#ifndef GUARD_RANDOM_H #define GUARD_RANDOM_H extern u32 gRngValue; extern u32 gRng2Value; //Returns a 16-bit pseudorandom number u16 Random(void); u16 Random2(void); //Returns a 32-bit pseudorandom number #define Random32() (Random() | (Random() << 16)) // The number 1103515245 comes from the example implementation of rand and srand // in the ISO C standard. #define ISO_RANDOMIZE1(val)(1103515245 * (val) + 24691) #define ISO_RANDOMIZE2(val)(1103515245 * (val) + 12345) //Sets the initial seed value of the pseudorandom number generator void SeedRng(u16 seed); void SeedRng2(u16 seed); void Shuffle8(void *data, size_t n); void Shuffle16(void *data, size_t n); void Shuffle32(void *data, size_t n); void ShuffleN(void *data, size_t n, size_t size); static inline void Shuffle(void *data, size_t n, size_t size) { switch (size) { case 1: Shuffle8(data, n); break; case 2: Shuffle16(data, n); break; case 4: Shuffle32(data, n); break; default: ShuffleN(data, n, size); break; } } /* Structured random number generator. * Instead of the caller converting bits from Random() to a meaningful * value, the caller provides metadata that is used to return the * meaningful value directly. This allows code to interpret the random * call, for example, battle tests know what the domain of a random call * is, and can exhaustively test it. * * RandomTag identifies the purpose of the value. * * RandomUniform(tag, lo, hi) returns a number from lo to hi inclusive * with uniform probability. * * RandomElement(tag, array) returns an element in array with uniform * probability. The array must be known at compile-time (e.g. a global * const array). * * RandomPercentage(tag, t) returns FALSE with probability (1-t)/100, * and TRUE with probability t/100. * * RandomWeighted(tag, w0, w1, ... wN) returns a number from 0 to N * inclusive. The return value is proportional to the weights, e.g. * RandomWeighted(..., 1, 1) returns 50% 0s and 50% 1s. * RandomWeighted(..., 2, 1) returns 2/3 0s and 1/3 1s. */ enum RandomTag { RNG_NONE, RNG_ACCURACY, RNG_CONFUSION, RNG_CRITICAL_HIT, RNG_CUTE_CHARM, RNG_DAMAGE_MODIFIER, RNG_DIRE_CLAW, RNG_FLAME_BODY, RNG_FORCE_RANDOM_SWITCH, RNG_FROZEN, RNG_HOLD_EFFECT_FLINCH, RNG_INFATUATION, RNG_PARALYSIS, RNG_POISON_POINT, RNG_RAMPAGE_TURNS, RNG_SECONDARY_EFFECT, RNG_SLEEP_TURNS, RNG_SPEED_TIE, RNG_STATIC, RNG_STENCH, RNG_TRI_ATTACK, RNG_TRIPLE_ARROWS_DEFENSE_DOWN, RNG_TRIPLE_ARROWS_FLINCH, }; #define RandomWeighted(tag, ...) \ ({ \ const u8 weights[] = { __VA_ARGS__ }; \ u32 sum, i; \ for (i = 0, sum = 0; i < ARRAY_COUNT(weights); i++) \ sum += weights[i]; \ RandomWeightedArray(tag, sum, ARRAY_COUNT(weights), weights); \ }) #define RandomPercentage(tag, t) \ ({ \ u32 r; \ if (t <= 0) \ { \ r = FALSE; \ } \ else if (t >= 100) \ { \ r = TRUE; \ } \ else \ { \ const u8 weights[] = { 100 - t, t }; \ r = RandomWeightedArray(tag, 100, ARRAY_COUNT(weights), weights); \ } \ r; \ }) #define RandomElement(tag, array) \ ({ \ *(typeof((array)[0]) *)RandomElementArray(tag, array, sizeof((array)[0]), ARRAY_COUNT(array)); \ }) u32 RandomUniform(enum RandomTag, u32 lo, u32 hi); u32 RandomWeightedArray(enum RandomTag, u32 sum, u32 n, const u8 *weights); const void *RandomElementArray(enum RandomTag, const void *array, size_t size, size_t count); u32 RandomUniformDefault(enum RandomTag, u32 lo, u32 hi); u32 RandomWeightedArrayDefault(enum RandomTag, u32 sum, u32 n, const u8 *weights); const void *RandomElementArrayDefault(enum RandomTag, const void *array, size_t size, size_t count); #endif // GUARD_RANDOM_H