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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]
39 lines
1.3 KiB
Makefile
39 lines
1.3 KiB
Makefile
# -*- makefile -*-
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#
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# This file describes which puzzle binaries are made up from which
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# object and resource files. It is processed into the various
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# Makefiles by means of a Perl script. Makefile changes should
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# really be made by editing this file and/or the Perl script, not
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# by editing the actual Makefiles.
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!name puzzles
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!makefile gtk Makefile
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!makefile vc Makefile.vc
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!makefile cygwin Makefile.cyg
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WINDOWS = windows user32.lib gdi32.lib comctl32.lib
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COMMON = midend misc malloc random
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NET = net tree234
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net : [X] gtk COMMON NET
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cube : [X] gtk COMMON cube
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fifteen : [X] gtk COMMON fifteen
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sixteen : [X] gtk COMMON sixteen
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net : [G] WINDOWS COMMON NET
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cube : [G] WINDOWS COMMON cube
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fifteen : [G] WINDOWS COMMON fifteen
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sixteen : [G] WINDOWS COMMON sixteen
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# The `nullgame' source file is a largely blank one, which contains
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# all the correct function definitions to compile and link, but
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# which defines the null game in which nothing is ever drawn and
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# there are no valid moves. Its main purpose is to act as a
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# template for writing new game definition source files. I include
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# it in the Makefile because it will be worse than useless if it
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# ever fails to compile, so it's important that it should actually
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# be built on a regular basis.
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nullgame : [X] gtk COMMON nullgame
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nullgame : [G] WINDOWS COMMON nullgame
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