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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.40 by root, Thu Jan 18 19:32:37 2007 UTC vs.
Revision 1.43 by root, Fri Jan 19 22:24:10 2007 UTC

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
42rand_gen rndm (time (0)); 42rand_gen rndm;
43 43
44void
44tausworthe_random_generator::tausworthe_random_generator (uint32_t seed) 45tausworthe_random_generator::seed (uint32_t seed)
45{ 46{
46 state [0] = max ( 2, seed * 69069U); 47 state [0] = max ( 2U, seed * 69069U);
47 state [1] = max ( 8, state [0] * 69069U); 48 state [1] = max ( 8U, state [0] * 69069U);
48 state [2] = max ( 16, state [1] * 69069U); 49 state [2] = max ( 16U, state [1] * 69069U);
49 state [3] = max (128, state [2] * 69069U); 50 state [3] = max (128U, state [2] * 69069U);
50 51
51 for (int i = 11; --i; ) 52 for (int i = 11; --i; )
52 operator ()(); 53 operator ()();
53} 54}
54 55
59 state [1] = ((state [1] & 0xFFFFFFF8U) << 2U) ^ (((state [1] << 2U) ^ state [1]) >> 27U); 60 state [1] = ((state [1] & 0xFFFFFFF8U) << 2U) ^ (((state [1] << 2U) ^ state [1]) >> 27U);
60 state [2] = ((state [2] & 0xFFFFFFF0U) << 7U) ^ (((state [2] << 13U) ^ state [2]) >> 21U); 61 state [2] = ((state [2] & 0xFFFFFFF0U) << 7U) ^ (((state [2] << 13U) ^ state [2]) >> 21U);
61 state [3] = ((state [3] & 0xFFFFFF80U) << 13U) ^ (((state [3] << 3U) ^ state [3]) >> 12U); 62 state [3] = ((state [3] & 0xFFFFFF80U) << 13U) ^ (((state [3] << 3U) ^ state [3]) >> 12U);
62 63
63 return state [0] ^ state [1] ^ state [2] ^ state [3]; 64 return state [0] ^ state [1] ^ state [2] ^ state [3];
65}
66
67uint32_t
68tausworthe_random_generator::get_range (uint32_t r_max)
69{
70 return next () % r_max;
71}
72
73// return a number within (min .. max)
74int
75tausworthe_random_generator::get_range (int r_min, int r_max)
76{
77 return r_min + (*this) (max (r_max - r_min + 1, 1));
64} 78}
65 79
66/* 80/*
67 * The random functions here take luck into account when rolling random 81 * The random functions here take luck into account when rolling random
68 * dice or numbers. This function has less of an impact the larger the 82 * dice or numbers. This function has less of an impact the larger the
77 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases. 91 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
78 * Generally, op should be the player/caster/hitter requesting the roll, 92 * Generally, op should be the player/caster/hitter requesting the roll,
79 * not the recipient (ie, the poor slob getting hit). [garbled 20010916] 93 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
80 */ 94 */
81int 95int
82random_roll (int min, int max, const object *op, int goodbad) 96random_roll (int r_min, int r_max, const object *op, int goodbad)
83{ 97{
84 int omin, diff, luck, base, ran; 98 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
85 99
86 omin = min; 100 if (r_max < 1 || r_max < r_min)
87 diff = max - min + 1;
88 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
89
90 if (max < 1 || diff < 1)
91 { 101 {
92 LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max); 102 LOG (llevError, "Calling random_roll with min=%d max=%d\n", r_min, r_max);
93 return (min); /* avoids a float exception */ 103 return r_min;
94 } 104 }
95 105
96 ran = RANDOM ();
97
98 if (op->type != PLAYER) 106 if (op->type == PLAYER)
99 return ((ran % diff) + min); 107 {
100
101 luck = op->stats.luck; 108 int luck = op->stats.luck;
102 if (RANDOM () % base < MIN (10, abs (luck))) 109
110 if (rndm (base) < min (10, abs (luck)))
111 {
112 //TODO: take luck into account
113 }
103 { 114 }
104 /* we have a winner */
105 ((luck > 0) ? (luck = 1) : (luck = -1));
106 diff -= luck;
107 if (diff < 1)
108 return (omin); /*check again */
109 ((goodbad) ? (min += luck) : (diff));
110 115
111 return (MAX (omin, MIN (max, (ran % diff) + min))); 116 return rndm (r_min, r_max);
112 }
113 return ((ran % diff) + min);
114} 117}
115 118
116/* 119/*
117 * This is a 64 bit version of random_roll above. This is needed 120 * This is a 64 bit version of random_roll above. This is needed
118 * for exp loss calculations for players changing religions. 121 * for exp loss calculations for players changing religions.

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