mirror of
https://github.com/1dot13/source.git
synced 2026-08-19 14:20:30 +02:00
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
This commit is contained in:
@@ -1,12 +1,8 @@
|
||||
#ifdef JA2_PRECOMPILED_HEADERS
|
||||
#include "JA2 SGP ALL.H"
|
||||
#else
|
||||
#include "Random.h"
|
||||
#endif
|
||||
#include "Random.h"
|
||||
#include <time.h>
|
||||
|
||||
UINT32 guiPreRandomIndex = 0;
|
||||
UINT32 guiPreRandomNums[ MAX_PREGENERATED_NUMS ];
|
||||
|
||||
std::vector<UINT32> guiPreRandomNums(MAX_PREGENERATED_NUMS, 0);
|
||||
|
||||
void InitializeRandom()
|
||||
{
|
||||
@@ -21,64 +17,3 @@ void InitializeRandom()
|
||||
}
|
||||
guiPreRandomIndex = 0;
|
||||
}
|
||||
|
||||
// Returns a pseudo-random integer between 0 and uiRange
|
||||
UINT32 Random(UINT32 uiRange)
|
||||
{
|
||||
// Always return 0, if no range given (it's not an error)
|
||||
if (uiRange == 0)
|
||||
return(0);
|
||||
return rand() * uiRange / RAND_MAX % uiRange;
|
||||
}
|
||||
|
||||
BOOLEAN Chance( UINT32 uiChance )
|
||||
{
|
||||
//AssertLE(uiChance, 100);
|
||||
// lalien: since uiChance calculation is based on different values it can happen that uiChance is > than 100%
|
||||
// It's not critical because uiChance >= 100 will always return TRUE. No need to crash the entire game.
|
||||
// Make sure that uiChance value is not < than 0, or it can switch to positive
|
||||
|
||||
return (BOOLEAN)(Random( 100 ) < uiChance);
|
||||
}
|
||||
|
||||
UINT32 PreRandom( UINT32 uiRange )
|
||||
{
|
||||
UINT32 uiNum;
|
||||
if( !uiRange )
|
||||
return 0;
|
||||
//Extract the current pregenerated number
|
||||
uiNum = guiPreRandomNums[ guiPreRandomIndex ] * uiRange / RAND_MAX % uiRange;
|
||||
//Replace the current pregenerated number with a new one.
|
||||
|
||||
//This was removed in the name of optimization. Uncomment if you hate recycling.
|
||||
//guiPreRandomNums[ guiPreRandomIndex ] = rand();
|
||||
|
||||
//Go to the next index.
|
||||
guiPreRandomIndex++;
|
||||
//if( guiPreRandomIndex >= (UINT32)MAX_PREGENERATED_NUMS )
|
||||
// guiPreRandomIndex = 0;
|
||||
// WDS 07/06/2008 fix prerandom
|
||||
if (guiPreRandomIndex == MAX_PREGENERATED_NUMS / 2) {
|
||||
// [0..(MAX_PREGENERATED_NUMS/2) -1]
|
||||
for( unsigned idx = 0; idx < MAX_PREGENERATED_NUMS / 2; ++idx ) {
|
||||
guiPreRandomNums[ idx ] = rand();
|
||||
}
|
||||
} else if (guiPreRandomIndex >= (UINT32)MAX_PREGENERATED_NUMS ) {
|
||||
// MAX_PREGENERATED_NUMS/2 .. MAX_PREGENERATED_NUMS-1]
|
||||
for( unsigned idx = MAX_PREGENERATED_NUMS / 2; idx < MAX_PREGENERATED_NUMS; ++idx ) {
|
||||
guiPreRandomNums[ idx ] = rand();
|
||||
}
|
||||
guiPreRandomIndex = 0;
|
||||
}
|
||||
return uiNum;
|
||||
}
|
||||
|
||||
BOOLEAN PreChance( UINT32 uiChance )
|
||||
{
|
||||
//AssertLE(uiChance, 100);
|
||||
// lalien: since uiChance calculation is based on different values it can happen that uiChance is > than 100%
|
||||
// It's not critical because uiChance >= 100 will always return TRUE. No need to crash the entire game.
|
||||
// Make sure that uiChance value is not < than 0, or it can switch to positive
|
||||
|
||||
return (BOOLEAN)(PreRandom( 100 ) < uiChance);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user