Use the random generator instead of rand()
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parent
f4867551a1
commit
a26c7be122
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@ -6,6 +6,7 @@
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#include "util.h"
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#include "gui.h"
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#include "mixer.h"
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#include "random.h"
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static ItemBuilder *builder = NULL;
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@ -92,7 +93,7 @@ create_treasure(int current_level)
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unsigned int highest_treasure;
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unsigned int value;
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amt = (unsigned int) (rand() + (5*current_level)) % 40;
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amt = (unsigned int) get_random(5*current_level) % 40;
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if (current_level > 9) {
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highest_treasure = TREASURE_COUNT;
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@ -102,7 +103,7 @@ create_treasure(int current_level)
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highest_treasure = GOLD;
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}
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value = rand() % highest_treasure;
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value = get_random(highest_treasure);
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SDL_Rect clip = { 0, 0, 16, 16 };
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switch (value) {
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@ -157,13 +158,13 @@ item_builder_build_item(ItemKey key, int level)
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item = create_item(path_flesh,
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(SDL_Rect) { 0, 0, 16, 16 },
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&eat_flesh);
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item->value = 1;
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item->value = get_random(level);
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break;
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case HEALTH:
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item = create_item(path_potion,
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(SDL_Rect) { 0, 0, 16, 16 },
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&drink_health);
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item->value = 1 + (rand() % 2);
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item->value = 1 + get_random(level*2);
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break;
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default:
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fatal("in item_builder_build() : Unhandled item key %d", key);
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@ -1,4 +1,5 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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@ -22,6 +23,7 @@
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#include "menu.h"
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#include "keyboard.h"
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#include "mixer.h"
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#include "random.h"
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static SDL_Window *gWindow = NULL;
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static SDL_Renderer *gRenderer = NULL;
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@ -167,7 +169,7 @@ startGame(void *unused)
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if (gPlayer)
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player_destroy(gPlayer);
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gPlayer = player_create(WARRIOR, gRenderer);
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mixer_play_music(GAME_MUSIC0 + (rand() % 3));
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mixer_play_music(GAME_MUSIC0 + get_random(2));
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resetGame();
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}
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@ -381,7 +383,7 @@ check_next_level(void)
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}
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if (tile->levelExit) {
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mixer_play_effect(NEXT_LEVEL);
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mixer_play_music(GAME_MUSIC0 + (rand() % 3));
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mixer_play_music(GAME_MUSIC0 + get_random(2));
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++cLevel;
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resetGame();
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}
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@ -259,19 +259,19 @@ monster_update_stats_for_level(Monster *m, unsigned int level)
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void
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monster_drop_loot(Monster *monster, Map *map)
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{
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static unsigned int item_drop_chance = 3;
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static unsigned int treasure_drop_chance = 2;
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static unsigned int item_drop_chance = 1;
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static unsigned int treasure_drop_chance = 1;
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Item *item;
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Item *items[2];
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unsigned int item_count = 0;
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if ((rand() % treasure_drop_chance) == 0) {
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if (get_random(treasure_drop_chance) == 0) {
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item = item_builder_build_item(TREASURE, map->level);
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item->sprite->pos = monster->sprite->pos;
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items[item_count++] = item;
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}
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if ((rand() % item_drop_chance) == 0) {
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item = item_builder_build_item(rand() % TREASURE, map->level);
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if (get_random(item_drop_chance) == 0) {
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item = item_builder_build_item(get_random(TREASURE - 1), map->level);
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item->sprite->pos = monster->sprite->pos;
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items[item_count++] = item;
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}
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@ -4,6 +4,7 @@
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#include "util.h"
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#include "defines.h"
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#include "vector2d.h"
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#include "random.h"
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typedef struct Particle_t {
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Position pos;
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@ -50,17 +51,17 @@ particle_engine_bloodspray(Position pos, Dimension dim, unsigned int count)
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unsigned int mt, lt;
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Particle *p;
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x = (rand() % dim.width) + pos.x;
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y = (rand() % dim.height) + pos.y;
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x = get_random(dim.width) + pos.x;
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y = get_random(dim.height) + pos.y;
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xv = (rand() % 200) - 100;
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yv = (rand() % 200) - 100;
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xv = get_random(200) - 100;
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yv = get_random(200) - 100;
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mt = (rand() % 10) + 10;
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lt = (rand() % 120) + 60;
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mt = get_random(10) + 10;
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lt = get_random(120) + 60;
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w = (rand() % 3) + 2;
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h = (rand() % 3) + 2;
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w = get_random(3) + 2;
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h = get_random(3) + 2;
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p = ec_malloc(sizeof(Particle));
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p->pos = (Position) { x, y };
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@ -10,6 +10,7 @@
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#include "particle_engine.h"
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#include "keyboard.h"
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#include "mixer.h"
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#include "random.h"
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#define ENGINEER_STATS { 12, 12, 5, 7, 2, 1, 1 }
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#define MAGE_STATS { 12, 12, 5, 7, 2, 1, 1 }
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@ -78,7 +79,7 @@ has_collided(Player *player, RoomMatrix *matrix)
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unsigned int hit = stats_fight(&player->stats,
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&space->monster->stats);
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mixer_play_effect(SWING0 + (rand() % 3));
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mixer_play_effect(SWING0 + get_random(2));
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monster_hit(space->monster, hit);
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@ -180,7 +181,7 @@ sip_health(Player *player)
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if (player->potion_sips > 0) {
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--player->potion_sips;
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++player->stats.hp;
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mixer_play_effect(BUBBLE0 + (rand() % 3));
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mixer_play_effect(BUBBLE0 + get_random(2));
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gui_log("You take a sip of health potion");
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} else {
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gui_log("You have nothing to sip");
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@ -25,9 +25,9 @@ stats_fight(Stats *attacker, Stats *defender)
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debug("Attacking: %d Defending: %d", atkRoll, defRoll);
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if (atkRoll > defRoll) {
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dmgRoll = (rand() % attacker->dmg) + 1;
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defender->hp -= dmgRoll;
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dmgRoll = get_random(attacker->dmg - 1) + 1;
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if (critical)
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dmgRoll = dmgRoll * 2;
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defender->hp -= dmgRoll;
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}
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