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// thus on Fri, 10 Jul 1998 13:15:55 -0400, James wrote: > In my code I needed numbers generated on a normal distribution (ie the > bell curve thing) and use floats for that purpose. Anyway, here's the > code. Normal (aka Gaussian) random number generation reminds me... herein is a function is heavily bastardized from Numerical Recipes in C. ranf() if not defined can be duplicated via #define ranf() ((double) random() / (double) RAND_MAX) Of course you'll have to link with -lm (which includes the function log(), which conflicts with circle's log() function). You can use something like this to roll a players height and weigh, or if you're feeling really motivated to devise a "normalized" spell damage system. int Gauss (int m, double s) { static int pass = 0; static double y2; double x1, x2, w, y1; if (pass) { y1 = y2; } else { do { x1 = 2.0 * ranf () - 1.0; x2 = 2.0 * ranf () - 1.0; w = x1 * x1 + x2 * x2; } while (w >= 1.0); w = sqrt (-2.0 * log (w) / w);; y1 = x1 * w; y2 = x2 * w; } pass = !pass; return ((int) (y1 * s + (double) m)); } note: double's are used since in ye olde time, all machine floats were coverted to doubles before use. d. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+

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