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authorJohannes Schickel2010-07-30 22:47:01 +0000
committerJohannes Schickel2010-07-30 22:47:01 +0000
commite29d6e681a2eccbfbedaf584f4cc530311ce1eb0 (patch)
tree62874911622559f9d63c0c082a8ec47ea3d4c0b9 /engines/sci/sci.cpp
parent062d9eedce06e79526b478441d2eefe85cf41113 (diff)
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SCI: Switch to Common::RandomSource.
Since I got no response to my mail to -devel, I just assume that there is no specific reason for using rand() in SCI. As explained in my mail to -devel about why SCI uses rand, this might allow SCI to work with our event recording, when that ever gets finished. I adapted kRandom so that it also supports negative random numbers. And furthermore that the toNumber argument is smaller than the fromNumber argument. I am not sure whether that really happens though, but it should be safer to have this. I marked that place with an TODO/CHECKME. svn-id: r51521
Diffstat (limited to 'engines/sci/sci.cpp')
-rw-r--r--engines/sci/sci.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/engines/sci/sci.cpp b/engines/sci/sci.cpp
index f07cc257bd..080c045e27 100644
--- a/engines/sci/sci.cpp
+++ b/engines/sci/sci.cpp
@@ -26,6 +26,7 @@
#include "common/system.h"
#include "common/config-manager.h"
#include "common/debug-channels.h"
+#include "common/EventRecorder.h"
#include "engines/advancedDetector.h"
#include "engines/util.h"
@@ -169,6 +170,8 @@ SciEngine::~SciEngine() {
}
Common::Error SciEngine::run() {
+ g_eventRec.registerRandomSource(_rng, "sci");
+
// Assign default values to the config manager, in case settings are missing
ConfMan.registerDefault("undither", "true");
ConfMan.registerDefault("enable_fb01", "false");
@@ -304,8 +307,6 @@ bool SciEngine::initGame() {
_gamestate->gameStartTime = _gamestate->lastWaitTime = _gamestate->_screenUpdateTime = g_system->getMillis();
- srand(g_system->getMillis()); // Initialize random number generator
-
// Load game language into printLang property of game object
setSciLanguage();