Switch random function to std::mt19937

Added class EQEmu::Random
Functions:
EQEmu::Random::Int(int low, int high)
EQEmu::Random::Real(double low, double high)
EQEmu::Random::Roll(int required)
EQEmu::Random::Roll(double required)
EQEmu::Random::Reseed()

For zone, you will access the random object through the zone object
ex.
	zone->random.Int(0, 100);

Int returns a random int between low and high
Real returns a random double between low and high
Roll(int) returns true if Int(0, 99) < required is true
Roll(double) returns true if Real(0.0, 1.0) <= required is true
This commit is contained in:
Michael Cook (mackal)
2014-12-01 18:13:12 -05:00
parent a59cdc2c89
commit 395be050a3
42 changed files with 683 additions and 799 deletions
+3 -3
View File
@@ -329,7 +329,7 @@ bool Mob::CheckWillAggro(Mob *mob) {
||
(
fv == FACTION_THREATENLY
&& MakeRandomInt(0,99) < THREATENLY_ARRGO_CHANCE - heroicCHA_mod
&& zone->random.Roll(THREATENLY_ARRGO_CHANCE - heroicCHA_mod)
)
)
)
@@ -1254,7 +1254,7 @@ bool Mob::PassCharismaCheck(Mob* caster, Mob* spellTarget, uint16 spell_id) {
return true;
//1: The mob has a default 25% chance of being allowed a resistance check against the charm.
if (MakeRandomInt(0, 99) > RuleI(Spells, CharmBreakCheckChance))
if (zone->random.Int(0, 99) > RuleI(Spells, CharmBreakCheckChance))
return true;
if (RuleB(Spells, CharismaCharmDuration))
@@ -1273,7 +1273,7 @@ bool Mob::PassCharismaCheck(Mob* caster, Mob* spellTarget, uint16 spell_id) {
//3: At maxed ability, Total Domination has a 50% chance of preventing the charm break that otherwise would have occurred.
int16 TotalDominationBonus = caster->aabonuses.CharmBreakChance + caster->spellbonuses.CharmBreakChance + caster->itembonuses.CharmBreakChance;
if (MakeRandomInt(0, 99) < TotalDominationBonus)
if (zone->random.Int(0, 99) < TotalDominationBonus)
return true;
}