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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]
19 lines
276 B
C
19 lines
276 B
C
/*
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* misc.c: Miscellaneous helpful functions.
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*/
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#include <assert.h>
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#include <stdlib.h>
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#include "puzzles.h"
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void free_cfg(config_item *cfg)
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{
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config_item *i;
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for (i = cfg; i->type != C_END; i++)
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if (i->type == C_STRING)
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sfree(i->sval);
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sfree(cfg);
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}
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