author | skidd13 |
Mon, 31 Mar 2008 16:07:50 +0000 | |
changeset 8792 | fab648592d6e |
parent 8575 | fbda4db54309 |
child 9111 | 48ce04029fe4 |
permissions | -rw-r--r-- |
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/* $Id$ */ |
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/** @file random_func.hpp */ |
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#ifndef RANDOM_FUNC_HPP |
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#define RANDOM_FUNC_HPP |
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#if defined(__APPLE__) |
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/* Apple already has Random declared */ |
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#define Random OTTD_Random |
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#endif /* __APPLE__ */ |
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/************** |
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* Warning: DO NOT enable this unless you understand what it does |
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* |
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* If enabled, in a network game all randoms will be dumped to the |
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* stdout if the first client joins (or if you are a client). This |
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* is to help finding desync problems. |
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* |
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* Warning: DO NOT enable this unless you understand what it does |
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**************/ |
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//#define RANDOM_DEBUG |
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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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uint32 DoRandom(int line, const char *file); |
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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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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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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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* |
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* This function is used to check if the given probability by the fraction of (a/b) |
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* is greater than low 16 bits of the given randomize-number v. |
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* |
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* Do not use this function twice on the same random 16 bits as it will yield |
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* the same result. One can use a random number for two calls to Chance16I, |
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* where one call sends the low 16 bits and the other the high 16 bits. |
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* |
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* @param a The numerator of the fraction |
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* @param b The denominator of the fraction, must of course not be null |
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* @param r The given randomize-number |
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* @return True if v is less or equals (a/b) |
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*/ |
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static inline bool Chance16I(const uint a, const uint b, const uint32 r) |
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{ |
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assert(b != 0); |
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return (uint16)r < (uint16)(((a << 16) + b / 2) / b); |
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} |
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/** |
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* Flips a coin with a given probability. |
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* |
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* This macro can be used to get true or false randomized according to a |
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* given probability. The parameter a and b create a percent value with |
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* (a/b). The macro returns true in (a/b) percent. |
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* |
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* @see Chance16I() |
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* @param a The numerator of the fraction |
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* @param b The denominator of the fraction |
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* @return True in (a/b) percent |
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*/ |
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static inline bool Chance16(const uint a, const uint b) |
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{ |
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return Chance16I(a, b, Random()); |
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} |
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/** |
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* Flips a coin with a given probability and saves the randomize-number in a variable. |
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* |
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* This function uses the same parameters as Chance16. The third parameter |
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* must be a variable the randomize-number from Random() is saved in. |
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* |
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* The low 16 bits of r will already be used and can therefor not be passed to |
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* Chance16I. One can only send the high 16 bits to Chance16I. |
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* |
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* @see Chance16I() |
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* @param a The numerator of the fraction |
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* @param b The denominator of the fraction |
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* @param r The variable to save the randomize-number from Random() |
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* @return True in (a/b) percent |
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*/ |
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static inline bool Chance16R(const uint a, const uint b, uint32 &r) |
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{ |
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r = Random(); |
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return Chance16I(a, b, r); |
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} |
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#endif /* RANDOM_FUNC_HPP */ |