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Diffstat (limited to 'src/core/random_func.hpp')
-rw-r--r-- | src/core/random_func.hpp | 234 |
1 files changed, 234 insertions, 0 deletions
diff --git a/src/core/random_func.hpp b/src/core/random_func.hpp new file mode 100644 index 000000000..2169c11fb --- /dev/null +++ b/src/core/random_func.hpp @@ -0,0 +1,234 @@ +/* $Id$ */ + +/** @file random_func.h */ + +#ifndef RANDOM_FUNC_HPP +#define RANDOM_FUNC_HPP + +/************** + * Warning: DO NOT enable this unless you understand what it does + * + * If enabled, in a network game all randoms will be dumped to the + * stdout if the first client joins (or if you are a client). This + * is to help finding desync problems. + * + * Warning: DO NOT enable this unless you understand what it does + **************/ + +//#define RANDOM_DEBUG + + +// Enable this to produce higher quality random numbers. +// Doesn't work with network yet. +// #define MERSENNE_TWISTER + +void SetRandomSeed(uint32 seed); +#ifdef RANDOM_DEBUG + #define Random() DoRandom(__LINE__, __FILE__) + uint32 DoRandom(int line, const char *file); + #define RandomRange(max) DoRandomRange(max, __LINE__, __FILE__) + uint DoRandomRange(uint max, int line, const char *file); +#else + uint32 Random(); + uint RandomRange(uint max); +#endif + +uint32 InteractiveRandom(); // Used for random sequences that are not the same on the other end of the multiplayer link +uint InteractiveRandomRange(uint max); + +#endif /* RANDOM_FUNC_HPP */ +/* $Id$ */ + +/** @file random_func.h */ + +#ifndef RANDOM_FUNC_HPP +#define RANDOM_FUNC_HPP + +/************** + * Warning: DO NOT enable this unless you understand what it does + * + * If enabled, in a network game all randoms will be dumped to the + * stdout if the first client joins (or if you are a client). This + * is to help finding desync problems. + * + * Warning: DO NOT enable this unless you understand what it does + **************/ + +//#define RANDOM_DEBUG + + +// Enable this to produce higher quality random numbers. +// Doesn't work with network yet. +// #define MERSENNE_TWISTER + +void SetRandomSeed(uint32 seed); +#ifdef RANDOM_DEBUG + #define Random() DoRandom(__LINE__, __FILE__) + uint32 DoRandom(int line, const char *file); + #define RandomRange(max) DoRandomRange(max, __LINE__, __FILE__) + uint DoRandomRange(uint max, int line, const char *file); +#else + uint32 Random(); + uint RandomRange(uint max); +#endif + +uint32 InteractiveRandom(); // Used for random sequences that are not the same on the other end of the multiplayer link +uint InteractiveRandomRange(uint max); + +#endif /* RANDOM_FUNC_HPP */ +/* $Id$ */ + +/** @file random_func.h */ + +#ifndef RANDOM_FUNC_HPP +#define RANDOM_FUNC_HPP + +/************** + * Warning: DO NOT enable this unless you understand what it does + * + * If enabled, in a network game all randoms will be dumped to the + * stdout if the first client joins (or if you are a client). This + * is to help finding desync problems. + * + * Warning: DO NOT enable this unless you understand what it does + **************/ + +//#define RANDOM_DEBUG + + +// Enable this to produce higher quality random numbers. +// Doesn't work with network yet. +// #define MERSENNE_TWISTER + +void SetRandomSeed(uint32 seed); +#ifdef RANDOM_DEBUG + #define Random() DoRandom(__LINE__, __FILE__) + uint32 DoRandom(int line, const char *file); + #define RandomRange(max) DoRandomRange(max, __LINE__, __FILE__) + uint DoRandomRange(uint max, int line, const char *file); +#else + uint32 Random(); + uint RandomRange(uint max); +#endif + +uint32 InteractiveRandom(); // Used for random sequences that are not the same on the other end of the multiplayer link +uint InteractiveRandomRange(uint max); + +#endif /* RANDOM_FUNC_HPP */ +/* $Id$ */ + +/** @file random_func.h */ + +#ifndef RANDOM_FUNC_HPP +#define RANDOM_FUNC_HPP + +/************** + * Warning: DO NOT enable this unless you understand what it does + * + * If enabled, in a network game all randoms will be dumped to the + * stdout if the first client joins (or if you are a client). This + * is to help finding desync problems. + * + * Warning: DO NOT enable this unless you understand what it does + **************/ + +//#define RANDOM_DEBUG + + +// Enable this to produce higher quality random numbers. +// Doesn't work with network yet. +// #define MERSENNE_TWISTER + +void SetRandomSeed(uint32 seed); +#ifdef RANDOM_DEBUG + #define Random() DoRandom(__LINE__, __FILE__) + uint32 DoRandom(int line, const char *file); + #define RandomRange(max) DoRandomRange(max, __LINE__, __FILE__) + uint DoRandomRange(uint max, int line, const char *file); +#else + uint32 Random(); + uint RandomRange(uint max); +#endif + +uint32 InteractiveRandom(); // Used for random sequences that are not the same on the other end of the multiplayer link +uint InteractiveRandomRange(uint max); + +#endif /* RANDOM_FUNC_HPP */ +/* $Id$ */ + +/** @file random_func.h */ + +#ifndef RANDOM_FUNC_HPP +#define RANDOM_FUNC_HPP + +/************** + * Warning: DO NOT enable this unless you understand what it does + * + * If enabled, in a network game all randoms will be dumped to the + * stdout if the first client joins (or if you are a client). This + * is to help finding desync problems. + * + * Warning: DO NOT enable this unless you understand what it does + **************/ + +//#define RANDOM_DEBUG + + +// Enable this to produce higher quality random numbers. +// Doesn't work with network yet. +// #define MERSENNE_TWISTER + +void SetRandomSeed(uint32 seed); +#ifdef RANDOM_DEBUG + #define Random() DoRandom(__LINE__, __FILE__) + uint32 DoRandom(int line, const char *file); + #define RandomRange(max) DoRandomRange(max, __LINE__, __FILE__) + uint DoRandomRange(uint max, int line, const char *file); +#else + uint32 Random(); + uint RandomRange(uint max); +#endif + +uint32 InteractiveRandom(); // Used for random sequences that are not the same on the other end of the multiplayer link +uint InteractiveRandomRange(uint max); + +#endif /* RANDOM_FUNC_HPP */ +/* $Id$ */ + +/** @file random_func.h */ + +#ifndef RANDOM_FUNC_HPP +#define RANDOM_FUNC_HPP + +/************** + * Warning: DO NOT enable this unless you understand what it does + * + * If enabled, in a network game all randoms will be dumped to the + * stdout if the first client joins (or if you are a client). This + * is to help finding desync problems. + * + * Warning: DO NOT enable this unless you understand what it does + **************/ + +//#define RANDOM_DEBUG + + +// Enable this to produce higher quality random numbers. +// Doesn't work with network yet. +// #define MERSENNE_TWISTER + +void SetRandomSeed(uint32 seed); +#ifdef RANDOM_DEBUG + #define Random() DoRandom(__LINE__, __FILE__) + uint32 DoRandom(int line, const char *file); + #define RandomRange(max) DoRandomRange(max, __LINE__, __FILE__) + uint DoRandomRange(uint max, int line, const char *file); +#else + uint32 Random(); + uint RandomRange(uint max); +#endif + +uint32 InteractiveRandom(); // Used for random sequences that are not the same on the other end of the multiplayer link +uint InteractiveRandomRange(uint max); + +#endif /* RANDOM_FUNC_HPP */ |