本文整理汇总了C++中prand函数的典型用法代码示例。如果您正苦于以下问题:C++ prand函数的具体用法?C++ prand怎么用?C++ prand使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了prand函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: appleWait
static void appleWait()
{
Entity *e;
self->thinkTime--;
if (self->thinkTime <= 0)
{
self->x += self->dirX;
if (abs(self->startX - self->x) > 1)
{
self->dirX *= -1;
}
self->thinkTime = 20;
}
if (self->mental > self->head->mental)
{
e = addKeyItem("item/apple", self->x, self->y);
e->dirX = 10 + prand() % 10;
e->dirX *= prand() % 2 == 0 ? -0.1 : 0.1;
e->dirY = -10;
self->inUse = FALSE;
}
}
示例2: dropOnPlayer
static void dropOnPlayer()
{
int i;
long onGround;
self->thinkTime--;
if (self->thinkTime <= 0)
{
self->flags &= ~FLY;
onGround = (self->flags & ON_GROUND);
checkToMap(self);
if (onGround == 0 && (self->flags & ON_GROUND))
{
playSoundToMap("sound/common/crash", BOSS_CHANNEL, self->x, self->y, 0);
shakeScreen(LIGHT, 15);
self->thinkTime = 15;
self->action = &dropWait;
for (i=0;i<20;i++)
{
addSmoke(self->x + prand() % self->w, self->y + self->h - prand() % 10, "decoration/dust");
}
}
}
}
示例3: headDie
static void headDie()
{
Entity *e;
e = self;
self = self->target;
while (self != NULL)
{
self->die();
self->dirX = (prand() % 5) * (prand() % 2 == 0 ? -1 : 1);
self->dirY = ITEM_JUMP_HEIGHT;
self = self->target;
}
self = e;
entityDieNoDrop();
self->dirX = (prand() % 5) * (prand() % 2 == 0 ? -1 : 1);
self->dirY = ITEM_JUMP_HEIGHT;
}
示例4: entityWait
static void entityWait()
{
int i;
checkToMap(self);
if (self->flags & ON_GROUND)
{
if (self->active == TRUE)
{
self->touch = &touch;
self->activate = &activate;
}
if (self->mental == 0)
{
fireTrigger(self->objectiveName);
fireGlobalTrigger(self->objectiveName);
fadeBossMusic();
for (i=0;i<20;i++)
{
addSmoke(self->x + prand() % self->w, self->y + self->h - prand() % 10, "decoration/dust");
}
playSoundToMap("sound/enemy/red_grub/thud", BOSS_CHANNEL, self->x, self->y, 0);
self->mental = 1;
}
}
}
示例5: entityWait
static void entityWait()
{
Entity *e;
if (self->mental > 0)
{
self->thinkTime--;
if (self->thinkTime <= 0)
{
self->thinkTime = 5;
e = addExplosion(0, 0);
e->x = self->x + self->w / 2 - e->w / 2;
e->y = self->y + self->h / 2 - e->h / 2;
e->x += prand() % e->w * (prand() % 2 == 0 ? 1 : -1);
e->y += prand() % e->h * (prand() % 2 == 0 ? 1 : -1);
e->damage = 0;
self->mental--;
}
}
checkToMap(self);
}
示例6: Replicate
void Organism::Replicate(Organism *Target)
{
int i;
Target->age = 0;
Target->alive = 1;
for (i=0;i<GENELEN;i++)
{
Target->Genome[i]=Genome[i];
if (prand(MUTATION))
{
Target->Genome[i]=rand()%(2*LETTERS);
}
}
if (prand(GENEDUP))
{
int start=rand()%GENELEN, end=rand()%GENELEN, newstart=rand()%GENELEN;
int buf=0;
if (start>end)
{
buf=end; end=start; start=buf;
}
for (i=newstart;(i<newstart+(end-start))&&(i<GENELEN);i++)
{
Genome[i]=Genome[i-newstart+start];
}
}
}
示例7: iceBlockDie
static void iceBlockDie()
{
int i;
Entity *e;
for (i=0;i<8;i++)
{
e = addTemporaryItem("common/ice_piece", self->x, self->y, RIGHT, 0, 0);
e->x += self->w / 2 - e->w / 2;
e->y += self->h / 2 - e->h / 2;
e->dirX = (prand() % 10) * (prand() % 2 == 0 ? -1 : 1);
e->dirY = ITEM_JUMP_HEIGHT + (prand() % ITEM_JUMP_HEIGHT);
setEntityAnimationByID(e, i);
e->thinkTime = 60 + (prand() % 60);
e->touch = NULL;
}
playSoundToMap("sound/common/shatter", -1, player.x, player.y, 0);
self->inUse = FALSE;
}
示例8: entityWait
static void entityWait()
{
int i;
Entity *e;
if (self->mental == 1)
{
for (i=0; i<4; i++)
{
e = addTemporaryItem("boss/azriel_grave_piece", self->x, self->y, RIGHT, 0, 0);
e->x += self->w / 2 - e->w / 2;
e->y += self->h / 2 - e->h / 2;
e->dirX = (prand() % 10) * (prand() % 2 == 0 ? -1 : 1);
e->dirY = ITEM_JUMP_HEIGHT + (prand() % ITEM_JUMP_HEIGHT);
setEntityAnimationByID(e, i);
e->thinkTime = 60 + (prand() % 60);
}
playSoundToMap("sound/common/crumble", -1, self->x, self->y, 0);
self->inUse = FALSE;
}
checkToMap(self);
}
示例9: raiseDeadMoveToTopTarget
static void raiseDeadMoveToTopTarget()
{
char c;
int i, j;
if (atTarget())
{
setEntityAnimation(self, "PHANTASMAL_BOLT_FIRE");
self->thinkTime = 30;
self->action = &raiseDead;
self->mental = 2 + prand() % 4;
STRNCPY(self->description, "123456", sizeof(self->description));
for (i=0;i<6;i++)
{
j = prand() % 6;
c = self->description[i];
self->description[i] = self->description[j];
self->description[j] = c;
}
}
checkToMap(self);
becomeTransparent();
}
示例10: die
static void die()
{
int i;
self->action = ¨
setCustomAction(self, &invulnerableNoFlash, 240, 0, 0);
setEntityAnimation(self, "STUNNED");
self->flags &= ~FLY;
self->dirX = 0;
self->mental = self->x < getMapStartX() + SCREEN_WIDTH / 2 ? 0 : 1;
checkToMap(self);
if (self->flags & ON_GROUND)
{
for (i=0;i<20;i++)
{
addSmoke(self->x + prand() % self->w, self->y + self->h - prand() % 10, "decoration/dust");
}
playSoundToMap("sound/common/crash", BOSS_CHANNEL, self->x, self->y, 0);
self->thinkTime = 120;
self->endY = 0;
self->action = &dieFinish;
}
}
示例11: prand_array
static void prand_array (double *rate, SLindex_Type *num) /*{{{*/
{
SLang_Array_Type *at = NULL;
double *ai;
SLindex_Type i, n;
n = *num;
if (n == 0)
return;
else if (n == 1)
{
SLang_push_double (prand (*rate));
return;
}
if (NULL == (at = SLang_create_array (SLANG_DOUBLE_TYPE, 0, NULL, &n, 1)))
{
isis_vmesg (INTR, I_FAILED, __FILE__, __LINE__, "creating array of random values");
return;
}
ai = (double *) at->data;
for (i = 0; i < n; i++)
{
ai[i] = prand (*rate);
}
SLang_push_array (at, 1);
}
示例12: castIceInit
static void castIceInit()
{
self->thinkTime--;
if (self->thinkTime <= 0)
{
if (self->maxThinkTime == 1)
{
self->endX = 5 + prand() % 6;
self->action = &castIce;
}
else if (self->maxThinkTime == 2)
{
self->endX = 3 + prand() % 4;
self->action = &createIceWall;
}
else
{
self->endX = 5 + prand() % 6;
self->action = &createIceBlock;
}
}
hover();
}
示例13: rain
static void rain()
{
int i;
for (i=0;i<MAX_DROPS;i++)
{
if (droplet[i].active == TRUE)
{
droplet[i].y += droplet[i].dirY;
if (droplet[i].y >= SCREEN_HEIGHT)
{
droplet[i].y = -8 - prand() % 20;
droplet[i].dirX = 0;
droplet[i].dirY = 8 + prand() % 8;
}
}
else
{
break;
}
}
}
示例14: spellMove
static void spellMove()
{
int i;
Entity *e;
checkToMap(self);
self->thinkTime--;
if (self->thinkTime <= 0)
{
self->inUse = FALSE;
}
else
{
for (i=0;i<2;i++)
{
e = addBasicDecoration(self->x, self->y, "decoration/particle");
if (e != NULL)
{
e->x += prand() % self->w;
e->y += prand() % self->h;
e->thinkTime = 5 + prand() % 30;
setEntityAnimationByID(e, prand() % 5);
}
}
}
}
示例15: getFreeDecoration
Entity *addParticle(int x, int y)
{
Entity *e;
e = getFreeDecoration();
if (e == NULL)
{
return NULL;
}
loadProperties("decoration/particle", e);
e->thinkTime = 20 + (prand() % 30);
e->x = x;
e->y = y;
e->action = &move;
e->draw = &drawLoopingAnimationToMap;
setEntityAnimationByID(e, prand() % 5);
return e;
}