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https://github.com/ZDoom/qzdoom-gpl.git
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62b7dd3efc
- New: Pausing the game (through any means, not just the pause key) now pauses sound effects as well as music. "PauseMusicInMenus" has been added as a MAPINFO flag to also pause the music when a menu or the console are open. SVN r134 (trunk)
269 lines
6 KiB
C++
269 lines
6 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id: m_random.c,v 1.6 1998/05/03 23:13:18 killough Exp $
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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//
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// DESCRIPTION:
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// Random number LUT.
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//
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// 1/19/98 killough: Rewrote random number generator for better randomness,
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// while at the same time maintaining demo sync and backward compatibility.
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//
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// 2/16/98 killough: Made each RNG local to each control-equivalent block,
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// to reduce the chances of demo sync problems.
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//
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// [RH] Changed to use different class instances for different RNGs. Be
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// sure to compile with _DEBUG if you want to catch bad RNG names.
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//
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//-----------------------------------------------------------------------------
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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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#define RAND_ID MAKE_ID('r','a','N','d')
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FRandom M_Random;
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inline int UpdateSeed (DWORD &seed)
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{
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DWORD oldseed = seed;
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seed = oldseed * 1664525ul + 221297ul;
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return (int)oldseed;
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}
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DWORD rngseed = 1993; // killough 3/26/98: The seed
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FRandom *FRandom::RNGList;
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FRandom::FRandom ()
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: Seed (0), Next (NULL), NameCRC (0)
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{
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#ifdef _DEBUG
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Name = NULL;
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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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FRandom::FRandom (const char *name)
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: Seed (0)
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{
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NameCRC = CalcCRC32 ((const BYTE *)name, (unsigned int)strlen (name));
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#ifdef _DEBUG
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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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#ifdef _DEBUG
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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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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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int FRandom::operator() ()
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{
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return (UpdateSeed (Seed) >> 20) & 255;
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}
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int FRandom::operator() (int mod)
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{
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if (mod <= 256)
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{ // The mod is small enough, so a byte is enough to get a good number.
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return (*this)() % mod;
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}
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else
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{ // For mods > 256, construct a 32-bit int and modulo that.
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int num = (*this)();
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num = (num << 8) | (*this)();
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num = (num << 8) | (*this)();
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num = (num << 8) | (*this)();
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return (num&0x7fffffff) % mod;
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}
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}
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int FRandom::Random2 ()
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{
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int t = (*this)();
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int u = (*this)();
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return t - u;
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}
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int FRandom::Random2 (int mask)
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{
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int t = (*this)() & mask;
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int u = (*this)() & mask;
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return t - u;
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}
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int FRandom::HitDice (int count)
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{
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return (1 + ((UpdateSeed (Seed) >> 20) & 7)) * count;
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}
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// Initialize all the seeds
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//
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// This initialization method is critical to maintaining demo sync.
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// Each seed is initialized according to its class. killough
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//
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void FRandom::StaticClearRandom ()
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{
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const DWORD seed = rngseed*2+1; // add 3/26/98: add rngseed
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FRandom *rng = FRandom::RNGList;
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// go through each RNG and set each starting seed differently
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while (rng != NULL)
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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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rng->Seed = seed * rng->NameCRC;
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rng = rng->Next;
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}
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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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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_lost;
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extern FRandom pr_slam;
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DWORD FRandom::StaticSumSeeds ()
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{
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return pr_spawnmobj.Seed + pr_acs.Seed + pr_chase.Seed + pr_lost.Seed + pr_slam.Seed;
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}
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void P_WriteRNGState (FILE *file)
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{
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FRandom *rng;
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const DWORD seed = rngseed*2+1;
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FPNGChunkArchive arc (file, RAND_ID);
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arc << rngseed;
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// Only write those RNGs that have been used
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for (rng = FRandom::RNGList; rng != NULL; rng = rng->Next)
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{
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if (rng->NameCRC != 0 && rng->Seed != seed + rng->NameCRC)
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{
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arc << rng->NameCRC << rng->Seed;
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}
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}
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}
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void P_ReadRNGState (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 int rngcount = (int)((len-4) / 8);
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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->Seed;
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break;
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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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#ifdef _DEBUG
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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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Printf ("%s: %08lx\n", rng->Name, rng->Seed);
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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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