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37 | #include <funcpoint.h> |
37 | #include <funcpoint.h> |
38 | #include <material.h> |
38 | #include <material.h> |
39 | |
39 | |
40 | #include <glib.h> |
40 | #include <glib.h> |
41 | |
41 | |
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42 | rand_gen rndm (time (0)); |
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43 | |
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44 | tausworthe_random_generator::tausworthe_random_generator (uint32_t seed) |
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45 | { |
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46 | state [0] = max ( 2, seed * 69069U); |
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47 | state [1] = max ( 8, state [0] * 69069U); |
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48 | state [2] = max ( 16, state [1] * 69069U); |
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49 | state [3] = max (128, state [2] * 69069U); |
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50 | |
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51 | for (int i = 11; --i; ) |
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52 | operator ()(); |
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53 | } |
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54 | |
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55 | uint32_t |
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56 | tausworthe_random_generator::next () |
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57 | { |
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58 | state [0] = ((state [0] & 0xFFFFFFFEU) << 18U) ^ (((state [0] << 6U) ^ state [0]) >> 13U); |
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59 | state [1] = ((state [1] & 0xFFFFFFF8U) << 2U) ^ (((state [1] << 2U) ^ state [1]) >> 27U); |
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60 | state [2] = ((state [2] & 0xFFFFFFF0U) << 7U) ^ (((state [2] << 13U) ^ state [2]) >> 21U); |
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61 | state [3] = ((state [3] & 0xFFFFFF80U) << 13U) ^ (((state [3] << 3U) ^ state [3]) >> 12U); |
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62 | |
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63 | return state [0] ^ state [1] ^ state [2] ^ state [3]; |
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64 | } |
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65 | |
42 | /* |
66 | /* |
43 | * The random functions here take luck into account when rolling random |
67 | * The random functions here take luck into account when rolling random |
44 | * dice or numbers. This function has less of an impact the larger the |
68 | * dice or numbers. This function has less of an impact the larger the |
45 | * difference becomes in the random numbers. IE, the effect is lessened |
69 | * difference becomes in the random numbers. IE, the effect is lessened |
46 | * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers, |
70 | * on a 1-1000 roll, vs a 1-6 roll. This can be used by crafty programmers, |
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52 | * Roll a random number between min and max. Uses op to determine luck, |
76 | * Roll a random number between min and max. Uses op to determine luck, |
53 | * and if goodbad is non-zero, luck increases the roll, if zero, it decreases. |
77 | * and if goodbad is non-zero, luck increases the roll, if zero, it decreases. |
54 | * Generally, op should be the player/caster/hitter requesting the roll, |
78 | * Generally, op should be the player/caster/hitter requesting the roll, |
55 | * not the recipient (ie, the poor slob getting hit). [garbled 20010916] |
79 | * not the recipient (ie, the poor slob getting hit). [garbled 20010916] |
56 | */ |
80 | */ |
57 | |
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58 | int |
81 | int |
59 | random_roll (int min, int max, const object *op, int goodbad) |
82 | random_roll (int min, int max, const object *op, int goodbad) |
60 | { |
83 | { |
61 | int omin, diff, luck, base, ran; |
84 | int omin, diff, luck, base, ran; |
62 | |
85 | |
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180 | { |
203 | { |
181 | total += RANDOM () % size + 1; |
204 | total += RANDOM () % size + 1; |
182 | } |
205 | } |
183 | } |
206 | } |
184 | return (total); |
207 | return (total); |
185 | } |
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186 | |
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187 | /* |
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188 | * Another convenience function. Returns a number between min and max. |
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189 | * It is suggested one use these functions rather than RANDOM()%, as it |
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190 | * would appear that a number of off-by-one-errors exist due to improper |
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191 | * use of %. This should also prevent SIGFPE. |
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192 | */ |
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193 | |
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194 | int |
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195 | rndm (int min, int max) |
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196 | { |
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197 | int diff; |
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198 | |
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199 | diff = max - min + 1; |
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200 | if (max < 1 || diff < 1) |
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201 | return (min); |
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202 | |
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203 | return (RANDOM () % diff + min); |
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204 | } |
208 | } |
205 | |
209 | |
206 | /* decay and destroy perishable items in a map */ |
210 | /* decay and destroy perishable items in a map */ |
207 | void |
211 | void |
208 | maptile::decay_objects () |
212 | maptile::decay_objects () |