Files
source/Standard Gaming Platform/Random.cpp
T
ChrisL ec87dd51e6 SpaceViking's random number and CTH adjustments.
OIV Graphic alignment correction.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2242 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2008-07-17 00:16:16 +00:00

123 lines
2.8 KiB
C++

#ifdef JA2_PRECOMPILED_HEADERS
#include "JA2 SGP ALL.H"
#elif defined( WIZ8_PRECOMPILED_HEADERS )
#include "WIZ8 SGP ALL.H"
#else
#include "Random.h"
#endif
#ifdef PRERANDOM_GENERATOR
UINT32 guiPreRandomIndex = 0;
UINT32 guiPreRandomNums[ MAX_PREGENERATED_NUMS ];
#ifdef JA2BETAVERSION
UINT32 guiRandoms = 0;
UINT32 guiPreRandoms = 0;
BOOLEAN gfCountRandoms = FALSE;
#endif
#endif
void InitializeRandom()
{
// Seed the random-number generator with current time so that
// the numbers will be different every time we run.
srand( (unsigned) time(NULL) );
#ifdef PRERANDOM_GENERATOR
//Pregenerate all of the random numbers.
for( guiPreRandomIndex = 0; guiPreRandomIndex < MAX_PREGENERATED_NUMS; guiPreRandomIndex++ )
{
guiPreRandomNums[ guiPreRandomIndex ] = rand();
}
guiPreRandomIndex = 0;
#endif
}
// 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)
#ifdef JA2BETAVERSION
if( gfCountRandoms )
{
guiRandoms++;
}
#endif
if (uiRange == 0)
return(0);
return rand() * uiRange / RAND_MAX % uiRange;
}
BOOLEAN Chance( UINT32 uiChance )
{
return (BOOLEAN)(Random( 100 ) < uiChance);
}
#ifdef PRERANDOM_GENERATOR
UINT32 PreRandom( UINT32 uiRange )
{
UINT32 uiNum;
#ifdef JA2BETAVERSION
if( gfCountRandoms )
{
guiPreRandoms++;
}
#endif
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 )
{
return (BOOLEAN)(PreRandom( 100 ) < uiChance);
}
#ifdef JA2BETAVERSION
void CountRandomCalls( BOOLEAN fStart )
{
gfCountRandoms = fStart;
if( fStart )
{
guiRandoms = 0;
guiPreRandoms = 0;
}
}
void GetRandomCalls( UINT32 *puiRandoms, UINT32 *puiPreRandoms )
{
*puiRandoms = guiRandoms;
*puiPreRandoms = guiPreRandoms;
}
#endif
#endif