lcgstate.a = 1093;
lcgstate.c = 221587;
lcgstate.m = 1048576;
- long seedval = (long)time(NULL);
+ srand(time(NULL));
+ long seedval = (long)rand();
set_seed(seedval);
/* Read the database if we have not yet done so */
if (sscanf(buf, "seed %ld", &sv) == 1) {
set_seed(sv);
printf("Seed set to %ld\n", sv);
+ // autogenerated, so don't charge user time for it.
+ --TURNS;
// here we reconfigure any global game state that uses random numbers
ZZWORD=RNDVOC(3,0);
return true;
L2602: /*etc*/ ;
} /* end loop */
-/* Kick the random number generator just to add variety to the chase. Also,
- * if closing time, check for any objects being toted with PROP < 0 and set
+/* If closing time, check for any objects being toted with PROP < 0 and set
* the prop to -1-PROP. This way objects won't be described until they've
* been picked up and put down separate from their respective piles. Don't
* tick CLOCK1 unless well into cave (and not at Y2). */