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

View File

@ -231,7 +231,7 @@ random_state *random_init(char *seed, int len)
unsigned long random_bits(random_state *state, int bits)
{
int ret = 0;
unsigned long ret = 0;
int n;
for (n = 0; n < bits; n += 8) {
@ -251,7 +251,13 @@ unsigned long random_bits(random_state *state, int bits)
ret = (ret << 8) | state->databuf[state->pos++];
}
ret &= (1 << bits) - 1;
/*
* `(1 << bits) - 1' is not good enough, since if bits==32 on a
* 32-bit machine, behaviour is undefined and Intel has a nasty
* habit of shifting left by zero instead. We'll shift by
* bits-1 and then separately shift by one.
*/
ret &= (1 << (bits-1)) * 2 - 1;
return ret;
}