mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r2588) Codechange: Remove PLAYER_SEED_RANDOM
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@ -123,12 +123,6 @@ static inline TileIndex RandomTileSeed(uint32 r) { return TILE_MASK(r); }
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static inline TileIndex RandomTile(void) { return TILE_MASK(Random()); }
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#ifdef PLAYER_SEED_RANDOM
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void InitPlayerRandoms(void);
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#endif
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uint32 InteractiveRandom(void); /* Used for random sequences that are not the same on the other end of the multiplayer link */
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uint InteractiveRandomRange(uint max);
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32
misc.c
32
misc.c
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@ -24,11 +24,6 @@ static inline uint32 ROR(uint32 x, int n)
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return (x >> n) + (x << ((sizeof(x)*8)-n));
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}
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/* XXX - Player-seeds don't seem to be used anymore.. which is a good thing
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so I just disabled them for now. If there are no problems, we can remove
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it completely! -- TrueLight */
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#undef PLAYER_SEED_RANDOM
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#ifndef MERSENNE_TWISTER
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#ifdef RANDOM_DEBUG
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@ -47,25 +42,10 @@ uint32 t;
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printf("Random [%d/%d] %s:%d\n",_frame_counter, _current_player, file, line);
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#endif
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#ifdef PLAYER_SEED_RANDOM
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if (_current_player>=MAX_PLAYERS || !_networking) {
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s = _random_seeds[0][0];
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t = _random_seeds[0][1];
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_random_seeds[0][0] = s + ROR(t ^ 0x1234567F, 7) + 1;
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return _random_seeds[0][1] = ROR(s, 3) - 1;
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} else {
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uint32 s = _player_seeds[_current_player][0];
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uint32 t = _player_seeds[_current_player][1];
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_player_seeds[_current_player][0] = s + ROR(t ^ 0x1234567F, 7) + 1;
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DEBUG(net, 1)("[NET-Seeds] Player seed called!");
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return _player_seeds[_current_player][1] = ROR(s, 3) - 1;
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}
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#else
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s = _random_seeds[0][0];
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t = _random_seeds[0][1];
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_random_seeds[0][0] = s + ROR(t ^ 0x1234567F, 7) + 1;
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return _random_seeds[0][1] = ROR(s, 3) - 1;
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#endif
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}
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#endif // MERSENNE_TWISTER
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@ -95,18 +75,6 @@ uint InteractiveRandomRange(uint max)
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return (uint16)InteractiveRandom() * max >> 16;
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}
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#ifdef PLAYER_SEED_RANDOM
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void InitPlayerRandoms(void)
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{
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int i;
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for (i=0; i<MAX_PLAYERS; i++) {
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_player_seeds[i][0]=InteractiveRandom();
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_player_seeds[i][1]=InteractiveRandom();
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}
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}
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#endif
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void SetDate(uint date)
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{
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YearMonthDay ymd;
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@ -773,10 +773,6 @@ static void NetworkInitialize(void)
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_network_reconnect = 0;
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#ifdef PLAYER_SEED_RANDOM
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InitPlayerRandoms();
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#endif
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NetworkUDPInitialize();
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}
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@ -487,15 +487,6 @@ DEF_CLIENT_RECEIVE_COMMAND(PACKET_SERVER_MAP)
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// Check if this was the last packet
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if (maptype == MAP_PACKET_END) {
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// We also get, very nice, the player_seeds in this packet
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#ifdef PLAYER_SEED_RANDOM
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int i;
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for (i = 0; i < MAX_PLAYERS; i++) {
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_player_seeds[i][0] = NetworkRecv_uint32(MY_CLIENT, p);
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_player_seeds[i][1] = NetworkRecv_uint32(MY_CLIENT, p);
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}
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#endif
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fclose(file_pointer);
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_network_join_status = NETWORK_JOIN_STATUS_PROCESSING;
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@ -323,9 +323,6 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
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NetworkSend_Packet(p, cs);
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if (feof(file_pointer)) {
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// Done reading!
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#ifdef PLAYER_SEED_RANDOM
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int i;
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#endif
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Packet *p;
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// XXX - Delete this when patch-settings are saved in-game
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@ -333,13 +330,6 @@ DEF_SERVER_SEND_COMMAND(PACKET_SERVER_MAP)
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p = NetworkSend_Init(PACKET_SERVER_MAP);
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NetworkSend_uint8(p, MAP_PACKET_END);
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#ifdef PLAYER_SEED_RANDOM
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// Send the player_seeds in this packet
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for (i = 0; i < MAX_PLAYERS; i++) {
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NetworkSend_uint32(p, _player_seeds[i][0]);
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NetworkSend_uint32(p, _player_seeds[i][1]);
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}
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#endif
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NetworkSend_Packet(p, cs);
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// Set the status to DONE_MAP, no we will wait for the client
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@ -676,10 +676,6 @@ int ttd_main(int argc, char* argv[])
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InitializeGUI();
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IConsoleCmdExec("exec scripts/autoexec.scr 0");
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#ifdef PLAYER_SEED_RANDOM
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InitPlayerRandoms();
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#endif
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GenerateWorld(1, 64, 64); // Make the viewport initialization happy
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#ifdef ENABLE_NETWORK
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@ -83,10 +83,6 @@ VARDEF uint16 _station_tick_ctr;
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VARDEF uint32 _random_seeds[2][2];
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#ifdef PLAYER_SEED_RANDOM
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VARDEF uint32 _player_seeds[MAX_PLAYERS][2];
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#endif
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// Iterator through all towns in OnTick_Town
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VARDEF uint32 _cur_town_ctr;
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// Frequency iterator at the same place
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