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authorBardur Arantsson <bardur@scientician.net>2015-12-11 08:09:30 +0100
committerBardur Arantsson <bardur@scientician.net>2015-12-11 08:09:30 +0100
commit97bcf1bc612d9920390c885b8dcea0b0cda6f246 (patch)
treef9890fb08cc717fbc8837b58945f32dd64929b45 /src/z-rand.cc
parente4b4f4730a2fb39da766892adbf3419bf5e7f48f (diff)
Migrate z-rand.c to C++
- Include explicitly instead of via angband.h - Change to regular functions instead of macros.
Diffstat (limited to 'src/z-rand.cc')
-rw-r--r--src/z-rand.cc376
1 files changed, 376 insertions, 0 deletions
diff --git a/src/z-rand.cc b/src/z-rand.cc
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+/* File: z-rand.c */
+
+/* Purpose: a simple random number generator -BEN- */
+
+#include "z-rand.hpp"
+
+
+
+
+/*
+ * Angband 2.7.9 introduced a new (optimized) random number generator,
+ * based loosely on the old "random.c" from Berkeley but with some major
+ * optimizations and algorithm changes. See below for more details.
+ *
+ * Code by myself (benh@phial.com) and Randy (randy@stat.tamu.edu).
+ *
+ * This code provides (1) a "decent" RNG, based on the "BSD-degree-63-RNG"
+ * used in Angband 2.7.8, but rather optimized, and (2) a "simple" RNG,
+ * based on the simple "LCRNG" currently used in Angband, but "corrected"
+ * to give slightly better values. Both of these are available in two
+ * flavors, first, the simple "mod" flavor, which is fast, but slightly
+ * biased at high values, and second, the simple "div" flavor, which is
+ * less fast (and potentially non-terminating) but which is not biased
+ * and is much less subject to low-bit-non-randomness problems.
+ *
+ * You can select your favorite flavor by proper definition of the
+ * "rand_int()" macro in the "defines.h" file.
+ *
+ * Note that, in Angband 2.8.0, the "state" table will be saved in the
+ * savefile, so a special "initialization" phase will be necessary.
+ *
+ * Note the use of the "simple" RNG, first you activate it via
+ * "Rand_quick = TRUE" and "Rand_value = seed" and then it is used
+ * automatically used instead of the "complex" RNG, and when you are
+ * done, you de-activate it via "Rand_quick = FALSE" or choose a new
+ * seed via "Rand_value = seed".
+ */
+
+
+/*
+ * Random Number Generator -- Linear Congruent RNG
+ */
+#define LCRNG(X) ((X) * 1103515245 + 12345)
+
+
+
+/*
+ * Use the "simple" LCRNG
+ */
+bool_ Rand_quick = TRUE;
+
+
+/*
+ * Current "value" of the "simple" RNG
+ */
+u32b Rand_value;
+
+
+/*
+ * Current "index" for the "complex" RNG
+ */
+u16b Rand_place;
+
+/*
+ * Current "state" table for the "complex" RNG
+ */
+u32b Rand_state[RAND_DEG];
+
+
+
+/*
+ * Initialize the "complex" RNG using a new seed
+ */
+void Rand_state_init(u32b seed)
+{
+ int i, j;
+
+ /* Seed the table */
+ Rand_state[0] = seed;
+
+ /* Propagate the seed */
+ for (i = 1; i < RAND_DEG; i++) Rand_state[i] = LCRNG(Rand_state[i - 1]);
+
+ /* Cycle the table ten times per degree */
+ for (i = 0; i < RAND_DEG * 10; i++)
+ {
+ /* Acquire the next index */
+ j = Rand_place + 1;
+ if (j == RAND_DEG) j = 0;
+
+ /* Update the table, extract an entry */
+ Rand_state[j] += Rand_state[Rand_place];
+
+ /* Advance the index */
+ Rand_place = j;
+ }
+}
+
+
+/*
+ * Extract a "random" number from 0 to m-1, via "modulus"
+ *
+ * Note that "m" should probably be less than 500000, or the
+ * results may be rather biased towards low values.
+ */
+s32b Rand_mod(s32b m)
+{
+ int j;
+ u32b r;
+
+ /* Hack -- simple case */
+ if (m <= 1) return (0);
+
+ /* Use the "simple" RNG */
+ if (Rand_quick)
+ {
+ /* Cycle the generator */
+ r = (Rand_value = LCRNG(Rand_value));
+
+ /* Mutate a 28-bit "random" number */
+ r = (r >> 4) % m;
+ }
+
+ /* Use the "complex" RNG */
+ else
+ {
+ /* Acquire the next index */
+ j = Rand_place + 1;
+ if (j == RAND_DEG) j = 0;
+
+ /* Update the table, extract an entry */
+ r = (Rand_state[j] += Rand_state[Rand_place]);
+
+ /* Advance the index */
+ Rand_place = j;
+
+ /* Extract a "random" number */
+ r = (r >> 4) % m;
+ }
+
+ /* Use the value */
+ return (r);
+}
+
+
+/*
+ * Extract a "random" number from 0 to m-1, via "division"
+ *
+ * This method selects "random" 28-bit numbers, and then uses
+ * division to drop those numbers into "m" different partitions,
+ * plus a small non-partition to reduce bias, taking as the final
+ * value the first "good" partition that a number falls into.
+ *
+ * This method has no bias, and is much less affected by patterns
+ * in the "low" bits of the underlying RNG's.
+ */
+static s32b Rand_div(s32b m)
+{
+ u32b r, n;
+
+ /* Hack -- simple case */
+ if (m <= 1) return (0);
+
+ /* Partition size */
+ n = (0x10000000 / m);
+
+ /* Use a simple RNG */
+ if (Rand_quick)
+ {
+ /* Wait for it */
+ while (1)
+ {
+ /* Cycle the generator */
+ r = (Rand_value = LCRNG(Rand_value));
+
+ /* Mutate a 28-bit "random" number */
+ r = ((r >> 4) & 0x0FFFFFFF) / n;
+
+ /* Done */
+ if (r < (u32b)m) break;
+ }
+ }
+
+ /* Use a complex RNG */
+ else
+ {
+ /* Wait for it */
+ while (1)
+ {
+ int j;
+
+ /* Acquire the next index */
+ j = Rand_place + 1;
+ if (j == RAND_DEG) j = 0;
+
+ /* Update the table, extract an entry */
+ r = (Rand_state[j] += Rand_state[Rand_place]);
+
+ /* Hack -- extract a 28-bit "random" number */
+ r = ((r >> 4) & 0x0FFFFFFF) / n;
+
+ /* Advance the index */
+ Rand_place = j;
+
+ /* Done */
+ if (r < (u32b)m) break;
+ }
+ }
+
+ /* Use the value */
+ return (r);
+}
+
+
+
+
+/*
+ * The number of entries in the "randnor_table"
+ */
+#define RANDNOR_NUM 256
+
+/*
+ * The standard deviation of the "randnor_table"
+ */
+#define RANDNOR_STD 64
+
+/*
+ * The normal distribution table for the "randnor()" function (below)
+ */
+static s16b randnor_table[RANDNOR_NUM] =
+{
+ 206, 613, 1022, 1430, 1838, 2245, 2652, 3058,
+ 3463, 3867, 4271, 4673, 5075, 5475, 5874, 6271,
+ 6667, 7061, 7454, 7845, 8234, 8621, 9006, 9389,
+ 9770, 10148, 10524, 10898, 11269, 11638, 12004, 12367,
+ 12727, 13085, 13440, 13792, 14140, 14486, 14828, 15168,
+ 15504, 15836, 16166, 16492, 16814, 17133, 17449, 17761,
+ 18069, 18374, 18675, 18972, 19266, 19556, 19842, 20124,
+ 20403, 20678, 20949, 21216, 21479, 21738, 21994, 22245,
+
+ 22493, 22737, 22977, 23213, 23446, 23674, 23899, 24120,
+ 24336, 24550, 24759, 24965, 25166, 25365, 25559, 25750,
+ 25937, 26120, 26300, 26476, 26649, 26818, 26983, 27146,
+ 27304, 27460, 27612, 27760, 27906, 28048, 28187, 28323,
+ 28455, 28585, 28711, 28835, 28955, 29073, 29188, 29299,
+ 29409, 29515, 29619, 29720, 29818, 29914, 30007, 30098,
+ 30186, 30272, 30356, 30437, 30516, 30593, 30668, 30740,
+ 30810, 30879, 30945, 31010, 31072, 31133, 31192, 31249,
+
+ 31304, 31358, 31410, 31460, 31509, 31556, 31601, 31646,
+ 31688, 31730, 31770, 31808, 31846, 31882, 31917, 31950,
+ 31983, 32014, 32044, 32074, 32102, 32129, 32155, 32180,
+ 32205, 32228, 32251, 32273, 32294, 32314, 32333, 32352,
+ 32370, 32387, 32404, 32420, 32435, 32450, 32464, 32477,
+ 32490, 32503, 32515, 32526, 32537, 32548, 32558, 32568,
+ 32577, 32586, 32595, 32603, 32611, 32618, 32625, 32632,
+ 32639, 32645, 32651, 32657, 32662, 32667, 32672, 32677,
+
+ 32682, 32686, 32690, 32694, 32698, 32702, 32705, 32708,
+ 32711, 32714, 32717, 32720, 32722, 32725, 32727, 32729,
+ 32731, 32733, 32735, 32737, 32739, 32740, 32742, 32743,
+ 32745, 32746, 32747, 32748, 32749, 32750, 32751, 32752,
+ 32753, 32754, 32755, 32756, 32757, 32757, 32758, 32758,
+ 32759, 32760, 32760, 32761, 32761, 32761, 32762, 32762,
+ 32763, 32763, 32763, 32764, 32764, 32764, 32764, 32765,
+ 32765, 32765, 32765, 32766, 32766, 32766, 32766, 32767,
+};
+
+
+
+/*
+ * Generate a random integer number of NORMAL distribution
+ *
+ * The table above is used to generate a psuedo-normal distribution,
+ * in a manner which is much faster than calling a transcendental
+ * function to calculate a true normal distribution.
+ *
+ * Basically, entry 64*N in the table above represents the number of
+ * times out of 32767 that a random variable with normal distribution
+ * will fall within N standard deviations of the mean. That is, about
+ * 68 percent of the time for N=1 and 95 percent of the time for N=2.
+ *
+ * The table above contains a "faked" final entry which allows us to
+ * pretend that all values in a normal distribution are strictly less
+ * than four standard deviations away from the mean. This results in
+ * "conservative" distribution of approximately 1/32768 values.
+ *
+ * Note that the binary search takes up to 16 quick iterations.
+ */
+s16b randnor(int mean, int stand)
+{
+ s16b tmp;
+ s16b offset;
+
+ s16b low = 0;
+ s16b high = RANDNOR_NUM;
+
+ /* Paranoia */
+ if (stand < 1) return (mean);
+
+ /* Roll for probability */
+ tmp = (s16b)rand_int(32768);
+
+ /* Binary Search */
+ while (low < high)
+ {
+ int mid = (low + high) >> 1;
+
+ /* Move right if forced */
+ if (randnor_table[mid] < tmp)
+ {
+ low = mid + 1;
+ }
+
+ /* Move left otherwise */
+ else
+ {
+ high = mid;
+ }
+ }
+
+ /* Convert the index into an offset */
+ offset = (long)stand * (long)low / RANDNOR_STD;
+
+ /* One half should be negative */
+ if (rand_int(100) < 50) return (mean - offset);
+
+ /* One half should be positive */
+ return (mean + offset);
+}
+
+
+
+/*
+ * Generates damage for "2d6" style dice rolls
+ */
+s32b damroll(s16b num, s16b sides)
+{
+ int i;
+ s32b sum = 0;
+ for (i = 0; i < num; i++) sum += randint(sides);
+ return (sum);
+}
+
+
+/*
+ * Same as above, but always maximal
+ */
+s32b maxroll(s16b num, s16b sides)
+{
+ return (num * sides);
+}
+
+bool magik(int p) {
+ return rand_int(100) < p;
+}
+
+s32b rand_int(s32b m)
+{
+ return Rand_div(m);
+}
+
+s32b randint(s32b m)
+{
+ return rand_int(m) + 1;
+}
+
+s32b rand_range(s32b a, s32b b)
+{
+ return a + rand_int(1 + b - a);
+}
+
+s32b rand_spread(s32b a, s32b d)
+{
+ return a + rand_int(1 + d + d) - d;
+}