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| author | Simon Tatham <anakin@pobox.com> | 2004-05-03 09:10:52 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2004-05-03 09:10:52 +0000 |
| commit | aa9a8e8c7eecc2de77690b872931e88951622813 (patch) | |
| tree | cfca97dbf8e19fc3e62c2f6f6689bca480f5ad21 /misc.c | |
| parent | 6e42ddd31b5ca71f48c6260b01fc49b2451d0a56 (diff) | |
| download | puzzles-aa9a8e8c7eecc2de77690b872931e88951622813.zip puzzles-aa9a8e8c7eecc2de77690b872931e88951622813.tar.gz puzzles-aa9a8e8c7eecc2de77690b872931e88951622813.tar.bz2 puzzles-aa9a8e8c7eecc2de77690b872931e88951622813.tar.xz | |
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]
Diffstat (limited to 'misc.c')
| -rw-r--r-- | misc.c | 17 |
1 files changed, 0 insertions, 17 deletions
@@ -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; |