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#ifndef SIMTOOLS_H
#define SIMTOOLS_H
#include <stddef.h>
#include "simtypes.h"
uint32 get_random_seed();
uint32 setsimrand(uint32 seed, uint32 noise_seed);
/* generates a random number on [0,max-1]-interval
* without affecting the game state
* Use this for UI etc.
*/
uint32 sim_async_rand(const uint32 max);
/* generates a random number on [0,max-1]-interval */
uint32 simrand(const uint32 max);
/* generates a random number on [0,0xFFFFFFFFu]-interval */
uint32 simrand_plain(void);
double perlin_noise_2D(const double x, const double y, const double persistence);
// for netowrk debugging, i.e. finding hidden simrands in worng places
enum { INTERACTIVE_RANDOM=1, STEP_RANDOM=2, SYNC_STEP_RANDOM=4, LOAD_RANDOM=8, MAP_CREATE_RANDOM=16 };
void set_random_mode( uint16 );
void clear_random_mode( uint16 );
uint16 get_random_mode();
// just more speed with those (generate a precalculated map, which needs only smoothing)
void init_perlin_map( sint32 w, sint32 h );
void exit_perlin_map();
/* Randomly select an entry from the given array. */
template<typename T, size_t N> T const& pick_any(T const (&array)[N])
{
return array[simrand(N)];
}
/* Randomly select an entry from the given container. */
template<typename T, template<typename> class U> T const& pick_any(U<T> const& container)
{
return container[simrand(container.get_count())];
}
/* Randomly select an entry from the given weighted container. */
template<typename T, template<typename> class U> T const& pick_any_weighted(U<T> const& container)
{
return container.at_weight(simrand(container.get_sum_weight()));
}
/* Randomly select an entry from the given subset of a weighted container. */
template<typename T, typename U> T const& pick_any_weighted_subset(U const& container)
{
return container.at_weight(simrand(container.get_sum_weight()));
}
// compute integer log10
uint32 log10(uint32 v);
// compute integer sqrt
uint32 sqrt_i32(uint32 num);
#endif
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