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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program 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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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plRandom_inc
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#define plRandom_inc
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// FAST_Q is basically lifted from Numerical Recipes.
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// The RandZeroToOne and RandMinusOneToOne were "enhanced"
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// a bit, but tested out nicely to generate sequences with
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// appropriate maxs, mins, and means.
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// FAST_Q depends on IEEE floating point format. Undefine
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// it for any platform which doesn't satisfy this, or
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// come up with the appropriate constants for that platform.
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#define FAST_Q
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class plRandom
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{
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protected:
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mutable UInt32 fSeed;
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public:
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inline float RandNorm() const;
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inline int Rand() const;
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inline int RandRangeI(int lo, int hi) const;
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inline float RandRangeF(float lo, float hi) const;
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inline float RandMinusOneToOne() const;
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inline float RandZeroToOne() const;
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UInt32 GetSeed() const { return fSeed; }
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void SetSeed(int seed) { fSeed = seed; }
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plRandom(int seed = 1) : fSeed(seed) {}
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};
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inline float plRandom::RandNorm() const
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{
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#ifndef FAST_Q
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return 1.f / 32767.f;
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#else // FAST_Q
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return (1.f / float(~0UL));
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#endif // FAST_Q
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}
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inline int plRandom::Rand() const
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{
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#ifndef FAST_Q
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register int temp;
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fSeed = fSeed * 1103515245 + 12345;
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temp = (int)((fSeed/65536)&32767);
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return (temp);
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#else // FAST_Q
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return fSeed = 1664525L * fSeed + 1013904223L;
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#endif // FAST_Q
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}
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// RandZeroToOne - take our usual random UInt32.
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// We're going to mask in an exponent to make it
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// a float in range [1..2). Then subtract 1.f to
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// make it [0..1). We shift our random UInt32 down
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// by 9 because the upper bits are the most random.
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inline float plRandom::RandZeroToOne() const
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{
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#ifndef FAST_Q
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return Rand() * RandNorm();
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#else // FAST_Q
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const UInt32 kOneExp = 0x3f800000;
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register UInt32 temp = kOneExp | (UInt32(Rand()) >> 9);
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return (*(float*)&temp) - 1.f;
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#endif // FAST_Q
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}
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// RandMinusOneToOne - same as RandZeroToOne, but we
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// mask in an exponent putting it in range [2..4),
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// then subtract 3 to give [-1..1).
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inline float plRandom::RandMinusOneToOne() const
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{
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#ifndef FAST_Q
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return RandZeroToOne() * 2.f - 1.f;
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#else // FAST_Q
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const UInt32 kTwoExp = 0x40000000;
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register UInt32 temp = kTwoExp | (UInt32(Rand()) >> 9);
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return (*(float*)&temp) - 3.f;
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#endif // FAST_Q
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}
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inline float plRandom::RandRangeF(float lo, float hi) const
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{
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return lo + RandZeroToOne() * (hi - lo);
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}
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inline int plRandom::RandRangeI(int lo, int hi) const
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{
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return lo + int(RandZeroToOne() * float(hi + 1 - lo));
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}
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#endif // plRandom_inc
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