* Remove support for map-based random number generation (which seems unused).

* Re-add in support for the old mersenne twister for those whose processors don't support SSE2.
* Toggling whether or not you are using SFMT is as easy as checking a CMake flag, USE_SFMT, which defaults to 0.

--HG--
branch : trunk
This commit is contained in:
silinoron
2010-08-20 12:42:14 -07:00
parent ca350b4758
commit 43b1c2dba4
9 changed files with 459 additions and 10 deletions
-10
View File
@@ -32,7 +32,6 @@
#include "SharedDefines.h"
#include "GridRefManager.h"
#include "MapRefManager.h"
#include "SFMT.h"
#include <bitset>
#include <list>
@@ -426,15 +425,6 @@ class Map : public GridRefManager<NGridType>
void UpdateIteratorBack(Player *player);
#ifdef MAP_BASED_RAND_GEN
SFMTRand sfmtRand;
int32 irand(int32 min, int32 max) { return int32(sfmtRand.IRandom(min, max)); }
uint32 urand(uint32 min, uint32 max) { return uint32(sfmtRand.URandom(min, max)); }
int32 rand32() { return int32(sfmtRand.BRandom()); }
double rand_norm() { return sfmtRand.Random(); }
double rand_chance() { return sfmtRand.Random() * 100.0; }
#endif // MAP_BASED_RAND_GEN
TempSummon *SummonCreature(uint32 entry, const Position &pos, SummonPropertiesEntry const *properties = NULL, uint32 duration = 0, Unit *summoner = NULL, uint32 vehId = 0);
Creature* GetCreature(uint64 guid);
GameObject* GetGameObject(uint64 guid);