ref: e67675bc2c457a0bc3bd4b7883d82d0ec7746c10
dir: /src/random.c/
// random.c #include "main.h" #include "random.h" unsigned int randomSeed[2], pieceCount[2], grenadeTimer[2]; int pieceMap[kBlobTypes], numPieces; static unsigned int internalRandomSeed = 1; static int internalRandom() // uses a generic rand() algorithm { internalRandomSeed = internalRandomSeed * 1103515245 + 12345; return ((internalRandomSeed >> 16) & 0x7FFF); } void InitRandom( int inNumPieces ) { int count, swap, swapWith; numPieces = inNumPieces; randomSeed[0] = randomSeed[1] = SDL_GetTicks(); pieceCount[0] = pieceCount[1] = 0; grenadeTimer[0] = grenadeTimer[1] = 40; for( count=0; count<kBlobTypes; count++ ) { pieceMap[count] = count+1; } for( count=0; count<kBlobTypes; count++ ) { swapWith = RandomBefore( kBlobTypes ); swap = pieceMap[swapWith]; pieceMap[swapWith] = pieceMap[count]; pieceMap[count] = swap; } } void AddExtraPiece( void ) { numPieces++; } int GetPiece( int player ) { int result; unsigned int realSeed; realSeed = internalRandomSeed; internalRandomSeed = randomSeed[player]; result = pieceMap[RandomBefore(numPieces)]; randomSeed[player] = internalRandomSeed; internalRandomSeed = realSeed; return result; } int GetMagic( int player ) { int result; int realSeed; realSeed = internalRandomSeed; internalRandomSeed = randomSeed[player]; result = (RandomBefore(19) == 0)? true: false; randomSeed[player] = internalRandomSeed; internalRandomSeed = realSeed; return result; } int GetGrenade( int player ) { pieceCount[player]++; if( pieceCount[player] == grenadeTimer[player] ) { grenadeTimer[player] += grenadeTimer[player] * 3 / 2; return true; } else { return false; } } static inline int RandomRange( double min, double max ) { const double kMinRand = 0.0; const double kMaxRand = 32767.0; double x; x = (internalRandom() - kMinRand) / (kMaxRand - kMinRand + 1.0); return (int) (x * (max + 1.0 - min) + min); } int RandomBefore( int what ) { return RandomRange( 0.0, what-1 ); }