if (p_ptr->riding == i) continue;
monster_desc(m_name, m_ptr, MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
- do_cmd_write_nikki(NIKKI_NAMED_PET, 4, m_name);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_MOVED, m_name);
}
}
if (record_named_pet && m_ptr->nickname)
{
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
- do_cmd_write_nikki(NIKKI_NAMED_PET, 5, m_name);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOST_SIGHT, m_name);
}
/* Pre-calculated in precalc_cur_num_of_pet(), but need to decrease */
if (loaded)
{
int i;
- s32b absence_ticks = (turn - sf_ptr->last_visit) / TURNS_PER_TICK;
+ s32b tmp_last_visit = sf_ptr->last_visit;
+ s32b absence_ticks;
int alloc_chance = d_info[dungeon_type].max_m_alloc_chance;
int alloc_times;
+ while (tmp_last_visit > turn) tmp_last_visit -= TURNS_PER_TICK * TOWN_DAWN;
+ absence_ticks = (turn - tmp_last_visit) / TURNS_PER_TICK;
+
/* Maintain monsters */
for (i = 1; i < m_max; i++)
{