Refactor/RNG system (#476)

* Extract rng manipulation to its own file

* clang format

* Get CPU cycles since game start to use for RNG

* change a few things

* clang format

* Implement suggestions from @ricfehr3

* clang format

* Fix rebase issue

* clang format

* Create RngInfo struct to hold seed and step

* clang format

* Make a note about rng_restore system not having been tested properly yet

* Apply suggestions from @ricfehr3

Co-authored-by: Rickey <ric@rf3.xyz>

* clang format

---------

Co-authored-by: MathisMartin31 <mathis.martin31@gmail.com>
Co-authored-by: Rickey <ric@rf3.xyz>
This commit is contained in:
Geralt
2026-05-22 04:47:48 +02:00
committed by GitHub
parent e3f680d6d0
commit c2844a5d32
14 changed files with 162 additions and 57 deletions
+2 -1
View File
@@ -5,6 +5,7 @@
#include "graphic_utils.h"
#include "joker_gfx.h"
#include "pool.h"
#include "random.h"
#include "soundbank.h"
#include "util.h"
@@ -368,7 +369,7 @@ Sprite* joker_object_get_sprite(JokerObject* joker_object)
int joker_get_random_rarity()
{
int joker_rarity = 0;
int rarity_roll = get_rand() % 100;
int rarity_roll = rng_get_u32() % 100;
if (rarity_roll < COMMON_JOKER_CHANCE)
{
joker_rarity = COMMON_JOKER;