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author | Adam Borowski <kilobyte@angband.pl> | 2013-09-10 09:16:46 +0200 |
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committer | Adam Borowski <kilobyte@angband.pl> | 2013-09-10 13:35:07 +0200 |
commit | 30670662abe8d1661a589e493ca44220dc92b4d9 (patch) | |
tree | 7ed038b1d931862efd09caf6632751b7e038d8b7 /crawl-ref/source/ng-init.cc | |
parent | cb2faac032b05e6105bba624180e36aa3202a314 (diff) | |
download | crawl-ref-30670662abe8d1661a589e493ca44220dc92b4d9.tar.gz crawl-ref-30670662abe8d1661a589e493ca44220dc92b4d9.zip |
Get rid of random_shuffle().
This should hopefully make games from the same seed proceed the same on all
architectures[1], as I can't think of anything else that behaves differently
based on pointer size, endianness or exact pointer values.
I used a NIH implementation instead of passing a third argument to
random_shuffle, as the interface is so much nicer.
[1]. This will be affected by terminal size (elemental colours are not
resolved outside the screen), tile windows size (random animations),
tiles/non-tiles and possibly others.
Also, I don't think we use STL hashes anywhere, but if we'd do, the STL
implementation will matter. Please don't make this stop you: this commit
is only to make test cases from my stress tests portable which is a small
benefit, perhaps even smaller than the nicer call interface.
Diffstat (limited to 'crawl-ref/source/ng-init.cc')
-rw-r--r-- | crawl-ref/source/ng-init.cc | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/crawl-ref/source/ng-init.cc b/crawl-ref/source/ng-init.cc index 9cc3460183..710e53ec32 100644 --- a/crawl-ref/source/ng-init.cc +++ b/crawl-ref/source/ng-init.cc @@ -189,8 +189,7 @@ void initialise_temples() // Now set up the overflow temples. vector<god_type> god_list = temple_god_list(); - - random_shuffle(god_list.begin(), god_list.end()); + shuffle_array(god_list); vector<god_type> overflow_gods; |