RANDOM.H 3.7 KB

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  1. /*
  2. ** Command & Conquer Red Alert(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /* $Header: /CounterStrike/RANDOM.H 1 3/03/97 10:25a Joe_bostic $ */
  19. /***********************************************************************************************
  20. *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
  21. ***********************************************************************************************
  22. * *
  23. * Project Name : Command & Conquer *
  24. * *
  25. * File Name : RANDOM.H *
  26. * *
  27. * Programmer : Joe L. Bostic *
  28. * *
  29. * Start Date : 02/27/96 *
  30. * *
  31. * Last Update : February 27, 1996 [JLB] *
  32. * *
  33. *---------------------------------------------------------------------------------------------*
  34. * Functions: *
  35. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  36. #ifndef RANDOM_H
  37. #define RANDOM_H
  38. /**********************************************************************
  39. ** Enable this define to turn on the random # counters. This must not
  40. ** be defined for the release version, or saved games won't work!
  41. */
  42. //#define RANDOM_COUNT
  43. /*
  44. ** This class functions like a 'magic' int value that returns a random number
  45. ** every time it is read. To set the "random seed" for this, just assign a number
  46. ** to the object (just as you would if it were a true 'int' value). Take note that although
  47. ** this class will return an 'int', the actual significance of the random number is
  48. ** limited to 15 bits (0..32767).
  49. */
  50. class RandomClass {
  51. public:
  52. RandomClass(unsigned seed=0);
  53. operator int(void) {return(operator()());};
  54. int operator() (void);
  55. int operator() (int minval, int maxval);
  56. enum {
  57. SIGNIFICANT_BITS=15 // Random number bit significance.
  58. };
  59. unsigned long Seed;
  60. #ifdef RANDOM_COUNT
  61. unsigned long Count1;
  62. unsigned long Count2;
  63. #endif
  64. protected:
  65. /*
  66. ** Internal working constants that are used to generate the next
  67. ** random number.
  68. */
  69. enum {
  70. MULT_CONSTANT=0x41C64E6D, // K multiplier value.
  71. ADD_CONSTANT=0x00003039, // K additive value.
  72. THROW_AWAY_BITS=10 // Low bits to throw away.
  73. };
  74. };
  75. #endif