RingRacers/src/m_random.h
toaster 6ab24e6055 Add extra categories and apply based on non-blocking review
- PR_RANDOMANIM // FF_ANIMATE|FF_RANDOMANIM
- PR_BUBBLE // Decorative air bubbles
- PR_RULESCRAMBLE // Netgame rule scrambing events
- PR_ITEM_DEBRIS // Item debris
- PR_ITEM_BUBBLE // Item bubbles
- PR_ITEM_BOOST // Boost
- PR_SMOLDERING // Smoldering particles
- PR_SPARKLE // Endsign and/or Emerald
- PR_MOVINGTARGET // Randomised moving targets
2022-09-24 22:01:00 +01:00

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4.2 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 2012-2016 by Matthew "Kaito Sinclaire" Walsh.
// Copyright (C) 1999-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file m_random.h
/// \brief RNG for client effects and PRNG for game actions
#ifndef __M_RANDOM__
#define __M_RANDOM__
#include "doomtype.h"
#include "m_fixed.h"
//#define DEBUGRANDOM
typedef enum
{
// Before release, cases of this RNG class should
// be removed, only kept as the default for Lua.
PR_UNDEFINED,
// The rule for RNG classes:
// Don't mix up gameplay & decorative RNG.
// Decorative RNG is a lot less important
// and can be lumped together. If it's used enough,
// it might be nice to give it's own, though.
// However each instance of RNG being used for
// gameplay should be split up as much as possible.
PR_EXECUTOR, // Linedef executor
PR_DECORATION, // Generic decoration
PR_TERRAIN, // TERRAIN particles
PR_BUBBLE, // Decorative air bubbles
PR_RANDOMANIM, // FF_ANIMATE|FF_RANDOMANIM
PR_PLAYERSTARTS, // Player starts
PR_VOICES, // Player voice sounds
PR_RULESCRAMBLE, // Netgame rule scrambing events
PR_ITEM_ROULETTE, // Item results
PR_ITEM_RINGS, // Flung ring/bumper/player (on death)
PR_ITEM_SHRINK, // Shrink gun offsets
PR_ITEM_BUBBLE, // Item bubbles
PR_ITEM_DEBRIS, // Item debris
PR_ITEM_BOOST, // Boost
PR_EXPLOSION, // Explosion VFX
PR_SMOLDERING, // Smoldering particles
PR_SPARKLE, // Endsign and/or Emerald
PR_MOVINGTARGET, // Randomised moving targets
PRNUMCLASS
} pr_class_t;
// M_Random functions pull random numbers of various types that aren't network synced.
// P_Random functions pulls random bytes from a PRNG that is network synced.
// RNG functions
fixed_t M_RandomFixed(void);
UINT8 M_RandomByte(void);
INT32 M_RandomKey(INT32 a);
INT32 M_RandomRange(INT32 a, INT32 b);
// PRNG functions
#ifdef DEBUGRANDOM
#define P_RandomFixed(c) P_RandomFixedD(__FILE__, __LINE__, c)
#define P_RandomByte(c) P_RandomByteD(__FILE__, __LINE__, c)
#define P_RandomKey(c, d) P_RandomKeyD(__FILE__, __LINE__, c, d)
#define P_RandomRange(c, d, e) P_RandomRangeD(__FILE__, __LINE__, c, d, e)
fixed_t P_RandomFixedD(const char *rfile, INT32 rline, pr_class_t pr_class);
UINT8 P_RandomByteD(const char *rfile, INT32 rline, pr_class_t pr_class);
INT32 P_RandomKeyD(const char *rfile, INT32 rline, pr_class_t pr_class, INT32 a);
INT32 P_RandomRangeD(const char *rfile, INT32 rline, pr_class_t pr_class, INT32 a, INT32 b);
#else
fixed_t P_RandomFixed(pr_class_t pr_class);
UINT8 P_RandomByte(pr_class_t pr_class);
INT32 P_RandomKey(pr_class_t pr_class, INT32 a);
INT32 P_RandomRange(pr_class_t pr_class, INT32 a, INT32 b);
#endif
// Macros for other functions
#define M_SignedRandom() ((INT32)M_RandomByte() - 128) // [-128, 127] signed byte, originally a
#define P_SignedRandom(pr) ((INT32)P_RandomByte(pr) - 128) // function of its own, moved to a macro
#define M_RandomChance(p) (M_RandomFixed() < p) // given fixed point probability, p, between 0 (0%)
#define P_RandomChance(pr, p) (P_RandomFixed(pr) < p) // and FRACUNIT (100%), returns true p% of the time
// Debugging
fixed_t P_RandomPeek(pr_class_t pr_class);
// Working with the seed for PRNG
#ifdef DEBUGRANDOM
#define P_GetRandSeed(pr) P_GetRandSeedD(__FILE__, __LINE__, pr)
#define P_GetInitSeed(pr) P_GetInitSeedD(__FILE__, __LINE__, pr)
#define P_SetRandSeed(pr, s) P_SetRandSeedD(__FILE__, __LINE__, pr, s)
UINT32 P_GetRandSeedD(const char *rfile, INT32 rline, pr_class_t pr_class);
UINT32 P_GetInitSeedD(const char *rfile, INT32 rline, pr_class_t pr_class);
void P_SetRandSeedD(const char *rfile, INT32 rline, pr_class_t pr_class, UINT32 seed);
#else
UINT32 P_GetRandSeed(pr_class_t pr_class);
UINT32 P_GetInitSeed(pr_class_t pr_class);
void P_SetRandSeed(pr_class_t pr_class, UINT32 seed);
#endif
void P_ClearRandom(UINT32 seed);
UINT32 M_RandomizedSeed(void);
#endif