|
|
|
/*==LICENSE==*
|
|
|
|
|
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools
|
|
|
|
Copyright (C) 2011 Cyan Worlds, Inc.
|
|
|
|
|
|
|
|
This program is free software: you can redistribute it and/or modify
|
|
|
|
it under the terms of the GNU General Public License as published by
|
|
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
|
|
(at your option) any later version.
|
|
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
Additional permissions under GNU GPL version 3 section 7
|
|
|
|
|
|
|
|
If you modify this Program, or any covered work, by linking or
|
|
|
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
|
|
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
|
|
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
|
|
|
(or a modified version of those libraries),
|
|
|
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
|
|
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
|
|
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
|
|
|
licensors of this Program grant you additional
|
|
|
|
permission to convey the resulting work. Corresponding Source for a
|
|
|
|
non-source form of such a combination shall include the source code for
|
|
|
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
|
|
|
work.
|
|
|
|
|
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
|
|
|
or by snail mail at:
|
|
|
|
Cyan Worlds, Inc.
|
|
|
|
14617 N Newport Hwy
|
|
|
|
Mead, WA 99021
|
|
|
|
|
|
|
|
*==LICENSE==*/
|
|
|
|
/*****************************************************************************
|
|
|
|
*
|
|
|
|
* $/Plasma20/Sources/Plasma/NucleusLib/pnUtils/Private/pnUtRand.cpp
|
|
|
|
*
|
|
|
|
***/
|
|
|
|
|
|
|
|
#include "../Pch.h"
|
|
|
|
#pragma hdrstop
|
|
|
|
|
|
|
|
|
|
|
|
/*****************************************************************************
|
|
|
|
*
|
|
|
|
* Private
|
|
|
|
*
|
|
|
|
***/
|
|
|
|
|
|
|
|
class RandomContext {
|
|
|
|
dword m_seed;
|
|
|
|
dword m_value;
|
|
|
|
|
|
|
|
void UpdateValue ();
|
|
|
|
|
|
|
|
public:
|
|
|
|
RandomContext ();
|
|
|
|
|
|
|
|
void Reset ();
|
|
|
|
void SetSeed (unsigned seed);
|
|
|
|
float GetFloat ();
|
|
|
|
float GetFloat (float minVal, float maxVal);
|
|
|
|
unsigned GetUnsigned ();
|
|
|
|
unsigned GetUnsigned (unsigned minVal, unsigned maxVal);
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
/*****************************************************************************
|
|
|
|
*
|
|
|
|
* Private data
|
|
|
|
*
|
|
|
|
***/
|
|
|
|
|
|
|
|
static const dword kDefaultRandomSeed = 0x075bd924;
|
|
|
|
|
|
|
|
static RandomContext s_random;
|
|
|
|
|
|
|
|
|
|
|
|
/*****************************************************************************
|
|
|
|
*
|
|
|
|
* RandomContext
|
|
|
|
*
|
|
|
|
***/
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
RandomContext::RandomContext ()
|
|
|
|
: m_seed(kDefaultRandomSeed)
|
|
|
|
{
|
|
|
|
Reset();
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
void RandomContext::UpdateValue () {
|
|
|
|
const dword A = 0xbc8f;
|
|
|
|
const dword Q = 0xadc8;
|
|
|
|
const dword R = 0x0d47;
|
|
|
|
|
|
|
|
dword div = m_value / Q;
|
|
|
|
m_value = A * (m_value - Q * div) - R * div;
|
|
|
|
if (m_value > kRandomMax)
|
|
|
|
m_value -= kRandomMax + 1;
|
|
|
|
if (!m_value)
|
|
|
|
m_value = kDefaultRandomSeed;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
void RandomContext::Reset () {
|
|
|
|
m_value = m_seed;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
void RandomContext::SetSeed (unsigned seed) {
|
|
|
|
// Never allow a seed of zero
|
|
|
|
m_seed = seed ? seed : kDefaultRandomSeed;
|
|
|
|
Reset();
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
float RandomContext::GetFloat () {
|
|
|
|
UpdateValue();
|
|
|
|
return m_value * (1.0f / kRandomMax);
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
float RandomContext::GetFloat (float minVal, float maxVal) {
|
|
|
|
float value = GetFloat();
|
|
|
|
return minVal + value * (maxVal - minVal);
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
unsigned RandomContext::GetUnsigned () {
|
|
|
|
UpdateValue();
|
|
|
|
return (unsigned)m_value;
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
unsigned RandomContext::GetUnsigned (unsigned minVal, unsigned maxVal) {
|
|
|
|
unsigned value = GetUnsigned();
|
|
|
|
return minVal + value % (maxVal - minVal + 1);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*****************************************************************************
|
|
|
|
*
|
|
|
|
* Exports
|
|
|
|
*
|
|
|
|
***/
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
void RandReset () {
|
|
|
|
s_random.Reset();
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
void RandSetSeed (unsigned seed) {
|
|
|
|
s_random.SetSeed(seed);
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
float RandFloat () {
|
|
|
|
return s_random.GetFloat();
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
float RandFloat (float minVal, float maxVal) {
|
|
|
|
return s_random.GetFloat(minVal, maxVal);
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
unsigned RandUnsigned () {
|
|
|
|
return s_random.GetUnsigned();
|
|
|
|
}
|
|
|
|
|
|
|
|
//============================================================================
|
|
|
|
unsigned RandUnsigned (unsigned minVal, unsigned maxVal) {
|
|
|
|
return s_random.GetUnsigned(minVal, maxVal);
|
|
|
|
}
|