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Move random functions to .h and inline them. This will speed up the code overall given their high usage.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2788 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1,12 +1,8 @@
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#ifdef JA2_PRECOMPILED_HEADERS
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#include "JA2 SGP ALL.H"
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#else
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#include "Random.h"
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#endif
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#include "Random.h"
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#include <time.h>
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UINT32 guiPreRandomIndex = 0;
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UINT32 guiPreRandomNums[ MAX_PREGENERATED_NUMS ];
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std::vector<UINT32> guiPreRandomNums(MAX_PREGENERATED_NUMS, 0);
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void InitializeRandom()
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{
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@@ -21,64 +17,3 @@ void InitializeRandom()
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}
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guiPreRandomIndex = 0;
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}
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// Returns a pseudo-random integer between 0 and uiRange
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UINT32 Random(UINT32 uiRange)
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{
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// Always return 0, if no range given (it's not an error)
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if (uiRange == 0)
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return(0);
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return rand() * uiRange / RAND_MAX % uiRange;
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}
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BOOLEAN Chance( UINT32 uiChance )
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{
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//AssertLE(uiChance, 100);
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// lalien: since uiChance calculation is based on different values it can happen that uiChance is > than 100%
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// It's not critical because uiChance >= 100 will always return TRUE. No need to crash the entire game.
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// Make sure that uiChance value is not < than 0, or it can switch to positive
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return (BOOLEAN)(Random( 100 ) < uiChance);
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}
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UINT32 PreRandom( UINT32 uiRange )
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{
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UINT32 uiNum;
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if( !uiRange )
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return 0;
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//Extract the current pregenerated number
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uiNum = guiPreRandomNums[ guiPreRandomIndex ] * uiRange / RAND_MAX % uiRange;
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//Replace the current pregenerated number with a new one.
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//This was removed in the name of optimization. Uncomment if you hate recycling.
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//guiPreRandomNums[ guiPreRandomIndex ] = rand();
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//Go to the next index.
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guiPreRandomIndex++;
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//if( guiPreRandomIndex >= (UINT32)MAX_PREGENERATED_NUMS )
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// guiPreRandomIndex = 0;
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// WDS 07/06/2008 fix prerandom
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if (guiPreRandomIndex == MAX_PREGENERATED_NUMS / 2) {
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// [0..(MAX_PREGENERATED_NUMS/2) -1]
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for( unsigned idx = 0; idx < MAX_PREGENERATED_NUMS / 2; ++idx ) {
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guiPreRandomNums[ idx ] = rand();
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}
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} else if (guiPreRandomIndex >= (UINT32)MAX_PREGENERATED_NUMS ) {
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// MAX_PREGENERATED_NUMS/2 .. MAX_PREGENERATED_NUMS-1]
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for( unsigned idx = MAX_PREGENERATED_NUMS / 2; idx < MAX_PREGENERATED_NUMS; ++idx ) {
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guiPreRandomNums[ idx ] = rand();
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}
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guiPreRandomIndex = 0;
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}
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return uiNum;
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}
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BOOLEAN PreChance( UINT32 uiChance )
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{
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//AssertLE(uiChance, 100);
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// lalien: since uiChance calculation is based on different values it can happen that uiChance is > than 100%
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// It's not critical because uiChance >= 100 will always return TRUE. No need to crash the entire game.
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// Make sure that uiChance value is not < than 0, or it can switch to positive
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return (BOOLEAN)(PreRandom( 100 ) < uiChance);
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}
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@@ -4,24 +4,92 @@
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#include "Types.h"
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#include "Debug.h"
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#include <stdlib.h>
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#include <time.h>
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//IMPORTANT: Changing this define will invalidate the JA2 save. If this
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// is necessary, please ifdef your own value.
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#define MAX_PREGENERATED_NUMS 256
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extern UINT32 guiPreRandomIndex;
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extern std::vector<UINT32> guiPreRandomNums;
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extern void InitializeRandom(void);
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extern UINT32 Random( UINT32 uiRange );
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// WDS 04/20/2009 -- Random functions were moved to inline functions here in the header file
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// to speed up the whole program a bit.
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// Returns a pseudo-random unsigned integer between 0 and uiRange-1 inclusive.
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// NOTE THE -1! So if you call Random(100) the numbers returned will
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// be between 0 and 99 inclusive.
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inline UINT32 Random(UINT32 uiRange)
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{
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// Always return 0, if no range given (it's not an error)
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if (uiRange == 0)
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return(0);
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return rand() * uiRange / RAND_MAX % uiRange;
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}
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// Returns a pseudo-random integer between 0 and uiRange-1
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inline INT32 iRandom(UINT32 uiRange)
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{
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// Always return 0, if no range given (it's not an error)
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if (uiRange == 0)
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return(0);
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return rand() * uiRange / RAND_MAX % uiRange;
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}
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//Chance( 74 ) returns TRUE 74% of the time. If uiChance >= 100, then it will always return TRUE.
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extern BOOLEAN Chance( UINT32 uiChance );
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inline BOOLEAN Chance( UINT32 uiChance )
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{
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//AssertLE(uiChance, 100);
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// lalien: since uiChance calculation is based on different values it can happen that uiChance is > than 100%
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// It's not critical because uiChance >= 100 will always return TRUE. No need to crash the entire game.
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// Make sure that uiChance value is not < than 0, or it can switch to positive
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return (BOOLEAN)(Random( 100 ) < uiChance);
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}
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//Returns a pregenerated random number.
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//Used to deter Ian's tactic of shoot, miss, restore saved game :)
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extern UINT32 PreRandom( UINT32 uiRange );
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extern BOOLEAN PreChance( UINT32 uiChance );
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//IMPORTANT: Changing this define will invalidate the JA2 save. If this
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// is necessary, please ifdef your own value.
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#define MAX_PREGENERATED_NUMS 256
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extern UINT32 guiPreRandomIndex;
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extern UINT32 guiPreRandomNums[ MAX_PREGENERATED_NUMS ];
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//Returns a pregenerated random number.
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//Used to deter Ian's tactic of shoot, miss, restore saved game :)
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inline UINT32 PreRandom( UINT32 uiRange )
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{
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UINT32 uiNum;
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if( uiRange == 0 )
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return 0;
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//Extract the current pregenerated number
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uiNum = guiPreRandomNums[ guiPreRandomIndex ] * uiRange / RAND_MAX % uiRange;
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//Go to the next index.
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guiPreRandomIndex++;
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// Reload the random numbers even so often
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if (guiPreRandomIndex == MAX_PREGENERATED_NUMS / 2) {
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// [0..(MAX_PREGENERATED_NUMS/2) -1]
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for( unsigned idx = 0; idx < MAX_PREGENERATED_NUMS / 2; ++idx ) {
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guiPreRandomNums[ idx ] = rand();
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}
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} else if (guiPreRandomIndex >= (UINT32)MAX_PREGENERATED_NUMS ) {
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// [MAX_PREGENERATED_NUMS/2 .. MAX_PREGENERATED_NUMS-1]
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for( unsigned idx = MAX_PREGENERATED_NUMS / 2; idx < MAX_PREGENERATED_NUMS; ++idx ) {
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guiPreRandomNums[ idx ] = rand();
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}
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guiPreRandomIndex = 0;
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}
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return uiNum;
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}
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inline BOOLEAN PreChance( UINT32 uiChance )
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{
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//AssertLE(uiChance, 100);
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// lalien: since uiChance calculation is based on different values it can happen that uiChance is > than 100%
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// It's not critical because uiChance >= 100 will always return TRUE. No need to crash the entire game.
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// Make sure that uiChance value is not < than 0, or it can switch to positive
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return (BOOLEAN)(PreRandom( 100 ) < uiChance);
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}
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#endif
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