mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-25 21:41:55 +00:00
69420a703a
Huge shoutout to dhewm3 and RBDOOM-3-BFG for doing 99% of this work before us!
162 lines
4.7 KiB
C++
162 lines
4.7 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __MATH_RANDOM_H__
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#define __MATH_RANDOM_H__
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/*
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===============================================================================
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Random number generator
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===============================================================================
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*/
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class idRandom {
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public:
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idRandom( int seed = 0 );
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void SetSeed( int seed );
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int GetSeed( void ) const;
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int RandomInt( void ); // random integer in the range [0, MAX_RAND]
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int RandomInt( int max ); // random integer in the range [0, max[
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float RandomFloat( void ); // random number in the range [0.0f, 1.0f]
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float CRandomFloat( void ); // random number in the range [-1.0f, 1.0f]
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static const int MAX_RAND = 0x7fff;
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private:
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int seed;
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};
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ID_INLINE idRandom::idRandom( int seed ) {
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this->seed = seed;
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}
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ID_INLINE void idRandom::SetSeed( int seed ) {
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this->seed = seed;
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}
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ID_INLINE int idRandom::GetSeed( void ) const {
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return seed;
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}
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ID_INLINE int idRandom::RandomInt( void ) {
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seed = 69069 * seed + 1;
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return ( seed & idRandom::MAX_RAND );
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}
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ID_INLINE int idRandom::RandomInt( int max ) {
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if ( max == 0 ) {
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return 0; // avoid divide by zero error
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}
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return RandomInt() % max;
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}
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ID_INLINE float idRandom::RandomFloat( void ) {
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return ( RandomInt() / ( float )( idRandom::MAX_RAND + 1 ) );
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}
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ID_INLINE float idRandom::CRandomFloat( void ) {
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return ( 2.0f * ( RandomFloat() - 0.5f ) );
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}
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/*
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===============================================================================
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Random number generator
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===============================================================================
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*/
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// flibit: 64 bit fix, change long to int
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class idRandom2 {
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public:
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idRandom2( unsigned int seed = 0 );
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void SetSeed( unsigned int seed );
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unsigned int GetSeed( void ) const;
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int RandomInt( void ); // random integer in the range [0, MAX_RAND]
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int RandomInt( int max ); // random integer in the range [0, max]
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float RandomFloat( void ); // random number in the range [0.0f, 1.0f]
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float CRandomFloat( void ); // random number in the range [-1.0f, 1.0f]
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static const int MAX_RAND = 0x7fff;
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private:
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unsigned int seed;
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static const unsigned int IEEE_ONE = 0x3f800000;
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static const unsigned int IEEE_MASK = 0x007fffff;
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};
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ID_INLINE idRandom2::idRandom2( unsigned int seed ) {
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this->seed = seed;
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}
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ID_INLINE void idRandom2::SetSeed( unsigned int seed ) {
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this->seed = seed;
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}
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ID_INLINE unsigned int idRandom2::GetSeed( void ) const {
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return seed;
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}
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ID_INLINE int idRandom2::RandomInt( void ) {
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seed = 1664525L * seed + 1013904223L;
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return ( (int) seed & idRandom2::MAX_RAND );
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}
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ID_INLINE int idRandom2::RandomInt( int max ) {
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if ( max == 0 ) {
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return 0; // avoid divide by zero error
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}
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return ( RandomInt() >> ( 16 - idMath::BitsForInteger( max ) ) ) % max;
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}
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ID_INLINE float idRandom2::RandomFloat( void ) {
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unsigned int i;
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seed = 1664525 * seed + 1013904223;
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i = idRandom2::IEEE_ONE | ( seed & idRandom2::IEEE_MASK );
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return ( ( *(float *)&i ) - 1.0f );
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}
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ID_INLINE float idRandom2::CRandomFloat( void ) {
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unsigned int i;
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seed = 1664525 * seed + 1013904223;
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i = idRandom2::IEEE_ONE | ( seed & idRandom2::IEEE_MASK );
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return ( 2.0f * ( *(float *)&i ) - 3.0f );
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}
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// flibit end
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#endif /* !__MATH_RANDOM_H__ */
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