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https://github.com/ZDoom/qzdoom.git
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c694c55afd
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)
108 lines
3.4 KiB
C++
108 lines
3.4 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id: m_random.h,v 1.9 1998/05/01 14:20:31 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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// DESCRIPTION:
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//
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// [RH] We now use BOOM's random number generator
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//
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//-----------------------------------------------------------------------------
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#ifndef __M_RANDOM__
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#define __M_RANDOM__
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#include <stdio.h>
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#include "doomtype.h"
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// killough 1/19/98: rewritten to use a better random number generator
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// in the new engine, although the old one is available for compatibility.
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// killough 2/16/98:
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//
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// Make every random number generator local to each control-equivalent block.
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// Critical for demo sync. Changing the order of this list breaks all previous
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// versions' demos. The random number generators are made local to reduce the
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// chances of sync problems. In Doom, if a single random number generator call
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// was off, it would mess up all random number generators. This reduces the
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// chances of it happening by making each RNG local to a control flow block.
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//
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// Notes to developers: if you want to reduce your demo sync hassles, follow
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// this rule: for each call to P_Random you add, add a new class to the enum
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// type below for each block of code which calls P_Random. If two calls to
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// P_Random are not in "control-equivalent blocks", i.e. there are any cases
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// where one is executed, and the other is not, put them in separate classes.
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//
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// Keep all current entries in this list the same, and in the order
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// indicated by the #'s, because they're critical for preserving demo
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// sync. Do not remove entries simply because they become unused later.
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//
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// [RH] Changed to use different class instances for different generators.
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// This makes adding new RNGs easier, because I don't need to recompile every
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// file that uses random numbers.
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struct PNGHandle;
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class FRandom
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{
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public:
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FRandom ();
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FRandom (const char *name);
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~FRandom ();
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int operator() (); // Returns a random number in the range [0,255]
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int operator() (int mod); // Returns a random number in the range [0,mod)
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int Random2(); // Returns rand# - rand#
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int Random2(int mask); // Returns (rand# & mask) - (rand# & mask)
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int HitDice(int count); // HITDICE macro used in Heretic and Hexen
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int Random() // synonym for ()
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{
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return operator()();
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}
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DWORD GetSeed()
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{
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return Seed;
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}
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static void StaticClearRandom ();
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static DWORD StaticSumSeeds ();
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static void StaticReadRNGState (PNGHandle *png);
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static void StaticWriteRNGState (FILE *file);
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static FRandom *StaticFindRNG(const char *name);
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#ifdef _DEBUG
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static void StaticPrintSeeds ();
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#endif
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private:
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DWORD Seed;
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FRandom *Next;
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DWORD NameCRC;
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#ifdef _DEBUG
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const char *Name;
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#endif
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static FRandom *RNGList;
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};
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extern DWORD rngseed; // The starting seed (not part of state)
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// M_Random can be used for numbers that do not affect gameplay
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extern FRandom M_Random;
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#endif
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