//---------------------------------------------------------------------------- // EDGE Random LUT //---------------------------------------------------------------------------- // // Copyright (c) 1999-2005 The EDGE Team. // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // //---------------------------------------------------------------------------- // // Based on the DOOM source code, released by Id Software under the // following copyright: // // Copyright (C) 1993-1996 by id Software, Inc. // //---------------------------------------------------------------------------- #include "i_defs.h" #include "m_random.h" unsigned char rndtable[256] = { 0, 8, 109, 220, 222, 241, 149, 107, 75, 248, 254, 140, 16, 66, 74, 21, 211, 47, 80, 242, 154, 27, 205, 128, 161, 89, 77, 36, 95, 110, 85, 48, 212, 140, 211, 249, 22, 79, 200, 50, 28, 188, 52, 140, 202, 120, 68, 145, 62, 70, 184, 190, 91, 197, 152, 224, 149, 104, 25, 178, 252, 182, 202, 182, 141, 197, 4, 81, 181, 242, 145, 42, 39, 227, 156, 198, 225, 193, 219, 93, 122, 175, 249, 0, 175, 143, 70, 239, 46, 246, 163, 53, 163, 109, 168, 135, 2, 235, 25, 92, 20, 145, 138, 77, 69, 166, 78, 176, 173, 212, 166, 113, 94, 161, 41, 50, 239, 49, 111, 164, 70, 60, 2, 37, 171, 75, 136, 156, 11, 56, 42, 146, 138, 229, 73, 146, 77, 61, 98, 196, 135, 106, 63, 197, 195, 86, 96, 203, 113, 101, 170, 247, 181, 113, 80, 250, 108, 7, 255, 237, 129, 226, 79, 107, 112, 166, 103, 241, 24, 223, 239, 120, 198, 58, 60, 82, 128, 3, 184, 66, 143, 224, 145, 224, 81, 206, 163, 45, 63, 90, 168, 114, 59, 33, 159, 95, 28, 139, 123, 98, 125, 196, 15, 70, 194, 253, 54, 14, 109, 226, 71, 17, 161, 93, 186, 87, 244, 138, 20, 52, 123, 251, 26, 36, 17, 46, 52, 231, 232, 76, 31, 221, 84, 37, 216, 165, 212, 106, 197, 242, 98, 43, 39, 175, 254, 145, 190, 84, 118, 222, 187, 136, 120, 163, 236, 249 }; static int m_index = 0; static int p_index = 0; static int p_step = 1; // // M_Random // // Returns a number from 0 to 255. // // -AJA- Note: this function should be called for all random values // that do not interfere with demo/netgame synchronisation (for example, // selection of a random sound). // int M_Random(void) { return rndtable[++m_index & 0xff]; } // // P_Random // // Returns a number from 0 to 255. // // -AJA- Note: that this function should be called for all random values // values that determine demo/netgame synchronisation (for example, // which way a monster should travel). // int P_Random(void) { p_index += p_step; p_index &= 0xff; if (p_index == 0) p_step += (47 * 2); return rndtable[p_index]; } // // P_RandomNegPos // // Returns a number between -255 and 255, but skewed so that values near // zero have a higher probability. Replaces "P_Random()-P_Random()" in // the code, which as Lee Killough points out can produce different // results depending upon the order of evaluation. // // -AJA- Note: same usage rules as P_Random. // int P_RandomNegPos(void) { int r1 = P_Random(); int r2 = P_Random(); return r1 - r2; } // // M_RandomTest // bool M_RandomTest(percent_t chance) { return (chance <= 0) ? false : (chance >= 1) ? true : (M_Random()/255.0f < chance) ? true : false; } // // P_RandomTest // bool P_RandomTest(percent_t chance) { return (chance <= 0) ? false : (chance >= 1) ? true : (P_Random()/255.0f < chance) ? true : false; } // // P_ReadRandomState // // These two routines are used for savegames. // int P_ReadRandomState(void) { return (p_index & 0xff) | ((p_step & 0xff) << 8); } // // P_WriteRandomState // void P_WriteRandomState(int value) { p_index = (value & 0xff); p_step = 1 + ((value >> 8) & 0xfe); } //--- editor settings --- // vi:ts=4:sw=4:noexpandtab