src/core/random_func.hpp
author smatz
Sat, 16 Feb 2008 00:46:38 +0000
changeset 8575 fbda4db54309
parent 8434 558c39956ba2
child 8792 fab648592d6e
permissions -rw-r--r--
(svn r12156) -Fix (r11454): Chance16I was now biased towards zero - round to nearest now
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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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// Enable this to produce higher quality random numbers.
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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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	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 */