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- /* sound effect gimmick player - rerandomize routines to do random
- * selection without replacement */
-
- #include <exec/types.h>
- #include <functions.h>
- #include <exec/memory.h>
- #include <exec/nodes.h>
- #include <exec/lists.h>
- #include <stdio.h>
- #include <fcntl.h>
-
- #include "assert.h"
- #include "iff.h"
- #include "8svx.h"
-
- #include "sample.h"
- #include "chatter.h"
-
- extern struct gab_info gab_data[N_GAB_TYPES];
-
- /* rerandomize randomizes the sample play order for a given gab type
- * It is called by Blather() and by startup code to randomize the
- * list of sample pointers. By then walking through the list, and
- * rerandomizing every time we finish playing all the samples in the
- * list, we implement random selection without replacement reasonably
- * efficiently.
- *
- * The reason we don't use pure random selection is that it is too
- * annoying to get the same sample a whole bunch of times
- */
- rerandomize(gab_type)
- int gab_type;
- {
- register struct gab_info *gabp;
- register int i, one_to_switch;
- register Sample *samptemp;
-
- gabp = &gab_data[gab_type];
-
- gabp->next_play_gab_item = 0;
-
- for (i = 0; i < gabp->n_gab_items; i++)
- {
- one_to_switch = rando(gabp->n_gab_items);
- if (one_to_switch != i)
- {
- samptemp = gabp->Samples[i];
- assert(samptemp && gabp->Samples[one_to_switch]);
- gabp->Samples[i] = gabp->Samples[one_to_switch];
- gabp->Samples[one_to_switch] = samptemp;
- }
- }
- }
-
- /* note: Config() must have been called, and all samples loaded, before
- * calling randomize_all()
- */
- randomize_all()
- {
- int gab_type;
-
- for (gab_type = 0; gab_type < N_GAB_TYPES; gab_type++)
- rerandomize(gab_type);
- }
-