The Windows RNG turns out to only give about 16 bits at a time. This

is (a) pretty feeble, and (b) means that although Net seeds transfer
between platforms and still generate the same game, there's a
suspicious discrepancy in the typical seed _generated_ by each
platform.
I have a better RNG kicking around in this code base already, so
I'll just use it. Each midend has its own random_state, which it
passes to new_game_seed() as required. A handy consequence of this
is that initial seed data is now passed to midend_new(), which means
that new platform implementors are unlikely to forget to seed the
RNG because failure to do so causes a compile error!

[originally from svn r4187]
This commit is contained in:
Simon Tatham
2004-05-03 09:10:52 +00:00
parent 6e42ddd31b
commit aa9a8e8c7e
12 changed files with 39 additions and 45 deletions

17
misc.c
View File

@ -7,23 +7,6 @@
#include "puzzles.h"
int rand_upto(int limit)
{
unsigned long divisor = RAND_MAX / (unsigned)limit;
unsigned long max = divisor * (unsigned)limit;
unsigned long n;
assert(limit > 0);
do {
n = rand();
} while (n >= max);
n /= divisor;
return (int)n;
}
void free_cfg(config_item *cfg)
{
config_item *i;