SRB2/src/m_random.c

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2014-03-15 09:59:03 -07:00
// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 2012-2014 by Matthew "Inuyasha" Walsh.
// Copyright (C) 1999-2014 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file m_random.c
/// \brief LCG PRNG originally created for XMOD
#include "doomdef.h"
#include "doomtype.h"
#include "doomstat.h" // totalplaytime
#include "m_random.h"
#include "m_fixed.h"
// ---------------------------
// RNG functions (not synched)
// ---------------------------
/** Provides a random byte.
* Used outside the p_xxx game code and not synchronized in netgames. This is
* for anything that doesn't need to be synced, e.g. precipitation.
*
* \return A random byte, 0 to 255.
*/
UINT8 M_Random(void)
{
return (rand() & 255);
}
/** Provides a random signed byte. Distribution is uniform.
* As with all M_*Random functions, not synched in netgames.
*
* \return A random byte, -128 to 127.
* \sa M_Random
*/
INT32 M_SignedRandom(void)
{
return M_Random() - 128;
}
/** Provides a random number in between 0 and the given number - 1.
* Distribution is uniform. Use for picking random elements from an array.
* As with all M_*Random functions, not synched in netgames.
*
* \return A random number, 0 to arg1-1.
*/
INT32 M_RandomKey(INT32 a)
{
return (INT32)((rand()/((unsigned)RAND_MAX+1.0f))*a);
}
/** Provides a random number in between a specific range.
* Distribution is uniform.
* As with all M_*Random functions, not synched in netgames.
*
* \return A random number, arg1 to arg2.
*/
INT32 M_RandomRange(INT32 a, INT32 b)
{
return (INT32)((rand()/((unsigned)RAND_MAX+1.0f))*(b-a+1))+a;
}
// ------------------------
// PRNG functions (synched)
// ------------------------
// Holds the current seed.
static UINT32 randomseed = 0;
// Holds the INITIAL seed value. Used for demos, possibly other debugging.
static UINT32 initialseed = 0;
/**
* Provides a random byte and sets the seed appropriately.
* The nature of this PRNG allows it to cycle through about two million numbers
* before it finally starts repeating numeric sequences.
* That's more than good enough for our purposes.
*
* \return A random byte, 0 to 255.
*/
#ifndef DEBUGRANDOM
UINT8 P_Random(void)
{
#else
UINT8 P_RandomD(const char *rfile, INT32 rline)
{
CONS_Debug(DBG_RANDOMIZER, "P_Random() at: %sp %d\n", rfile, rline);
#endif
randomseed = (randomseed*746151647)+48205429;
return (UINT8)((randomseed >> 17)&255);
}
/** Provides a random number from -128 to 127.
* Distribution is uniform.
*
* \return Random number from -128 to 127.
* \sa P_Random
*/
#ifndef DEBUGRANDOM
INT32 P_SignedRandom(void)
{
#else
INT32 P_SignedRandomD(const char *rfile, INT32 rline)
{
CONS_Debug(DBG_RANDOMIZER, "P_SignedRandom() at: %sp %d\n", rfile, rline);
#endif
return P_Random() - 128;
}
/** Provides a random number in between 0 and the given number - 1.
* Distribution is uniform, also calls for two numbers for bigger output range.
* Use for picking random elements from an array.
*
* \return A random number, 0 to arg1-1.
* \sa P_Random
*/
#ifndef DEBUGRANDOM
INT32 P_RandomKey(INT32 a)
{
#else
INT32 P_RandomKeyD(const char *rfile, INT32 rline, INT32 a)
{
CONS_Debug(DBG_RANDOMIZER, "P_RandomKey() at: %sp %d\n", rfile, rline);
#endif
return (INT32)(((P_Random()|(P_Random() << 8))/65536.0f)*a);
}
/** Provides a random number in between a specific range.
* Distribution is uniform, also calls for two numbers for bigger output range.
*
* \return A random number, arg1 to arg2.
* \sa P_Random
*/
#ifndef DEBUGRANDOM
INT32 P_RandomRange(INT32 a, INT32 b)
{
#else
INT32 P_RandomRangeD(const char *rfile, INT32 rline, INT32 a, INT32 b)
{
CONS_Debug(DBG_RANDOMIZER, "P_RandomRange() at: %sp %d\n", rfile, rline);
#endif
return (INT32)(((P_Random()|(P_Random() << 8))/65536.0f)*(b-a+1))+a;
}
/** Provides a random byte without saving what the seed would be.
* Used just to debug the PRNG.
*
* \return A 'random' byte, 0 to 255.
* \sa P_Random
*/
UINT8 P_RandomPeek(void)
{
UINT32 r = (randomseed*746151647)+48205429;
return (UINT8)((r >> 17)&255);
}
/** Gets the current random seed. Used by netgame savegames.
*
* \return Current random seed.
* \sa P_SetRandSeed
*/
UINT32 P_GetRandSeed(void)
{
return randomseed;
}
/** Gets the initial random seed. Used by demos.
*
* \return Initial random seed.
* \sa P_SetRandSeed
*/
UINT32 P_GetInitSeed(void)
{
return initialseed;
}
/** Sets the random seed.
* Used at the beginning of the game, and also for netgames.
*
* \param rindex New random index.
* \sa P_GetRandSeed
*/
void P_SetRandSeed(UINT32 seed)
{
randomseed = initialseed = seed;
}
/** Gets a randomized seed for setting the random seed.
*
* \sa P_GetRandSeed
*/
UINT32 M_RandomizedSeed(void)
{
return ((totalplaytime & 0xFFFF) << 16)|(rand() & 0xFFFF);
}