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-rw-r--r--src/generate.c42
1 files changed, 1 insertions, 41 deletions
diff --git a/src/generate.c b/src/generate.c
index c12fd14e..ca9f58b0 100644
--- a/src/generate.c
+++ b/src/generate.c
@@ -2959,8 +2959,6 @@ static void build_type5(int by0, int bx0)
x1 = xval - 11;
x2 = xval + 11;
- if (seed_dungeon) Rand_quick = FALSE;
-
/* Place the floor area */
for (y = y1; y <= y2; y++)
{
@@ -3134,8 +3132,6 @@ static void build_type5(int by0, int bx0)
(void)place_monster_aux(y, x, r_idx, FALSE, FALSE, MSTATUS_ENEMY);
}
}
-
- if (seed_dungeon) Rand_quick = TRUE;
}
@@ -3200,8 +3196,6 @@ static void build_type6(int by0, int bx0)
x1 = xval - 11;
x2 = xval + 11;
- if (seed_dungeon) Rand_quick = FALSE;
-
/* Place the floor area */
for (y = y1 - 1; y <= y2 + 1; y++)
{
@@ -3530,11 +3524,6 @@ static void build_type6(int by0, int bx0)
/* Center monster */
place_monster_aux(yval, xval, what[7], FALSE, FALSE, MSTATUS_ENEMY);
-
- if (seed_dungeon)
- {
- Rand_quick = TRUE;
- }
}
/*
@@ -3548,12 +3537,6 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data)
cave_type *c_ptr;
- /* Vaults are different even in persistent dungeons. */
- if (seed_dungeon)
- {
- Rand_quick = FALSE;
- }
-
/* Clean the between gates arrays */
for (i = 0; i < 8; i++)
{
@@ -3808,11 +3791,6 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data)
}
}
}
-
- if (seed_dungeon)
- {
- Rand_quick = TRUE;
- }
}
/*
@@ -7727,9 +7705,6 @@ static bool cave_gen(void)
process_hooks(HOOK_GEN_LEVEL, "(d)", is_quest(dun_level));
- /* Monsters and objects change even in persistent dungeons. */
- if (seed_dungeon) Rand_quick = FALSE;
-
/* Basic "amount" */
k = (dun_level / 3);
if (k > 10) k = 10;
@@ -8488,7 +8463,6 @@ void generate_cave(void)
bool loaded = FALSE;
char buf[80];
s16b town_level = 0;
- s32b old_seed_dungeon = seed_dungeon;
/* The dungeon is not ready */
character_dungeon = FALSE;
@@ -8517,17 +8491,10 @@ void generate_cave(void)
wipe_m_list();
/* Seed the RNG if appropriate */
- if (seed_dungeon)
- {
- Rand_quick = TRUE;
- Rand_value = seed_dungeon + dun_level;
- }
-
if (town_level)
{
Rand_quick = TRUE;
- seed_dungeon = town_info[town_level].seed;
- Rand_value = seed_dungeon;
+ Rand_value = town_info[town_level].seed;
}
process_hooks(HOOK_GEN_LEVEL_BEGIN, "");
@@ -8972,13 +8939,6 @@ void generate_cave(void)
/* Remember when this level was "created" */
old_turn = turn;
- if (seed_dungeon)
- {
- Rand_quick = FALSE;
-
- seed_dungeon = old_seed_dungeon;
- }
-
/* Provide astral chars with the full map */
if (p_ptr->astral && dun_level)
{