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146 lines
4.2 KiB
146 lines
4.2 KiB
/* This file is part of the KDE libraries
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Copyright (c) 1999 Sean Harmer <sh@astro.keele.ac.uk>
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Library General Public
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License version 2 as published by the Free Software Foundation.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Library General Public License for more details.
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You should have received a copy of the GNU Library General Public License
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along with this library; see the file COPYING.LIB. If not, write to
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the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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Boston, MA 02110-1301, USA.
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*/
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#ifndef K_RANDOM_SEQUENCE_H
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#define K_RANDOM_SEQUENCE_H
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#include "kdelibs_export.h"
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class KRandomSequencePrivate;
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class QGList;
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/**
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* A class to create a pseudo-random sequence
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*
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* Given a seed number, this class will produce a sequence of
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* pseudo-random numbers. This would typically be used in
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* applications like games.
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*
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* In general, you should instantiate a KRandomSequence object and
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* pass along your seed number in the constructor. From then on,
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* simply call getDouble() or getLong() to obtain the next
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* number in the sequence.
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*
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* @author Sean Harmer <sh@astro.keele.ac.uk>
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*/
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class KDECORE_EXPORT KRandomSequence
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{
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public:
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/**
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* Creates a pseudo-random sequence based on the seed lngSeed.
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*
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* A Pseudo-random sequence is different for each seed but can be
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* reproduced by starting the sequence with the same seed.
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*
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* If you need a single value which needs to be unpredictable,
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* you need to use kapp->random() instead.
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*
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* @param lngSeed Seed to initialize the sequence with.
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* If lngSeed is 0, the sequence is initialized with a value from
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* KApplication::random().
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*/
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KRandomSequence( long lngSeed = 0 );
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/**
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* Standard destructor
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*/
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virtual ~KRandomSequence();
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/**
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* Copy constructor
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*/
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KRandomSequence(const KRandomSequence &a);
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/**
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* Assignment
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*/
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KRandomSequence &operator=(const KRandomSequence &a);
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/**
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* Restart the sequence based on lngSeed.
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* @param lngSeed Seed to initialize the sequence with.
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* If lngSeed is 0, the sequence is initialized with a value from
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* KApplication::random().
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*/
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void setSeed( long lngSeed = 0 );
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/**
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* Get the next number from the pseudo-random sequence.
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*
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* @return a pseudo-random double value between [0,1[
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*/
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double getDouble();
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/**
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* Get the next number from the pseudo-random sequence.
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*
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* @return a pseudo-random integer value between [0, max[
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* with 0 <= max < 1.000.000
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*/
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unsigned long getLong(unsigned long max);
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/**
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* Get a boolean from the pseudo-random sequence.
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*
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* @return a boolean which is either true or false
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*/
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bool getBool();
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/**
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* Put a list in random order.
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*
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* @param list the list whose order will be modified
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*/
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void randomize(TQGList *list);
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/**
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* Modulate the random sequence.
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*
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* If S(i) is the sequence of numbers that will follow
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* given the current state after calling modulate(i),
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* then S(i) != S(j) for i != j and
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* S(i) == S(j) for i == j.
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*
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* This can be useful in game situation where "undo" restores
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* the state of the random sequence. If the game modulates the
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* random sequence with the move chosen by the player, the
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* random sequence will be identical whenever the player "redo"-s
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* his or hers original move, but different when the player
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* chooses another move.
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*
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* With this scenario "undo" can no longer be used to repeat a
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* certain move over and over again until the computer reacts
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* with a favorable response or to predict the response for a
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* certain move based on the response to another move.
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* @param i the sequence identified
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*/
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void modulate(int i);
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private:
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void Draw(); // Generate the random number
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long m_lngSeed1;
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long m_lngSeed2;
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long m_lngShufflePos;
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static const int m_nShuffleTableSize;
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long *m_ShuffleArray;
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KRandomSequencePrivate *d;
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};
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#endif
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