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The Windows RNG turns out to only give about 16 bits at a time. This
is (a) pretty feeble, and (b) means that although Net seeds transfer between platforms and still generate the same game, there's a suspicious discrepancy in the typical seed _generated_ by each platform. I have a better RNG kicking around in this code base already, so I'll just use it. Each midend has its own random_state, which it passes to new_game_seed() as required. A handy consequence of this is that initial seed data is now passed to midend_new(), which means that new platform implementors are unlikely to forget to seed the RNG because failure to do so causes a compile error! [originally from svn r4187]
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@ -131,7 +131,7 @@ int perm_parity(int *perm, int n)
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return ret;
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}
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char *new_game_seed(game_params *params)
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char *new_game_seed(game_params *params, random_state *rs)
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{
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int gap, n, i, x;
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int x1, x2, p1, p2, parity;
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@ -149,7 +149,7 @@ char *new_game_seed(game_params *params)
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used[i] = FALSE;
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}
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gap = rand_upto(n);
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gap = random_upto(rs, n);
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tiles[gap] = 0;
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used[0] = TRUE;
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@ -157,7 +157,7 @@ char *new_game_seed(game_params *params)
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* Place everything else except the last two tiles.
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*/
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for (x = 0, i = n-1; i > 2; i--) {
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int k = rand_upto(i);
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int k = random_upto(rs, i);
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int j;
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for (j = 0; j < n; j++)
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