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authorBardur Arantsson <bardur@scientician.net>2015-03-07 16:55:40 +0100
committerBardur Arantsson <bardur@scientician.net>2015-03-07 16:55:40 +0100
commitba98790ab04de2c6fdecc7d54b7eb4c43755f105 (patch)
treefab848d87e94211a11a05fb1711d49e8256bd67b /src/wild.cc
parentbcd70db7575040969a4fd5c5b9522f1ab87ab220 (diff)
Remove (effectively) unused wilderness_gen parameter
Diffstat (limited to 'src/wild.cc')
-rw-r--r--src/wild.cc23
1 files changed, 11 insertions, 12 deletions
diff --git a/src/wild.cc b/src/wild.cc
index c474f692..eb6539e3 100644
--- a/src/wild.cc
+++ b/src/wild.cc
@@ -136,7 +136,7 @@ static void plasma_recursive(int x1, int y1, int x2, int y2,
*
* Return the number of floor grids
*/
-static int generate_area(int y, int x, bool_ border, bool_ corner, bool_ refresh)
+static int generate_area(int y, int x, bool_ border, bool_ corner)
{
int road, entrance;
int x1, y1;
@@ -344,7 +344,7 @@ static border_type border;
* Build the wilderness area outside of the town.
* -KMW-
*/
-void wilderness_gen(int refresh)
+void wilderness_gen()
{
int i, y, x, hack_floor;
bool_ daytime;
@@ -365,7 +365,7 @@ void wilderness_gen(int refresh)
get_mon_num_prep();
/* North border */
- generate_area(y - 1, x, TRUE, FALSE, refresh);
+ generate_area(y - 1, x, TRUE, FALSE);
for (i = 1; i < MAX_WID - 1; i++)
{
@@ -373,7 +373,7 @@ void wilderness_gen(int refresh)
}
/* South border */
- generate_area(y + 1, x, TRUE, FALSE, refresh);
+ generate_area(y + 1, x, TRUE, FALSE);
for (i = 1; i < MAX_WID - 1; i++)
{
@@ -381,7 +381,7 @@ void wilderness_gen(int refresh)
}
/* West border */
- generate_area(y, x - 1, TRUE, FALSE, refresh);
+ generate_area(y, x - 1, TRUE, FALSE);
for (i = 1; i < MAX_HGT - 1; i++)
{
@@ -389,7 +389,7 @@ void wilderness_gen(int refresh)
}
/* East border */
- generate_area(y, x + 1, TRUE, FALSE, refresh);
+ generate_area(y, x + 1, TRUE, FALSE);
for (i = 1; i < MAX_HGT - 1; i++)
{
@@ -397,24 +397,24 @@ void wilderness_gen(int refresh)
}
/* North west corner */
- generate_area(y - 1, x - 1, FALSE, TRUE, refresh);
+ generate_area(y - 1, x - 1, FALSE, TRUE);
border.north_west = cave[MAX_HGT - 2][MAX_WID - 2].feat;
/* North east corner */
- generate_area(y - 1, x + 1, FALSE, TRUE, refresh);
+ generate_area(y - 1, x + 1, FALSE, TRUE);
border.north_east = cave[MAX_HGT - 2][1].feat;
/* South west corner */
- generate_area(y + 1, x - 1, FALSE, TRUE, refresh);
+ generate_area(y + 1, x - 1, FALSE, TRUE);
border.south_west = cave[1][MAX_WID - 2].feat;
/* South east corner */
- generate_area(y + 1, x + 1, FALSE, TRUE, refresh);
+ generate_area(y + 1, x + 1, FALSE, TRUE);
border.south_east = cave[1][1].feat;
/* Create terrain of the current area */
- hack_floor = generate_area(y, x, FALSE, FALSE, refresh);
+ hack_floor = generate_area(y, x, FALSE, FALSE);
/* Special boundary walls -- North */
@@ -506,7 +506,6 @@ void wilderness_gen(int refresh)
player_place(p_ptr->oldpy, p_ptr->oldpx);
- if (!refresh)
{
int lim = (generate_encounter == TRUE) ? 60 : MIN_M_ALLOC_TN;