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169 lines
4.6 KiB
169 lines
4.6 KiB
/*==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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