mirror of
https://github.com/ZDoom/Raze.git
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198 lines
4.9 KiB
C++
198 lines
4.9 KiB
C++
/*
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** m_random.h
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** Random number generators
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2009 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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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 "basics.h"
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#include "sfmt/SFMTObj.h"
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class FSerializer;
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class FRandom : public SFMTObj
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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 Seed() const
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{
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return sfmt.u[0] + idx;
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}
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// Returns a random number in the range [0,255]
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int operator()()
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{
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return GenRand32() & 255;
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}
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// Returns a random number in the range [0,mod)
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int operator() (int mod)
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{
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return (0 == mod)
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? 0
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: (GenRand32() % mod);
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}
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// Returns rand# - rand#
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int Random2()
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{
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return Random2(255);
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}
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// Returns (rand# & mask) - (rand# & mask)
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int Random2(int mask)
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{
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int t = GenRand32() & mask & 255;
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return t - (GenRand32() & mask & 255);
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}
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// HITDICE macro used in Heretic and Hexen
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int HitDice(int count)
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{
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return (1 + (GenRand32() & 7)) * count;
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}
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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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void Init(uint32_t seed);
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/* These real versions are due to Isaku Wada */
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/** generates a random number on [0,1]-real-interval */
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static inline double ToReal1(uint32_t v)
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{
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return v * (1.0/4294967295.0);
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/* divided by 2^32-1 */
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}
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/** generates a random number on [0,1]-real-interval */
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inline double GenRand_Real1()
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{
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return ToReal1(GenRand32());
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}
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/** generates a random number on [0,1)-real-interval */
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static inline double ToReal2(uint32_t v)
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{
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return v * (1.0/4294967296.0);
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/* divided by 2^32 */
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}
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/** generates a random number on [0,1)-real-interval */
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inline double GenRand_Real2()
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{
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return ToReal2(GenRand32());
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}
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/** generates a random number on (0,1)-real-interval */
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static inline double ToReal3(uint32_t v)
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{
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return (((double)v) + 0.5)*(1.0/4294967296.0);
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/* divided by 2^32 */
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}
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/** generates a random number on (0,1)-real-interval */
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inline double GenRand_Real3(void)
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{
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return ToReal3(GenRand32());
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}
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/** These real versions are due to Isaku Wada */
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/** generates a random number on [0,1) with 53-bit resolution*/
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static inline double ToRes53(uint64_t v)
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{
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return v * (1.0/18446744073709551616.0L);
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}
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/** generates a random number on [0,1) with 53-bit resolution from two
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* 32 bit integers */
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static inline double ToRes53Mix(uint32_t x, uint32_t y)
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{
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return ToRes53(x | ((uint64_t)y << 32));
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}
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/** generates a random number on [0,1) with 53-bit resolution
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*/
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inline double GenRand_Res53(void)
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{
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return ToRes53(GenRand64());
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}
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/** generates a random number on [0,1) with 53-bit resolution
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using 32bit integer.
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*/
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inline double GenRand_Res53_Mix()
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{
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uint32_t x, y;
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x = GenRand32();
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y = GenRand32();
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return ToRes53Mix(x, y);
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}
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// Static interface
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static void StaticClearRandom ();
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static void StaticReadRNGState (FSerializer &arc);
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static void StaticWriteRNGState (FSerializer &file);
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static FRandom *StaticFindRNG(const char *name);
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#ifndef NDEBUG
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static void StaticPrintSeeds ();
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#endif
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private:
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#ifndef NDEBUG
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const char *Name;
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#endif
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FRandom *Next;
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uint32_t NameCRC;
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static FRandom *RNGList;
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};
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extern uint32_t rngseed; // The starting seed (not part of state)
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extern uint32_t staticrngseed; // Static rngseed that can be set by the user
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extern bool use_staticrng;
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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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