2006-02-24 04:48:15 +00:00
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// 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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- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
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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 % mod;
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}
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}
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2006-02-24 04:48:15 +00:00
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int FRandom::Random2 ()
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{
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- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
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int t = (*this)();
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int u = (*this)();
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2006-02-24 04:48:15 +00:00
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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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- Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
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int t = (*this)();
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int u = (*this)();
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2006-02-24 04:48:15 +00:00
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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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