Files
source/Standard Gaming Platform/random.h
T

95 lines
3.0 KiB
C++

#ifndef __RANDOM_
#define __RANDOM_
#include "Types.h"
#include "Debug.h"
#include <stdlib.h>
//IMPORTANT: Changing this define will invalidate the JA2 save. If this
// is necessary, please ifdef your own value.
#define MAX_PREGENERATED_NUMS 256
extern UINT32 guiPreRandomIndex;
extern std::vector<UINT32> guiPreRandomNums;
extern void InitializeRandom(void);
// WDS 04/20/2009 -- Random functions were moved to inline functions here in the header file
// to speed up the whole program a bit.
// Returns a pseudo-random unsigned integer between 0 and uiRange-1 inclusive.
// NOTE THE -1! So if you call Random(100) the numbers returned will
// be between 0 and 99 inclusive.
inline 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;
}
// Returns a pseudo-random integer between 0 and uiRange-1
inline INT32 iRandom(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;
}
//Chance( 74 ) returns TRUE 74% of the time. If uiChance >= 100, then it will always return TRUE.
inline 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);
}
//Returns a pregenerated random number.
//Used to deter Ian's tactic of shoot, miss, restore saved game :)
inline UINT32 PreRandom( UINT32 uiRange )
{
UINT32 uiNum;
if( uiRange == 0 )
return 0;
//Extract the current pregenerated number
uiNum = guiPreRandomNums[ guiPreRandomIndex ] * uiRange / RAND_MAX % uiRange;
//Go to the next index.
guiPreRandomIndex++;
// Reload the random numbers even so often
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;
}
inline 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);
}
#endif