(svn r12004) -Codechange: refactor the random functions to reduce code duplication.
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@@ -27,6 +27,35 @@
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// Doesn't work with network yet.
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// #define MERSENNE_TWISTER
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/**
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* Structure to encapsulate the pseudo random number generators.
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*/
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struct Randomizer {
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/** The state of the randomizer */
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uint32 state[2];
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/**
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* Generate the next pseudo random number
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* @return the random number
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*/
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uint32 Next();
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/**
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* Generate the next pseudo random number scaled to max
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* @param max the maximum value of the returned random number
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* @return the random number
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*/
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uint32 Next(uint16 max);
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/**
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* (Re)set the state of the random number generator.
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* @param seed the new state
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*/
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void SetSeed(uint32 seed);
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};
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extern Randomizer _random; ///< Random used in the game state calculations
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extern Randomizer _interactive_random; ///< Random used every else where is does not (directly) influence the game state
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void SetRandomSeed(uint32 seed);
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#ifdef RANDOM_DEBUG
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#define Random() DoRandom(__LINE__, __FILE__)
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@@ -34,12 +63,12 @@ void SetRandomSeed(uint32 seed);
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#define RandomRange(max) DoRandomRange(max, __LINE__, __FILE__)
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uint DoRandomRange(uint max, int line, const char *file);
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#else
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uint32 Random();
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uint RandomRange(uint max);
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static inline uint32 Random() { return _random.Next(); }
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static inline uint32 RandomRange(uint16 max) { return _random.Next(max); }
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#endif
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uint32 InteractiveRandom(); // Used for random sequences that are not the same on the other end of the multiplayer link
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uint InteractiveRandomRange(uint max);
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static inline uint32 InteractiveRandom() { return _interactive_random.Next(); }
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static inline uint32 InteractiveRandomRange(uint16 max) { return _interactive_random.Next(max); }
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/**
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* Checks if a given randomize-number is below a given probability.
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@@ -100,6 +129,4 @@ static inline bool Chance16R(const uint a, const uint b, uint32 &r)
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return Chance16I(a, b, r);
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}
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extern uint32 _random_seeds[2][2];
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#endif /* RANDOM_FUNC_HPP */
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