/*
 * Summon a creature of the specified type
 *
 * XXX XXX XXX This function is rather dangerous
 */
static void do_cmd_wiz_named(int r_idx, bool slp)
{
	int py = p_ptr->py;
	int px = p_ptr->px;

	int i, x, y;

	cave_type *c_ptr;

	/* Paranoia */
	/* if (!r_idx) return; */

	/* Prevent illegal monsters */
	if (r_idx >= max_r_idx) return;

	/* Try 10 times */
	for (i = 0; i < 10; i++)
	{
		int d = 1;

		/* Pick a location */
		scatter(&y, &x, py, px, d);

		/* paranoia */
		if (!in_bounds2(y, x)) continue;

		/* Require empty grids */
		c_ptr = area(y, x);
		if (!cave_empty_grid(c_ptr)) continue;

		/* Place it (allow groups) */
		if (place_monster_aux(y, x, r_idx, slp, TRUE, FALSE, FALSE)) break;
	}
}
/*
 * Hack -- Place some sleeping monsters near the given location
 */
void vault_monsters(int y1, int x1, int num)
{
    int k, i, y, x;
    cave_type *c_ptr;

    /* Try to summon "num" monsters "near" the given location */
    for (k = 0; k < num; k++)
    {
        /* Try nine locations */
        for (i = 0; i < 9; i++)
        {
            int d = 1;

            /* Pick a nearby location */
            scatter(&y, &x, y1, x1, d, 0);

            /* Require "empty" floor grids */
            c_ptr = &cave[y][x];
            if (!cave_empty_grid(c_ptr)) continue;

            /* Place the monster (allow groups) */
            monster_level = base_level + 2;
            (void)place_monster(y, x, (PM_ALLOW_SLEEP | PM_ALLOW_GROUP));
            monster_level = base_level;
        }
    }
}