/** * @file rand.c * * This file implements the primary random number generator the game relies on. The generator is pseudo-random and * implemented as a Linear Congruential Generator (LCG). * * A LCG computes random numbers sequentially via the relation * X(n+1) = (a * X(n) + c) mod m * where m is the modulus, a is the multiplier and c is the increment. * * These three parameters (a,c,m) completely specify the LCG and should be chosen such that * - m > 0 * - 0 < a < m * - 0 <= c < m * * The period of the LCG (a, c, m) is the smallest period p such that X(n + p) = X(n), past n=p the sequence will repeat * itself in its outputs. * A good LCG should have the maximum possible period, which will be equal to m as there are at most m possible values * for X. This occurs when (Hull, T.E., & Dobell, A.R. (1962). Random Number Generators. Siam Review, 4, 230-254.): * - m,c are relatively prime, that is the only integer that divides both m and c with no remainder is 1. * - a - 1 is divisible by all prime factors of m. * - a - 1 is divisible by 4 if m is divisible by 4. * * Ideally m is chosen to be a large power of 2 so that the modulo operation is inexpensive to compute. In this case the * prime factors of m = 2^k are just k copies of 2. For k > 1 m is divisible by 4, so a - 1 must be divisible by 4. 2^k * and c can easily be made relatively prime by making c an odd number. * If we let k=32 to match the size of an integer, the modulo operation is made implicit by the width of the data type * and becomes free to compute. * * The parameter a should be selected such that a-1 is divisible by 4 (and hence divisible by 2) and c should be any odd * number. The precise values should fare well against the spectral test, a measure of "how random" a particular LCG is. * A pair (a,c) that satisfies these requirements is (1664525, 1013904223), recommended by "Numerical Recipes in C: The * Art of Scientific Computing" (p. 284). * * Therefore, the LCG with parameters (1664525, 1013904223, 2^32) that is implemented in this file has a maximal period * of 2^32 and produces high-quality pseudo-random numbers. * * @note If sampling the LCG for a n-bit number it is important to use the upper n bits instead of the lower n bits of * the LCG output. The lower n bits only have a period of 2^n which may significantly worsen the quality of the * resulting random numbers compared to the quality of the full 32-bit result. * * @note Original name: qrand.c */ #include "ultra64.h" #define RAND_MULTIPLIER 1664525 #define RAND_INCREMENT 1013904223 /** * The latest generated random number, used to generate the next number in the sequence. * * @note Original name: __qrand_idum */ static u32 sRandInt = 1; /** * Space to store a value to be re-interpreted as a float. * * @note Orignal name: __qrand_itemp */ static fu sRandFloat; /** * Gets the next integer in the sequence of pseudo-random numbers. * * @note Original name: qrand */ u32 Rand_Next(void) { return sRandInt = sRandInt * RAND_MULTIPLIER + RAND_INCREMENT; } /** * Seeds the pseudo-random number generator by providing a starting value. * * @note Original name: sqrand */ void Rand_Seed(u32 seed) { sRandInt = seed; } /** * Returns a pseudo-random floating-point number between 0.0f and 1.0f, by generating the next integer and masking it * to an IEEE-754 compliant floating-point number between 1.0f and 2.0f, returning the result subtract 1.0f. * * @note This technique for generating pseudo-random floats is recommended as a particularly fast but potentially * non-portable generator in "Numerical Recipes in C: The Art of Scientic Computing", pp. 284-5. * * @note Original name: fqrand */ f32 Rand_ZeroOne(void) { sRandInt = sRandInt * RAND_MULTIPLIER + RAND_INCREMENT; // Samples the upper 23 bits to avoid effectively reducing the LCG period. sRandFloat.i = (sRandInt >> 9) | 0x3F800000; return sRandFloat.f - 1.0f; } /** * Returns a pseudo-random floating-point number between -0.5f and 0.5f by the same manner in which Rand_ZeroOne * generates its result. * * @see Rand_ZeroOne * * @note Original name: fqrand2 */ f32 Rand_Centered(void) { sRandInt = sRandInt * RAND_MULTIPLIER + RAND_INCREMENT; sRandFloat.i = (sRandInt >> 9) | 0x3F800000; return sRandFloat.f - 1.5f; } //! All functions below are unused variants of the above four, that use a provided random number variable instead of the //! internal `sRandInt` /** * Seeds a pseudo-random number at rndNum with a provided starting value. * * @see Rand_Seed * * @note Original name: sqrand_r */ void Rand_Seed_Variable(u32* rndNum, u32 seed) { *rndNum = seed; } /** * Generates the next pseudo-random integer from the provided rndNum. * * @see Rand_Next * * @note Original name: qrand_r */ u32 Rand_Next_Variable(u32* rndNum) { return *rndNum = (*rndNum) * RAND_MULTIPLIER + RAND_INCREMENT; } /** * Generates the next pseudo-random floating-point number between 0.0f and 1.0f from the provided rndNum. * * @see Rand_ZeroOne * * @note Original name: fqrand_r */ f32 Rand_ZeroOne_Variable(u32* rndNum) { u32 next = (*rndNum) * RAND_MULTIPLIER + RAND_INCREMENT; sRandFloat.i = ((*rndNum = next) >> 9) | 0x3F800000; return sRandFloat.f - 1.0f; } /** * Generates the next pseudo-random floating-point number between -0.5f and 0.5f from the provided rndNum. * * @see Rand_ZeroOne, Rand_Centered * * @note Original name: fqrand2_r */ f32 Rand_Centered_Variable(u32* rndNum) { u32 next = (*rndNum) * RAND_MULTIPLIER + RAND_INCREMENT; sRandFloat.i = ((*rndNum = next) >> 9) | 0x3F800000; return sRandFloat.f - 1.5f; }