case 'A':
/* Reward for Pattern walk */
- object_level = current_floor_ptr->base_level + 12;
+ current_floor_ptr->object_level = current_floor_ptr->base_level + 12;
place_object(y, x, AM_GOOD | AM_GREAT);
- object_level = current_floor_ptr->base_level;
+ current_floor_ptr->object_level = current_floor_ptr->base_level;
break;
case '~':
monster_level = current_floor_ptr->base_level + 9;
place_monster(y, x, PM_ALLOW_SLEEP);
monster_level = current_floor_ptr->base_level;
- object_level = current_floor_ptr->base_level + 7;
+ current_floor_ptr->object_level = current_floor_ptr->base_level + 7;
place_object(y, x, AM_GOOD);
- object_level = current_floor_ptr->base_level;
+ current_floor_ptr->object_level = current_floor_ptr->base_level;
break;
}
monster_level = current_floor_ptr->base_level + 40;
place_monster(y, x, PM_ALLOW_SLEEP);
monster_level = current_floor_ptr->base_level;
- object_level = current_floor_ptr->base_level + 20;
+ current_floor_ptr->object_level = current_floor_ptr->base_level + 20;
place_object(y, x, AM_GOOD | AM_GREAT);
- object_level = current_floor_ptr->base_level;
+ current_floor_ptr->object_level = current_floor_ptr->base_level;
break;
}
}
if (randint0(100) < 50)
{
- object_level = current_floor_ptr->base_level + 7;
+ current_floor_ptr->object_level = current_floor_ptr->base_level + 7;
place_object(y, x, 0L);
- object_level = current_floor_ptr->base_level;
+ current_floor_ptr->object_level = current_floor_ptr->base_level;
}
break;
}
y = v_ptr->hgt;
/* Some huge vault cannot be ratated to fit in the dungeon */
- if (x + 2 > cur_hgt - 2)
+ if (x + 2 > current_floor_ptr->height - 2)
{
/* Forbid 90 or 270 degree ratation */
transno &= ~1;
y = v_ptr->hgt;
/* Some huge vault cannot be ratated to fit in the dungeon */
- if (x + 2 > cur_hgt - 2)
+ if (x + 2 > current_floor_ptr->height - 2)
{
/* Forbid 90 or 270 degree ratation */
transno &= ~1;
xsize = xhsize * 2;
ysize = yhsize * 2;
- if (dun_level < 25)
+ if (current_floor_ptr->dun_level < 25)
{
/* Earth vault (Rubble) */
type = LAKE_T_EARTH_VAULT;
}
- else if (dun_level < 50)
+ else if (current_floor_ptr->dun_level < 50)
{
/* Air vault (Trees) */
type = LAKE_T_AIR_VAULT;
}
- else if (dun_level < 75)
+ else if (current_floor_ptr->dun_level < 75)
{
/* Water vault (shallow water) */
type = LAKE_T_WATER_VAULT;
y = v_ptr->hgt;
/* Some huge vault cannot be ratated to fit in the dungeon */
- if (x + 2 > cur_hgt - 2)
+ if (x + 2 > current_floor_ptr->height - 2)
{
/* Forbid 90 or 270 degree ratation */
transno &= ~1;