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git://git.tartarus.org/simon/puzzles.git
synced 2025-04-21 08:01:30 -07:00
Cleanup: rename random_init() to random_new(), because it actually
_allocates_ a random_state rather than just initialising one passed in by the caller. [originally from svn r6412]
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@ -692,7 +692,7 @@ static int check_guesses(game_state *state, int cagey)
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* grid, so that repeating the same marking will give
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* the same answer instead of a different one.
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*/
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random_state *rs = random_init((char *)guesses->grid,
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random_state *rs = random_new((char *)guesses->grid,
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(state->w+2)*(state->h+2) *
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sizeof(unsigned int));
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n = random_upto(rs, n);
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@ -727,7 +727,7 @@ static int check_guesses(game_state *state, int cagey)
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* grid, so that repeating the same marking will give
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* the same answer instead of a different one.
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*/
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random_state *rs = random_init((char *)guesses->grid,
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random_state *rs = random_new((char *)guesses->grid,
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(state->w+2)*(state->h+2) *
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sizeof(unsigned int));
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n = random_upto(rs, n);
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@ -1478,7 +1478,7 @@ otherwise be obvious.
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If a back end needs random numbers at some point during normal play,
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it can create a fresh \c{random_state} by first calling
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\c{get_random_seed} (\k{frontend-get-random-seed}) and then passing
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the returned seed data to \cw{random_init()}.
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the returned seed data to \cw{random_new()}.
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This is likely not to be what you want. If a puzzle needs randomness
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in the middle of play, it's likely to be more sensible to store some
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@ -3044,9 +3044,9 @@ generator has an \e{explicit} state object called a
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\c{random_state}. One of these is managed by each mid-end, for
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example, and passed to the back end to generate a game with.
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\S{utils-random-init} \cw{random_init()}
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\S{utils-random-init} \cw{random_new()}
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\c random_state *random_init(char *seed, int len);
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\c random_state *random_new(char *seed, int len);
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Allocates, initialises and returns a new \c{random_state}. The input
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data is used as the seed for the random number stream (i.e. using
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2
map.c
2
map.c
@ -1868,7 +1868,7 @@ static game_state *new_game(midend *me, game_params *params, char *desc)
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* outlines by the judicious use of diagonally divided squares.
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*/
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{
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random_state *rs = random_init(desc, strlen(desc));
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random_state *rs = random_new(desc, strlen(desc));
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int *squares = snewn(wh, int);
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int done_something;
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4
midend.c
4
midend.c
@ -102,7 +102,7 @@ midend *midend_new(frontend *fe, const game *ourgame,
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me->frontend = fe;
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me->ourgame = ourgame;
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me->random = random_init(randseed, randseedsize);
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me->random = random_new(randseed, randseedsize);
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me->nstates = me->statesize = me->statepos = 0;
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me->states = NULL;
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me->params = ourgame->default_params();
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@ -342,7 +342,7 @@ void midend_new_game(midend *me)
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sfree(me->aux_info);
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me->aux_info = NULL;
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rs = random_init(me->seedstr, strlen(me->seedstr));
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rs = random_new(me->seedstr, strlen(me->seedstr));
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/*
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* If this midend has been instantiated without providing a
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* drawing API, it is non-interactive. This means that it's
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2
net.c
2
net.c
@ -1804,7 +1804,7 @@ static game_ui *new_ui(game_state *state)
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ui->cur_y = ui->cy = state->height / 2;
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ui->cur_visible = FALSE;
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get_random_seed(&seed, &seedsize);
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ui->rs = random_init(seed, seedsize);
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ui->rs = random_new(seed, seedsize);
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sfree(seed);
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return ui;
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@ -287,7 +287,7 @@ extern char ver[];
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/*
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* random.c
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*/
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random_state *random_init(char *seed, int len);
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random_state *random_new(char *seed, int len);
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random_state *random_copy(random_state *tocopy);
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unsigned long random_bits(random_state *state, int bits);
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unsigned long random_upto(random_state *state, unsigned long limit);
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