particlespawner.id)->second;
					m_particle_spawners.erase(event->add_particlespawner.id);
				}
			}

			video::ITexture *texture =
				client->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));

			ParticleSpawner* toadd = new ParticleSpawner(client, smgr, player,
					event->add_particlespawner.amount,
					event->add_particlespawner.spawntime,
					*event->add_particlespawner.minpos,
					*event->add_particlespawner.maxpos,
					*event->add_particlespawner.minvel,
					*event->add_particlespawner.maxvel,
					*event->add_particlespawner.minacc,
					*event->add_particlespawner.maxacc,
					event->add_particlespawner.minexptime,
					event->add_particlespawner.maxexptime,
					event->add_particlespawner.minsize,
					event->add_particlespawner.maxsize,
					event->add_particlespawner.collisiondetection,
					event->add_particlespawner.collision_removal,
					event->add_particlespawner.attached_id,
					event->add_particlespawner.vertical,
					texture,
					event->add_particlespawner.id,
					event->add_particlespawner.animation,
					event->add_particlespawner.glow,
					this);

			/* delete allocated content of event */
			delete event->add_particlespawner.minpos;
			delete event->add_particlespawner.maxpos;
			delete event->add_particlespawner.minvel;
			delete event->add_particlespawner.maxvel;
			delete event->add_particlespawner.minacc;
			delete event->add_particlespawner.texture;
			delete event->add_particlespawner.maxacc;

			{
				MutexAutoLock lock(m_spawner_list_lock);
				m_particle_spawners.insert(
						std::pair<u32, ParticleSpawner*>(
								event->add_particlespawner.id,
								toadd));
			}
			break;
		}
		case CE_SPAWN_PARTICLE: {
			video::ITexture *texture =
				client->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));

			Particle* toadd = new Particle(client, smgr, player, m_env,
					*event->spawn_particle.pos,
					*event->spawn_particle.vel,
					*event->spawn_particle.acc,
					event->spawn_particle.expirationtime,
					event->spawn_particle.size,
					event->spawn_particle.collisiondetection,
					event->spawn_particle.collision_removal,
					event->spawn_particle.vertical,
					texture,
					v2f(0.0, 0.0),
					v2f(1.0, 1.0),
					event->spawn_particle.animation,
					event->spawn_particle.glow);

			addParticle(toadd);

			delete event->spawn_particle.pos;
			delete event->spawn_particle.vel;
			delete event->spawn_particle.acc;
			delete event->spawn_particle.texture;

			break;
		}
		default: break;
	}
}

void ParticleManager::addDiggingParticles(IGameDef* gamedef,
	scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
	const MapNode &n, const ContentFeatures &f)
{
	for (u16 j = 0; j < 32; j++) // set the amount of particles here
	{
		addNodeParticle(gamedef, smgr, player, pos, n, f);
	}
}

void ParticleManager::addPunchingParticles(IGameDef* gamedef,
	scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
	const MapNode &n, const ContentFeatures &f)
{
	addNodeParticle(gamedef, smgr, player, pos, n, f);
}

void ParticleManager::addNodeParticle(IGameDef* gamedef,
	scene::ISceneManager* smgr, LocalPlayer *player, v3s16 pos,
	const MapNode &n, const ContentFeatures &f)
{
	// Texture
	u8 texid = myrand_range(0, 5);
	const TileLayer &tile = f.tiles[texid].layers[0];
	video::ITexture *texture;
	struct TileAnimationParams anim;
	anim.type = TAT_NONE;

	// Only use first frame of animated texture
	if (tile.material_flags & MATERIAL_FLAG_ANIMATION)
		texture = tile.frames[0].texture;
	else
		texture = tile.texture;

	float size = rand() % 64 / 512.;
	float visual_size = BS * size;
	v2f texsize(size * 2, size * 2);
	v2f texpos;
	texpos.X = ((rand() % 64) / 64. - texsize.X);
	texpos.Y = ((rand() % 64) / 64. - texsize.Y);

	// Physics
	v3f velocity((rand() % 100 / 50. - 1) / 1.5,
			rand() % 100 / 35.,
			(rand() % 100 / 50. - 1) / 1.5);

	v3f acceleration(0,-9,0);
	v3f particlepos = v3f(
		(f32) pos.X + rand() %100 /200. - 0.25,
		(f32) pos.Y + rand() %100 /200. - 0.25,
		(f32) pos.Z + rand() %100 /200. - 0.25
	);

	video::SColor color;
	if (tile.has_color)
		color = tile.color;
	else
		n.getColor(f, &color);

	Particle* toadd = new Particle(
		gamedef,
		smgr,
		player,
		m_env,
		particlepos,
		velocity,
		acceleration,
		rand() % 100 / 100., // expiration time
		visual_size,
		true,
		false,
		false,
		texture,
		texpos,
		texsize,
		anim,
		0,
		color);

	addParticle(toadd);
}

void ParticleManager::addParticle(Particle* toadd)
{
	MutexAutoLock lock(m_particle_list_lock);
	m_particles.push_back(toadd);
}


code:
/*
Minetest
Copyright (C) 2013 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 PARTICLES_HEADER
#define PARTICLES_HEADER

#include <iostream>
#include "irrlichttypes_extrabloated.h"
#include "client/tile.h"
#include "localplayer.h"
#include "environment.h"
#include "tileanimation.h"

struct ClientEvent;
class ParticleManager;
class ClientEnvironment;
struct MapNode;
struct ContentFeatures;

class Particle : public scene::ISceneNode
{
	public:
	Particle(
		IGameDef* gamedef,
		scene::ISceneManager* mgr,
		LocalPlayer *player,
		ClientEnvironment *env,
		v3f pos,
		v3f velocity,
		v3f acceleration,
		float expirationtime,
		float size,
		bool collisiondetection,
		bool collision_removal,
		bool vertical,
		video::ITexture *texture,
		v2f texpos,
		v2f texsize,
		const struct TileAnimationParams &anim,
		u8 glow,
		video::SColor color = video::SColor(0xFFFFFFFF)
	);
	~Particle();

	virtual const aabb3f &getBoundingBox() const
	{
		return m_box;
	}

	virtual u32 getMaterialCount() const
	{
		return 1;
	}

	virtual video::SMaterial& getMaterial(u32 i)
	{
		return m_material;
	}

	virtual void OnRegisterSceneNode();
	virtual void render();

	void step(float dtime);

	bool get_expired ()
	{ return m_expiration < m_time; }

private:
	void updateLight();
	void updateVertices();

	video::S3DVertex m_vertices[4];
	float m_time;
	float m_expiration;

	ClientEnvironment *m_env;
	IGameDef *m_gamedef;
	aabb3f m_box;
	aabb3f m_collisionbox;
	video::SMaterial m_material;
	v2f m_texpos;
	v2f m_texsize;
	v3f m_pos;
	v3f m_velocity;
	v3f m_acceleration;
	LocalPlayer *m_player;
	float m_size;
	//! Color without lighting
	video::SColor m_base_color;
	//! Final rendered color
	video::SColor m_color;
	bool m_collisiondetection;
	bool m_collision_removal;
	bool m_vertical;
	v3s16 m_camera_offset;
	struct TileAnimationParams m_animation;
	float m_animation_time;
	int m_animation_frame;
	u8 m_glow;
};

class ParticleSpawner
{
public:
	ParticleSpawner(IGameDef* gamedef,
		scene::ISceneManager *smgr,
		LocalPlayer *player,
		u16 amount,
		float time,
		v3f minp, v3f maxp,
		v3f minvel, v3f maxvel,
		v3f minacc, v3f maxacc,
		float minexptime, float maxexptime,
		float minsize, float maxsize,
		bool collisiondetection,
		bool collision_removal,
		u16 attached_id,
		bool vertical,
		video::ITexture *texture,
		u32 id,
		const struct TileAnimationParams &anim, u8 glow,
		ParticleManager* p_manager);

	~ParticleSpawner();

	void step(float dtime, ClientEnvironment *env);

	bool get_expired ()
	{ return (m_amount <= 0) && m_spawntime != 0; }

private:
	void spawnParticle(ClientEnvironment *env, float radius,
			bool is_attached, const v3f &attached_pos,
			float attached_yaw);

	ParticleManager *m_particlemanager;
	float m_time;
	IGameDef *m_gamedef;
	scene::ISceneManager *m_smgr;
	LocalPlayer *m_player;
	u16 m_amount;
	float m_spawntime;
	v3f m_minpos;
	v3f m_maxpos;
	v3f m_minvel;
	v3f m_maxvel;
	v3f m_minacc;
	v3f m_maxacc;
	float m_minexptime;
	float m_maxexptime;
	float m_minsize;
	float m_maxsize;
	video::ITexture *m_texture;
	std::vector<float> m_spawntimes;
	bool m_collisiondetection;
	bool m_collision_removal;
	bool m_vertical;
	u16 m_attached_id;
	struct TileAnimationParams m_animation;
	u8 m_glow;
};

/**
 * Class doing particle as well as their spawners handling
 */
class ParticleManager
{
friend class ParticleSpawner;
public:
	ParticleManager(ClientEnvironment* env);
	~ParticleManager();

	void step (float dtime);

	void handleParticleEvent(ClientEvent *event, Client *client,
			scene::ISceneManager* smgr, LocalPlayer *player);

	void addDiggingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
		LocalPlayer *player, v3s16 pos, const MapNode &n,
		const ContentFeatures &f);

	void addPunchingParticles(IGameDef* gamedef, scene::ISceneManager* smgr,
		LocalPlayer *player, v3s16 pos, const MapNode &n,
		const ContentFeatures &f);

	void addNodeParticle(IGameDef* gamedef, scene::ISceneManager* smgr,
		LocalPlayer *player, v3s16 pos, const MapNode &n,
		const ContentFeatures &f);

protected:
	void addParticle(Particle* toadd);

private:

	void stepParticles (float dtime);
	void stepSpawners (float dtime);

	void clearAll ();

	std::vector<Particle*> m_particles;
	std::map<u32, ParticleSpawner*> m_particle_spawners;

	ClientEnvironment* m_env;
	Mutex m_particle_list_lock;
	Mutex m_spawner_list_lock;
};

#endif