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
+12 -12
View File
@@ -2328,7 +2328,7 @@ bool Client::CheckIncreaseSkill(SkillUseTypes skillid, Mob *against_who, int cha
if(Chance < 1)
Chance = 1; // Make it always possible
if(MakeRandomFloat(0, 99) < Chance)
if(zone->random.Real(0, 99) < Chance)
{
SetSkill(skillid, GetRawSkill(skillid) + 1);
_log(SKILLS__GAIN, "Skill %d at value %d successfully gain with %.4f%%chance (mod %d)", skillid, skillval, Chance, chancemodi);
@@ -2356,7 +2356,7 @@ void Client::CheckLanguageSkillIncrease(uint8 langid, uint8 TeacherSkill) {
int32 Chance = 5 + ((TeacherSkill - LangSkill)/10); // greater chance to learn if teacher's skill is much higher than yours
Chance = (Chance * RuleI(Character, SkillUpModifier)/100);
if(MakeRandomFloat(0,100) < Chance) { // if they make the roll
if(zone->random.Real(0,100) < Chance) { // if they make the roll
IncreaseLanguageSkill(langid); // increase the language skill by 1
_log(SKILLS__GAIN, "Language %d at value %d successfully gain with %.4f%%chance", langid, LangSkill, Chance);
}
@@ -4904,7 +4904,7 @@ int Client::LDoNChest_SkillCheck(NPC *target, int skill)
chance = 100.0f - base_difficulty;
}
float d100 = (float)MakeRandomFloat(0, 100);
float d100 = (float)zone->random.Real(0, 100);
if(d100 <= chance)
return 1;
@@ -7608,9 +7608,9 @@ void Client::GarbleMessage(char *message, uint8 variance)
const char alpha_list[] = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz"; // only change alpha characters for now
for (size_t i = 0; i < strlen(message); i++) {
uint8 chance = (uint8)MakeRandomInt(0, 115); // variation just over worst possible scrambling
uint8 chance = (uint8)zone->random.Int(0, 115); // variation just over worst possible scrambling
if (isalpha(message[i]) && (chance <= variance)) {
uint8 rand_char = (uint8)MakeRandomInt(0,51); // choose a random character from the alpha list
uint8 rand_char = (uint8)zone->random.Int(0,51); // choose a random character from the alpha list
message[i] = alpha_list[rand_char];
}
}
@@ -7728,7 +7728,7 @@ void Client::SetFactionLevel(uint32 char_id, uint32 npc_id, uint8 char_class, ui
// If our result is truncated, then double a mob's value every once and a while to equal what they would have got
else
{
if (MakeRandomInt(0, 100) < faction_mod)
if (zone->random.Int(0, 100) < faction_mod)
npc_value[i] *= 2;
}
}
@@ -7821,11 +7821,11 @@ void Client::MerchantRejectMessage(Mob *merchant, int primaryfaction)
}
// If no primary faction or biggest influence is your faction hit
if (primaryfaction <= 0 || lowestvalue == tmpFactionValue) {
merchant->Say_StringID(MakeRandomInt(WONT_SELL_DEEDS1, WONT_SELL_DEEDS6));
merchant->Say_StringID(zone->random.Int(WONT_SELL_DEEDS1, WONT_SELL_DEEDS6));
} else if (lowestvalue == fmod.race_mod) { // race biggest
// Non-standard race (ex. illusioned to wolf)
if (GetRace() > PLAYER_RACE_COUNT) {
messageid = MakeRandomInt(1, 3); // these aren't sequential StringIDs :(
messageid = zone->random.Int(1, 3); // these aren't sequential StringIDs :(
switch (messageid) {
case 1:
messageid = WONT_SELL_NONSTDRACE1;
@@ -7842,7 +7842,7 @@ void Client::MerchantRejectMessage(Mob *merchant, int primaryfaction)
}
merchant->Say_StringID(messageid);
} else { // normal player races
messageid = MakeRandomInt(1, 4);
messageid = zone->random.Int(1, 4);
switch (messageid) {
case 1:
messageid = WONT_SELL_RACE1;
@@ -7863,7 +7863,7 @@ void Client::MerchantRejectMessage(Mob *merchant, int primaryfaction)
merchant->Say_StringID(messageid, itoa(GetRace()));
}
} else if (lowestvalue == fmod.class_mod) {
merchant->Say_StringID(MakeRandomInt(WONT_SELL_CLASS1, WONT_SELL_CLASS5), itoa(GetClass()));
merchant->Say_StringID(zone->random.Int(WONT_SELL_CLASS1, WONT_SELL_CLASS5), itoa(GetClass()));
}
return;
}
@@ -7966,7 +7966,7 @@ void Client::TryItemTick(int slot)
if(zone->tick_items.count(iid) > 0)
{
if( GetLevel() >= zone->tick_items[iid].level && MakeRandomInt(0, 100) >= (100 - zone->tick_items[iid].chance) && (zone->tick_items[iid].bagslot || slot <= EmuConstants::EQUIPMENT_END) )
if( GetLevel() >= zone->tick_items[iid].level && zone->random.Int(0, 100) >= (100 - zone->tick_items[iid].chance) && (zone->tick_items[iid].bagslot || slot <= EmuConstants::EQUIPMENT_END) )
{
ItemInst* e_inst = (ItemInst*)inst;
parse->EventItem(EVENT_ITEM_TICK, this, e_inst, nullptr, "", slot);
@@ -7985,7 +7985,7 @@ void Client::TryItemTick(int slot)
if(zone->tick_items.count(iid) > 0)
{
if( GetLevel() >= zone->tick_items[iid].level && MakeRandomInt(0, 100) >= (100 - zone->tick_items[iid].chance) )
if( GetLevel() >= zone->tick_items[iid].level && zone->random.Int(0, 100) >= (100 - zone->tick_items[iid].chance) )
{
ItemInst* e_inst = (ItemInst*)a_inst;
parse->EventItem(EVENT_ITEM_TICK, this, e_inst, nullptr, "", slot);