remove unused cpp files.
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f759649349
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6 changed files with 0 additions and 158 deletions
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@ -898,7 +898,6 @@ set(wesnoth-main_SRC
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mouse_handler_base.cpp
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movetype.cpp
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mp_game_settings.cpp
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mp_replay_controller.cpp
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game_initialization/mp_game_utils.cpp
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game_initialization/mp_options.cpp
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mp_ui_alerts.cpp
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@ -1049,7 +1048,6 @@ set(libwesnoth-game_STAT_SRC
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quit_confirmation.cpp
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reports.cpp
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show_dialog.cpp
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simple_rng.cpp
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sound.cpp
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soundsource.cpp
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sound_music_track.cpp
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@ -125,7 +125,6 @@ libwesnoth_sources = Split("""
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race.cpp
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reports.cpp
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show_dialog.cpp
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simple_rng.cpp
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sound.cpp
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soundsource.cpp
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sound_music_track.cpp
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@ -478,7 +477,6 @@ wesnoth_sources = Split("""
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mouse_handler_base.cpp
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movetype.cpp
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mp_game_settings.cpp
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mp_replay_controller.cpp
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game_initialization/mp_game_utils.cpp
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game_initialization/mp_options.cpp
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mp_ui_alerts.cpp
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@ -1,84 +0,0 @@
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/*
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Copyright (C) 2003 by David White <dave@whitevine.net>
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Copyright (C) 2005 - 2016 by Yann Dirson <ydirson@altern.org>
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Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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#include "simple_rng.hpp"
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#include "config.hpp"
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#include "log.hpp"
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#include <stdlib.h>
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static lg::log_domain log_random("random");
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#define DBG_RND LOG_STREAM(debug, log_random)
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#define LOG_RND LOG_STREAM(info, log_random)
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#define WRN_RND LOG_STREAM(warn, log_random)
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#define ERR_RND LOG_STREAM(err, log_random)
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namespace rand_rng
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{
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simple_rng::simple_rng() :
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random_seed_(rand() & 0x7FFFFFFF),
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random_pool_(random_seed_),
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random_calls_(0)
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{
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}
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simple_rng::simple_rng(const config& cfg) :
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random_seed_(cfg["random_seed"]),
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random_pool_(random_seed_),
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random_calls_(cfg["random_calls"].to_int(0))
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{
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for ( unsigned calls = 0; calls < random_calls_; ++calls )
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random_next();
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}
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int simple_rng::get_next_random()
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{
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random_next();
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++random_calls_;
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DBG_RND << "pulled user random " << random_pool_
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<< " for call " << random_calls_
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<< " with seed " << random_seed_ << '\n';
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return (random_pool_ / 65536) % 32768;
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}
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void simple_rng::rotate_random()
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{
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random_seed_ = random_pool_ & 0x7FFFFFFF;
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random_calls_ = 0;
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}
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void simple_rng::seed_random(const int seed, const unsigned call_count)
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{
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random_pool_ = seed;
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random_seed_ = seed;
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for(random_calls_ = 0; random_calls_ < call_count; ++random_calls_) {
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random_next();
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}
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DBG_RND << "Seeded random with " << random_seed_ << " with "
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<< random_calls_ << " calls, pool is now at "
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<< random_pool_ << '\n';
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}
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void simple_rng::random_next()
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{
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// Use the simple random generator as shown in man rand(3).
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// The division is done separately since we also want to
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// quickly go the the wanted index in the random list.
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random_pool_ = random_pool_ * 1103515245 + 12345;
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}
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} // ends rand_rng namespace
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@ -1,70 +0,0 @@
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/*
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Copyright (C) 2003 by David White <dave@whitevine.net>
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Copyright (C) 2005 - 2016 by Yann Dirson <ydirson@altern.org>
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Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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#ifndef SIMPLE_RNG_HPP_INCLUDED
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#define SIMPLE_RNG_HPP_INCLUDED
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class config;
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namespace rand_rng
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{
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class simple_rng
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{
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public:
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simple_rng();
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simple_rng(const config& cfg);
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/** Get a new random number. */
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int get_next_random();
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/**
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* Seeds the random pool.
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*
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* @param seed The initial value for the random engine.
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* @param call_count Upon loading we need to restore the state at saving
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* so set the number of times a random number is
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* generated for replays the orginal value is
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* required.
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*/
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void seed_random(const int seed, const unsigned call_count = 0);
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/**
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* Resets the random to the 0 calls and the seed to the random
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* this way we stay in the same sequence but don't have a lot
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* calls. Used when moving to the next scenario.
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*/
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void rotate_random();
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int get_random_seed() const { return random_seed_; }
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int get_random_calls() const { return random_calls_; }
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private:
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/** Initial seed for the pool. */
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int random_seed_;
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/** State for the random pool (modulo arithmetic). */
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unsigned long random_pool_;
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/** Number of time a random number is generated. */
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unsigned random_calls_;
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/** Sets the next random number in the pool. */
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void random_next();
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};
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} // ends rand_rng namespace
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#endif
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