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アイテム生成に関わる関数群の変更.
[hengband/hengband.git] / src / rooms.c
index c0e33db..027954f 100644 (file)
@@ -745,7 +745,7 @@ static void build_type3(int by0, int bx0)
                        }
 
                        /* 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);
@@ -961,7 +961,7 @@ static void build_type4(int by0, int bx0)
                        /* Object (80%) */
                        if (randint0(100) < 80)
                        {
-                               place_object(yval, xval, FALSE, FALSE);
+                               place_object(yval, xval, AM_OKAY);
                        }
 
                        /* Stairs (20%) */
@@ -1044,8 +1044,8 @@ static void build_type4(int by0, int bx0)
                                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;
@@ -2515,7 +2515,7 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
                        case '*':
                                if (randint0(100) < 75)
                                {
-                                       place_object(y, x, FALSE, FALSE);
+                                       place_object(y, x, AM_OKAY);
                                }
                                else
                                {
@@ -2571,7 +2571,7 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
                        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;
                        }
@@ -2636,7 +2636,7 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
                                        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;
                                }
@@ -2648,7 +2648,7 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
                                        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;
                                }
@@ -2665,7 +2665,7 @@ static void build_vault(int yval, int xval, int ymax, int xmax, cptr data,
                                        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;
@@ -3892,7 +3892,7 @@ static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
                                        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)
@@ -3902,7 +3902,7 @@ static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
                                        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)
@@ -3928,7 +3928,7 @@ static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
                                        /* Object or trap */
                                        if (randint0(100) < 25)
                                        {
-                                               place_object(y, x, FALSE, FALSE);
+                                               place_object(y, x, AM_OKAY);
                                        }
                                        else
                                        {
@@ -3955,7 +3955,7 @@ static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
                                        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;
                                        }
                                }
@@ -3979,7 +3979,7 @@ static void fill_treasure(int x1, int x2, int y1, int y2, int difficulty)
                                        }
                                        else if (randint0(100) < 50)
                                        {
-                                               place_object(y, x, FALSE, FALSE);
+                                               place_object(y, x, AM_OKAY);
                                        }
                                }
 
@@ -5314,7 +5314,7 @@ static void build_type12(int by0, int bx0)
                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);