Don't advance the main RNG during hallucination

This is based on the multiple-RNGs code fron NetHack4, but using
only the parts relevant to the display RNG (and with substantial
changes, both because of post-3.4.3 changes, and because Nethack4's
display code is based on Slash'EM's rather than NetHack's).
This commit is contained in:
Alex Smith
2019-01-28 04:45:26 +00:00
parent 1083971228
commit ce5184c3da
21 changed files with 150 additions and 93 deletions

View File

@@ -3200,9 +3200,9 @@ struct obj **pobj; /* object tossed/used, set to NULL
} else if (weapon == THROWN_TETHERED_WEAPON && obj) {
tethered_weapon = TRUE;
weapon = THROWN_WEAPON; /* simplify if's that follow below */
tmp_at(DISP_TETHER, obj_to_glyph(obj));
tmp_at(DISP_TETHER, obj_to_glyph(obj, rn2_on_display_rng));
} else if (weapon != ZAPPED_WAND && weapon != INVIS_BEAM)
tmp_at(DISP_FLASH, obj_to_glyph(obj));
tmp_at(DISP_FLASH, obj_to_glyph(obj, rn2_on_display_rng));
while (range-- > 0) {
int x, y;