SRB2/src/m_random.c
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C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 2012-2016 by Matthew "Kaito Sinclaire" Walsh.
// Copyright (C) 1999-2023 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file m_random.c
/// \brief RNG for client effects and PRNG for game actions
#include "doomdef.h"
#include "doomtype.h"
#include "m_random.h"
#include "m_fixed.h"
#include "m_cond.h" // totalplaytime
// ---------------------------
// RNG functions (not synched)
// ---------------------------
/** Provides a random fixed point number. Distribution is uniform.
* As with all M_Random functions, not synched in netgames.
*
* \return A random fixed point number from [0,1).
*/
fixed_t M_RandomFixed(void)
{
#if RAND_MAX < 65535
// Compensate for insufficient randomness.
fixed_t rndv = (rand()&1)<<15;
return rand()^rndv;
#else
return (rand() & 0xFFFF);
#endif
}
/** Provides a random byte. Distribution is uniform.
* As with all M_Random functions, not synched in netgames.
*
* \return A random integer from [0, 255].
*/
UINT8 M_RandomByte(void)
{
return (rand() & 0xFF);
}
/** Provides a random integer for picking random elements from an array.
* Distribution is uniform.
* As with all M_Random functions, not synched in netgames.
*
* \param a Number of items in array.
* \return A random integer from [0,a).
*/
INT32 M_RandomKey(INT32 a)
{
return (INT32)((rand()/((float)RAND_MAX+1.0f))*a);
}
/** Provides a random integer in a given range.
* Distribution is uniform.
* As with all M_Random functions, not synched in netgames.
*
* \param a Lower bound.
* \param b Upper bound.
* \return A random integer from [a,b].
*/
INT32 M_RandomRange(INT32 a, INT32 b)
{
return (INT32)((rand()/((float)RAND_MAX+1.0f))*(b-a+1))+a;
}
// ------------------------
// PRNG functions (synched)
// ------------------------
// Holds the current seed.
static UINT32 randomseed = 0xBADE4404;
// Holds the INITIAL seed value. Used for demos, possibly other debugging.
static UINT32 initialseed = 0xBADE4404;
/** Provides a random fixed point number.
* This is a variant of an xorshift PRNG; state fits in a 32 bit integer structure.
*
* \return A random fixed point number from [0,1).
*/
ATTRINLINE static fixed_t FUNCINLINE __internal_prng__(void)
{
randomseed ^= randomseed >> 13;
randomseed ^= randomseed >> 11;
randomseed ^= randomseed << 21;
return ( (randomseed*36548569) >> 4) & (FRACUNIT-1);
}
/** Provides a random fixed point number. Distribution is uniform.
* Literally a wrapper for the internal PRNG function.
*
* \return A random fixed point number from [0,1).
*/
#ifndef DEBUGRANDOM
fixed_t P_RandomFixed(void)
{
#else
fixed_t P_RandomFixedD(const char *rfile, INT32 rline)
{
CONS_Printf("P_RandomFixed() at: %sp %d\n", rfile, rline);
#endif
return __internal_prng__();
}
/** Provides a random byte. Distribution is uniform.
* If you're curious, (&0xFF00) >> 8 gives the same result
* as a fixed point multiplication by 256.
*
* \return Random integer from [0, 255].
* \sa __internal_prng__
*/
#ifndef DEBUGRANDOM
UINT8 P_RandomByte(void)
{
#else
UINT8 P_RandomByteD(const char *rfile, INT32 rline)
{
CONS_Printf("P_RandomByte() at: %sp %d\n", rfile, rline);
#endif
return (UINT8)((__internal_prng__()&0xFF00)>>8);
}
/** Provides a random integer for picking random elements from an array.
* Distribution is uniform.
* NOTE: Maximum range is 65536.
*
* \param a Number of items in array.
* \return A random integer from [0,a).
* \sa __internal_prng__
*/
#ifndef DEBUGRANDOM
INT32 P_RandomKey(INT32 a)
{
#else
INT32 P_RandomKeyD(const char *rfile, INT32 rline, INT32 a)
{
CONS_Printf("P_RandomKey() at: %sp %d\n", rfile, rline);
#endif
return (INT32)(((INT64)__internal_prng__() * a) >> FRACBITS);
}
/** Provides a random integer in a given range.
* Distribution is uniform.
* NOTE: Maximum range is 65536.
*
* \param a Lower bound.
* \param b Upper bound.
* \return A random integer from [a,b].
* \sa __internal_prng__
*/
#ifndef DEBUGRANDOM
INT32 P_RandomRange(INT32 a, INT32 b)
{
#else
INT32 P_RandomRangeD(const char *rfile, INT32 rline, INT32 a, INT32 b)
{
CONS_Printf("P_RandomRange() at: %sp %d\n", rfile, rline);
#endif
return (INT32)(((INT64)__internal_prng__() * (b-a+1)) >> FRACBITS) + a;
}
// ----------------------
// PRNG seeds & debugging
// ----------------------
/** Peeks to see what the next result from the PRNG will be.
* Used for debugging.
*
* \return A 'random' fixed point number from [0,1).
* \sa __internal_prng__
*/
fixed_t P_RandomPeek(void)
{
UINT32 r = randomseed;
fixed_t ret = __internal_prng__();
randomseed = r;
return ret;
}
/** Gets the current random seed. Used by netgame savegames.
*
* \return Current random seed.
* \sa P_SetRandSeed
*/
#ifndef DEBUGRANDOM
UINT32 P_GetRandSeed(void)
{
#else
UINT32 P_GetRandSeedD(const char *rfile, INT32 rline)
{
CONS_Printf("P_GetRandSeed() at: %sp %d\n", rfile, rline);
#endif
return randomseed;
}
/** Gets the initial random seed. Used by demos.
*
* \return Initial random seed.
* \sa P_SetRandSeed
*/
#ifndef DEBUGRANDOM
UINT32 P_GetInitSeed(void)
{
#else
UINT32 P_GetInitSeedD(const char *rfile, INT32 rline)
{
CONS_Printf("P_GetInitSeed() at: %sp %d\n", rfile, rline);
#endif
return initialseed;
}
/** Sets the random seed.
* Used at the beginning of the game, and also for netgames.
*
* \param rindex New random index.
* \sa P_GetRandSeed
*/
#ifndef DEBUGRANDOM
void P_SetRandSeed(UINT32 seed)
{
#else
void P_SetRandSeedD(const char *rfile, INT32 rline, UINT32 seed)
{
CONS_Printf("P_SetRandSeed() at: %sp %d\n", rfile, rline);
#endif
// xorshift requires a nonzero seed
// this should never happen, but just in case it DOES, we check
if (!seed) seed = 0xBADE4404;
randomseed = initialseed = seed;
}
/** Gets a randomized seed for setting the random seed.
*
* \sa P_GetRandSeed
*/
UINT32 M_RandomizedSeed(void)
{
return ((serverGamedata->totalplaytime & 0xFFFF) << 16) | M_RandomFixed();
}