stella/src/emucore/Random.hxx

118 lines
2.9 KiB
C++

//============================================================================
//
// SSSS tt lll lll
// SS SS tt ll ll
// SS tttttt eeee ll ll aaaa
// SSSS tt ee ee ll ll aa
// SS tt eeeeee ll ll aaaaa -- "An Atari 2600 VCS Emulator"
// SS SS tt ee ll ll aa aa
// SSSS ttt eeeee llll llll aaaaa
//
// Copyright (c) 1995-2018 by Bradford W. Mott, Stephen Anthony
// and the Stella Team
//
// See the file "License.txt" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//============================================================================
#ifndef RANDOM_HXX
#define RANDOM_HXX
#include "bspf.hxx"
#include "Serializable.hxx"
/**
This is a quick-and-dirty random number generator. It is based on
information in Chapter 7 of "Numerical Recipes in C". It's a simple
linear congruential generator.
@author Bradford W. Mott
*/
class Random : public Serializable
{
public:
/**
Create a new random number generator
*/
explicit Random(uInt32 seed) { initSeed(seed); }
/**
Re-initialize the random number generator with a new seed,
to generate a different set of random numbers.
*/
void initSeed(uInt32 seed)
{
myValue = seed;
}
/**
Answer the next random number from the random number generator
@return A random number
*/
uInt32 next() const
{
return (myValue = (myValue * 2416 + 374441) % 1771875);
}
/**
Save the current state of this device to the given Serializer.
@param out The Serializer object to use
@return False on any errors, else true
*/
bool save(Serializer& out) const override
{
try
{
out.putInt(myValue);
}
catch(...)
{
cerr << "ERROR: Random::save" << endl;
return false;
}
return true;
}
/**
Load the current state of this device from the given Serializer.
@param in The Serializer object to use
@return False on any errors, else true
*/
bool load(Serializer& in) override
{
try
{
myValue = in.getInt();
}
catch(...)
{
cerr << "ERROR: Random::load" << endl;
return false;
}
return true;
}
private:
// Indicates the next random number
// We make this mutable, since it's not immediately obvious that
// calling next() should change internal state (ie, the *logical*
// state of the object shouldn't change just by asking for another
// random number)
mutable uInt32 myValue;
private:
// Following constructors and assignment operators not supported
Random() = delete;
Random(const Random&) = delete;
Random(Random&&) = delete;
Random& operator=(const Random&) = delete;
Random& operator=(Random&&) = delete;
};
#endif