ref: ad3abd9867962c94feeb09956e53c6fde886df0e
parent: b8197684f345d7b294a84eaf948dce9ba3dfce6e
author: Simon Tatham <anakin@pobox.com>
date: Wed Jun 1 08:46:27 EDT 2005
Arrange that random seeds are as harmonised as they can reasonably be between interactive and batch use. [originally from svn r5896]
--- a/mines.c
+++ b/mines.c
@@ -2041,12 +2041,24 @@
static char *new_game_desc(game_params *params, random_state *rs,
game_aux_info **aux, int interactive)
{
+ /*
+ * We generate the coordinates of an initial click even if they
+ * aren't actually used. This has the effect of harmonising the
+ * random number usage between interactive and batch use: if
+ * you use `mines --generate' with an explicit random seed, you
+ * should get exactly the same results as if you type the same
+ * random seed into the interactive game and click in the same
+ * initial location. (Of course you won't get the same grid if
+ * you click in a _different_ initial location, but there's
+ * nothing to be done about that.)
+ */
+ int x = random_upto(rs, params->w);
+ int y = random_upto(rs, params->h);
+
if (!interactive) {
/*
* For batch-generated grids, pre-open one square.
*/
- int x = random_upto(rs, params->w);
- int y = random_upto(rs, params->h);
signed char *grid;
char *desc;