gzdoom/src/m_random.h
Randy Heit c694c55afd - Fixed: When starting a teamplay netgame, players who did not specify a team
were not informed about which team they ended up joining.
- Added Skulltag's DF2_SAME_SPAWN_SPOT flags.
- Fixed: DF2_YES_DEGENERATION was pretty much guaranteed to go out of sync
  because it used gametic for timing.
- Added DoubleAmmoFactor as a skill property for the DF2_YES_DOUBLEAMMO flag.
- Renumbered the dmflags2 entries to match Skulltag's again.
- Added Karate Chris's infinite ammo patch.


SVN r683 (trunk)
2008-01-09 02:53:38 +00:00

108 lines
3.4 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: m_random.h,v 1.9 1998/05/01 14:20:31 killough Exp $
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION:
//
// [RH] We now use BOOM's random number generator
//
//-----------------------------------------------------------------------------
#ifndef __M_RANDOM__
#define __M_RANDOM__
#include <stdio.h>
#include "doomtype.h"
// killough 1/19/98: rewritten to use a better random number generator
// in the new engine, although the old one is available for compatibility.
// killough 2/16/98:
//
// Make every random number generator local to each control-equivalent block.
// Critical for demo sync. Changing the order of this list breaks all previous
// versions' demos. 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.
//
// Keep all current entries in this list the same, and in the order
// indicated by the #'s, because they're critical for preserving demo
// sync. Do not remove entries simply because they become unused later.
//
// [RH] Changed to use different class instances for different generators.
// This makes adding new RNGs easier, because I don't need to recompile every
// file that uses random numbers.
struct PNGHandle;
class FRandom
{
public:
FRandom ();
FRandom (const char *name);
~FRandom ();
int operator() (); // Returns a random number in the range [0,255]
int operator() (int mod); // Returns a random number in the range [0,mod)
int Random2(); // Returns rand# - rand#
int Random2(int mask); // Returns (rand# & mask) - (rand# & mask)
int HitDice(int count); // HITDICE macro used in Heretic and Hexen
int Random() // synonym for ()
{
return operator()();
}
DWORD GetSeed()
{
return Seed;
}
static void StaticClearRandom ();
static DWORD StaticSumSeeds ();
static void StaticReadRNGState (PNGHandle *png);
static void StaticWriteRNGState (FILE *file);
static FRandom *StaticFindRNG(const char *name);
#ifdef _DEBUG
static void StaticPrintSeeds ();
#endif
private:
DWORD Seed;
FRandom *Next;
DWORD NameCRC;
#ifdef _DEBUG
const char *Name;
#endif
static FRandom *RNGList;
};
extern DWORD rngseed; // The starting seed (not part of state)
// M_Random can be used for numbers that do not affect gameplay
extern FRandom M_Random;
#endif