From 83601671c7b6aca820b3d55ced8ba30d0c82b4b5 Mon Sep 17 00:00:00 2001 From: skidd13 Date: Wed, 21 Nov 2007 19:13:38 +0000 Subject: (svn r11488) -Codechange: Spilt the random functions out to seperate file -Codechange: Make the mersenne twister more readable -Codechange: Unify the seeding process of random --- src/core/random_func.hpp | 234 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 234 insertions(+) create mode 100644 src/core/random_func.hpp (limited to 'src/core/random_func.hpp') 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 */ -- cgit v1.2.3-54-g00ecf