1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
|
/* This file is part of the KDE libraries
Copyright (c) 1999 Sean Harmer <sh@astro.keele.ac.uk>
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License version 2 as published by the Free Software Foundation.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public License
along with this library; see the file COPYING.LIB. If not, write to
the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
Boston, MA 02110-1301, USA.
*/
#ifndef K_RANDOM_SEQUENCE_H
#define K_RANDOM_SEQUENCE_H
#include "kdelibs_export.h"
class KRandomSequencePrivate;
class QGList;
/**
* A class to create a pseudo-random sequence
*
* Given a seed number, this class will produce a sequence of
* pseudo-random numbers. This would typically be used in
* applications like games.
*
* In general, you should instantiate a KRandomSequence object and
* pass along your seed number in the constructor. From then on,
* simply call getDouble() or getLong() to obtain the next
* number in the sequence.
*
* @author Sean Harmer <sh@astro.keele.ac.uk>
*/
class KDECORE_EXPORT KRandomSequence
{
public:
/**
* Creates a pseudo-random sequence based on the seed lngSeed.
*
* A Pseudo-random sequence is different for each seed but can be
* reproduced by starting the sequence with the same seed.
*
* If you need a single value which needs to be unpredictable,
* you need to use kapp->random() instead.
*
* @param lngSeed Seed to initialize the sequence with.
* If lngSeed is 0, the sequence is initialized with a value from
* KApplication::random().
*/
KRandomSequence( long lngSeed = 0 );
/**
* Standard destructor
*/
virtual ~KRandomSequence();
/**
* Copy constructor
*/
KRandomSequence(const KRandomSequence &a);
/**
* Assignment
*/
KRandomSequence &operator=(const KRandomSequence &a);
/**
* Restart the sequence based on lngSeed.
* @param lngSeed Seed to initialize the sequence with.
* If lngSeed is 0, the sequence is initialized with a value from
* KApplication::random().
*/
void setSeed( long lngSeed = 0 );
/**
* Get the next number from the pseudo-random sequence.
*
* @return a pseudo-random double value between [0,1[
*/
double getDouble();
/**
* Get the next number from the pseudo-random sequence.
*
* @return a pseudo-random integer value between [0, max[
* with 0 <= max < 1.000.000
*/
unsigned long getLong(unsigned long max);
/**
* Get a boolean from the pseudo-random sequence.
*
* @return a boolean which is either true or false
*/
bool getBool();
/**
* Put a list in random order.
*
* @param list the list whose order will be modified
*/
void randomize(QGList *list);
/**
* Modulate the random sequence.
*
* If S(i) is the sequence of numbers that will follow
* given the current state after calling modulate(i),
* then S(i) != S(j) for i != j and
* S(i) == S(j) for i == j.
*
* This can be useful in game situation where "undo" restores
* the state of the random sequence. If the game modulates the
* random sequence with the move chosen by the player, the
* random sequence will be identical whenever the player "redo"-s
* his or hers original move, but different when the player
* chooses another move.
*
* With this scenario "undo" can no longer be used to repeat a
* certain move over and over again until the computer reacts
* with a favorable response or to predict the response for a
* certain move based on the response to another move.
* @param i the sequence identified
*/
void modulate(int i);
private:
void Draw(); // Generate the random number
long m_lngSeed1;
long m_lngSeed2;
long m_lngShufflePos;
static const int m_nShuffleTableSize;
long *m_ShuffleArray;
KRandomSequencePrivate *d;
};
#endif
|