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-rw-r--r--src/wild.cc17
1 files changed, 5 insertions, 12 deletions
diff --git a/src/wild.cc b/src/wild.cc
index 2d751b17..cbd899f7 100644
--- a/src/wild.cc
+++ b/src/wild.cc
@@ -186,11 +186,8 @@ static int generate_area(int y, int x, bool_ border, bool_ corner)
terrain[2][1] = wild_map[yp][x].feat;
terrain[2][2] = wild_map[yp][xp].feat;
- /* Hack -- Use the "simple" RNG */
- Rand_quick = TRUE;
-
/* Hack -- Induce consistant town layout */
- Rand_value = wild_map[y][x].seed;
+ set_quick_rng(wild_map[y][x].seed);
/* Create level background */
for (y1 = 0; y1 < MAX_HGT; y1++)
@@ -217,9 +214,6 @@ static int generate_area(int y, int x, bool_ border, bool_ corner)
plasma_recursive(1, 1, MAX_WID - 2, MAX_HGT - 2, MAX_WILD_TERRAIN - 1, roughness);
}
- /* Use the complex RNG */
- Rand_quick = FALSE;
-
for (y1 = 1; y1 < MAX_HGT - 1; y1++)
{
for (x1 = 1; x1 < MAX_WID - 1; x1++)
@@ -229,6 +223,8 @@ static int generate_area(int y, int x, bool_ border, bool_ corner)
}
}
+ /* Change back to "complex" RNG */
+ set_complex_rng();
}
/* Should we create a town ? */
@@ -297,11 +293,8 @@ static int generate_area(int y, int x, bool_ border, bool_ corner)
}
}
- /* Hack -- Use the "simple" RNG */
- Rand_quick = TRUE;
-
/* Hack -- Induce consistant town layout */
- Rand_value = wild_map[y][x].seed;
+ set_quick_rng(wild_map[y][x].seed);
entrance = wf_info[wild_map[y][x].feat].entrance;
if (!entrance) entrance = wild_map[y][x].entrance;
@@ -320,7 +313,7 @@ static int generate_area(int y, int x, bool_ border, bool_ corner)
}
/* Use the complex RNG */
- Rand_quick = FALSE;
+ set_complex_rng();
/* MEGA HACK -- set at least one floor grid */
for (y1 = 1; y1 < cur_hgt - 1; y1++)