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https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
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Fix line endings and tabs
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@ -1,169 +1,169 @@
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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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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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/*****************************************************************************
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*
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* $/Plasma20/Sources/Plasma/NucleusLib/pnUtils/Private/pnUtRand.cpp
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*
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***/
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#include "../Pch.h"
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#pragma hdrstop
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/*****************************************************************************
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*
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* Private
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*
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***/
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class RandomContext {
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dword m_seed;
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dword m_value;
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void UpdateValue ();
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public:
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RandomContext ();
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void Reset ();
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void SetSeed (unsigned seed);
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float GetFloat ();
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float GetFloat (float minVal, float maxVal);
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unsigned GetUnsigned ();
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unsigned GetUnsigned (unsigned minVal, unsigned maxVal);
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};
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/*****************************************************************************
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*
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* Private data
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*
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***/
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static const dword kDefaultRandomSeed = 0x075bd924;
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static RandomContext s_random;
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/*****************************************************************************
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*
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* RandomContext
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*
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***/
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//============================================================================
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RandomContext::RandomContext ()
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: m_seed(kDefaultRandomSeed)
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{
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Reset();
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}
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//============================================================================
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void RandomContext::UpdateValue () {
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const dword A = 0xbc8f;
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const dword Q = 0xadc8;
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const dword R = 0x0d47;
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dword div = m_value / Q;
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m_value = A * (m_value - Q * div) - R * div;
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if (m_value > kRandomMax)
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m_value -= kRandomMax + 1;
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if (!m_value)
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m_value = kDefaultRandomSeed;
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}
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//============================================================================
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void RandomContext::Reset () {
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m_value = m_seed;
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}
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//============================================================================
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void RandomContext::SetSeed (unsigned seed) {
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// Never allow a seed of zero
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m_seed = seed ? seed : kDefaultRandomSeed;
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Reset();
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}
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//============================================================================
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float RandomContext::GetFloat () {
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UpdateValue();
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return m_value * (1.0f / kRandomMax);
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}
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//============================================================================
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float RandomContext::GetFloat (float minVal, float maxVal) {
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float value = GetFloat();
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return minVal + value * (maxVal - minVal);
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}
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//============================================================================
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unsigned RandomContext::GetUnsigned () {
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UpdateValue();
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return (unsigned)m_value;
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}
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//============================================================================
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unsigned RandomContext::GetUnsigned (unsigned minVal, unsigned maxVal) {
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unsigned value = GetUnsigned();
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return minVal + value % (maxVal - minVal + 1);
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}
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/*****************************************************************************
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*
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* Exports
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*
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***/
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//============================================================================
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void RandReset () {
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s_random.Reset();
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}
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//============================================================================
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void RandSetSeed (unsigned seed) {
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s_random.SetSeed(seed);
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}
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//============================================================================
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float RandFloat () {
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return s_random.GetFloat();
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}
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//============================================================================
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float RandFloat (float minVal, float maxVal) {
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return s_random.GetFloat(minVal, maxVal);
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}
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//============================================================================
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unsigned RandUnsigned () {
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return s_random.GetUnsigned();
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}
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//============================================================================
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unsigned RandUnsigned (unsigned minVal, unsigned maxVal) {
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return s_random.GetUnsigned(minVal, maxVal);
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}
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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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||||
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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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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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/*****************************************************************************
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*
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* $/Plasma20/Sources/Plasma/NucleusLib/pnUtils/Private/pnUtRand.cpp
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*
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***/
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#include "../Pch.h"
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#pragma hdrstop
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/*****************************************************************************
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*
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* Private
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*
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***/
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class RandomContext {
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dword m_seed;
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dword m_value;
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void UpdateValue ();
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public:
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RandomContext ();
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void Reset ();
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void SetSeed (unsigned seed);
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float GetFloat ();
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float GetFloat (float minVal, float maxVal);
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unsigned GetUnsigned ();
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unsigned GetUnsigned (unsigned minVal, unsigned maxVal);
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};
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/*****************************************************************************
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*
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* Private data
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*
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***/
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static const dword kDefaultRandomSeed = 0x075bd924;
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static RandomContext s_random;
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/*****************************************************************************
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*
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* RandomContext
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*
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***/
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//============================================================================
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RandomContext::RandomContext ()
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: m_seed(kDefaultRandomSeed)
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{
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Reset();
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}
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//============================================================================
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void RandomContext::UpdateValue () {
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const dword A = 0xbc8f;
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const dword Q = 0xadc8;
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const dword R = 0x0d47;
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dword div = m_value / Q;
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m_value = A * (m_value - Q * div) - R * div;
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if (m_value > kRandomMax)
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m_value -= kRandomMax + 1;
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if (!m_value)
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m_value = kDefaultRandomSeed;
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}
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//============================================================================
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void RandomContext::Reset () {
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m_value = m_seed;
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}
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//============================================================================
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void RandomContext::SetSeed (unsigned seed) {
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// Never allow a seed of zero
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m_seed = seed ? seed : kDefaultRandomSeed;
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Reset();
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}
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//============================================================================
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float RandomContext::GetFloat () {
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UpdateValue();
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return m_value * (1.0f / kRandomMax);
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}
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//============================================================================
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float RandomContext::GetFloat (float minVal, float maxVal) {
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float value = GetFloat();
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return minVal + value * (maxVal - minVal);
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}
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//============================================================================
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unsigned RandomContext::GetUnsigned () {
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UpdateValue();
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return (unsigned)m_value;
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}
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//============================================================================
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unsigned RandomContext::GetUnsigned (unsigned minVal, unsigned maxVal) {
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unsigned value = GetUnsigned();
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return minVal + value % (maxVal - minVal + 1);
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}
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/*****************************************************************************
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*
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* Exports
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*
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***/
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//============================================================================
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void RandReset () {
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s_random.Reset();
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}
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//============================================================================
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void RandSetSeed (unsigned seed) {
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s_random.SetSeed(seed);
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}
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//============================================================================
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float RandFloat () {
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return s_random.GetFloat();
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}
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//============================================================================
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float RandFloat (float minVal, float maxVal) {
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return s_random.GetFloat(minVal, maxVal);
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}
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//============================================================================
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unsigned RandUnsigned () {
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return s_random.GetUnsigned();
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}
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//============================================================================
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unsigned RandUnsigned (unsigned minVal, unsigned maxVal) {
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return s_random.GetUnsigned(minVal, maxVal);
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}
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