src/network/randomsync.cpp

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00001 /******************************************************************************
00002  *  Wormux is a convivial mass murder game.
00003  *  Copyright (C) 2001-2004 Lawrence Azzoug.
00004  *
00005  *  This program is free software; you can redistribute it and/or modify
00006  *  it under the terms of the GNU General Public License as published by
00007  *  the Free Software Foundation; either version 2 of the License, or
00008  *  (at your option) any later version.
00009  *
00010  *  This program is distributed in the hope that it will be useful,
00011  *  but WITHOUT ANY WARRANTY; without even the implied warranty of
00012  *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00013  *  GNU General Public License for more details.
00014  *
00015  *  You should have received a copy of the GNU General Public License
00016  *  along with this program; if not, write to the Free Software
00017  *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
00018  ******************************************************************************
00019  * Functions to generate random datas (number, boolean, etc.).
00020  *****************************************************************************/
00021 
00022 #include <time.h>
00023 #include <math.h>
00024 #include <stdlib.h>
00025 #include <assert.h>
00026 #include "randomsync.h"
00027 #include "network.h"
00028 #include "../include/action_handler.h"
00029 
00030 const uint table_size = 128; //Number of pregerated numbers
00031 
00032 RandomSync randomSync;
00033 
00034 RandomSync::RandomSync(){
00035 }
00036 
00037 void RandomSync::Init(){
00038   //If we are a client on the network, we don't generate any random number
00039   if(network.IsClient()) return;
00040 
00041   srand( time(NULL) );
00042 
00043   rnd_table.clear();
00044 
00045   //Fill the pregenerated tables:
00046   for(uint i=0; i < table_size; i++)
00047     GenerateTable();
00048 }
00049 
00050 void RandomSync::GenerateTable()
00051 {
00052   //Add a random number to the table, send it over network if needed
00053   double nbr = rand();
00054   AddToTable(nbr);
00055   if(network.IsServer()) ActionHandler::GetInstance()->NewAction(new Action(Action::ACTION_SEND_RANDOM,nbr));
00056 }
00057 
00058 void RandomSync::AddToTable(double nbr)
00059 {
00060   rnd_table.push_back(nbr);
00061 }
00062 
00063 double RandomSync::GetRand()
00064 {
00065   if(network.IsServer() || network.IsLocal()) GenerateTable();
00066 
00067   // If the table is empty freeze until the server have sent something
00068   while(rnd_table.size() == 0)
00069   {
00070     SDL_Delay(100);
00071     ActionHandler::GetInstance()->ExecActions();
00072   }
00073 
00074   double nbr = rnd_table.front();
00075   rnd_table.pop_front();
00076   return nbr;
00077 }
00078 
00079 bool RandomSync::GetBool(){
00080   int moitie = RAND_MAX/2;
00081   return (GetRand() <= moitie);
00082 }
00083 
00087 long RandomSync::GetLong(long min, long max){
00088         return min + (long)GetDouble(max - min + 1);
00089 }
00090 
00091 double RandomSync::GetDouble(double min, double max){
00092         return min + GetDouble(max - min);
00093 }
00094 
00095 double RandomSync::GetDouble(double max){
00096         return max * GetDouble();
00097 }
00098 
00104 double RandomSync::GetDouble(){
00105         return 1.0*GetRand()/(RAND_MAX + 1.0);
00106 }
00107 
00114 Point2i RandomSync::GetPoint(const Rectanglei &rect){
00115         Point2i topPoint = rect.GetPosition();
00116         Point2i bottomPoint = rect.GetBottomRightPoint();
00117 
00118         return Point2i( GetLong(topPoint.x, bottomPoint.x),
00119                         GetLong(topPoint.y, bottomPoint.y) );
00120 }
00121 
00122 Point2i RandomSync::GetPoint(const Point2i &pt){
00123         return Point2i( GetLong(0, pt.x - 1), GetLong(0, pt.y - 1) );
00124 }

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