}
-#ifdef ALLOW_CAVERNS_AND_LAKES
/*
* This routine uses a modified version of the lake code to make a
* distribution of some terrain type over the vault. This type
fill_treasure(player_ptr, x0 - xhsize + 1, x0 - xhsize + xsize - 1,
y0 - yhsize + 1, y0 - yhsize + ysize - 1, randint1(5));
}
-#endif /* ALLOW_CAVERNS_AND_LAKES */
/* Build a "mini" checkerboard vault
if (!find_space(player_ptr, &y0, &x0, ysize + 1, xsize + 1)) return FALSE;
/* Select type of vault */
-#ifdef ALLOW_CAVERNS_AND_LAKES
do
{
vtype = randint1(15);
} while ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) &&
((vtype == 1) || (vtype == 3) || (vtype == 8) || (vtype == 9) || (vtype == 11)));
-#else /* ALLOW_CAVERNS_AND_LAKES */
- do
- {
- vtype = randint1(7);
- } while ((d_info[floor_ptr->dungeon_idx].flags1 & DF1_NO_CAVE) &&
- ((vtype == 1) || (vtype == 3)));
-#endif /* ALLOW_CAVERNS_AND_LAKES */
switch (vtype)
{
case 5: case 13: build_mini_c_vault(player_ptr, x0, y0, xsize, ysize); break;
case 6: case 14: build_castle_vault(player_ptr, x0, y0, xsize, ysize); break;
case 7: case 15: build_target_vault(player_ptr, x0, y0, xsize, ysize); break;
-#ifdef ALLOW_CAVERNS_AND_LAKES
case 8: build_elemental_vault(player_ptr, x0, y0, xsize, ysize); break;
-#endif /* ALLOW_CAVERNS_AND_LAKES */
/* I know how to add a few more... give me some time. */
default: return FALSE;
}