qzdoom-gpl/src/m_random.cpp
Randy Heit 62b7dd3efc - Fixed default.cbd and Makefile.mingw for current code state.
- 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)
2006-05-21 02:10:16 +00:00

269 lines
6 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: m_random.c,v 1.6 1998/05/03 23:13:18 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:
// Random number LUT.
//
// 1/19/98 killough: Rewrote random number generator for better randomness,
// while at the same time maintaining demo sync and backward compatibility.
//
// 2/16/98 killough: Made each RNG local to each control-equivalent block,
// to reduce the chances of demo sync problems.
//
// [RH] Changed to use different class instances for different RNGs. Be
// sure to compile with _DEBUG if you want to catch bad RNG names.
//
//-----------------------------------------------------------------------------
#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"
#define RAND_ID MAKE_ID('r','a','N','d')
FRandom M_Random;
inline int UpdateSeed (DWORD &seed)
{
DWORD oldseed = seed;
seed = oldseed * 1664525ul + 221297ul;
return (int)oldseed;
}
DWORD rngseed = 1993; // killough 3/26/98: The seed
FRandom *FRandom::RNGList;
FRandom::FRandom ()
: Seed (0), Next (NULL), NameCRC (0)
{
#ifdef _DEBUG
Name = NULL;
#endif
Next = RNGList;
RNGList = this;
}
FRandom::FRandom (const char *name)
: Seed (0)
{
NameCRC = CalcCRC32 ((const BYTE *)name, (unsigned int)strlen (name));
#ifdef _DEBUG
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;
}
#ifdef _DEBUG
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::~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;
}
}
int FRandom::operator() ()
{
return (UpdateSeed (Seed) >> 20) & 255;
}
int FRandom::operator() (int mod)
{
if (mod <= 256)
{ // The mod is small enough, so a byte is enough to get a good number.
return (*this)() % mod;
}
else
{ // For mods > 256, construct a 32-bit int and modulo that.
int num = (*this)();
num = (num << 8) | (*this)();
num = (num << 8) | (*this)();
num = (num << 8) | (*this)();
return (num&0x7fffffff) % mod;
}
}
int FRandom::Random2 ()
{
int t = (*this)();
int u = (*this)();
return t - u;
}
int FRandom::Random2 (int mask)
{
int t = (*this)() & mask;
int u = (*this)() & mask;
return t - u;
}
int FRandom::HitDice (int count)
{
return (1 + ((UpdateSeed (Seed) >> 20) & 7)) * count;
}
// Initialize all the seeds
//
// This initialization method is critical to maintaining demo sync.
// Each seed is initialized according to its class. killough
//
void FRandom::StaticClearRandom ()
{
const DWORD seed = rngseed*2+1; // add 3/26/98: add rngseed
FRandom *rng = FRandom::RNGList;
// go through each RNG and set each starting seed differently
while (rng != NULL)
{
// [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.
rng->Seed = seed * rng->NameCRC;
rng = rng->Next;
}
}
// 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.
extern FRandom pr_spawnmobj;
extern FRandom pr_acs;
extern FRandom pr_chase;
extern FRandom pr_lost;
extern FRandom pr_slam;
DWORD FRandom::StaticSumSeeds ()
{
return pr_spawnmobj.Seed + pr_acs.Seed + pr_chase.Seed + pr_lost.Seed + pr_slam.Seed;
}
void P_WriteRNGState (FILE *file)
{
FRandom *rng;
const DWORD seed = rngseed*2+1;
FPNGChunkArchive arc (file, RAND_ID);
arc << rngseed;
// Only write those RNGs that have been used
for (rng = FRandom::RNGList; rng != NULL; rng = rng->Next)
{
if (rng->NameCRC != 0 && rng->Seed != seed + rng->NameCRC)
{
arc << rng->NameCRC << rng->Seed;
}
}
}
void P_ReadRNGState (PNGHandle *png)
{
FRandom *rng;
size_t len = M_FindPNGChunk (png, RAND_ID);
if (len != 0)
{
const int rngcount = (int)((len-4) / 8);
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->Seed;
break;
}
}
}
png->File->ResetFilePtr();
}
}
#ifdef _DEBUG
void FRandom::StaticPrintSeeds ()
{
FRandom *rng = RNGList;
while (rng != NULL)
{
Printf ("%s: %08lx\n", rng->Name, rng->Seed);
rng = rng->Next;
}
}
CCMD (showrngs)
{
FRandom::StaticPrintSeeds ();
}
#endif