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balatro-gba-chinese-jocker-…/include/random.h
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MeirGavishandCopilot Autofix powered by AI 7a5a4a1276 Updated all static variables to have the s_ prefix and constants to upper case (#591)
* Updated all static variables to have the s_ prefix and constants to upper case

* Renamed missed sneaky functions in round.c (+ clang-format...)

* Renamed a few more missed constants

* Updated rng_update() documentation

* Apply suggestions from Copilot's code review

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

* Added missed suggestion

* Updated rng_update() comment

---------

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
2026-07-16 20:21:18 +03:00

72 lines
2.1 KiB
C

/**
* @file random.h
*
* @brief Common functions to handle RNG manipulation. Using this interface has three goals:
* 1. Make RNG repeatable so that people can share seeds and saves, and end up with the same run
* 2. Prevent the players from engaging in save-scumming since the pseudo-RNG is deterministic
* 3. Accomodate for base-36 seeds, so that we can freely chose one with alpha-numeric characters in
* the seed screen input
*/
#ifndef RANDOM_H
#define RANDOM_H
#include <tonc.h>
/**
* @brief Information to track and restore RNG state
*/
typedef struct
{
/** Initial seed */
u32 seed;
/** Position in the rng sequence. */
u32 step;
} RngInfo;
/**
* @brief Starts counting CPU cycles, this will be used by rng_shuffle_seed to
* generate a more random seed. To be called once on game start.
*/
void rng_init(void);
/**
* @brief Accumulates CPU cycles for RNG seed generation, call exaclty once per frame.
*/
void rng_update(void);
/**
* @brief Set the rng seed to the chosen value, and reset the step counter to 0.
* The seed will be capped at `MAX_BASE36` for compatibility with the Seed Input screen
* used to choose a seed for seeded runs.
*
* @param seed the new RNG seed
*/
void rng_set_seed(u32 seed);
/**
* @brief Uses the CPU cycles counter to randomize the RNG seed as much as possible.
* This will be called by the main menu and the game over screens so that
* the next run's seed isn't the same as the last's.
* rng_start_sampling needs to have been called, and will stop the profiling.
*/
void rng_shuffle_seed(void);
/**
* @brief Get the next "randomly" generated number in the sequence from the current seed.
*
* @return u32
*/
u32 rng_get_u32(void);
/**
* @brief Restore RNG info struct in the GameVariables. Sets the `seed` and seeks the
* position `step` in the rng sequence.
*
* @param info RngInfo struct applied
*
* @note Consistency of the RNG after reloading the RngInfo struct has yet to be tested properly
*/
void rng_restore(RngInfo info);
#endif // RANDOM_H