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

@ -311,9 +311,13 @@ static frontend *new_window(HINSTANCE inst)
int x, y;
RECT r, sr;
HDC hdc;
time_t t;
fe = snew(frontend);
fe->me = midend_new(fe);
time(&t);
fe->me = midend_new(fe, &t, sizeof(t));
fe->inst = inst;
midend_new_game(fe->me);
midend_size(fe->me, &x, &y);
@ -950,8 +954,6 @@ int WINAPI WinMain(HINSTANCE inst, HINSTANCE prev, LPSTR cmdline, int show)
{
MSG msg;
srand(time(NULL));
InitCommonControls();
if (!prev) {