gzdoom-gles/src/m_random.cpp
2013-05-30 10:18:46 +00:00

400 lines
12 KiB
C++

/*
** m_random.cpp
** Random number generators
**
**---------------------------------------------------------------------------
** Copyright 2002-2009 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** This file employs the techniques for improving demo sync and backward
** compatibility that Lee Killough introduced with BOOM. However, none of
** the actual code he wrote is left. In contrast to BOOM, each RNG source
** in ZDoom is implemented as a separate class instance that provides an
** interface to the high-quality Mersenne Twister. See
** <http://www.math.sci.hiroshima-u.ac.jp/~m-mat/MT/SFMT/index.html>.
**
** As Killough's description from m_random.h is still mostly relevant,
** here it is:
** killough 2/16/98:
**
** Make every random number generator local to each control-equivalent block.
** Critical for demo sync. The random number generators are made local to
** reduce the chances of sync problems. In Doom, if a single random number
** generator call was off, it would mess up all random number generators.
** This reduces the chances of it happening by making each RNG local to a
** control flow block.
**
** Notes to developers: if you want to reduce your demo sync hassles, follow
** this rule: for each call to P_Random you add, add a new class to the enum
** type below for each block of code which calls P_Random. If two calls to
** P_Random are not in "control-equivalent blocks", i.e. there are any cases
** where one is executed, and the other is not, put them in separate classes.
*/
// HEADER FILES ------------------------------------------------------------
#include <assert.h>
#include "doomstat.h"
#include "m_random.h"
#include "farchive.h"
#include "b_bot.h"
#include "m_png.h"
#include "m_crc32.h"
#include "i_system.h"
#include "c_dispatch.h"
#include "files.h"
// MACROS ------------------------------------------------------------------
#define RAND_ID MAKE_ID('r','a','N','d')
// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern FRandom pr_spawnmobj;
extern FRandom pr_acs;
extern FRandom pr_chase;
extern FRandom pr_exrandom;
extern FRandom pr_damagemobj;
// PUBLIC DATA DEFINITIONS -------------------------------------------------
FRandom M_Random;
// Global seed. This is modified predictably to initialize every RNG.
DWORD rngseed;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
FRandom *FRandom::RNGList;
static TDeletingArray<FRandom *> NewRNGs;
// CODE --------------------------------------------------------------------
//==========================================================================
//
// FRandom - Nameless constructor
//
// Constructing an RNG in this way means it won't be stored in savegames.
//
//==========================================================================
FRandom::FRandom ()
: NameCRC (0)
{
#ifndef NDEBUG
Name = NULL;
initialized = false;
#endif
Next = RNGList;
RNGList = this;
}
//==========================================================================
//
// FRandom - Named constructor
//
// This is the standard way to construct RNGs.
//
//==========================================================================
FRandom::FRandom (const char *name)
{
NameCRC = CalcCRC32 ((const BYTE *)name, (unsigned int)strlen (name));
#ifndef NDEBUG
initialized = false;
Name = name;
// A CRC of 0 is reserved for nameless RNGs that don't get stored
// in savegames. The chance is very low that you would get a CRC of 0,
// but it's still possible.
assert (NameCRC != 0);
#endif
// Insert the RNG in the list, sorted by CRC
FRandom **prev = &RNGList, *probe = RNGList;
while (probe != NULL && probe->NameCRC < NameCRC)
{
prev = &probe->Next;
probe = probe->Next;
}
#ifndef NDEBUG
if (probe != NULL)
{
// Because RNGs are identified by their CRCs in save games,
// no two RNGs can have names that hash to the same CRC.
// Obviously, this means every RNG must have a unique name.
assert (probe->NameCRC != NameCRC);
}
#endif
Next = probe;
*prev = this;
}
//==========================================================================
//
// FRandom - Destructor
//
//==========================================================================
FRandom::~FRandom ()
{
FRandom *rng, **prev;
FRandom *last = NULL;
prev = &RNGList;
rng = RNGList;
while (rng != NULL && rng != this)
{
last = rng;
rng = rng->Next;
}
if (rng != NULL)
{
*prev = rng->Next;
}
}
//==========================================================================
//
// FRandom :: StaticClearRandom
//
// Initialize every RNGs. RNGs are seeded based on the global seed and their
// name, so each different RNG can have a different starting value despite
// being derived from a common global seed.
//
//==========================================================================
void FRandom::StaticClearRandom ()
{
// go through each RNG and set each starting seed differently
for (FRandom *rng = FRandom::RNGList; rng != NULL; rng = rng->Next)
{
rng->Init(rngseed);
}
}
//==========================================================================
//
// FRandom :: Init
//
// Initialize a single RNG with a given seed.
//
//==========================================================================
void FRandom::Init(DWORD seed)
{
// [RH] Use the RNG's name's CRC to modify the original seed.
// This way, new RNGs can be added later, and it doesn't matter
// which order they get initialized in.
DWORD seeds[2] = { NameCRC, seed };
InitByArray(seeds, 2);
}
//==========================================================================
//
// FRandom :: StaticSumSeeds
//
// This function produces a DWORD that can be used to check the consistancy
// of network games between different machines. Only a select few RNGs are
// used for the sum, because not all RNGs are important to network sync.
//
//==========================================================================
DWORD FRandom::StaticSumSeeds ()
{
return
pr_spawnmobj.sfmt.u[0] + pr_spawnmobj.idx +
pr_acs.sfmt.u[0] + pr_acs.idx +
pr_chase.sfmt.u[0] + pr_chase.idx +
pr_damagemobj.sfmt.u[0] + pr_damagemobj.idx;
}
//==========================================================================
//
// FRandom :: StaticWriteRNGState
//
// Stores the state of every RNG into a savegame.
//
//==========================================================================
void FRandom::StaticWriteRNGState (FILE *file)
{
FRandom *rng;
FPNGChunkArchive arc (file, RAND_ID);
arc << rngseed;
for (rng = FRandom::RNGList; rng != NULL; rng = rng->Next)
{
// Only write those RNGs that have names
if (rng->NameCRC != 0)
{
arc << rng->NameCRC << rng->idx;
for (int i = 0; i < SFMT::N32; ++i)
{
arc << rng->sfmt.u[i];
}
}
}
}
//==========================================================================
//
// FRandom :: StaticReadRNGState
//
// Restores the state of every RNG from a savegame. RNGs that were added
// since the savegame was created are cleared to their initial value.
//
//==========================================================================
void FRandom::StaticReadRNGState (PNGHandle *png)
{
FRandom *rng;
size_t len = M_FindPNGChunk (png, RAND_ID);
if (len != 0)
{
const size_t sizeof_rng = sizeof(rng->NameCRC) + sizeof(rng->idx) + sizeof(rng->sfmt.u);
const int rngcount = (int)((len-4) / sizeof_rng);
int i;
DWORD crc;
FPNGChunkArchive arc (png->File->GetFile(), RAND_ID, len);
arc << rngseed;
FRandom::StaticClearRandom ();
for (i = rngcount; i; --i)
{
arc << crc;
for (rng = FRandom::RNGList; rng != NULL; rng = rng->Next)
{
if (rng->NameCRC == crc)
{
arc << rng->idx;
for (int i = 0; i < SFMT::N32; ++i)
{
arc << rng->sfmt.u[i];
}
break;
}
}
if (rng == NULL)
{ // The RNG was removed. Skip it.
int idx;
DWORD sfmt;
arc << idx;
for (int i = 0; i < SFMT::N32; ++i)
{
arc << sfmt;
}
}
}
png->File->ResetFilePtr();
}
}
//==========================================================================
//
// FRandom :: StaticFindRNG
//
// This function attempts to find an RNG with the given name.
// If it can't it will create a new one. Duplicate CRCs will
// be ignored and if it happens map to the same RNG.
// This is for use by DECORATE.
//
//==========================================================================
FRandom *FRandom::StaticFindRNG (const char *name)
{
DWORD NameCRC = CalcCRC32 ((const BYTE *)name, (unsigned int)strlen (name));
// Use the default RNG if this one happens to have a CRC of 0.
if (NameCRC == 0) return &pr_exrandom;
// Find the RNG in the list, sorted by CRC
FRandom **prev = &RNGList, *probe = RNGList;
while (probe != NULL && probe->NameCRC < NameCRC)
{
prev = &probe->Next;
probe = probe->Next;
}
// Found one so return it.
if (probe == NULL || probe->NameCRC != NameCRC)
{
// A matching RNG doesn't exist yet so create it.
probe = new FRandom(name);
// Store the new RNG for destruction when ZDoom quits.
NewRNGs.Push(probe);
}
return probe;
}
//==========================================================================
//
// FRandom :: StaticPrintSeeds
//
// Prints a snapshot of the current RNG states. This is probably wrong.
//
//==========================================================================
#ifndef NDEBUG
void FRandom::StaticPrintSeeds ()
{
FRandom *rng = RNGList;
while (rng != NULL)
{
int idx = rng->idx < SFMT::N32 ? rng->idx : 0;
Printf ("%s: %08x .. %d\n", rng->Name, rng->sfmt.u[idx], idx);
rng = rng->Next;
}
}
CCMD (showrngs)
{
FRandom::StaticPrintSeeds ();
}
#endif