From 522ed78193ce3bb0e5b88f96ac7d2ec4c6c6e2a5 Mon Sep 17 00:00:00 2001 From: simon Date: Wed, 1 Jun 2005 12:46:27 +0000 Subject: [PATCH] Arrange that random seeds are as harmonised as they can reasonably be between interactive and batch use. git-svn-id: svn://svn.tartarus.org/sgt/puzzles@5896 cda61777-01e9-0310-a592-d414129be87e --- mines.c | 16 ++++++++++++++-- 1 file changed, 14 insertions(+), 2 deletions(-) diff --git a/mines.c b/mines.c index 63bfa1f..5afefe6 100644 --- a/mines.c +++ b/mines.c @@ -2041,12 +2041,24 @@ static char *new_mine_layout(int w, int h, int n, int x, int y, int unique, 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; -- 2.11.0