}
/* Place a treasure in the vault */
- place_object(yval, xval, FALSE, FALSE);
+ place_object(yval, xval, AM_OKAY);
/* Let's guard the treasure well */
vault_monsters(yval, xval, randint0(2) + 3);
/* Object (80%) */
if (randint0(100) < 80)
{
- place_object(yval, xval, FALSE, FALSE);
+ place_object(yval, xval, AM_OKAY);
}
/* Stairs (20%) */
vault_monsters(yval, xval + 2, randint1(2));
/* Objects */
- if (one_in_(3)) place_object(yval, xval - 2, FALSE, FALSE);
- if (one_in_(3)) place_object(yval, xval + 2, FALSE, FALSE);
+ if (one_in_(3)) place_object(yval, xval - 2, AM_OKAY);
+ if (one_in_(3)) place_object(yval, xval + 2, AM_OKAY);
}
break;
case '*':
if (randint0(100) < 75)
{
- place_object(y, x, FALSE, FALSE);
+ place_object(y, x, AM_OKAY);
}
else
{
case 'A':
/* Reward for Pattern walk */
object_level = base_level + 12;
- place_object(y, x, TRUE, FALSE);
+ place_object(y, x, AM_OKAY | AM_GOOD);
object_level = base_level;
break;
}
place_monster(y, x, PM_ALLOW_SLEEP);
monster_level = base_level;
object_level = base_level + 7;
- place_object(y, x, TRUE, FALSE);
+ place_object(y, x, AM_OKAY | AM_GOOD);
object_level = base_level;
break;
}
place_monster(y, x, PM_ALLOW_SLEEP);
monster_level = base_level;
object_level = base_level + 20;
- place_object(y, x, TRUE, TRUE);
+ place_object(y, x, AM_OKAY | AM_GOOD | AM_GREAT);
object_level = base_level;
break;
}
if (randint0(100) < 50)
{
object_level = base_level + 7;
- place_object(y, x, FALSE, FALSE);
+ place_object(y, x, AM_OKAY);
object_level = base_level;
}
break;
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
monster_level = base_level;
object_level = base_level + 20;
- place_object(y, x, TRUE, FALSE);
+ place_object(y, x, AM_OKAY | AM_GOOD);
object_level = base_level;
}
else if (value < 5)
place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
monster_level = base_level;
object_level = base_level + 10;
- place_object(y, x, TRUE, FALSE);
+ place_object(y, x, AM_OKAY | AM_GOOD);
object_level = base_level;
}
else if (value < 10)
/* Object or trap */
if (randint0(100) < 25)
{
- place_object(y, x, FALSE, FALSE);
+ place_object(y, x, AM_OKAY);
}
else
{
if (randint0(100) < 50)
{
object_level = base_level + 7;
- place_object(y, x, FALSE, FALSE);
+ place_object(y, x, AM_OKAY);
object_level = base_level;
}
}
}
else if (randint0(100) < 50)
{
- place_object(y, x, FALSE, FALSE);
+ place_object(y, x, AM_OKAY);
}
}
build_small_room(x0, y0);
/* Place a treasure in the vault */
- place_object(y0, x0, FALSE, FALSE);
+ place_object(y0, x0, AM_OKAY);
/* Let's guard the treasure well */
vault_monsters(y0, x0, randint0(2) + 3);