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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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@ -103,7 +103,7 @@ void status_bar(frontend *fe, char *text);
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/*
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* midend.c
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*/
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midend_data *midend_new(frontend *fe);
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midend_data *midend_new(frontend *fe, void *randseed, int randseedsize);
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void midend_free(midend_data *me);
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void midend_set_params(midend_data *me, game_params *params);
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void midend_size(midend_data *me, int *x, int *y);
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@ -138,13 +138,13 @@ char *dupstr(char *s);
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/*
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* misc.c
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*/
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int rand_upto(int limit);
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void free_cfg(config_item *cfg);
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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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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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void random_free(random_state *state);
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@ -160,7 +160,7 @@ game_params *dup_params(game_params *params);
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config_item *game_configure(game_params *params);
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game_params *custom_params(config_item *cfg);
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char *validate_params(game_params *params);
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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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char *validate_seed(game_params *params, char *seed);
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game_state *new_game(game_params *params, char *seed);
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game_state *dup_game(game_state *state);
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