mirror of
https://github.com/ZDoom/gzdoom-gles.git
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0bca41c202
SVN r4297 (trunk)
400 lines
12 KiB
C++
400 lines
12 KiB
C++
/*
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** m_random.cpp
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** Random number generators
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2009 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** This file employs the techniques for improving demo sync and backward
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** compatibility that Lee Killough introduced with BOOM. However, none of
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** the actual code he wrote is left. In contrast to BOOM, each RNG source
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** in ZDoom is implemented as a separate class instance that provides an
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** interface to the high-quality Mersenne Twister. See
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** <http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html>.
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**
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** As Killough's description from m_random.h is still mostly relevant,
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** here it is:
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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. The random number generators are made local to
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** reduce the chances of sync problems. In Doom, if a single random number
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** generator call was off, it would mess up all random number generators.
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** This reduces the chances of it happening by making each RNG local to a
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** 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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// HEADER FILES ------------------------------------------------------------
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#include <assert.h>
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#include "doomstat.h"
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#include "m_random.h"
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#include "farchive.h"
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#include "b_bot.h"
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#include "m_png.h"
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#include "m_crc32.h"
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#include "i_system.h"
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#include "c_dispatch.h"
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#include "files.h"
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// MACROS ------------------------------------------------------------------
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#define RAND_ID MAKE_ID('r','a','N','d')
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// TYPES -------------------------------------------------------------------
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// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// EXTERNAL DATA DECLARATIONS ----------------------------------------------
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extern FRandom pr_spawnmobj;
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extern FRandom pr_acs;
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extern FRandom pr_chase;
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extern FRandom pr_exrandom;
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extern FRandom pr_damagemobj;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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FRandom M_Random;
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// Global seed. This is modified predictably to initialize every RNG.
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DWORD rngseed;
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// PRIVATE DATA DEFINITIONS ------------------------------------------------
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FRandom *FRandom::RNGList;
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static TDeletingArray<FRandom *> NewRNGs;
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// CODE --------------------------------------------------------------------
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//==========================================================================
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//
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// FRandom - Nameless constructor
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//
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// Constructing an RNG in this way means it won't be stored in savegames.
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//
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//==========================================================================
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FRandom::FRandom ()
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: NameCRC (0)
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{
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#ifndef NDEBUG
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Name = NULL;
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initialized = false;
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#endif
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Next = RNGList;
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RNGList = this;
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}
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//==========================================================================
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//
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// FRandom - Named constructor
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//
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// This is the standard way to construct RNGs.
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//
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//==========================================================================
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FRandom::FRandom (const char *name)
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{
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NameCRC = CalcCRC32 ((const BYTE *)name, (unsigned int)strlen (name));
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#ifndef NDEBUG
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initialized = false;
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Name = name;
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// A CRC of 0 is reserved for nameless RNGs that don't get stored
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// in savegames. The chance is very low that you would get a CRC of 0,
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// but it's still possible.
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assert (NameCRC != 0);
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#endif
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// Insert the RNG in the list, sorted by CRC
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FRandom **prev = &RNGList, *probe = RNGList;
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while (probe != NULL && probe->NameCRC < NameCRC)
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{
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prev = &probe->Next;
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probe = probe->Next;
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}
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#ifndef NDEBUG
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if (probe != NULL)
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{
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// Because RNGs are identified by their CRCs in save games,
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// no two RNGs can have names that hash to the same CRC.
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// Obviously, this means every RNG must have a unique name.
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assert (probe->NameCRC != NameCRC);
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}
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#endif
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Next = probe;
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*prev = this;
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}
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//==========================================================================
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//
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// FRandom - Destructor
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//
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//==========================================================================
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FRandom::~FRandom ()
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{
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FRandom *rng, **prev;
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FRandom *last = NULL;
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prev = &RNGList;
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rng = RNGList;
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while (rng != NULL && rng != this)
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{
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last = rng;
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rng = rng->Next;
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}
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if (rng != NULL)
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{
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*prev = rng->Next;
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}
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}
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//==========================================================================
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//
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// FRandom :: StaticClearRandom
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//
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// Initialize every RNGs. RNGs are seeded based on the global seed and their
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// name, so each different RNG can have a different starting value despite
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// being derived from a common global seed.
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//
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//==========================================================================
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void FRandom::StaticClearRandom ()
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{
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// go through each RNG and set each starting seed differently
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for (FRandom *rng = FRandom::RNGList; rng != NULL; rng = rng->Next)
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{
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rng->Init(rngseed);
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}
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}
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//==========================================================================
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//
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// FRandom :: Init
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//
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// Initialize a single RNG with a given seed.
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//
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//==========================================================================
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void FRandom::Init(DWORD seed)
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{
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// [RH] Use the RNG's name's CRC to modify the original seed.
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// This way, new RNGs can be added later, and it doesn't matter
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// which order they get initialized in.
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DWORD seeds[2] = { NameCRC, seed };
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InitByArray(seeds, 2);
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}
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//==========================================================================
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//
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// FRandom :: StaticSumSeeds
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//
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// This function produces a DWORD that can be used to check the consistancy
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// of network games between different machines. Only a select few RNGs are
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// used for the sum, because not all RNGs are important to network sync.
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//
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//==========================================================================
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DWORD FRandom::StaticSumSeeds ()
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{
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return
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pr_spawnmobj.sfmt.u[0] + pr_spawnmobj.idx +
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pr_acs.sfmt.u[0] + pr_acs.idx +
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pr_chase.sfmt.u[0] + pr_chase.idx +
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pr_damagemobj.sfmt.u[0] + pr_damagemobj.idx;
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}
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//==========================================================================
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//
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// FRandom :: StaticWriteRNGState
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//
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// Stores the state of every RNG into a savegame.
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//
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//==========================================================================
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void FRandom::StaticWriteRNGState (FILE *file)
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{
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FRandom *rng;
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FPNGChunkArchive arc (file, RAND_ID);
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arc << rngseed;
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for (rng = FRandom::RNGList; rng != NULL; rng = rng->Next)
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{
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// Only write those RNGs that have names
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if (rng->NameCRC != 0)
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{
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arc << rng->NameCRC << rng->idx;
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for (int i = 0; i < SFMT::N32; ++i)
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{
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arc << rng->sfmt.u[i];
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}
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}
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}
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}
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//==========================================================================
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//
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// FRandom :: StaticReadRNGState
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//
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// Restores the state of every RNG from a savegame. RNGs that were added
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// since the savegame was created are cleared to their initial value.
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//
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//==========================================================================
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void FRandom::StaticReadRNGState (PNGHandle *png)
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{
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FRandom *rng;
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size_t len = M_FindPNGChunk (png, RAND_ID);
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if (len != 0)
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{
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const size_t sizeof_rng = sizeof(rng->NameCRC) + sizeof(rng->idx) + sizeof(rng->sfmt.u);
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const int rngcount = (int)((len-4) / sizeof_rng);
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int i;
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DWORD crc;
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FPNGChunkArchive arc (png->File->GetFile(), RAND_ID, len);
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arc << rngseed;
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FRandom::StaticClearRandom ();
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for (i = rngcount; i; --i)
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{
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arc << crc;
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for (rng = FRandom::RNGList; rng != NULL; rng = rng->Next)
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{
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if (rng->NameCRC == crc)
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{
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arc << rng->idx;
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for (int i = 0; i < SFMT::N32; ++i)
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{
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arc << rng->sfmt.u[i];
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}
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break;
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}
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}
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if (rng == NULL)
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{ // The RNG was removed. Skip it.
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int idx;
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DWORD sfmt;
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arc << idx;
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for (int i = 0; i < SFMT::N32; ++i)
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{
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arc << sfmt;
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}
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}
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}
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png->File->ResetFilePtr();
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}
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}
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//==========================================================================
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//
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// FRandom :: StaticFindRNG
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//
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// This function attempts to find an RNG with the given name.
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// If it can't it will create a new one. Duplicate CRCs will
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// be ignored and if it happens map to the same RNG.
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// This is for use by DECORATE.
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//
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//==========================================================================
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FRandom *FRandom::StaticFindRNG (const char *name)
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{
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DWORD NameCRC = CalcCRC32 ((const BYTE *)name, (unsigned int)strlen (name));
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// Use the default RNG if this one happens to have a CRC of 0.
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if (NameCRC == 0) return &pr_exrandom;
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// Find the RNG in the list, sorted by CRC
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FRandom **prev = &RNGList, *probe = RNGList;
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while (probe != NULL && probe->NameCRC < NameCRC)
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{
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prev = &probe->Next;
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probe = probe->Next;
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}
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// Found one so return it.
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if (probe == NULL || probe->NameCRC != NameCRC)
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{
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// A matching RNG doesn't exist yet so create it.
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probe = new FRandom(name);
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// Store the new RNG for destruction when ZDoom quits.
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NewRNGs.Push(probe);
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}
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return probe;
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}
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//==========================================================================
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//
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// FRandom :: StaticPrintSeeds
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//
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// Prints a snapshot of the current RNG states. This is probably wrong.
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//
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//==========================================================================
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#ifndef NDEBUG
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void FRandom::StaticPrintSeeds ()
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{
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FRandom *rng = RNGList;
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while (rng != NULL)
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{
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int idx = rng->idx < SFMT::N32 ? rng->idx : 0;
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Printf ("%s: %08x .. %d\n", rng->Name, rng->sfmt.u[idx], idx);
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rng = rng->Next;
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}
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}
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CCMD (showrngs)
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{
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FRandom::StaticPrintSeeds ();
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}
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#endif
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