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155 lines
5.7 KiB
C
155 lines
5.7 KiB
C
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/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom: a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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* Copyright 2005, 2006 by
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* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program 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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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* Functions to return random numbers.
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*
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*-----------------------------------------------------------------------------*/
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#ifndef __M_RANDOM__
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#define __M_RANDOM__
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#include "doomtype.h"
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// killough 1/19/98: rewritten to use to use a better random number generator
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// in the new engine, although the old one is available for compatibility.
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// killough 2/16/98:
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//
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// Make every random number generator local to each control-equivalent block.
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// Critical for demo sync. Changing the order of this list breaks all previous
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// versions' demos. The random number generators are made local to reduce the
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// chances of sync problems. In Doom, if a single random number generator call
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// was off, it would mess up all random number generators. This reduces the
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// chances of it happening by making each RNG local to a control flow block.
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//
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// Notes to developers: if you want to reduce your demo sync hassles, follow
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// this rule: for each call to P_Random you add, add a new class to the enum
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// type below for each block of code which calls P_Random. If two calls to
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// P_Random are not in "control-equivalent blocks", i.e. there are any cases
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// where one is executed, and the other is not, put them in separate classes.
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//
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// Keep all current entries in this list the same, and in the order
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// indicated by the #'s, because they're critical for preserving demo
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// sync. Do not remove entries simply because they become unused later.
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typedef enum {
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pr_skullfly, // #1
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pr_damage, // #2
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pr_crush, // #3
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pr_genlift, // #4
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pr_killtics, // #5
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pr_damagemobj, // #6
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pr_painchance, // #7
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pr_lights, // #8
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pr_explode, // #9
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pr_respawn, // #10
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pr_lastlook, // #11
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pr_spawnthing, // #12
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pr_spawnpuff, // #13
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pr_spawnblood, // #14
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pr_missile, // #15
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pr_shadow, // #16
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pr_plats, // #17
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pr_punch, // #18
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pr_punchangle, // #19
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pr_saw, // #20
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pr_plasma, // #21
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pr_gunshot, // #22
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pr_misfire, // #23
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pr_shotgun, // #24
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pr_bfg, // #25
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pr_slimehurt, // #26
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pr_dmspawn, // #27
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pr_missrange, // #28
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pr_trywalk, // #29
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pr_newchase, // #30
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pr_newchasedir, // #31
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pr_see, // #32
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pr_facetarget, // #33
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pr_posattack, // #34
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pr_sposattack, // #35
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pr_cposattack, // #36
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pr_spidrefire, // #37
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pr_troopattack, // #38
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pr_sargattack, // #39
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pr_headattack, // #40
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pr_bruisattack, // #41
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pr_tracer, // #42
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pr_skelfist, // #43
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pr_scream, // #44
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pr_brainscream, // #45
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pr_cposrefire, // #46
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pr_brainexp, // #47
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pr_spawnfly, // #48
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pr_misc, // #49
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pr_all_in_one, // #50
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/* CPhipps - new entries from MBF, mostly unused for now */
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pr_opendoor, // #51
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pr_targetsearch, // #52
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pr_friends, // #53
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pr_threshold, // #54
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pr_skiptarget, // #55
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pr_enemystrafe, // #56
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pr_avoidcrush, // #57
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pr_stayonlift, // #58
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pr_helpfriend, // #59
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pr_dropoff, // #60
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pr_randomjump, // #61
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pr_defect, // #62 // Start new entries -- add new entries below
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// End of new entries
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NUMPRCLASS // MUST be last item in list
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} pr_class_t;
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// The random number generator's state.
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typedef struct {
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unsigned long seed[NUMPRCLASS]; // Each block's random seed
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int rndindex, prndindex; // For compatibility support
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} rng_t;
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extern rng_t rng; // The rng's state
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extern unsigned long rngseed; // The starting seed (not part of state)
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// As M_Random, but used by the play simulation.
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int P_Random(pr_class_t DA(const char *, int));
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#ifdef INSTRUMENTED
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#define P_Random(a) (P_Random) (a, __FILE__,__LINE__)
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#endif
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// Returns a number from 0 to 255,
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#define M_Random() P_Random(pr_misc)
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// Fix randoms for demos.
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void M_ClearRandom(void);
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#endif
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