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authortoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
committertoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
commitce4a32fe52ef09d8f5ff1dd22c001110902b60a2 (patch)
tree5ac38a06f3dde268dc7927dc155896926aaf7012 /kdecore/krandomsequence.h
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Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923 git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdelibs@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
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+/* 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
+