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authorSimon Tatham <anakin@pobox.com>2004-05-03 09:10:52 +0000
committerSimon Tatham <anakin@pobox.com>2004-05-03 09:10:52 +0000
commitaa9a8e8c7eecc2de77690b872931e88951622813 (patch)
treecfca97dbf8e19fc3e62c2f6f6689bca480f5ad21 /nullgame.c
parent6e42ddd31b5ca71f48c6260b01fc49b2451d0a56 (diff)
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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]
Diffstat (limited to 'nullgame.c')
-rw-r--r--nullgame.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/nullgame.c b/nullgame.c
index bc0c386..8df09e9 100644
--- a/nullgame.c
+++ b/nullgame.c
@@ -76,7 +76,7 @@ char *validate_params(game_params *params)
return NULL;
}
-char *new_game_seed(game_params *params)
+char *new_game_seed(game_params *params, random_state *rs)
{
return dupstr("FIXME");
}