// 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 #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()(); } 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